something about how to draw the topological diagram dynamically in winform - c#

I've never done this before. I don't know which control or what class I can use to solve it, can you give me some advice? I am using C#, and my platform is visual studio 2010.

Years ago for 2D CAD like program I used piccolo2d with a great success. It's a good writtent 2D library, completely written in C#. We should by the way a customize it a little bit for our own needs in order to run it faster in our specific contest, but I repeat I got a very good feeling form it.
Good luck.

Related

How to Lay Out C# Windows Forms Correctly, and allow for Scaling?

I am one week into learning C#, and I am currently working on a large application, as my C/C++ and Python knowledge comes into play - one problem here, however: C, C++ and Python don't have a GUI for creating GUIs.
I noticed that simply placing controls on a window won't work, and instead they need to be layed out in GroupBox-es and TableLayoutPanel(s) - and TabControl(s).
My aim is to achieve scaling, so at any size the program will look similar (this is very important for this program specifically).
At the moment, resizing makes my whole program flicker, and it doesn't even work properly.
I managed to sort-of do this in a previous program, however I've lost it at this point and have no idea what I'm doing.
Here are a few screenshots of my current work:
https://justpaste.it/119kb (screenshot links pasted on this website, as StackOverflow is not letting me put more than 2 links or images)
As you can see, it doesn't scale properly.
(as bad as it may look, I'm working on it - I haven't released the first version yet, and I will definitely revamp the whole program before release, just trying things out here)
Could someone enlighten me with tips on how to scale properly or inform me of something I'm not using?

Moving a ball with accelerometer Windows Phone 8

I'm learning for windows phone 8, and i wanted to write an app where i can move an image using the accelerometer, not a level detector, i want it to move just like in labyrinth games. How would i make this happen? Does anyone have any good samples/turials/explainations or similar? I have been searching the web for two days now, trying to be integrating it. It will be used for a very simple learning-game for myself since i learn alot from samples. I have started my project as a normal app, since this is what i absolutely like to develop with, the UI design, etc, i have already created a basic UI, and also things the ball can collide into, things like arcs and stuff(controls). I am writing it in C#, i also got a little knowledge from java game development (not very much).
Thanks alot!
There aren't any samples (AFAIK) that do exactly what you describe.
If you really want an accelerometer/labyrinth game, there's a C++ sample at http://code.msdn.microsoft.com/wpapps/Marble-Maze-sample-for-c9f3706b
Alternatively, there a lot of other samples to learn from.
These should keep you busy for a while: http://code.msdn.microsoft.com/wpapps/

How to use SlimDX inside a WPF C# application

i'm totally new to SlimDX and WPF, but i need to create a multiple images in my application and one of them need to be a 3d visualizator of a point render, something like this:
http://img600.imageshack.us/img600/5879/6a00d83452464869e2017ee.gif
I found i can use SlimDX to use DirectX by C# instruction in my application, writing the result in a D3DImage component.
After some tries i made visual studio 2012 to recoignize that D3DImage (for some reason i needed to restart windows to made it work) but i don't know a few things:
How i can initialize a DirectX window inside that D3DImage? I really can't find any example or source code. All the examples i can find (like the 3 litte examples on SlimDX) are out of the WPF context
Where i can find some good documentation about SlimDX? The GameDev community seems some kinda bugged and i can't post anything (maybe because i'm not paying) and i can't find anything anywhere! How i'm supposed to learn that?
Not a single one of the SlimDX examples from the SVN can compile. I always got some reference error with the SlimDX library (empty path) and even re-importing from the correct path doesn't solve it
This is driving my crazy D:
I feel your pain. I haven't be working to much with the D3D stuff in SlimDX for lack of a reason to do so, But I have been playing around with DirectSound and DirectInput, So i'll tell you what i've figured out.
First Bullet:
I'm not sure initializing a D3D Window inside of an image is going to work. If you're using Windows Forms as your base, SlimDX includes a RenderForm or some such thing that subclasses Windows.Forms, and provides a decent amount of functionality. I still haven't figured it out for WPF, even though there's supposed to be a sample for that.
Second Bullet: Documentation is difficult to come by. There's some stuff on the site, and some stuff here, but what's really been helpful is the MSDN Reference for DirectX. SlimDX Mirrors the structures pretty well, and you can find out a lot by reading it. It DOES take a bit of conversion, because the DirectX reference is C++.
Third Bullet: Same problem. Never was able to figure out why.
Hope that helps a bit.

Program Advice Directx with C#

What I am using:
Visual Studio 2010
Windows Media Center
Language C#
The Program
A part of my program needs to display movies by their covers and be able to scroll through them, much like netflix. I was told that directx would be good to accomplish this. Basically I just want it to be easy to view, use, and flow nicely.
Help?
Any Ideas as to what to use. (I was also looking into writing it as a pluggin for windows media player, but i read somewhere you can only have html based menus?)
Any suggestions would be appreciated.
Thanks
-Scott
Have a look at the following.
http://channel9.msdn.com/Blogs/scobleizer/Charlie-Owen-Your-first-Media-CenterVista-application-and-a-look-at-their-secret-room
The problem with using Direct3D for an application like this is that you have to start creating your own window manager.
You don't have the default events available to you and you will have to basically create your own GUI which is easier in WPF as those events and helpers exist.

SlimDX viewports in WPF controls

I am transitioning from WinForms/XNA to WPF/SlimDX because:
a) all of the benefits of WPF over
WinForms (but learning curve = ouch!)
b) I would like to have multiple
SlimDX viewports attached to Panels.
XNA has 1 "game" screen.
c, last and least) DirectX 10 support
All of my previous XNA code is in C#. I am having trouble figuring out how to port this over to SlimDX and WPF on a high level. I have searched like crazy. The closest I have found are:
1) http://www.gamedev.net/community/forums/topic.asp?topic_id=507941
Many articles point to this discussion, however it is incomplete and I can't figure out the XAML, and I get device errors after attaching all of the _slimDXDevice and Window1 events that were left out.
2) http://www.codeproject.com/KB/WPF/D3DImage.aspx
This article assumes the user is porting C++. I am porting XNA code which is very close to MDX code.
If I could get to the point where I have a WPF form with a custom SlimDX driven viewport that was just a blue box, I could go from there. In XNA I rendered many separate RenderTargets and placed them all over the screen, now I want to attach them to controls. But first, just 1 blue box! :D
Any ideas? I feel that this is either simple or that there's some "cookie cutter" code that I'm missing. Greatly appreciated!
You can look at the sample now. It's just been checked in to our repository, so you'll need to use SVN to get it (or wait until we ship the Feb 2010 release):
http://code.google.com/p/slimdx/source/detail?r=1356
D3DImage is the class you want to use. Even though the codeproject tutorial is C++, it is very applicable to SlimDX and WPF.
All you have to do with your SlimDX, is run your code normally, but DO NOT run a Present(...) on your device or swap chain. At the point where you would put a Present(...), do a D3DImage.SetBackBuffer(...) and send your SlimDX surface's ComPointer property to it. Then do D3DImage.AddDirect(...) and you now have D3D composited in WPF.
Also, make sure you create a IDirect3DDevice9Ex or else your performance will be terrible in anything but XP!
I recently was messing around with D3DImage and SlimDX and didn't find it too difficult to get it working (with DirextX9). I have some code at my home pc that I'll post later, but it's pretty similar to the code in the links provided.
I was never able to get it working with a higher version of directx though. Jeremiah has a nice blog post about using a directx9 device as a link between directx 10/11/d2d and the D3DImage, but I couldn't get it working with Slimdx. I didn't put a whole lot of effort into though as directx9 did what I needed it to do and I kind of wanted it to work on XP.

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