Nate, Have you resolved your issue yet? Or would you like further direction?
-Ivo On Oct 14, 7:24 am, Andrew Badera <[email protected]> wrote: > ++ for SOLIDity! ;) > > Open/closed principle for the win! > > ∞ Andy Badera > ∞ +1 518-641-1280 > ∞ This email is: [ ] bloggable [x] ask first [ ] private > ∞ Google me:http://www.google.com/search?q=andrew%20badera > > > > On Tue, Oct 13, 2009 at 12:22 PM, [email protected] <[email protected]> wrote: > > > Andrew is correct. Either the CommandName property should be used > > with an array of command names or the Click event handler for each > > button can be set using an array of delegates (i.e. if the handling of > > a button click should be handled outside the containing class with > > minimal coupling). > > > Point is, classes should be open to EXTENSION and closed to > > MODIFICATION. Another drawback with your design, Awadhendra, is that > > if event handling for [n] buttons are similar, you'd have duplicate > > code throughout your event handler. > > > -Ivo > > > On Oct 13, 6:48 am, Andrew Badera <[email protected]> wrote: > >> Re-read what I said, THEN reply. Otherwise, don't bother. You're > >> missing the point. > > >> ∞ Andy Badera > >> ∞ +1 518-641-1280 > >> ∞ This email is: [ ] bloggable [x] ask first [ ] private > >> ∞ Google me:http://www.google.com/search?q=andrew%20badera > > >> On Tue, Oct 13, 2009 at 4:57 AM, Awadhendra Tiwari > > >> <[email protected]> wrote: > > >> > hi........... > >> > what ever i understand ur question is that u want to add the button > >> > with the help of array and want to make the single event handler.. > >> > i give u the full program > >> > i think miner error u can solve > >> > public static void createButton() > >> > { > >> > Button [] b1=new Button[10];//here we initilize the button array > >> > //now we allocate memory to each button > >> > for(int i=0;i<10;i++) > >> > { > >> > b1[i]=new Button(name[i]); //where name is the array of string type > >> > b1[i].setBounds........//implement bounds method > >> > this.Controls.Add(b1[i]);//Adding all the buttons to the form > >> > this[i].Click+=new EventHandler(clickbutton()); > >> > } > >> > } > > >> > protected void clickbutton(Object sender,ActionEventArgs evt) > >> > { > >> > Button b=(Button)sender; > >> > if(b=b1[i]) > >> > //implement the code > >> > //one thing important u have to made the button array as a Member > >> > array > >> > } > > >> > Now if u add any botton in any sequence simply add the button and > >> > register it with > >> > the same fumction > >> > as here > > >> > Button b12=new Button("aAA"); > >> > b12.setBounds(......); > >> > this.controls.Add(b12); > >> > b12.Click+=new EventHandler(clicknutton()); > > >> > On 10/13/09, Andrew Badera <[email protected]> wrote: > > >> >> Nooooooo ... > > >> >> That is just about the least-flexible way to possibly do this. What if > >> >> you add buttons? What if you add buttons early on in the sequence? > >> >> Which mechanism fails more gracefully in the event of error when > >> >> adding buttons? > > >> >> ∞ Andy Badera > >> >> ∞ +1 518-641-1280 > >> >> ∞ This email is: [ ] bloggable [x] ask first [ ] private > >> >> ∞ Google me:http://www.google.com/search?q=andrew%20badera > > >> >> On Tue, Oct 13, 2009 at 12:10 AM, Awadhendra Tiwari > >> >> <[email protected]> wrote: > > >> >>> write down the following code--- > > >> >>> protected void button1_click(Object sender,EventArgs e) > >> >>> { > >> >>> Button b=(Button)sender; > >> >>> if(b==b1[0])//here b1[0],b1[1] are the array on which u create > >> >>> the button array > >> >>> { > >> >>> //Perform the action for the first button > >> >>> } > >> >>> if(b==b1[1]) > >> >>> { > >> >>> //perform the action for the second buton > >> >>> } > >> >>> ////and co on > >> >>> }
