I want to create a program that will create the picturebox to the number that the user enters.
I use the following code.
int i,j,X = 395, Y = 7, S = 200 / int.Parse(textBox2.Text), C = int.Parse(textBox2.Text),CCC = 0;
PPP = new PictureBox[C];
for (i = 0; i < C; i++)
{
X = X + 5;
for (j = 0; j < C; j++)
{
Y = Y + 5;
PPP[CCC] = new PictureBox()
{
BackColor = Color.OrangeRed,
Size = new Size(S, S),
Location = new Point(X, Y)
};
Controls.Add(PPP[CCC]);
}
CCC++;
}
Thanks.
Part of the problem is that you have to update X and Y so your PictureBoxes are not drawn on top of each other.
Related
I have an image, and I want to take each square of 256X256 pixels, find the mean color, and draw that square with said color.
Problem: it seems that after the first square the processing suddenly stops, but after following the program I can see the indexes are just fine. I have no idea if the problem lies with file writing in my computer system, or a wrong use of the "Bitmap" class functions.
original:
result:
code:
public const int big =256;
public const int small = 16;
static void Main(string[] args)
{
Bitmap bt = new Bitmap(#"C:\Users\mishe\Desktop\00_sorted images - training\general shores\agulhas_oli_2016146_lrg.jpg");
Bitmap bt2 = bt;
Color MeanColor;
double r = 0;
double g = 0;
double b = 0;
int i = 0;
int j = 0;
//big loop to go over all image
for (i = 0; i < bt.Height-257; i+=256)
{
for (j = 0; j < bt.Width-257; j+=256)
{
/////////////////////////////
//small loop on 1 square to get the mean color of the area
for (int x = i; x < big; x++)
{
for (int y = j; y < big; y++)
{
r += bt.GetPixel(x, y).R;
g += bt.GetPixel(x, y).G;
b += bt.GetPixel(x, y).B;
}
}
/////////////////////////////
r = r / Math.Pow(big, 2);
g = g / Math.Pow(big, 2);
b = b / Math.Pow(big, 2);
MeanColor = Color.FromArgb((int)r, (int)g, (int)b);
/////////////////////////////
//small loop on the same square to set the color
for (int x = i; x < big; x++)
{
for (int y = j; y < big; y++)
{
bt2.SetPixel(x, y, MeanColor);
}
}
/////////////////////////////
}
}
bt2.Save(#"C:\Users\mishe\Desktop\compressed image.jpg", ImageFormat.Jpeg);
}
This line:
//small loop on 1 square to get the mean color of the area
for (int x = i; x < big; x++)
After the first square, x will be 256, so it won't do the small loop.
I think you want:
for (int x = i; x < i + big; x++)
Or your small loop could be:
for (int x = 1; x < big; x++)
and then add the large and small values inside the loop:
r += bt.GetPixel(i + x, j + y).R;
Ive been working on a code that takes an image, turns it into grayscale, and then does image manipulation depending on which button is pressed. When a button is pressed (ex. Average 3x3, Prewitt 5x5), it calls a 2D Multiplication function, which loops over the grayscale image, while looping over the kernel, adding all the values in the matrix. If any value is over 255, it sets it to 255. Then using the SetPixel on a temporary bitmap variable, which is finally put into the picturebox. When i run the program, I select an image and it shows it (as grayscale), but after choosing one of the filters, the program freezes for around 30 seconds, and then nothing changes, no filter is applied. Ive tried debugging and i cant seem to locate what the problem is!
EDIT: The initial question has been solved( I had to refresh the picturebox for the new image to show properly.
But i am facing another problem here with regards to the prewitt kernel.
i get this error
"Additional information: Value of '-6' is not valid for 'red'. 'red' should be greater than or equal to 0 and less than or equal to 255."
And i am not sure what to change in my code to fix this.
Initializing:
public partial class Form1 : Form
{
private Image img;
Bitmap grayscaleimage;
double[][] AVGKernel = new double[11][];
double[][] PrewittKernel = new double[11][];
int[] AVGKernal1DH = new int[11];
int[] AVGKernal1DV = new int[11];
Bitmap tempBitmap;
public Form1()
{
InitializeComponent();
for (int i = 0; i < 11; i++)
{
AVGKernel[i] = new double[11];
PrewittKernel[i] = new double[11];
for (int j = 0; j < 11; j++)
{
AVGKernel[i][j] = 0;
PrewittKernel[i][j] = 0;
AVGKernal1DH[j] = 0;
AVGKernal1DV[j] = 0;
}
}
}
The open button and turning the picture into grayscale:
private void OpenImageButton(object sender, EventArgs e)
{
OpenFileDialog openFileDialog = new OpenFileDialog();
if (openFileDialog.ShowDialog() == DialogResult.OK)
{
this.img = Image.FromFile(openFileDialog.FileName);
grayscaleimage = new Bitmap(img);
int rgb;
Color c;
for (int y = 0; y < grayscaleimage.Height; y++)
for (int x = 0; x < grayscaleimage.Width; x++)
{
c = grayscaleimage.GetPixel(x, y);
rgb = (int)((c.R + c.G + c.B) / 3);
grayscaleimage.SetPixel(x, y, Color.FromArgb(rgb, rgb, rgb));
}
this.pictureBox1.BackgroundImage = grayscaleimage;
pictureBox1.BackgroundImageLayout = ImageLayout.Zoom;
}
}
an example of the many buttons available:
private void button5_Click(object sender, EventArgs e)
{
AVGKernel[0][0] = 1; AVGKernel[0][1] = 1; AVGKernel[0][2] = 1; AVGKernel[0][3] = 1; AVGKernel[0][4] = 1;
AVGKernel[1][0] = 1; AVGKernel[1][1] = 1; AVGKernel[1][2] = 1; AVGKernel[1][3] = 1; AVGKernel[1][4] = 1;
AVGKernel[2][0] = 1; AVGKernel[2][1] = 1; AVGKernel[2][2] = 1; AVGKernel[2][3] = 1; AVGKernel[2][4] = 1;
AVGKernel[3][0] = 1; AVGKernel[3][1] = 1; AVGKernel[3][2] = 1; AVGKernel[3][3] = 1; AVGKernel[3][4] = 1;
AVGKernel[4][0] = 1; AVGKernel[4][1] = 1; AVGKernel[4][2] = 1; AVGKernel[4][3] = 1; AVGKernel[4][4] = 1;
kernal2DMultiplication(AVGKernel, 5);
this.pictureBox1.BackgroundImage = tempBitmap;
}
Prewitt 5x5 kernel
private void button13_Click(object sender, EventArgs e)
{
PrewittKernel[0][0] = 2; PrewittKernel[0][1] = 1; PrewittKernel[0][2] = 0; PrewittKernel[0][3] = -1; PrewittKernel[0][4] = -2;
PrewittKernel[1][0] = 2; PrewittKernel[1][1] = 1; PrewittKernel[1][2] = 0; PrewittKernel[1][3] = -1; PrewittKernel[1][4] = -2;
PrewittKernel[2][0] = 2; PrewittKernel[2][1] = 1; PrewittKernel[2][2] = 0; PrewittKernel[2][3] = -1; PrewittKernel[2][4] = -2;
PrewittKernel[3][0] = 2; PrewittKernel[3][1] = 1; PrewittKernel[3][2] = 0; PrewittKernel[3][3] = -1; PrewittKernel[3][4] = -2;
PrewittKernel[4][0] = 2; PrewittKernel[4][1] = 1; PrewittKernel[4][2] = 0; PrewittKernel[4][3] = -1; PrewittKernel[4][4] = -2;
kernal2DMultiplication(PrewittKernel, 5);
this.pictureBox1.BackgroundImage = tempBitmap;
this.pictureBox1.Refresh();
}
and finally, the function being called:
private void kernal2DMultiplication(double[][] kernel, int size)
{
tempBitmap = grayscaleimage;
double nrgb = 0;
for (int i = 0; i < grayscaleimage.Width - size / 2; i++)
{
for (int j = 0; j < grayscaleimage.Height - size / 2; j++)
{
if (i >= size / 2 && j >= size / 2)
{
for (int k = 0; k < size; k++)
for (int l = 0; l < size; l++)
nrgb += grayscaleimage.GetPixel(i + k - (size / 2), j + l - (size / 2)).R * kernel[k][l];
nrgb = nrgb / (size * size);
if (nrgb > 255)
nrgb = 255;
tempBitmap.SetPixel(i, j, Color.FromArgb((int)nrgb, (int)nrgb, (int)nrgb));
}
}
}
}
The problem is that you are modifying the BackgroundImage bitmap in-place rather than copying, modifying the copy, and then setting the copy to be the BackgroundImage:
this.pictureBox1.BackgroundImage = grayscaleimage; // initially
tempBitmap = grayscaleimage;
// Make changes to tempBitmap
this.pictureBox1.BackgroundImage = tempBitmap; // actually still the same pointer
The BackgroundImage setter is not forcing a redraw of the control in this case. To force this yourself, call Refresh():
this.pictureBox1.Refresh();
To improver performance, look into replacing multiple calls to SetPixel with a single call to LockBits. See e.g. here.
I want to make a sudoku field of labels, for which I have the code.
Now I want thick lines between some labels so you can see which block of labels are together.
This code makes the labels:
const int spacing = 30; //ruimte tussen kotjes
int aantal = (int)nudColsPerBlock.Value * (int)nudRowsPerBlock.Value; //totaal aantal kotjes per rij/kolom
Label[][] SudokuRaster = new Label[aantal][];
for (int x = 0; x < aantal; x++)
{
SudokuRaster[x] = new Label[aantal];
for (int y = 0; y < aantal; y++)
{
SudokuRaster[x][y] = new Label();
SudokuRaster[x][y].BorderStyle = BorderStyle.FixedSingle;
SudokuRaster[x][y].Location = new System.Drawing.Point(x * spacing, y * spacing);
SudokuRaster[x][y].Name = "Sudoku" + x.ToString() + "," + y.ToString();
SudokuRaster[x][y].Size = new Size(spacing, spacing);
SudokuRaster[x][y].TabIndex = 0;
SudokuRaster[x][y].MouseClick += new System.Windows.Forms.MouseEventHandler(this.MouseClick);
}
this.Controls.AddRange(SudokuRaster[x]);
}
Objectives
Imagine that, we have matrix like
a11 a12 a13
a21 a22 a23
a31 a32 a33
What I want to do is, from textbox value rotate this matrix so that, for example if I write 2 and press rotate, program must keep both diagonal values of matrix (in this case a11, a22, a33, a13, a31) and rotate 2 times clockwise other values. So result must be like
a11 a32 a13
a23 a22 a21
a31 a12 a33
It must work for all N x N size matrices, and as you see every 4 rotation takes matrix into default state.
What I've done
So idea is like that, I have 2 forms. First takes size of matrix (1 value, for example if it's 5, it generates 5x5 matrix). When I press OK it generates second forms textbox matrix like that
Form 1 code
private void button1_Click(object sender, EventArgs e)
{
int matrixSize;
matrixSize = int.Parse(textBox1.Text);
Form2 form2 = new Form2(matrixSize);
form2.Width = matrixSize * 50 + 100;
form2.Height = matrixSize *60 + 200;
form2.Show();
//this.Hide();
}
Form 2 code generates textbox matrix from given value and puts random values into this fields
public Form2(int matrSize)
{
int counter = 0;
InitializeComponent();
TextBox[] MatrixNodes = new TextBox[matrSize*matrSize];
Random r = new Random();
for (int i = 1; i <= matrSize; i++)
{
for (int j = 1; j <= matrSize; j++)
{
var tb = new TextBox();
int num = r.Next(1, 1000);
MatrixNodes[counter] = tb;
tb.Name = string.Format("Node_{0}{1}", i, j);
Debug.Write(string.Format("Node_{0}{1}", i, j));
tb.Text = num.ToString();
tb.Location = new Point(j * 50, i * 50);
tb.Width = 30;
tb.Visible = true;
this.splitContainer1.Panel2.Controls.Add(tb);
counter++;
}
}
}
Form 2 has 1 textbox for controlling rotation (others are generated on the fly, programmatically). What I want to do is, when I enter rotation count and press Enter on this textbox, I want to rotate textbox matrix as I explained above. Can't figure out how to do it.
Copy both diagonals to separate arrays, then rotate your matrix and replace diagonals. Below code shows each step:
class Program
{
static void Main(string[] args)
{
int matrixSize = 3;
string[,] matrix = new string[matrixSize,matrixSize];
//create square matrix
for (int x = 0; x < matrixSize; x++)
{
for (int y = 0; y < matrixSize; y++)
{
matrix[x, y] = "a" + (x + 1).ToString() + (y + 1).ToString();
}
}
Console.WriteLine(Environment.NewLine + "Base square matrix");
for (int x = 0; x < matrixSize; x++)
{
for (int y = 0; y < matrixSize; y++)
{
Console.Write(matrix[x, y] + " ");
}
Console.Write(Environment.NewLine);
}
Console.ReadKey();
//copy diagonals
string[] leftDiagonal = new string[matrixSize];
string[] rightDiagonal = new string[matrixSize];
for (int x = 0; x < matrixSize; x++)
{
leftDiagonal[x] = matrix[x, x];
rightDiagonal[x] = matrix[matrixSize - 1 - x, x];
}
Console.WriteLine(Environment.NewLine + "Diagonals");
for (int x = 0; x < matrixSize; ++x)
{
Console.Write(leftDiagonal[x] + " " + rightDiagonal[x] + Environment.NewLine);
}
Console.ReadKey();
//rotate matrix
string[,] rotatedMatrix = new string[matrixSize, matrixSize];
for (int x = 0; x < matrixSize; x++)
{
for (int y = 0; y < matrixSize; y++)
{
rotatedMatrix[x, y] = matrix[matrixSize - y - 1, x];
}
}
Console.WriteLine(Environment.NewLine + "Rotated");
for (int x = 0; x < matrixSize; x++)
{
for (int y = 0; y < matrixSize; y++)
{
Console.Write(rotatedMatrix[x, y] + " ");
}
Console.Write(Environment.NewLine);
}
Console.ReadKey();
//rotate matrix again
string[,] rotatedMatrixAgain = new string[matrixSize, matrixSize];
for (int x = 0; x < matrixSize; x++)
{
for (int y = 0; y < matrixSize; y++)
{
rotatedMatrixAgain[x, y] = rotatedMatrix[matrixSize - y - 1, x];
}
}
Console.WriteLine(Environment.NewLine + "Rotated again");
for (int x = 0; x < matrixSize; x++)
{
for (int y = 0; y < matrixSize; y++)
{
Console.Write(rotatedMatrixAgain[x, y] + " ");
}
Console.Write(Environment.NewLine);
}
Console.ReadKey();
//replace diagonals
for (int x = 0; x < matrixSize; x++)
{
rotatedMatrixAgain[x, x] = leftDiagonal[x];
rotatedMatrixAgain[matrixSize - 1 - x, x] = rightDiagonal[x];
}
Console.WriteLine(Environment.NewLine + "Completed" + Environment.NewLine);
for (int x = 0; x < matrixSize; x++)
{
for (int y = 0; y < matrixSize; y++)
{
Console.Write(rotatedMatrixAgain[x, y] + " ");
}
Console.Write(Environment.NewLine);
}
Console.ReadKey();
}
}
I don't know C#, so I can only give a suggestion in pseudocode:
Input: An N by N matrix in
Output: The input matrix rotated as described in the OP out
for i = 1 to N
for j = 1 to N
if N - j != i and i != j // Do not change values on either diagonal
out[j][N-i] = in[i][j]
else
out[i][j] = in[i][j]
Disclaimer: This algorithm is untested. I suggest you use a debugger to check that it works as you want.
This seems like quite an unorthodox UI presentation, but you're not too far off in terms of being able to achieve your functionality. Instead of a linear array, a rectangular array will make your job much easier. The actual rotation could be implemented with a for loop repeating a single rotation (which would be implemented as in the case 1 code), but I've decided to combine them into the four possible cases. This actually allows you to enter a negative number for number of rotations. Which reminds me, you really should do more error checking. At least protect against int.Parse throwing an exception both places it's used (with a try catch block or by switching to int.TryParse) and make sure it returns a meaningful number (greater than 0, possibly set a reasonable maximum other than int.MaxValue) for matrixSize in button1_Click.
namespace RotatingMatrices
{
public class Form2 : Form
{
// note these class fields
private TextBox[,] matrixNodes;
private int matrixSize;
public Form2(int matrSize)
{
InitializeComponent();
// note these inits
matrixSize = matrSize;
matrixNodes = new TextBox[matrixSize, matrixSize];
Random r = new Random();
// note the new loop limits
for (int i = 0; i < matrixSize; i++)
{
for (int j = 0; j < matrixSize; j++)
{
var tb = new TextBox();
int num = r.Next(1, 1000);
// note the change in indexing
matrixNodes[i,j] = tb;
tb.Name = string.Format("Node_{0}_{1}", i, j);
Debug.Write(string.Format("Node_{0}_{1}", i, j));
tb.Text = num.ToString();
tb.Location = new Point(j * 50, i * 50);
tb.Width = 30;
tb.Visible = true;
this.splitContainer1.Panel2.Controls.Add(tb);
}
}
}
private void buttonRotate_Click(object sender, EventArgs e)
{
string[,] matrix = new string[matrixSize, matrixSize];
int rotations = (4 + int.Parse(textBoxRotations.Text)) % 4; // note the addition of and mod by 4
switch(rotations)
{
case 1: // rotate clockwise
for (int i = 0; i < matrixSize; i++)
{
for (int j = 0; j < matrixSize; j++)
{
matrix[j, matrixSize - i - 1] = matrixNodes[i, j].Text;
}
}
break;
case 2: // rotate 180 degrees
for (int i = 0; i < matrixSize; i++)
{
for (int j = 0; j < matrixSize; j++)
{
matrix[i, j] = matrixNodes[matrixSize - i - 1, matrixSize - j - 1].Text;
}
}
break;
case 3: // rotate counter-clockwise
for (int i = 0; i < matrixSize; i++)
{
for (int j = 0; j < matrixSize; j++)
{
matrix[i, j] = matrixNodes[j, matrixSize - i - 1].Text;
}
}
break;
default: // do nothing
return;
}
// restore diagonals
for(int i = 0; i < matrixSize; i++)
{
matrix[i, i] = matrixNodes[i, i].Text;
matrix[i, matrixSize - i - 1] = matrixNodes[i, matrixSize - i - 1].Text;
}
// write strings back to text boxes
for (int i = 0; i < matrixSize; i++)
{
for (int j = 0; j < matrixSize; j++)
{
matrixNodes[i, j].Text = matrix[i, j];
}
}
}
}
}
I decided to tackle the issue using a listView instead of a text box, which makes the logic easier for me. Using this method, I was able to think of the matrix as successive boxes. I start on the outside and move in toward the middle, changing the size of my box each time.
Also, rather than using two forms, I use one. At the top I have a textbox where the user enters the size they want the array to be, and a button labeled "Fill" (button2). And at the bottom I have a textbox where the user enters the degree of rotation. When they click "Rotate," it kicks off a process of adding values to linked lists, combining and shifting the list, and then writing back out to the matrix. I'm sure I made it more convoluted than it has to be, but it was a great learning exercise.
After looking over jerry's code above, I think I'm going to look into rectangular arrays. :)
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace Recycle
{
public partial class Form1 : Form
{
public int size;
public LinkedList<string> topRight = new LinkedList<string>();
public LinkedList<string> bottomLeft = new LinkedList<string>();
public LinkedList<string> myMatrix = new LinkedList<string>();
public LinkedList<string> shiftMatrix = new LinkedList<string>();
public Form1()
{
InitializeComponent();
}
private void button2_Click(object sender, EventArgs e)
{
listView1.Clear();
size = int.Parse(textBox2.Text);
int c = 0;
int q = 0;
int w = 0;
string[] content = new string[size];
Random rnd = new Random();
for (c = 0; c < size; c++)
{
listView1.Columns.Add("", 25);
}
for (q = 0; q < size; q++)
{
for (w = 0; w < size; w++)
{
content[w] = rnd.Next(9,100).ToString();
}
ListViewItem lvi = new ListViewItem(content);
listView1.Items.Add(lvi);
}
}
public bool iseven(int size)
{
if (size % 2 == 0)
{
return true;
}
else
{
return false;
}
}
public void button1_Click(object sender, EventArgs e)
{
if (listView1.Items.Count < 3)
{
MessageBox.Show("Matrix cannot be rotated.");
return;
}
bool even = false;
int shift = int.Parse(textBox1.Text); //amount to shift by
int box = listView1.Items.Count - 1; //size of box
int half = Convert.ToInt32(listView1.Items.Count / 2);
int corner = 0; //inside corner of box
if (shift > listView1.Items.Count)
{
shift = shift % ((listView1.Items.Count - 2) * 4);
}
do
{
eachPass(shift, box, corner);
++corner;
--box;
} while (box >= half + 1);
}
public void eachPass(int shift, int box, int corner)
{
int x;
int i;
//Read each non-diagonal value into one of two lists
for (x = corner + 1; x < box; x++)
{
topRight.AddLast(listView1.Items[corner].SubItems[x].Text);
}
x = box;
for (i = corner + 1; i < box; i++)
{
topRight.AddLast(listView1.Items[i].SubItems[x].Text);
}
for (x = box - 1; x > corner; x--)
{
bottomLeft.AddLast(listView1.Items[box].SubItems[x].Text);
}
x = corner;
for (i = box - 1; i > corner; i--)
{
bottomLeft.AddLast(listView1.Items[i].SubItems[x].Text);
}
string myTest = "";
//join the two lists, so they can be shifted
foreach (string tR in topRight)
{
myMatrix.AddLast(tR);
}
foreach (string bL in bottomLeft)
{
myMatrix.AddLast(bL);
}
int sh;
//shift the list using another list
for (sh = shift; sh < myMatrix.Count; sh++)
{
shiftMatrix.AddLast(myMatrix.ElementAt(sh));
}
for (sh = 0; sh < shift; sh++)
{
shiftMatrix.AddLast(myMatrix.ElementAt(sh));
}
//we need the sizes of the current lists
int trCnt = topRight.Count;
int blCnt = bottomLeft.Count;
//clear them for reuse
topRight.Clear();
bottomLeft.Clear();
int s;
//put the shifted values back
for (s = 0; s < trCnt; s++)
{
topRight.AddLast(shiftMatrix.ElementAt(s));
}
for (s = blCnt; s < shiftMatrix.Count; s++)
{
bottomLeft.AddLast(shiftMatrix.ElementAt(s));
}
int tRn = 0;
int bLn = 0;
//write each non-diagonal value from one of two lists
for (x = corner + 1; x < box; x++)
{
listView1.Items[corner].SubItems[x].Text = topRight.ElementAt(tRn);
++tRn;
}
x = box;
for (i = corner + 1; i < box; i++)
{
listView1.Items[i].SubItems[x].Text = topRight.ElementAt(tRn);
++tRn;
}
for (x = box - 1; x > corner; x--)
{
listView1.Items[box].SubItems[x].Text = bottomLeft.ElementAt(bLn);
++bLn;
}
x = corner;
for (i = box - 1; i > corner; i--)
{
listView1.Items[i].SubItems[x].Text = bottomLeft.ElementAt(bLn);
++bLn;
}
myMatrix.Clear();
shiftMatrix.Clear();
topRight.Clear();
bottomLeft.Clear();
}
}
}
I want to draw 16*64 matrix, each one containing a:
Microsoft.VisualBasic.PowerPacks.OvalShape.
I used this:
List<Microsoft.VisualBasic.PowerPacks.OvalShape> ovalShape =
new List<Microsoft.VisualBasic.PowerPacks.OvalShape>();
for (int i = 0; i < 16; i++)
{
for (int j = 0; j < 64; j++)
{
OvalShape ovl = new OvalShape();
ovl.Width = 20;
ovl.Height = 20;
ovl.FillStyle = FillStyle.Solid;
ovl.FillColor = Color.Green;
ovalShape.Add(ovl);
}
}
How can I show it in the Window?
Creating a separate container for each shape is not required. Also you can skip the additional container list for the shapes. So you could use this very compact code.
var ovalShapes = new Microsoft.VisualBasic.PowerPacks.ShapeContainer()
{
Dock = DockStyle.Fill,
Margin = new Padding(0),
Padding = new Padding(0),
};
for (int i = 0; i < 16; i++)
for (int j = 0; j < 64; j++)
ovalShapes.Shapes.Add(
new Microsoft.VisualBasic.PowerPacks.OvalShape()
{
Width = 20,
Height = 20,
FillStyle = Microsoft.VisualBasic.PowerPacks.FillStyle.Solid,
FillColor = Color.Green,
Location = new Point(20 * i, 20 * j),
});
this.Controls.Add(ovalShapes);
From MSDN:
An OvalShape control cannot be displayed directly on a form or
container control; it must be contained in a ShapeContainer object.
After you initialize an OvalShape, you will have to set its Parent
property either to an existing ShapeContainer or to a new instance of
ShapeContainer.
Try to set Location and add your controls to the Form:
List<Microsoft.VisualBasic.PowerPacks.OvalShape> ovalShape = new List<Microsoft.VisualBasic.PowerPacks.OvalShape>();
for (int i = 0; i < 16; i++)
{
for (int j = 0; j < 64; j++)
{
OvalShape ovl = new OvalShape();
ovl.Width = 20;
ovl.Height = 20;
ovl.FillStyle = FillStyle.Solid;
ovl.FillColor = Color.Green;
ovl.Location = new Point(ovl.Width*i, ovl.Height*j);
ovalShape.Add(ovl);
}
}
foreach(OvalShape os in ovalShape)
{
Microsoft.VisualBasic.PowerPacks.ShapeContainer shapeContainer = new Microsoft.VisualBasic.PowerPacks.ShapeContainer();
Control c = new Control();
shapeContainer.Parent = c;
os.Parent = shapeContainer;
myForm.Controls.Add(c);
}
First simplify
int totalCount = 1024; //16*64
const int shapeWidth =20;
const int shapeHeight = 20;
for (int j = 0; j < totalCount; j++)
{
OvalShape ovl = new OvalShape();
ovl.Width = shapeWidth;
ovl.Height = shapeHeight;
ovl.FillStyle = FillStyle.Solid;
ovl.FillColor = Color.Green;
ovalShape.Add(ovl);
}
After pickup your drawing area and decide how much shapes per row you would like to have.
So some hypothetical code could look like this:
int shapesPerRowCount = 5;
int yPos = 0;
for(int i=0;i<ovalShape.Count;i++)
{
if(i % shapesPerRowCount == 0) //reach end of the row, so offset Y position by Height
yPos += shapeHeight;
int xPos = i*shapeWidth;
DrawShapeAtPos(ovalShape[i], xPos, yPos); //some special function that draws the shape
}
A very generic code, but just to provide you an idea.
If it's not what you're searching for, please clarify.