I'm trying to make a simple incremental game.
I have a button to "build a hut". Basically, add 1 to an int value every time it's pressed. I want to then show in a label how many huts were built. But the label1.Text only accepts string values.
However, when I convert the integer .ToString, it doesn't work. It keeps the number at 1 and doesn't up it.
public void Button1_Click(object sender, EventArgs e)
{
int numberofhuts = 0;
numberofhuts++;
label1.Text = numberofhuts;
}
That's what it looks like. Any help would be super appreciated.
Right now, you reset the variable numberofhuts to zero, every time you click the button (as others have pointed out). So you need to do one of the following two things:
Move the variable to a broader scope (i.e. move it outside the button click.function)
Use the label text as a starting point for your increment.
The second approach is probably not the best, as this requires some sort of mechanism to ensure that the label text is always numeric. So you could do something like this:
public partial class MyForm : Form
{
// Constructor (normally generated by Visual Studio)
public MyForm()
{
InitializeComponent();
}
// Create, and initialize the variable outside the method.
private int _numberOfHuts = 0;
// When clicking the button, the variable is incremented
// and the label is updated with the new value.
private void Button1_Click(object sender, EventArgs e)
{
_numberOfHuts++;
label1.Text = numberOfHuts.ToString();
}
}
Also, you should consider your naming. Names like Button1 and Label1 are poor choices, because they in no way indicate what they objects function are. Instead use something like IncrementHutCount for the button and NumberOfHuts for the label.
Edit:
Note that the scope change I made, might not be broad enough. I just made the assumption that you only have a single form, which lives for the entire life span of the program. If this is not the case, you need to move it somewhere else.
Related
Yes, I have already researched this question. I've found this: How to display remaining textbox characters in a label in C#? and many others just like it. That's how I managed to get this following code pieced together:
protected void rtdDisclaimer(object sender, EventArgs e)
{
lblCharCount.Text = "Characters Remaining:" + (700 - rtbDisclaimer.Text.Length).ToString(); // char count limit set to 700
}
I've never coded in c# before, but am working on a group project and that's the language the group lead chose. I'm new to programming and have minimal experience with java. This program is being done in visual studio. I'm trying to make the label show the number of characters remaining depending upon what's typed in the richtextbox. There are no errors, but the label isn't displaying anything at all.
You must associate the method to the textchanged event of the control.
protected void rtbDisclaimerTextChanged(object sender, EventArgs e)
{
lblCharCount.Text = "Characters Remaining:" + (700 - rtbDisclaimer.Text.Length).ToString(); // char count limit set to 700
}
On the constructor, after InitializeComponent(), yo must add this line:
rtbDisclaimer.TextChanged += new EventHandler(rtbDisclaimerTextChanged);
Your code will work, but you need to attach the method to the correct event on your RichTextBox, so it will invoke that code when the event fires.
Add this to the constructor of your Form:
rtbDisclaimer.TextChanged += rtdDisclaimer;
The function you mentioned in your question seems a server side and you can call it on a an event like a button's click.
If you want to display characters length while typing then use JavaScript/jQuery
like
$('textarea').keyup(updateCount);
$('textarea').keydown(updateCount);
function updateCount() {
var cs = $(this).val().length;
$('#characters').text(cs);
}
Check this too. JsFiddle example (by Dreami)
Hepe this helps!
I'm sorry if this seems incredibly obvious or a very much commonly asked question, but I've been searching and looking over posts for a while now and i still can't seem to get it.
I'm just getting into learning C# and I set myself a little project, making a word processor around a richtextbox control with a few extra features.
I'm currently just adding in the ability to 'Find & Replace' text, and the below code is working when used on the same form as the rich text box control.
richTextBox1.Rtf = richTextBox1.Rtf.Replace("bob", "bill");
I don't want to use a dialog box or something similar, i'm coming direct from our old friend VB6 though, so i'm not sure if they still even exist as such, so i'm making an external form that acts sort of like a dialog box, where i'd like the user to be able to enter the text to look for and replace and then press okay, and be sent back to the main form, sounds simple huh, probably is, i'm not sure what i'm missing...
private void findReplaceToolStripMenuItem_Click(object sender, EventArgs e)
{
Form3 AboutBox = new Form3();
AboutBox.ShowDialog();
}
I've tried my best at implementing a few of the answers I've read over here, in one of them i managed to be able to control form1 but only if i opened a new instance of it with form1.show(); after the code, which is kind of useless in what i'm trying to achieve.
I've set the richTextBox1.Modifiers to Public, but I'm still scratching my head over this one.
Instead of making the RichTextBox public, I'd add a property to the other form that returns the text from that control, like this:
public class SearchForm : Form
{
public string SearchTerm
{
get { return richTextBox1.Text; }
}
...
When the user closes the "search" form, you can get the search term by referencing the property:
private void findReplaceToolStripMenuItem_Click(object sender, EventArgs e)
{
string searchTerm;
using (var searchForm = new SearchForm()) // used 'using' to dispose the form
{
searchForm.ShowDialog();
searchTerm = searchForm.SearchTerm;
}
// do something with searchTerm
}
You'll find this makes maintenance more manageable too. Changing the names of controls in one form shouldn't require you to make changes in any other form that uses them.
Long time listener, first time caller here. I'm having a strange issue with the TextBox in WinRT C#/XAML that I hope someone may be able to help me with.
Basically, I'm working on creating a Custom Control that essentially requires a second TextBox to be a copy of the first, including showing the same Text, and showing the same Selected Text. Obviously for the Text requirement I simply respond to the TextChanged event on the first TextBox and set the Text of the second TextBox to the Text from the first, which works great.
For the Selected Text requirement I started with a similar solution, and my code for this is as follows:
void TextBox1_SelectionChanged(object sender, RoutedEventArgs e)
{
this.TextBox2.Select(this.TextBox1.SelectionStart, this.TextBox1.SelectionLength);
}
This seemed to work pretty well when initially used with a mouse:
But I'm having a problem when selecting text with Touch. I double-tap within the TextBox to create the first "anchor" as you do in Touch, then drag to begin the selection; but I only ever manage to select a single character normally before the selection stops. The TextBox doesn't lose focus exactly, but the behaviour is similar to that; the selection anchors disappear and I can't continue selecting anything unless I re-double-tap to start a new selection. If I remove the code to select text in TextBox2 then the Touch selection behaves perfectly in TextBox1.
I've been trying to fix this for a while and cannot, I'm not sure if I can get the desired behaviour with WinRT TextBoxes. Does anyone have any ideas? Or perhaps another way to implement a solution with two TextBoxes with this behaviour?
Thanks a lot.
So this is far from an answer, but discovered a few things that maybe will help you or others come up with a potential workaround. Apologies if these are things you've already seen and noted.
First, it's not the call to TextBox2.Select() that's the problem per se. This for instance, works fine for me
private void txt1_SelectionChanged(object sender, RoutedEventArgs e)
{
var start = TextBox1.SelectionStart;
var length = TextBox1.SelectionLength;
TextBox2.Select(3, 5);
}
unfortunately, using start and length versus the hard-coded 3 and 5, that is, the following, DOES NOT WORK:
private void txt1_SelectionChanged(object sender, RoutedEventArgs e)
{
var start = TextBox1.SelectionStart;
var length = TextBox1.SelectionLength;
TextBox2.Select(start, length);
}
I also discovered that I could select TWO characters if I started from the end, but only one from the beginning. That got me to thinking about dispatching the call to set the second selection:
private void txt1_SelectionChanged(object sender, RoutedEventArgs e)
{
var start = TextBox1.SelectionStart;
var length = TextBox1.SelectionLength;
Dispatcher.RunAsync(Windows.UI.Core.CoreDispatcherPriority.Low,
() => TextBox2.Select(start, length));
}
Now I can select 2 from the front and 3 and sometimes 4 from the back. Took it a step further, and was able to select as many as six or seven with a really fast swipe.
private void txt1_SelectionChanged(object sender, RoutedEventArgs e)
{
var start = TextBox1.SelectionStart;
var length = TextBox1.SelectionLength;
Dispatcher.RunIdleAsync((v) => Highlight());
}
public void Highlight()
{
TextBox2.Select(TextBox1.SelectionStart, TextBox1.SelectionLength);
}
Seems like the trick to working around this is not setting TextBox2 until whatever vestiges of the TextBox1 SelectionChanged event have completed.
This may be worth registering on Connect.
Mine is only a partial solution as well.
I did some debugging and noticed that the SelectionChanged event is fired throughout the text selection process. In other words, a single finger "swipe" will generate multiple SelectionChanged events.
As you found out, calling TextBox.Select during a text selection gesture affects the gesture itself. Windows seems to stop the gesture after the programmatic text selection.
My workaround is to delay as long as possible calling the TextBox.Select method. This does work well, except for one edge case. Where this method fails is in the following scenario:
The user begins a select gesture, say selecting x characters. The user, without taking their finger off the screen, pauses for a second or two. The user then attempts to select more characters.
My solution does not handle the last bit in the above paragraph. The touch selection after the pause does not actually select anything because my code will have called the TextBox.Select method.
Here is the actual code. As I mentioned above, there are multiple selection changed events fired during a single selection gesture. My code uses a timer along with a counter to only do the programmatic selection when there are no longer any pending touch generated selection changed events.
int _selectCounter = 0;
const int SELECT_TIMER_LENGTH = 500;
async private void TextBox1_SelectionChanged(object sender, RoutedEventArgs e)
{
// _selectCounter is the number of selection changed events that have fired.
// If you are really paranoid, you will want to make sure that if
// _selectCounter reaches MAX_INT, that you reset it to zero.
int mySelectCount = ++_selectCounter;
// start the timer and wait for it to finish
await Task.Delay(SELECT_TIMER_LENGTH);
// If equal (mySelectCount == _selectCounter),
// this means that NO select change events have fired
// during the delay call above. We only do the
// programmatic selection when this is the case.
// Feel free to adjust SELECT_TIMER_LENGTH to suit your needs.
if (mySelectCount == _selectCounter)
{
this.TextBox2.Select(this.TextBox1.SelectionStart, this.TextBox1.SelectionLength);
}
}
Hopefully I can explain this OK. I have a countdown Timer - A user enters the time, etc and picks if they want to open min size or max size from Radio buttons. Depending on which they choose it will load either Min form or Max form where the time will value entered in the UserControl form will be passed across and start to countdown. Now there were buttons for pause/stop,reset etc on the User Control form. I want these to be instead on the Min/Max forms. I was hoping the easiest way for me to do this would be hide the button on the user control form and then try and wire it up to a button on min/max form so if they were pressed it preform like the button on user control was pressed. However I am getting the error in title - it highlights the statement below in yellow (next statement that will be executed)....
(note - this line of code is in the Min form - I need to declare a new instance of it so i can call the function PauseMinClick (the Pause button on MinForm) _ I am wanting it to call the btnPauseClick function which is in CountdownUserControl).
private CountdownUserControl CU = new CountdownUserControl();
private void PauseMin_Click(object sender, EventArgs e)
{
CU.btnPause_Click(sender, e);
}
and highlights the one in green below (next statement to execute when this thread returns from current function)...
private Min _Min = new Min();
(this is in my CountdownUserControl class - note i need an instance of it here to pass across the values which have to countdown. Does anyone know what i should be doing to resolve this easily? Ideally I dont want to have to re-write lots of code - I would just like to get it working with the buttons on the new forms Max/Min but wired up as if they were being pressed on the UserControl form (where they all work fine).
Many Thanks - Colly
It sounds like you have this:
class CountdownUserControl
{
private Min _Min = new Min();
// Other stuff...
}
class Min
{
private CountdownUserControl CU = new CountdownUserControl();
// Other stuff...
}
In other words, to create an instance of Min, you need to create an instance of CountdownUserControl... which in turn needs to create an instance of Min... which in turn needs to create an instance of CountdownUserControl... Do you see why you have a problem?
It's not really clear to me what you're trying to achieve, but this is the cause of the problem. Perhaps one of the classes should take a parameter in its constructor to allow it to refer to an instance of the other?
You say this is in your CountdownUserControl class? If so, this is the problem:
private CountdownUserControl CU = new CountdownUserControl();
It creates a new CountdownUserControl, which creates a CountdownUserControl, which.....etc until the stack overflows
I'm coding a simple text editor using Windows Forms. As in many editors, when the text changes the title bar displays an asterisk next to the title, showing that there is unsaved work. When the user saves, this goes away.
However, there is a problem. This is handled in the change event of the main text box. But this gets called too when a file is opened or the user selects "New file", so that if you open the editor and then open a file, the program says that there are unsaved changes. What is a possible solution?
I thought of having a global variable that says whether the text changed in a way that shouldn't trigger the asterisk, but there has to be a better way.
before loading data to a textbox, unassociate first the eventhandler for change
uxName.TextChanged -= uxName_TextChanged;
uxName.Text = File.ReadAllText("something.txt");
uxName.TextChanged += uxName_TextChanged;
This is a horrible solution, but every time the text change event fires, compare the value of the textbox to some variable, and if they are different store the contents on the textbox in a variable and add the asterisk. When the method is invoked via the New File dialog or any other such event that is NOT changing the text, the asterisk won't appear.
This is not a viable solution for a real text editor since the memory would quickly get out of hand on even medium-sized files. Using a finger tree or whatever data structure text editors use to compare "versions" of the text is the only real efficient solution, but the premise is the same.
http://scienceblogs.com/goodmath/2009/05/finally_finger_trees.php
Below the second picture he mentions the use of finger trees in text editors to implement an extremely cheap "undo" feature, but I'm sure you can see the validity of the tree for your problem as well.
There are no global variables in C#. You should have such an variable as an instance variable in your form (or better yet, in a model for which your form is a view), and that is perfectly fine.
This is a very simple and stupid solution. I would use a MVP design pattern for this but here the fastest and simple solution:
//Declare a flag to block the processing of your event
private bool isEventBlocked = false;
private void OnTextChanged(object sender, EventArgs e)
{
if(!isEventBlocked)
{
//do your stuff
}
}
private void OnNewFile() //OR OnOpenFile()
{
try
{
isEventBlocked = true;
CreateFile();
}
catch
{
//manage exception
}
finally
{
isEventBlocked = false;
}
}