Is creating an inheritance chain of WinForms going to bite me? - winforms

Suppose I have a base form Main1 which may need to be altered slightly, including perhaps adding additional Controls and altering the size/location of existing Controls. Those base Controls which I need to alter I set to 'protected' in the designer. So I have another form, Main2, that derives from Main1. Then I have another form, Main3, which has even more additions/alterations but needs the additions of the 2nd form. And so forth. My inheritance chain looks like:
MainX : Main(X - 1) : ... : Main2 : Main1
This works great and allows me to have designer support when moving around and resizing Controls, but I am always wary of inheritance in general and especially when I have a chain this big.
Am I going to pay for this later?

Inheritance is your friend.
Another approach would be to use nested master pages, which may make more sense depending on your application. I'd avoid creating new classes just to change control size or other markup-related content.

I've done this a lot in the past (admittedly not much past 3 or so levels deep) and it's worked pretty well. From time to time the controls seemed to disappear in my "inheriting" form (normally at creation time), but that was back in VS2002/2003 and .net 1.0/1.1. As long as I could call up the finished form successfully (i.e. all controls present and correct) everything was OK.

Related

Winform equivalent to Android's fragments?

You know, like in CCleaner app where main activity is on the left side of the app and the right side area is changeable fragment.
http://cache.filehippo.com/img/ex/3049__ccleaner1.png
How to do it? I imagine I could do it by putting all fragments in the same place and just change their visibility to show just 1 at the moment, but that would make the code a whole lot of mess.
I've done this in the past by using UserControls. It's worked nicely for things like choosing payment methods (cash, cc, cheque...).
There are a couple of options for changing the display, either have all the UserControls present on the form and hide or show them as required or have an empty placeholder panel and use a factory to construct the appropriate UserControl as needed. I've done both and it really depends on the complexity (and expected longevity and users) of the project as to which is appropriate.
Using a Model-View-Presenter pattern helped with managing all of this.
What you don't want to end up with is a massive switch statement that changes the visibility of dozens of manually positioned controls individually. I've seen it and that way lies madness.

Replacing 3rd party Windows Forms UI controls in a large codebase

Me and my colleagues are investigating how to replace 3rd party WinForms controlls by our new UI controls in our large legacy codebase. Practically we would like to replace the 3rd party controlls in the inheritance chain. The 3rd party controlls are used dozens of places by subclassing the 3rd party UI controlls. We d like to perform this change as safety as possible, with minimal code change all over the solution. Do you have any experience how to start? Obviously the inheritance means strong coupling here, so i d like to find the less painful solution here.
Is the "branch by abstraction" concept applicable here?
This is a pretty subjective decision based on your team's understanding of the code base as well as workflow. The bright side is that you've already subclassed all the controls, so you've already done the tedious work of being able to provide whatever properties the code is looking for to compile.
Given that this is WinForms, this should be much more straightforward, since the control sizes and locations are set on the Control level. You need to worry about mapping properties/methods that exist in the old vendor's controls to your new controls and not as much about form layout. This might be straightforward for some controls and more complex for others (i.e. grids).
The biggest roadblock IMO is going to be handling the current design-time serialized logic in InitializeComponent. If you've created a property to map from old -> new, you're going to have to be careful that when the designer re-serializes everything after you open the form and modify something, you might not want to serialize both the old property and the new. As an example:
Old Vendor
this.myOldComponent.Data = this.dataSource;
New Vendor
this.myNewComponent.DataSource = this.dataSource;
In this case, you may consider creating a new property called Data on your subclassed new component so that the old code works without changing anything. Let's say you open the form in the designed and move the grid a few pixels, causing the designer to serialize the data. You might now have:
this.myNewComponent.Data = this.dataSource;
this.myNewComponent.DataSource = this.dataSource;
You can prevent serialization with attributes (good discussion on it in this SO question, but this is just an example of something you might hit.
I don't think there's really a pattern here to follow, unless you mean on the source control level, in which case I would say to absolutely create a new branch apart from your regular development one; who knows what kinds of roadblocks you may hit and you'd want to shelve your work for a bit.
Ultimately, you may decide that it's just best to suck it up and rip out the old components and put in the new, but as mentioned this is very subjective. It's situations like this that make me really love WPF and the MVVM model, since you could entirely rip out the UI and keep the business logic intact.

Problems with a big form (50 elements or so) in wpf

I got a pretty big form on a wpf page. I'm putting it together on a Grid, but all the element clutter the page. I figured i'd split out the form into smaller usercontrols and then piece it together on the page as one form. That didn't quite work: SharedSizeScope on a Grid makes the form 'dance'
I could break up the form into a 'wizard style' page, with a next button - dealing with each user control on its own, but i'd rather not break it up into several pages because the end user is used to having it all on one page. Also the validation/storing of data is really a big-bang operation, making it harder to provide feedback if something goes wrong in one of the first pages/usercontrols.
So what now? I'm really tempted to just put all the small elements directly on the page in one big grid. I just feel it's wrong - it will be a maintenance nightmare - i even started thinking 'i wish there were some kind of #region tag in xaml' - that means i know i'm wrong ;)
What can i do?
I would strongly recommend to use nested container controls, like Grids (or other Panels) inside other Grids inside more Grids etc.
It is very common to have several nesting levels, and thus hierarchically split a complex layout into multiple less complex sub-layouts. This makes your layout significantly simpler compared to one big container that tries to do it all (see your failed ShardSizeScope approach).
Once you have created a sensible hierarchy of containers, you may easily use the Visual Studio XAML editor's code collapsing feature to keep track of all your XAML.

Is it OK to change a winforms designer file?

I have created a class that is simply THIS
Class UserControlBase
Inherits UserControl
End Class
Then I changed the Inherits clause in each of my UserControls designer file to
Inherits UserControlBase
I know that generally you shouldn't manually mod the designer file. But in cases like this what else can you do? Is this OK? Is there a best practice I don't know about? Is there some other way to accomplish the same end (extending UserControl) ?
I have not had issue changing the Inherits line, adding Namespacing, or adding Imports/Using statements. If you need to do any of these 3, you won't find many other ways to handle these requirements.
I change them all the time in my C# projects... often it's the easiest way to duplicate something that you've done once in the designer to a similar form and you want to do the same thing in a different form. Visual Studio is perfectly capable of reading in your changes and incorporating it into the designer. I really don't know why there is a comment saying not to edit it. My advice would be just make sure you use source control, go ahead and edit it, test it well, and if it works, great, if not you can always back out your edits.
No. It's never a good idea to modify a file that's generated.
The Designer files are pretty simple code; the only thing that you'll typically find in there to complicate matters (but only slightly) is BeginInit/EndInit calls at the top and bottom of the file--between those the code is pretty forgiving.
*That said, do not put any code in there that will only execute at Runtime. Any runtime-dependant code will fail at design-time, so trying to open your control in Design view will blow chunks. It used to give you the Red Screen of Darn, but I'm not sure what effect the IDE has notwadays--but if things blow up and the usual tricks fail to remedy them then try removing your customized sections.
Further on that note (not to scare you, but rather to hopefully head off some of the difficulties we had) the means of determining if your code is executing in Runtime or Designtime often fail if your code is not part of the currently built solution/project.
So to bring it all home, simple UI layout/winforms modifications are perfectly fine to do by hand in the designer code. Databinding and external dependencies (with the exception of calling third party control libraries) should be cautiously approached.

What's the "right" way to isolate control dependencies

I've made it a personal rule to inherit every UI control before using it. In a previous life I'd always considered this one of the less useful things you could do because the justification always seemed to be "I might want to change the font on all the buttons at once"... a motivation that never paid off... once... ever.
Two recent projects have changed my mind about the practice, though. In the first, we needed a consistent "ValueChanged" event so that we could easily implement a "dirty" flag on our forms without a massive switch statement to choose between a Textbox's "TextChanged" event, or a ListBox's "SelectedIndexChanged" etc. We just wanted one consistent thing to listen for on all controls, and subclassing the built-in controls bought us that pretty easily.
In the second project, every effort was made to get by with the base controls because the UI was expected to be pretty simple, but a few months in, it became obvious that they just weren't going to cut it anymore, and we purchased the Telerik control suite. If we had inherited all the controls to begin with, then changing our derived controls to inherit from the Telerik controls would have applied the changes for us globally. Instead, we had to do some searching and replacing in all the form designers.
So here's my question: What are the relative strengths and weaknesses of
Simply adding a Class, and making it inherit from a control.
Adding a new "Custom Control" and inheriting.
Adding a new "Component" and inheriting.
All three have the same effect in the end, you get a new type of Button to put on your forms. I've seen all three used by different people, and everyone seems to think that their way is the best. I thought I should put this discussion on StackOverflow, and maybe we can nail down a concensus as a community as to which one is the "right" way.
Note: I already have my personal opinion of which is "right", but I want to see what the world thinks.
If both 1 & 2 are inheriting, then they are functionally identical, no? Should one of them be encapsulating a control? In which case you have a lot of pass-thru members to add. I wouldn't recommend it.
Peronally, I simply wouldn't add extra inheritance without a very good reason... for example, the "changed event" could perhaps have been handled with some overloads etc. With C# 3.0 this gets even cleaner thanks to extension methods - i.e. you can have things like:
public static AddChangeHandler(
this TextBox textbox, EventHandler handler) {
testbox.TextChanged += handler;
}
public static AddChangeHandler(
this SomethingElse control, EventHandler handler) {
control.Whatever += handler;
}
and just use myControl.AddChangeHandler(handler); (relying on the static type of myControl to resolve the appropriate extension method).
Of course, you could take a step back and listen to events on your own model, not the UI - let the UI update the model in a basic way, and have logic in your own object model (that has nothing to do with controls).
I use composition. I simply create a new UserControl and add the controls I need. This works fine, because:
I never use that many properties anyway, so pass-through methods are kept to a minimum.
I can start with a naive approach and refine it later.
Properties for look and feel should be set consistently across the site. Now I can set them once and for all.

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