OK, weird one. I have many usercontrols with a repeater, the layout of the repeater is the same in all controls, and they all have a bindData() method publically available.
I'm wondering, can I setup another usercontrol for paging without having to specify the parent control?
I'm able to do the following:
((controls.specificuserControlClass)Parent).bindData();
Which is all fine - however I'd need to specify the specificuserControlClass into the pager and then would need it "per repeater" if you see what I mean?
So can I call Parent.bindData() blindly from the child control? I "know" that method exists (or would build checks to make sure), however Visual Studio isn't happy as it doesn't know of the method.
Why not make your controls all implement a specific interface?
public interface IBindData
{
void bindData();
}
Then, you would simply do:
((IBindData)Parent).bindData()
And it should invoke each control's method as appropriate.
Related
Currently I have a C# program with a windows form and then a user control template put onto the form. The user control template is really just used as a placeholder. I have a series of other controls which inherit from this user control template.
Each of those controls have navigation buttons like 'Continue' and 'Back' on them and each control knows which control needs to be loaded next. However what I need to figure out is an easier way to have variables that are global to these controls.
The only workaround I have is that I pass the form to each control when they are loaded and use variables inside of the form to read and write to. What would be the proper way to have each of these user control screens be built off of a base control which contained objects all of the controls could get to?
Sorry for the rambling nature of the post but I've been thinking about this problem all morning.
Here is some of the code:
Most of what I have written was based on hiding and showing the user controls so that content in the controls wouldn't be lost during navigation. I won't be needing to do that as eventually it will be loading the fields of data from a database.
Code for initially loading control from form click:
conTemplate1.Controls.Clear();
conInbound Inbound = new conInbound(this);
Inbound.Dock = DockStyle.Fill;
Inbound.Anchor = (AnchorStyles.Left | AnchorStyles.Top);
conTemplate1.Controls.Add(Inbound);
Code for Continue button inside of one of the controls:
if ((Parent.Controls.Count - 1) <= Parent.Controls.IndexOf(this))
{
UserControl nextControl = new conPartialClear();
nextControl.Dock = DockStyle.Fill;
Parent.Controls.Add(nextControl);
this.Hide();
Parent.Controls[Parent.Controls.IndexOf(this) + 1].Show();
}
else
{
this.Hide();
Parent.Controls[Parent.Controls.IndexOf(this) + 1].Show();
}
The best-practice for communicating from a control to a parent is to use events, and for communicating from a parent to a control is to call methods.
However, if you don't want to or can't follow this practice, here's what I would recommend.
Each UserControl has a ParentForm property that returns the Form that contains the control. If you know that the UserControl will always be attached to MyParentForm, you just cast the ParentForm and then you can access all public controls, methods, etc.
Here's what I mean:
public class conTemplate
{
public MyParentForm MyParentForm
{
get
{
return (MyParentForm)this.ParentForm;
}
}
}
This way, you can easily access any public members of MyParentForm. Your conInbound class could have code such as this.MyParentForm.GlobalSettings.etc..., and could even have access to any public controls.
I'm not totally sure I understand your problem. It sounds like you want the user control to "do something" with it's parent form. If that's the case, you may want to consider adding events to the UC and then handle them on the form itself.
Basically, for your UC's "continue", you'll have an event that's fired when it's pressed. You'll want to handle that in your form. I'm not real sure about the syntax from memory, or I'd work something out for you code-wise. But I think that's the route you'll want to take. Think of your UC like any other windows form control. If you add a button to your form, you assign it it's event method. Do the same with the UC.
I found this and thought it may be helpful. Scroll down to where it talks about UC's and events.
http://www.akadia.com/services/dotnet_user_controls.html
Hope this helps.
EDIT after new info from OP.
You could declare a global variable inside the UC of type yourForm and then set that variable to the ParentForm at run-time, if I'm understanding you correctly.
So, inside your UC Class, you could do:
private parentFormInstance;
then inside the constructor of the UC, you could set it as such:
parentFormInstance = this.ParentForm; (or whatever the property name is).
This allows you at design-time to use:
parentFormInstance.DoSomething();
without the compiler yelling at you.
Just basic advice, but if you can go back and make it easier on yourself, even if it takes some additional time re-working things, it'd be worth it. It may save you time in the long run.
I have a parent control (main form) and a child control (user control). The child control has some code, which determines what functions the application can perform (e.g. save files, write logs etc.). I need to show/hide, enable/disable main menu items of the main form according to the functionality. As I can't just write MainMenu.MenuItem1.Visible = false; (the main menu is not visible from the child control), I fire an event in the child control and handle this event on the main form. The problem is I need to pass what elements of the menu need to be shown/hidden. To do this I created an enum, showing what to do with the item
public enum ItemMode
{
TRUE, FALSE, NONE
}
Then I created my eventargs which have 6 parameters of type ItemMode (there are 6 menu items I need to manage). So any time I need to show the 1st item, hide the 2nd and do nothing with the rest I have to write something like this
e = new ItemModeEventArgs(ItemMode.TRUE, ItemMode.FALSE, ItemMode.NONE, ItemMode.NONE, ItemMode.NONE, ItemMode.NONE);
FireMyEvent(e);
This seems like too much code to me and what's more, what if I need to manage 10 items in future? Then I will have to rewrite all the constructors just to add 4 more NONEs.
I believe there's a better way of doing this, but I just can't figure out what it is.
you could create an EventArgs which takes an ItemMode[] or a List<ItemMode> or a Dictionary<string, ItemMode> for those items (instead of the current 6 arguments) - that way you don't need to change much when adding more items...
The chain child->parent can be reversed. In such scenario requests will be passed from the mainform to its child controls.
Controls participating in the command processing must implement a special interface:
interface ICommandHandler
{
bool CanInvoke(int commandId);
void InvokeCommand(int commandId);
bool UpdateCommand(int commandId, MenuItem item);
}
The advantage of this approach is that only active controls must be traversed, not all the children.
The weak point - UpdateCommand() method, which could be called from Application.Idle event or timer.
hope this helps
Well, I can't speak to a "best" way unless except in specific cases, since there are often several equally good ways. My first thought, though, would be to create a class that has a property which the parent assigns a reference of its MainMenu, and which has functions for enabling/disabling individual menus or items. In a very simple case, this could be as simple as passing a list of strings like "OptionsScreen=enabled" etc. and then inside the class manually handling those cases, to something more generic like passing strings such as "mnuToolsOptions=enabled" and then finding the menu item via the .Name property. So, on startup, create an instance of your menu handler class, then do something like MenuHandlerHelper.MenuToHandle = MainMenuStrip;.
On the child side, you could perhaps have your classes that update the MainMenu be derived UserObjects that derive from a common one you create that has a public MyMainMenuHandlerHelper MenuHandlerHelper property, and set that in your Parent form's constructor so the Child controls could call the menu updating function. Or, you could have an event that just passed back a List<string> containing all the rules, and fire that as you are doing now.
This is a very simple idea, and doesn't handle things like possible collisions, so you would probably either want to throw an exception (easiest). You might also want to have rule priorities (easy), or try to chain functionality (could be hard to determine orders and such).
I would be happy to implement some examples of my thinking if you can constrain the problem a little for me (desired collision handling, etc.) and I actually wanted to see what some basic code would look like and try perhaps to test a couple of ideas, so if those come to anything I will post the code here for those as well.
If you want to handle all changes from the user control: you could inherit your own user control class and add a reference to the form/collection of menu entries you want to be able to modify. You would pass this reference to its constructor and then you'll be able to easily modify the menu from inside your user control
If, on the other hand, you would like to manage this on an event basis in your form, you could implement your own EventArgs class, but I would do it like this:
class ItemModeEventArgs
{
MenuItemClass target;
EnumType change;
}
So basically for each menu item a separate event is risen. Every event args knows about what item menu is changing and how it is changing. Ofc, if you only have two states for the menu items, the 'change' field is kinda useless.
This way you don't have to hardcode functions with n parameters where n is the number of menu items.
There truly are many ways this could be done. The easiest way, although some will shout "bad practice", would be to just pass a pointer to the main menu when the control is created. Your control would have some code like this:
MenuStrip MainMenu;
internal void SetMainMenu(MenuStrip mainMenu)
{
MainMenu = mainMenu;
}
and when you create the control:
void CreateControl()
{
MyUserControlType MyControl = new MyUserControlType();
MyControl.SetMainMenu(mainMenuStrip); //or whatever you called your main menu
}
This will give your child form unlimited access to the mainform's menu (which is why it's technically a bad practice). From the child form you can access the submenus by name, eg:
if (MainMenu != null)
{
ToolStripMenuItem fileMenu =
(ToolStripMenuItem)MainMenu.Items["fileToolStripMenuItem"];
fileMenu.DropDownItems["exportFileToolStripItem"].Visible = false;
}
If you created the control in the designer, then you can add the SetMainMenu call into the .design file, or add it in the Form's load event.
I was wondering about some best practices for data binding in web forms.
For example we have a control:
public partial class MyUserControl : UserControl
{
public override void DataBind()
{
//#1
base.DataBind();
//#2
}
}
If we wanted that control to bind its data automatically we would do something like this:
protected void Page_Load(object sender, EventArgs e)
{
if (!this.IsPostBack)
{
this.DataBind();
}
}
In the first section of code if we do our data binding before the call to base.DataBind() (#1) then that means that, if for example we databind a ListView, we don't have to call ListView.DataBind() because when we call base.DataBind() on our control it recursively calls DataBind on all child controls. Also, we won't have access to any of the properties of the control that were assigned to it using the data binding code blocks <%# %>
If we do our binding on our controls after base.DataBind() (#2) then this means that DataBind is called on these controls twice. Once when base.DataBind() is called, and the second time when we are forced to call control.DataBind().
Does anyone know of some sort of pattern I can follow here that I don't know about?
Am I making any sense here?
What am I doing wrong?
EDIT:
Looking at this page:
http://msdn.microsoft.com/en-us/library/w5e5992d.aspx
Use this method to bind data from a
source to a server control. This
method is commonly used after
retrieving a data set through a
database query. The method is
primarily used by control developers;
most controls perform data binding
automatically.
It appears that best practice is to bind controls data automatically. Databinding is for when we explicitly set a data source.
I've encountered problems previously, when pages become complex and you are relying on user controls binding their own data in the page load event. This has resulted in some long debugging sessions, as you can't be guaranteed exactly when this page load event in the control will fire.
Now, that said, these pages weren't too well designed, and we shouldn't have run into this problem, but I prefer to stick with the explicit and have my page tell the child controls when to do their thing - you may wish to avoid calling base.DataBind and do it explicitly instead - you may also wish to not override the DataBind method in this way and instead call the method on your control by another name.
I have written a custom server control which (pseudo-code) looks like
public class MyCustomCtrl : WebControl
{
private Button innerCtrl; //some arbitrary object, doesn't matter
...
protected override void CreateChildControls()
{
//initialization etc, as standard...
}
}
Now I have the case that I have to copy this custom server control. Basically it is added by the programmer declaratively on the aspx or ascx code. At run-time multiple instances of this control have to be created which are then added to some parent control. This is however handled in the context of that parent control.
Anyway, it is a bit difficult to explain the context of use. My main question however is on whether it is safe to use "cloning", especially to invoke the MemberwiseClone() on web controls? What I did so far is to add a method like
public class MyCustomCtrl : WebControl
{
...
public object Clone(){
MyCustomCtrl clone = MemberwiseClone() as MyCustomCtrl;
clone.InnerCtrl = this.innerCtrl.Clone() as Button; //or whatever type
return clone;
}
}
I mean the ASP.net control hierarchy is quite a complex model. So I wanted to hear whether some of you knows any drawbacks that may occur with such a solution.
No, this is not a safe operation for a very general reason: MemberwiseClone is a shallow copy, not a deep copy.
So stuff like the ViewState is shared between your original control and the clone. But also the Controls collection is shared, so any change to the original Controls collection propagates to the clone. And controls use many more hidden references to maintain state (like style, events, etc.), so MemberwiseClone is a very dangerous thing to do.
The only way to reuse controls as a kind of template, is by actually using templates (ITemplate), which have an InstantiateIn method which creates a new control hierarchy. I suggest you look at controls like Repeater which do this.
I'd like to create a derived control from System.Windows.Forms.ComboBox that is bound to a list of objects that I retrieve from the database. Idea is other developers can just drop this control on their form without having to worry about the datasource, binding, unless they want to.
I have tried to extend combobox and then set the DataSource, DisplayMember, and ValueMember in the constructor.
public class CustomComboBox : ComboBox
{
public CustomComboBox()
{
this.DataSource = MyDAL.GetItems(); // Returns List<MyItem>
this.DisplayMember = "Name";
this.ValueMember = "ItemID";
}
}
Works when I run, but throws a lot of errors in Visual Studio's once it's added to any form. The error I get is:
"Code generation for property 'Items' failed. Error was: 'Object reference not set to an instance of an object"
What's the correct way to accomplish this (C#, Winforms, .NET 2.0+)?
The problem is that the designer actually does some compilation and execution in a slightly different context than normally running the program does.
In the constructor, you can wrap your code in:
if (!DesignMode)
{
//Do this stuff
}
That will tell the designer to not run any of your initialization code while it is being designed.
DesignMode property doesn't work in a constructor. From googling for a while, found this LicenseManager thing.
if (LicenseManager.UsageMode != LicenseUsageMode.Designtime)
{
// Do your database/IO/remote call
}
However LicenseManager only works in constructors. For eventhandlers use DesignMode.
Source: http://dotnetfacts.blogspot.com/2009/01/identifying-run-time-and-design-mode.html
Another reference: http://weblogs.asp.net/fmarguerie/archive/2005/03/23/395658.aspx
My usual comment here - DesignMode is not reliable in any situation other than if the control is placed directly on a design surface - i.e. if the control is placed on another control, DesignMode is not true even if you are in design mode. I have found NO reliable way to tell if you are in design mode - especially with inherited controls. Even variants using Site are not reliable if the control is inherited from a non-visual control (e.g. Common Dialog).
See http://keyofdflat.livejournal.com/5407.html (make sure to read the last comment).