Basic GUI Event Handling Questions C#
Tag : chash , By : user183289
Date : March 29 2020, 07:55 AM
will help you Firstly with C# how can we link events to objects - I am guessing event handlers? If so can each handler use separate code? class A {
public event EventHandler SomeEvent;
}
class B {
public B(A a) {
a.SomeEvent += (sender, e) => { Console.WriteLine("B's handler"); };
}
}
class C {
public C(A a) {
a.SomeEvent += (sender, e) => { Console.WriteLine("C's handler"); };
}
}
class EventHandler {
LinkedList<Action<object, EventArgs>> subscribers =
new LinkedList<Action<object, EventArgs>>();
public void Add(Action<object, EventArgs> f) {
subscribers.AddLast(f);
}
public void Remove(Action<object, EventArgs> f) {
subscribers.Remove(f);
}
public void Invoke(object sender, EventArgs e) {
foreach(Action<object, EventArgs> f in subscribers)
f(sender, e);
}
}
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Is it possible to configure R graphics event handling on OSX with RStudio?
Tag : r , By : SachinJadhav
Date : March 29 2020, 07:55 AM
Hope this helps Found this page that suggested doing X11(type="Xlib"), which seems to have done the trick.
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Core Graphics. Best practice for drawing dynamically with mouse move event?
Date : March 29 2020, 07:55 AM
Hope that helps , In the typical drawing app, you handle two UI events:
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Basic slider event handling
Date : March 29 2020, 07:55 AM
Does that help You forgot to clear your Timeout and stopping Slider before init() (start) again I updated your fiddlevar interval, timeout;
function stopSlider() {
console.log("function: stopSlider");
clearTimeout(timeout);
clearInterval(interval);
}
$('.slides').on('mouseenter', function() {
stopSlider();
}).on('mouseleave', function() {
stopSlider();
timeout = setTimeout(init, pause);
});
function startSlider() {
// just a tip
// $('.loading').animate({"width": "0"}, 0); // makes no sense, use instead .css()
$('.loading').css('width', '0');
...
}
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I want to use graphics in java with event handling
Tag : java , By : Tonci Grgin
Date : March 29 2020, 07:55 AM
may help you . The problem is not that the ball gets painted multiple times, the problem is that old drawings are never cleared. When you override paint methods, it is recommended that you call the super method, so that it does its own stuff first . @Override
public void paint(final Graphics g) {
super.paint(g);
g.setColor(Color.red);
g.fillOval(x, y, 50, 50);
g.setColor(Color.blue);
g.fillRect(200, 300, 100, 80);
if (x > 180 || y > 280) {
g.drawString("Target hit!!", 80, 20);
}
}
@Override
public void paintComponent(final Graphics g) {
super.paintComponent(g);
g.setColor(Color.red);
g.fillOval(x, y, 50, 50);
g.setColor(Color.blue);
g.fillRect(200, 300, 100, 80);
if (x > 180 || y > 280) {
g.drawString("Target hit!!", 80, 20);
}
}
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