C# fill a cell in tableLayoutPanel on a loop - c#

I have a problem in this code, that show me own cell filled.
Here is the code:
private void tableLayoutPanel1_CellPaint(object sender, TableLayoutCellPaintEventArgs e)
{
for (int j = 0; j < 4; j++)
{
if (j % 3 == 0)
{
if (e.Column == j && e.Row == 1)
{
e.Graphics.FillRectangle(Brushes.White, e.CellBounds);
}
}
else
{
if (e.Column == j && e.Row == 1)
{
e.Graphics.FillRectangle(Brushes.Brown, e.CellBounds);
}
}
}
}
And here the result:
http://prntscr.com/20e3pb

Related

Animate pattern to move vom left to right and back in Console

I'm currently getting into c# and try to play around in the console.
I basically want to animate a logo in the console. I already wrote 2 methods to display the letters H and S with "#". Right now they're just written side by side. Now I want them to move from the left to the right and back. In the next step I'd also like to make the letters bigger and smaller every few frames. They have the size 5x7 now, so it would change every frame like this:
3x5 -> 5x7 -> 7x9.
My idea would be to to write the letters, move one column to the right, delete the old lines and print a new one.
Any tips on what I could do from here?
public class Program
{
static int row, col;
public static void Main(string[] args)
{
Console.CursorVisible = false;
WriteH();
WriteS();
}
public static void WriteH()
{
for (row = 0; row < 7; row++)
{
for (col = 0; col < 7; col++)
{
if ((col == 1 || col == 5) || (row == 3 && col > 1 && col < 6))
{
Console.Write("#");
}
else
{
Console.Write(" ");
}
}
Console.WriteLine();
}
}
public static void WriteS()
{
for (row = 0; row < 7; row++)
{
for (col = 0; col < 7; col++)
{
if (((row == 0 || row == 3 || row == 6) && col > 1 && col < 5)
|| (col == 1 && (row == 1 || row == 2 || row == 6))
|| (col == 5 && (row == 0 || row == 4 || row == 5)))
{
Console.SetCursorPosition(col+7, row);
Console.Write("#");
}
else
{
Console.SetCursorPosition(col+7, row);
Console.Write(" ");
}
}
Console.WriteLine();
}
}
}
If someone encounters the same problem,I now figured out how to do it using an endless while loop. Scaling the letters should be possible in the same way. The commented part was my first while loop, but just moves from left to right.
public class Program
{
static void Main(string[] args)
{
//WriteH();
//WriteS();
MoveLetters();
}
/*public static void MoveLetters()
{
int i = 0;
while (i < 100)
{
WriteH(i);
WriteS(i);
i++;
System.Threading.Thread.Sleep(20);
Console.Clear();
}
}*/
public static void MoveLetters()
{
int i = 0;
while (true)
{
for(i=0; i<100; i++)
{
WriteH(i);
WriteS(i);
System.Threading.Thread.Sleep(20);
Console.Clear();
}
for(i=100; i>0; i--)
{
WriteH(i);
WriteS(i);
System.Threading.Thread.Sleep(20);
Console.Clear();
}
}
}
public static void WriteH(int xPosition)
{
for (var row = 0; row < 7; row++)
{
for (var col = 0; col < 7; col++)
{
if ((col == 1 || col == 5) || (row == 3 && col > 1 && col < 6))
{
Console.SetCursorPosition(col + xPosition, row);
Console.Write("#");
}
}
Console.WriteLine();
}
}
public static void WriteS(int xPosition)
{
for (var row = 0; row < 7; row++)
{
for (var col = 0; col < 7; col++)
{
if (((row == 0 || row == 3 || row == 6) && col > 1 && col < 5)
|| (col == 1 && (row == 1 || row == 2 || row == 6))
|| (col == 5 && (row == 0 || row == 4 || row == 5)))
{
Console.SetCursorPosition(col + 7 + xPosition, row);
Console.Write("#");
}
}
Console.WriteLine();
}
}
}

AI does not play well in vertical tic tac toe c#

I'm doing a tic tac toe game with an AI. The AI plays well, except when it has to win with a vertical. All the other ways (horizontal and diagonal) does work.
I've done a lot of debugging and step by step and haven't found the solution. I thought you guys could help me finding the problem and help me solving it!
int findTwoPions(Boolean?[,] jeu)
{
// La méthode qui selon moi est à modifier car c'est celle ci qui décide la position que doit prendre l'IA quand elle peu gagner
int somme = 0;
int compteurX = 0;
int compteur0 = 0;
//Diagonale descendante
for (int i = 0; i < 3; i++)
{
if ((jeu[0, 0] == false || jeu[1, 1] == false || jeu[2, 2] == false) && (jeu[0, 0] == true || jeu[1, 1] == true || jeu[2, 2] == true))
{
somme += 0;
}
else
{
if (jeu[i, i] == false)
{
compteur0++;
compteurX = 0;
if (compteur0 == 2)
{
somme += 1500;
}
}
else if (jeu[i, i] == true)
{
compteur0 = 0;
compteurX++;
if (compteurX == 2)
{
somme -= 1600;
}
}
}
}
compteurX = 0;
compteur0 = 0;
//Diagonale montante
for (int i = 0; i < 3; i++)
{
if ((jeu[0, 2] == false || jeu[1, 1] == false || jeu[2, 0] == false) && (jeu[0, 2] == true || jeu[1, 1] == true || jeu[2, 0] == true))
{
}
else
{
if (jeu[i, 2 - i] == false)
{
compteur0++;
compteurX = 0;
if (compteur0 == 2)
{
somme += 1500;
}
}
else if (jeu[i, 2 - i] == true)
{
compteurX++;
compteur0 = 0;
if (compteurX == 2)
{
somme -= 1600;
}
}
}
}
//En ligne
for (int i = 0; i < 3; i++)
{
compteurX = 0;
compteur0 = 0;
if ((jeu[0, i] == false || jeu[1, i] == false || jeu[2, i] == false) && (jeu[0, i] == true || jeu[1, i] == true || jeu[2, i] == true))
{
somme += 0;
}
else
{
//Verticale
for (int j = 0; j < 3; j++)
{
if (jeu[j, i] == false)
{
compteur0++;
compteurX = 0;
if (compteur0 == 2)
{
somme += 1500;
}
}
else if (jeu[j, i] == true)
{
compteurX++;
compteur0 = 0;
if (compteurX == 2)
{
somme -= 1600;
}
}
}
}
compteurX = 0;
compteur0 = 0;
if ((jeu[i, 0] == false || jeu[i, 1] == false || jeu[i, 2] == false) && (jeu[i, 0] == true || jeu[i, 1] == true || jeu[i, 2] == true))
{
return somme += 0;
} // Voir les valeurs i j pcque c'est faux
else
{
//Horizontale
for (int j = 0; j < 3; j++)
{
if (jeu[i, j] == false)
{
compteur0++;
compteurX = 0;
if (compteur0 == 2)
{
somme += 1500;
}
}
else if (jeu[i, j] == true)
{
compteurX++;
compteur0 = 0;
if (compteurX == 2)
{
somme -= 1600;
}
}
}
}
}
return somme;
}
}
}
I think the problem is when I add a value to 'somme' or the way I run trough my tic tac toe.
If you need further code please tell me, thank you !
UPDATE:
MY AIRoutine.cs
public Boolean?[][] IAPlay(Boolean?[][] jeu, int profondeur)
{
int max = -10000;
int tmp, tmp2 = 0, tmpSomme = -10000; // -10000
int tmpBefore = 0;
int maxi = 0, maxj = 0;
int somme = 0;
int biggestSomme = 0;
setTab(jeu); // convertit le tableau[][] en tableau[,]
for (int i = 0; i < 3; i++) // parcours toutes les cases vides du tableau
{
for (int j = 0; j < 3; j++)
{
//Si une case est vide, on joue le coup de l'IA sur cette case et on simule le jeu complet
if (tab[i, j] == null)
{
tab[i, j] = false; // On simule le coup de l'IA
somme = findTwoPions(tab);
tmp = Max(tab, profondeur - 1);
if (tmpBefore < tmp && biggestSomme > somme)
{
tmpSomme = somme + tmpBefore;
}
else if (tmpBefore > tmp && biggestSomme < somme)
{
tmpSomme = somme + tmpBefore;
}
else
{
tmpSomme = tmp + somme;
}
if (somme > biggestSomme)
{
biggestSomme = somme;
tmpBefore = tmp;
}
//|| ((tmp == max) && (r.Next(1, 100) % 2 == 0))
if (tmpSomme >= max)
{
max = tmpSomme;
tmp2 = somme;
maxi = i;
maxj = j;
}
tab[i, j] = null;
}
}
}
tab[maxi, maxj] = false;
return getTab(jeu);
}
Let's put it in readable and maintainabe way: let's extract a method WinningLines where we enumerate all winning combinations (I've assummed that jue is 2d array - bool?[3, 3]):
using System.Linq;
...
private static IEnumerable<bool?[]> WinningLines(bool?[,] field) {
// Verticals
for (int column = 0; column < 3; ++column)
yield return new bool?[] {field[0, column], field[1, column], field[2, column]};
// Horizontals
for (int row = 0; row < 3; ++row)
yield return new bool?[] {field[row, 0], field[row, 1], field[row, 2]};
// Diagonals
yield return new bool?[] {field[0, 0], field[1, 1], field[2, 2]};
yield return new bool?[] {field[0, 2], field[1, 1], field[2, 0]};
}
Now let's query (with a help of Linq):
// Do we have any winning combinations for the 1st Player (all 3 true in WinningLines):
bool hasFirstWon = WinningLines(jeu).Any(line => line.All(cell => cell == true));
// Do we have any winning combinations for the 2nd Player (all 3 false in WinningLines):
bool hasSecondWon = WinningLines(jeu).Any(line => line.All(cell => cell == false));
Or if you operate with somme:
int somme =
WinningLines(jeu).Any(line => line.All(cell => cell == true)) ?
1500 // 1st wins
: WinningLines(jeu).Any(line => line.All(cell => cell == false)) ?
-1600 // 2nd wins
: 0; // no-one wins
Edit: Now let's implement a (simple) version of the int findTwoPions(Boolean?[,] jeu) method. First let's have
private static bool FirstIsOnMove(bool?[,] field) {
int count = 0;
foreach (var item in field)
if (item == true)
count += 1;
else if (item == true)
count -= 1;
return count == 0;
}
and the method itself will be
// This method rates the position in a [-1600..1500] range
// [1st player has lost..1st player has won]
int findTwoPions(Boolean?[,] jeu) {
// Edge cases: win or lose
if (WinningLines(jeu).Any(line => line.All(cell => cell == true)))
return 1500; // 1st has won
else if (WinningLines(jeu).Any(line => line.All(cell => cell == false)))
return -1600; // 1st has lost
//TODO: add more heuristics (depending who is on move)
// Example: if palayer is on move and can win by its next move?
// Say, we have positions like
// X.. XXO
// OX. Or X.O
// .O. ...
if (FirstIsOnMove(jeu)) {
if (WinningLines(jeu)
.Any(line => line.Sum(item => item == true ? 1 : item == false ? -1 : 0) == 2))
return 1200; // 1st is going to win (unless it makes a blind)
}
else {
if (WinningLines(jeu)
.Any(line => line.Sum(item => item == true ? 1 : item == false ? -1 : 0) == -2))
return -1200; // 2st is going to win (unless it makes a blind)
}
// Neutral position - neither 1st not 2nd have any advantages
return 0;
}

Function is not updating Button.Text c#

I have a grid of buttons that should reveal some info when they are clicked (within the button itself) For a knowledge assignment I'm trying to program minesweeper.
The grid method:
public void createGrid()
{
for (int i = 0; i < 8; i++)
{
grid[i] = new Cell[8];
for (int j = 0; j < 8; j++)
{
chance = rand1.Next(0, 6);
if (chance == 0 && bombAmount < 10)
{
grid[i][j] = new Cell(true);
bombAmount++;
}
else
{
grid[i][j] = new Cell();
}
grid[i][j].Name = "grid" + i.ToString() + j.ToString();
grid[i][j].Location = new System.Drawing.Point(i * 49, j * 49);
grid[i][j].Size = new System.Drawing.Size(50, 50);
grid[i][j].TabIndex = 0;
grid[i][j].Font = new System.Drawing.Font("Microsoft Sans Serif", 26.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0)));
}
}
for (int i = 0; i < 8; i++)
{
for (int j = 0; j <8; j++)
{
this.Controls.Add(grid[i][j]);
}
}
}
The Reveal method:
public void RevealCell(int n, int m)
{
if (grid[n][m].HasBomb == true)
{
grid[n][m].Text = "B";
}
else if (grid[n][m].NeighbourBombCount > 0)
{
grid[n][m].Text = grid[n][m].NeighbourBombCount.ToString();
}
else
{
grid[n][m].Text = "NB";
}
grid[n][m].IsRevealed = true;
}
and then there's the checking if neighbours have bombs or not method:
public void CheckNeighbours(int cswitch)
{
switch (cswitch)
{
// Left upper corner (i = 0, j = 0)
case 1:
for (int i = 0; i <= 1; i++)
{
for (int j = 0; j < 1; j++)
{
if (i == 0 && j == 0) { }
else
{
if (grid[i][j].HasBomb == true)
{
grid[0][0].NeighbourBombCount++;
}
}
}
}
break;
// Upper edge (i = 0, 0 < j < 7)
case 2:
for (int i = 0; i <= 1; i++)
{
for (int j = -1; j <= 1; j++)
{
if (i == 0 && j == 0) { }
else
{
if (grid[i][j].HasBomb == true)
{
grid[0][0].NeighbourBombCount++;
}
}
}
}
break;
// Right upper corner (i = 0, j = 7)
case 3:
for (int i = 0; i <= 1; i++)
{
for (int j = -1; j <= 0; j++)
{
if (i == 0 && j == 0) { }
else
{
if (grid[i][j].HasBomb == true)
{
grid[0][0].NeighbourBombCount++;
}
}
}
}
break;
// Right edge (0 < i < 7, j = 7)
case 4:
for (int i = -1; i <= 1; i++)
{
for (int j = -1; j <= 0; j++)
{
if (i == 0 && j == 0) { }
else
{
if (grid[i][j].HasBomb == true)
{
grid[0][0].NeighbourBombCount++;
}
}
}
}
break;
// Right down corner (i = 7, j = 7)
case 5:
for (int i = -1; i <= 0; i++)
{
for (int j = -1; j <= 0; j++)
{
if (i == 0 && j == 0) { }
else
{
if (grid[i][j].HasBomb == true)
{
grid[0][0].NeighbourBombCount++;
}
}
}
}
break;
// Bottom edge (i = 7, 0 < j < 7)
case 6:
for (int i = -1; i <= 0; i++)
{
for (int j = -1; j <= 1; j++)
{
if (i == 0 && j == 0) { }
else
{
if (grid[i][j].HasBomb == true)
{
grid[0][0].NeighbourBombCount++;
}
}
}
}
break;
// Left down corner (i = 7, j = 0)
case 7:
for (int i = -1; i <= 0; i++)
{
for (int j = -1; j <= 1; j++)
{
if (i == 0 && j == 0) { }
else
{
if (grid[i][j].HasBomb == true)
{
grid[0][0].NeighbourBombCount++;
}
}
}
}
break;
// Left edge (i = 0, 0 < j < 7)
case 8:
for (int i = 0; i <= 1; i++)
{
for (int j = -1; j <= 1; j++)
{
if (i == 0 && j == 0) { }
else
{
if (grid[i][j].HasBomb == true)
{
grid[0][0].NeighbourBombCount++;
}
}
}
}
break;
default:
for (int i = -1; i <= 1; i++)
{
for (int j = -1; j <= 1; j++)
{
if (i == 0 && j == 0) { }
else
{
if (grid[i][j].HasBomb == true)
{
grid[0][0].NeighbourBombCount++;
}
}
}
}
break;
}
}
As my buttons are laid out in grid fashion the Top left button is button 1 and right bottom button is button 64 (hence the switch statements).
Edit: Didn't add the Click method to the grid[i][j].Click += handler...
Update:
private void Cell_click(object sender, EventArgs e)
{
e.
if(i == 0 && j == 0)
{
CheckNeighbours(1);
}
if (i == 0 && j > 0 && j < 7)
{
CheckNeighbours(2);
}
if (i == 0 && j == 7)
{
CheckNeighbours(3);
}
if (i > 0 && i < 7 && j == 7)
{
CheckNeighbours(4);
}
if (i == 7 && j == 7)
{
CheckNeighbours(5);
}
if (i == 7 && j > 0 && j < 7)
{
CheckNeighbours(6);
}
if (i == 7 && j == 0)
{
CheckNeighbours(7);
}
if(i > 0 && i < 7 && j == 0)
{
CheckNeighbours(8);
}
RevealCell(i, j);
}
Now I just need to know how to grab the i and j indeces from the sender object and I'm golden!
you need
cell[i][j].Click += new System.EventHandler(this.CellClick);
and create a single CellClick event handler method

Moving buttons in winform board

I'm trying to write a code for a simple game of 2048. I've managed to implement functions for moving the buttons in columns and summing them if they're equal, but somehow, only in X ratio. Why aren't they doing the same thing in Y?
Here's the code:
bool checkIfMoved;
private void Form1_KeyDown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Left)
{
checkIfMoved = false;
for (int i = 0; i <= 3; i++)
{
for (int j = 0; j <= 3; j++)
{
if ((j != 0) && (board[i, j].Visible == true) && (board[i, j - 1].Visible == false))
{
moveButton(i, j, e);
}
else if ((j != 0) && (board[i, j].Visible == true) && (board[i, j - 1].Visible == true))
{
sumButtons(i, j, e);
}
}
}
if (checkIfMoved == true)
{
GenerateField();
}
}
else if (e.KeyCode == Keys.Right)
{
checkIfMoved = false;
for (int i = 3; i >= 0; i--)
{
for (int j = 3; j >= 0; j--)
{
if ((j != 3) && (board[i, j].Visible == true) && (board[i, j + 1].Visible == false))
{
moveButton(i, j, e);
}
else if ((j != 3) && (board[i, j].Visible == true) && (board[i, j + 1].Visible == true))
{
sumButtons(i, j, e);
}
}
}
if (checkIfMoved == true)
{
GenerateField();
}
else if (e.KeyCode == Keys.Up)
{
checkIfMoved = false;
for (int i = 0; i <= 3; i++)
{
for (int j = 3; j >= 0; j--)
{
if ((i != 0) && (board[i, j].Visible == true) && (board[i - 1, j].Visible == false))
{
moveButton(i, j, e);
}
else if ((i != 0) && (board[i, j].Visible == true) && (board[i - 1, j].Visible == true))
{
sumButtons(i, j, e);
}
}
if (checkIfMoved == true)
{
GenerateField();
}
}
}
else if (e.KeyCode == Keys.Down)
{
checkIfMoved = false;
for (int i = 3; i >= 0; i--)
{
for (int j = 0; j <= 3; j++)
{
if ((i != 3) && (board[i, j].Visible == true) && (board[i + 1, j].Visible == false))
{
moveButton(i, j, e);
}
else if ((i != 3) && (board[i, j].Visible == true) && (board[i + 1, j].Visible == true))
{
sumButtons(i, j, e);
}
}
}
if (checkIfMoved == true)
{
GenerateField();
}
}
}
}
Now the moving and summing functions:
private void moveButton(int i, int j, KeyEventArgs e)
{
SwitchKey Switch = new SwitchKey(i, j, e);
try
{
while (board[Switch.line, Switch.column].Text == "0")
{
board[Switch.line, Switch.column].Text = board[i, j].Text;
board[Switch.line, Switch.column].Visible = true;
board[i, j].Visible = false;
board[i, j].Text = "0";
sumButtons(Switch.line, Switch.column, e);
checkIfMoved = true;
switch(e.KeyCode)
{
case(Keys.Left):
j--;
break;
case(Keys.Right):
j++;
break;
case(Keys.Up):
i--;
break;
case(Keys.Down):
i++;
break;
}
Switch = new SwitchKey(i, j, e);
}
}
catch { }
}
private void sumButtons(int i, int j, KeyEventArgs e)
{
SwitchKey Switch = new SwitchKey(i, j, e);
while ((board[i, j].Text == board[Switch.line,Switch.column].Text))
{
int x;
int y;
Int32.TryParse(board[i, j].Text, out x);
Int32.TryParse(board[Switch.line, Switch.column].Text, out y);
int z = x + y;
string a = z.ToString();
board[Switch.line, Switch.column].Text = a;
board[Switch.line, Switch.column].Visible = true;
board[i, j].Visible = false;
board[i, j].Text = "0";
}
}
and the SwitchKey class:
class SwitchKey
{
public int line;
public int column;
public SwitchKey(int i, int j, System.Windows.Forms.KeyEventArgs e)
{
#region Keycode switch
switch (e.KeyCode)
{
case (System.Windows.Forms.Keys.Left):
{
column = j-1;
line = i;
break;
}
case (System.Windows.Forms.Keys.Right):
{
column = j + 1;
line = i;
break;
}
case (System.Windows.Forms.Keys.Up):
{
column = j;
line = i-1;
break;
}
case (System.Windows.Forms.Keys.Down):
{
column = j;
line = i+1;
break;
}
}
#endregion
}
}
The game works perfectly when i use left and right keys but doesn't do anything when using up and down. What am I doing wrong?
It seems that you need a close brace here
....
else if (e.KeyCode == Keys.Right)
{
checkIfMoved = false;
.... a lot of code
if (checkIfMoved == true)
{
GenerateField();
}
}// <-- here
else if (e.KeyCode == Keys.Up)
{
...
You have a misplaced }
Your
else if (e.KeyCode == Keys.Up)
{
Is nested inside your
else if (e.KeyCode == Keys.Right)
{
Try this:
bool checkIfMoved;
private void Form1_KeyDown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Left)
{
checkIfMoved = false;
for (int i = 0; i <= 3; i++)
{
for (int j = 0; j <= 3; j++)
{
if ((j != 0) && (board[i, j].Visible == true) && (board[i, j - 1].Visible == false))
{
moveButton(i, j, e);
}
else if ((j != 0) && (board[i, j].Visible == true) && (board[i, j - 1].Visible == true))
{
sumButtons(i, j, e);
}
}
}
if (checkIfMoved == true)
{
GenerateField();
}
}
else if (e.KeyCode == Keys.Right)
{
checkIfMoved = false;
for (int i = 3; i >= 0; i--)
{
for (int j = 3; j >= 0; j--)
{
if ((j != 3) && (board[i, j].Visible == true) && (board[i, j + 1].Visible == false))
{
moveButton(i, j, e);
}
else if ((j != 3) && (board[i, j].Visible == true) && (board[i, j + 1].Visible == true))
{
sumButtons(i, j, e);
}
}
}
if (checkIfMoved == true)
{
GenerateField();
}
}
else if (e.KeyCode == Keys.Up)
{
checkIfMoved = false;
for (int i = 0; i <= 3; i++)
{
for (int j = 3; j >= 0; j--)
{
if ((i != 0) && (board[i, j].Visible == true) && (board[i - 1, j].Visible == false))
{
moveButton(i, j, e);
}
else if ((i != 0) && (board[i, j].Visible == true) && (board[i - 1, j].Visible == true))
{
sumButtons(i, j, e);
}
}
if (checkIfMoved == true)
{
GenerateField();
}
}
}
else if (e.KeyCode == Keys.Down)
{
checkIfMoved = false;
for (int i = 3; i >= 0; i--)
{
for (int j = 0; j <= 3; j++)
{
if ((i != 3) && (board[i, j].Visible == true) && (board[i + 1, j].Visible == false))
{
moveButton(i, j, e);
}
else if ((i != 3) && (board[i, j].Visible == true) && (board[i + 1, j].Visible == true))
{
sumButtons(i, j, e);
}
}
}
if (checkIfMoved == true)
{
GenerateField();
}
}
}

How to set a datagridview cell value color on basis of if condition

I have a datagridview with many columns and many rows of data and i want to set some cells color to red or green,so that i have used below code
And as my code illustrates the column "exam" is not reading and not entering into the if condition.please suggest me what to do for my issue.
dataGridView2_RowPrePaint(object sender, DataGridViewRowPrePaintEventArgs e)//I have used this event
string unit = Convert.ToString(dataGridView2.Columns["exam"]);//One of my datagridview
//column name is exam and in that column cells will be unit1 or unit2 or unit3 or unit 4 or quarterly or halfyearly or yearly
if (unit == "Unit1" || unit == "Unit2" || unit == "Unit3" || unit == "Unit4")
{
for (int i = 0; i < dataGridView2.Rows.Count; i++)
{
for (int j = 7; j < dataGridView2.Rows[i].Cells.Count; j++)
{
if (Convert.ToInt32(dataGridView2.Rows[i].Cells[j].Value) < 13)
{
dataGridView2.Rows[i].Cells[j].Style.ForeColor = Color.Red;
}
else
{
dataGridView2.Rows[i].Cells[j].Style.ForeColor = Color.Green;
}
}
}
}
else
{
for (int i = 0; i < dataGridView2.Rows.Count; i++)
{
for (int j = 7; j < dataGridView2.Rows[i].Cells.Count; j++)
{
if (Convert.ToInt32(dataGridView2.Rows[i].Cells[j].Value) < 35 )
dataGridView2.Rows[i].Cells[j].Style.ForeColor = Color.Red;
else
dataGridView2.Rows[i].Cells[j].Style.ForeColor = Color.Green;
}
}
}
Instead of using == notation use .Equals() to check whether they are equal or not.
if (unit.Equals("Unit 1") ||unit.Equals("Unit1") || unit.Equals("Unit2") || unit.Equals("Unit3") || unit.Equals("Unit4"))
{
//your logic
}
apply the above logic and also use
string data = (string)MyDataGridView[Colnum, Rownum].Value;
Then you can simply loop rows and columns
Cheers! Hope it helps.
This is the code what i wanted exactly..
I hope it will help others..
private void dataGridView3_RowPrePaint(object sender, DataGridViewRowPrePaintEventArgs e)
{
for (int i = 0; i < dataGridView3.Rows.Count; i++)
{
string unit = Convert.ToString(dataGridView3.Rows[i].Cells[6].Value);
if (unit == "Unit1" || unit == "Unit2" || unit == "Unit3" || unit == "Unit4")
{
for (int k = 7; k < dataGridView3.Rows[i].Cells.Count; k++)
{
int val = Convert.ToInt32(dataGridView3.Rows[i].Cells[k].Value);
if (val <= 12)
{
dataGridView3.Rows[i].Cells[k].Style.ForeColor = Color.Red;
}
else
{
dataGridView3.Rows[i].Cells[k].Style.ForeColor = Color.Green;
}
}
}
else
{
for (int j = 7; j < dataGridView3.Rows[i].Cells.Count; j++)
{
if (Convert.ToInt32(dataGridView3.Rows[i].Cells[j].Value) < 35)
{
dataGridView3.Rows[i].Cells[j].Style.ForeColor = Color.Red;
}
else
dataGridView3.Rows[i].Cells[j].Style.ForeColor = Color.Green;
}
}
}
}

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