kandi X-RAY | gui.cs Summary
kandi X-RAY | gui.cs Summary
Console-based user interface toolkit for .NET applications.
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gui.cs Examples and Code Snippets
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I wrote a small Console program using .NET 5 and the Terminal.Gui library from Miguel de Icaza.
When I run it on Windows, everything works well. I published it as an autonomous single file for Linux and I run it on an Ubuntu 20.04 LTS as a WSL 1 in Windows 10. Once again it works well, but on Linux when I quit the program using
top.Running = false; the screen is not cleared (not really a problem) but every mouse move create caracters on the console which is more annoying.
Does anybody solve this trouble....
ANSWERAnswered 2021-Aug-21 at 16:20
If found the solution on the [GitHub Terminal.Gui project issues] I just add
Application.Shutdown(); to my main. So It becomes :
ANSWERAnswered 2021-Aug-01 at 15:04
You are using .NET SDK from snap. When you run your app with such SDK, snap will start your program in a sandbox environment (that nobody has asked for, especially for an SDK tool, but it does that anyway) with its own root file system without native dependencies required by Avalonia. Nothing you install on the main system will affect said sandbox. It just won't work.
Purge snap-installed .NET SDK from your system (preferably alongside with snap itself) and install using instructions from https://docs.microsoft.com/en-us/dotnet/core/install/linux-ubuntu#2004- :
I'm trying to make a graph with Highchart stock in Angular 8. I want to add "FullScreen" button so I did the following :
In my component I imported required modules :...
ANSWERAnswered 2021-Apr-20 at 13:18
I found a similar issue reported on the
It looks like the
Fullscreen module requires the
Exporting module so to fix the problem you could try importing & initializing the
Terminal.Gui (gui.cs) provides a
Button class with a
Clicked event defined as:
ANSWERAnswered 2020-Oct-05 at 21:23
This change does not display the error but the event seems not to be firing.
I' trying to implement a renderer which uses only one VBO and one EBO to store all object vertices and indices. For that, I found some tutorials and finally came up with a rather good result.
The problem is that it only works properly with ONE single object. As soon as I want to add another one, the rendering shows weird behaviour.
Can you help me with this?
You can find the full code here: https://github.com/BanditBloodwyn/TerritorySimulator. The important classes are:
This is the initializing method in the Renderer:...
ANSWERAnswered 2020-Oct-01 at 15:52
As soon as I want to add another one, the rendering shows weird behavior
Of course, because the indices for the 2nd and following objects are wrong. You need to add the sum of the vertices of the previous meshes to the indexes. To the indices of the first mesh you have to add 0, to the indices of the 2nd mesh you have to add the number of vertices of the 1st mesh, to the indices of the 3rd mesh you have to add the sum of the vertices of the 1st and 2nd mesh, ...
I have index.html file where I have html head body tags and I have constant.js file from which I want to use a constant. how to define that constant in constant.js and how to use it in index.html and where to place the import statement.
When I include with this in the head section of HTML...
ANSWERAnswered 2020-Jul-09 at 04:14
I'm looking for the best way to propagate model updates to the GUI, using a "classic" (as in: non reactive functional) GUI toolkit: Terminal.GUI. Currently I have this code (simplified):...
ANSWERAnswered 2020-May-10 at 18:06
Of course, it doesn't need to be too complicated - refactor your update to just take in a listview parameter:
I have a project I'm working on that has a Windows gui (optional) and a worker that can either write to the gui or to the console, if no gui is given. The gui is optional to make this project backwards compatible with systems that may not have a desktop environment (I also may end up remaking this project eventually in C or C++ but for time constraints sake I need something to work right now). The majority of the computers the program will run on (for now) have Windows XP. (I am targeting .NET Framework 4.0.3).
Due to the fact that I want the gui to be optional, I don't want the worker class to live inside a
BackgroundWorker or a
Form. In my real project I have a
UserInterface "interface" (c# interface) that can be implemented by a variety of user interfaces.
In the Windows GUI, tfhere is a main
Form with a button that opens a dialog
Form. The dialog has a multiline textbox that can have lines appended to it by the worker.
Since I am not using a
BackgroundWorker or other conventional ways of doing things, I have ran into various problems relating to cross threading operations and calling
BeginInvoke before a window handle has been created. I was able to "solve" the window handle problem by essentially calling
_ = MainForm.Handle in
MainForm's constructor to force the creation of a window handle creation before the window is shown (so that the worker can append lines to a textbox, which could happen before the gui has been shown).
Here is my minimal, reproducible example that captures the problem I am having in my real project. The problem is encountered when either a) removing creation of window handle from
MainForm constructor, which causes
BeginInvoke to complain about being called before the window handle has been created, or b) as it is now, once the dialog window is closed and reopened the call to
ShowDialog fails due to cross thread operations.
ANSWERAnswered 2020-Apr-23 at 17:37
The Threading part is not an issue here. You just need to handle the Form creation in a slightly different way:
- The Form's Handle creation can be forced calling CreateHandle() right after
InitializeComponent()(the .Net Source code related to the method call is more interesting, also note the call to UpdateHandleWithOwner()).
- The next condition to show the output of the worker thread, is that the Form is also Visible, since also the TextBox Handle needs to exist when it's invoked.
- The Gui class needs to
AddLine()method, since the method call is generated in a different thread (the
Guiobject is used by the
- I've added a public property to the Gui class:
public bool CanWrite: the Worker class can inspect this property to determine where it should write its output.
The public property returns:
dialogForm != null && dialogForm.Visible;, this because ↓:
- DialogForm is shown calling
ShowDialog(): this implies that when the DialogForm is closed, the Form is not disposed. Also, the object still has a reference in the Gui class. When it's closed, its
- Since (based on comments) this Console application should output to the DialogForm Form when a Gui object is created and the Dialog is not necessarily shown immediately, the TextBox Control in DialogForm should cache lines of text posted by the Thread in the Worker class.
This requires a simple edit: change
dialogForm != null && dialogForm.IsVisiblein just
dialogForm != null, then verify the handle status before
Gui.AddLine()is called and caching lines of text if the handle is not available at this time.
- The Owner Form, MainForm, instructs DialogForm to recreate its handle when
ShowDialog()is used to show DialogForm, the form is not disposed. Recreating the handle doesn't casuse child controls to lose their content.
Implement both option:
IsVisible property check could become a Property of Gui, something like
bool UpdateOnDialogVisible, to test on
CanWrite, so the text will be written to the TextBox depending on the status of this property.
- Windows 7 (I don't have a WinXP machine available)
- .Net Framework 4.0
- C# 5
No vulnerabilities reported
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