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Hi,
I'm using Visual Studio 2003 .NET and the application has this title bar with a heading and two buttons - hide/show and close - this title bar is circled in the image provided (image link). My question is what kind of a control is it, or maybe a combination of controls and how do I create something like that to insert into my form.
Top red oval in the image is the title bar I'm asking about
Image link:
http://img387.imageshack.us/my.php?image=vs20032ij.png [^]
Thank you in advance.
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They are called docking windows, your in luck because I have tried out loads of different ones today, see the article Dock Manager for a free implementation, if your after designer support and more I've found either SandDock or Actipro UI studio are the best.
The larger circle in your picture is called a propertygrid this is part of the framework, right click your toolbox and choose add/remove items as it is not enabled by default.
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How would i be able to use tags on nodes in a treeview to store and retrieve information.
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If you have a bunch of Infos you want to store in a node you could make a helper class containing everything you need and store it in the node:
private void SetInfo(MyInfosClass info, TreeNode node) {
node.Tag = info;
}
private MyInfosClass GetInfo(TreeNode node) {
return node.Tag as MyInfosClass;
}
A in my opinion better idea would be to inherit from TreeNode and add some extra properties.
public class MyTreeNode : TreeNode {
private string _info1;
private int _info2;
public string Info1 {
get { return _info1; }
set { _info1 = value; }
}
public int Info2 {
get { return _info2; }
set { _info2 = value; }
}
}
With this solution you naturally would have to instantiate and use the MyTreeNode class instead of TreeNode.
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Hi all,
I am considering using the default xml serializer in C#.
My concerns for using the default xml serializer or implement the serializer code myself are as follow,
1. The class has arrayList inside which need to be serialized.
2. The class have base class which also need to be serialized.
3. I need to control the depth of the serialization for the objects referenced by the class
So what should I adopt ? Use the default serializer or write my own code ?
Thanks
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1. No problem - the ArrayList is also serializable
2. No problem as long as all used classed are serializable (either by atrtibute or ISerializable interface)
3. Probably a problem but this depends. With the default behaviour this isn't possible. You will either have to implement ISerializable to hae a better control on what is being serialized or have an ISerializationSurrogate to stop certain classes from being serialized. If later is valid in your case depends on your data structure.
(Bonus)
4. Keep in mind that .Net serialization is rather slow. If you are serializing a rather big amount of stuff you'll be better of doing it yourself. This is especially true if you have lots of small objects.
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Thanks so much.
Then I think I need to do it for myself coz speed is my first concern.
May I ask you also whether any pattern for this kind of manually serialization so that I won't miss out any attributes in the class to be serialized manually or it can reduce errors as my class already changes ?
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I don't think I have any real good advice for you. The only way to reduce errors would be to write an Unit-Tests which first serializes one instance of your class, then deseriealizes it and checks the equality of the result with some kind of recursive technique using reflection to catch all fields.
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How do you create an MMC snap In in C#?
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This may be a wierd question but has anyone ever heard of interaction between Assembly and C#. Some instance where Assembly code is embedded in C# code etc.
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Mridang Agarwal wrote:
This may be a wierd question but has anyone ever heard of interaction between Assembly and C#. Some instance where Assembly code is embedded in C# code etc.
If by Assembly, you mean x86 ASM, so there's no way of embedding Assembly code in C#, that's why you won't find any samples.
I see dead pixels
Yes, even I am blogging now!
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Hi,
As a beginning C# programmer I have some trouble getting this ODBC function to work.
<br />
[DllImport("odbc32.dll",CharSet=CharSet.Ansi)]<br />
private static extern short SQLGetDiagRec( <br />
short HandleType, <br />
IntPtr inputHandle, <br />
ushort RecNumber, <br />
string SqlState, <br />
short NativeError, <br />
String MessageText, <br />
short bufferLength, <br />
short TextLength );<br />
<br />
<br />
<br />
<br />
String messageText = string.Empty;<br />
short messageTextlen = 128;<br />
short nativeErr = 0;<br />
string sqlState = " ";<br />
short rc = SQLGetDiagRec(<br />
SQL_HANDLE_ENV, <br />
m_environmentHandle, <br />
1, <br />
sqlState, <br />
nativeErr, <br />
messageText, <br />
messageTextlen, <br />
128);<br />
Whatever I do, after all ODBC calls I make, sqlState will always show spaces and messagetext will always be an empty string
I guess I'm doing something wrong here, but can't begin to wonder what.
Is the declaration with DLLImport of this function not correct, is there something wrong with the parameters when the function is called ? Should I use pointers maybe (I thought in C# that was no longer necessary)
I hope some of the guru's can get me going on this
Thanks,
Shah
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Anyone got any clues ?
please ??
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how do i use WMI and how can i view a list of all the WMI classes. How does one use WQL statements? I know for a fac t that they are pretty similar to SQL syntax but what are the table names, column names etc?
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ANYONE GOOD IDEAS?
I want to display Bitmaps with DirectX. I need a good performance, for that reason I'm not using GDI+. I load the Bitmaps into a Texture and draw them on Screen using the DrawPrimitives()-Method. It works fine for small Bitmaps.
But I need to display large Bitmaps (e.g. 5000x4000 Pixels), which cannot be directy loaded in ONE Texture. My graphics card supports textures up to 4096X4096 Pixels, which is even not enough And most of the common graphics cards don't support textures this size, right?
How can I split one Bitmap in different Textures so that I can display these Bitmaps? That was my idea, but I don't know how to do it.
Or does anyone have another idea of displaying Bitmaps this size?
I would be very greatful if anyone can help me!
Silka
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silka_c# wrote:
I want to display Bitmaps with DirectX. I need a good performance, for that reason I'm not using GDI+. I load the Bitmaps into a Texture and draw them on Screen using the DrawPrimitives()-Method. It works fine for small Bitmaps.
Why don't you use something like BitBlt? GDI (not GDI+) is hardware accelerated and highly portable between cards. Not to mention easier to use for the kind of thing you're tring to do. It's often used on simpler, 2D games and it's fast enough for most uses...
I see dead pixels
Yes, even I am blogging now!
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The Idea sounds good. I would give it a try.
I searched a little bit in the web and the MSDN.
How do I use BitBlt in C#. Did you use it in a c#-application and could you give me some code snippets?
Thanks a lot for your help.
Silka
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Thanks again, Daniel.
I made BitBlt work but it is not much faster than the old version with DrawImage().
Are there any other ideas?
Thanks for your help.
SILKA
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silka_c# wrote:
Are there any other ideas?
How fast do you need to go? 5000x4000 pixels == 5000x4000x4 bytes ~~ 76MB
This should take a while to transfer over any bus...
Besides that, do you really have a card/monitor that is able to display such a beast?
I see dead pixels
Yes, even I am blogging now!
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