Windows Mobile 8 - Removing StackPanel which was created dynamically - windows-phone-8

I have created a StackPanel via C# codes and added it to the base panel through:
pnlBase.Children.Add(newStackPanel);
The base panel contains few controls like TextBlock, TextBox, RadioButtons etc. The newStackPanel I created via C# codes to appear on a button click on top of everything in the middle. When I finish entering data on newStackPanel, I want to dispose or remove it from base panel. Can you please guide me how to do it because it does not appear on:
pnlBase.Children.Remove(?????);
Please Help!!!

Try this
pnlBase.Children.Remove(newStackPanel as UIElement);

Related

How to make a Pop-up table appear in Workshop Palantir Foundry?

I want a pop up to appear showing some stats on the load of a module in Workshop, Palantir. Please help how can i achieve this?
Workshop just released a new feature that allows you to set a “modal” layout component. Whereas previously you could only add a “drawer” that button now offers to add an “overlay” and in the config you can choose either the drawer or modal layout.
From there you can add widgets and otherwise build the content and then trigger it to open and close with Events, just like the drawer.

Editing Flip Card

In my Blazor application, I have implemented a card-flip on mouse click. Now I wanted to add the edit functionality, that is as the user clicks on Edit button they enters in edit mode and can edit the card contents directly from the UI. Any lead on how can I achieve it, would be helpful.
Here is the code BlazorFiddle
You could start by creating 2 templates for your front and back card layout, one template for Display and one template for Edit, then you could toggle visibility on those templates on an event and copy new values to replace the original ones when the event is fired to exit the Edit template or binding to an object/properties.
Check my take on your code using the binding option.
Also changed the flip event to a double click so you can click the inputs without flipping the card, it's still a little buggy for me, I can only click on the input in some areas of its end, other areas seems like the 'card back' div gets in the way, but I think it's a start so you could try out something on that line of thought and/or fixing those other issues.
https://blazorfiddle.com/s/dvz9ppon

WinRT AppBar changing on context (or ignoring right click)?

I am porting a Desktop WPF application to WinRT and I'm facing a little issue.
I had a ItemsControl and I had a context menu on every item to delete / edit the item.
I have been told that PopupMenu are not good in WinRT and I should use a AppBar.
I think I'm doing something wrong or I misunderstood that.
I thought that I could put that options on a AppBar and when I select an element, popup the bar and click where I need.
The problem is that the AppBar will show up when I right click on any part of my app, so that buttons will show up with an item selected.
So can I change the layout of the AppBar on different contexts (because it seems that Microsoft wants us to use AppBar as context menu without context capabilities) or only show it when I want via code?
Would be good to have a TopAppBar with some App-wide options and a BottomAppBar just for ListView's item context menu.
Or maybe I'm doing all this stuff wrong and I have to use another approach to put extra options on the Listview's items.
You are thinking about this correctly. AppBar is the place where you should put all your non-essential and selection based commands.
The guidelines here and here suggest that they should be arranged as follows:
Navigation commands should be in TopAppBar
Commands related to selection should on the left side of BottomAppBar
The rest of page specific commands should be on the right side of BottomAppBar
Contextual commands should only be shown when a relevant item to that command is selected. For that purpose you should set Visibility of these commands accordingly. Also AppBar should open automatically when an item with contextual commands in it is selected. You can do that programmatically by setting its IsOpen property. You should also set it to sticky mode by via IsSticky property.
If you're using MVVM you can bind your viewmodel properties to all Button and AppBar properties mentioned above.
There's a CustomAppBar control available in WinRT XAML Toolkit. I haven't used it myself yet but it has a couple of extra features that might prove useful in your case.

MonoTouch - IOS5 Storyboard - Additional View Controllers

I am new to Monotouch and I am not finding the right documentation to do this.
I created a new iPad Storyboard Single View application. I have my inital Navigation Controller, my initial View Controller, and then I added two more View Controllers (Pages?). I created a button on the first two pages. I held down control and dragged each button to the next View Controller and setup each Segue as a push. When I run my application, I can move from page 1 to page 3 and back, no problems.
Now the problem is when I start adding controls and trying to wire them up. On the initial View Controller, I can hold down Control and drag controls over to the code and after I give it a name, it automatically adds my outlets and actions.
But the new two View Controllers I cannot do this. I have searched every where and the StoryBoard documentation and examples are difficult to find. Any help would be appreciated. Thanks!
You need to create a UIViewController class for each of the new View Controllers in Xcode, if you right click on the folder for where you want to create the class, then click Add New.
You then need to then wire them up to your View Controllers in the storyboard (you will see a drop down which shows the name of the class for the view controller in the properties I think it's the fourth icon from the right, it will be UIViewController). Once you have done this, you will then be able to wire up the controls on it.
Once you've saved it, it will automatically create the C# classes in MonoDevelop when you switch back to MonoDevelop. Don't try and do the class in Mono first as it causes you all sorts of issues!
Hope that helps, if you want more information about storyboards, I've found that the objective c stuff is about as good as you can get for now as there isn't too much support for monotouch storyboarcs yet.
Davoc

Monodevelop: can't drag widgets

I am trying to use monodevelop. Just at the beginning I came across an issue:
I was following a tutorial on building a Gtk application (http://monodevelop.com/Stetic_GUI_Designer). I was trying to drag a button from the Widgets Palette. Nothing happened. I'd been trying quite a few times without any luck.
After a break I launched monodevelop again and I simply placed a button on the window of the application. After that I removed it, dragged VBox container, and placed menu bar on the window, according to the tutorial instructions. I was pleasantly surprised.
By the second try the same problem occurred - I was not able to drag any widgets. Dragging was beginning, there was a “+” sign at the cursor and then - nothing was happening. I cannot figure out what happened by the first time, what the difference was. Have anyone had a similar problem? Monodevelop looks promising, but I can't go on with it. (I tried placing 'Fixed' container on the window, with no result - I could not drag it.)
(monodevelop v. 2.4, ubuntu 11.04, Polish language.
I did look for an answer to my problem, without much luck, that is why I post this question. The problem is described quite precisely. There is a probability that others encountered the same issue.)
You need to drag a container on the form first before you can add widgets to it. The VBox container is an example of a place where you can put your widgets.
If you want to place widgets where ever you want you can use the Fixed container. If you want things to align you can use the VBox, HBox or Table containers. Placing in a widget in one of the fields will automatically adjust the size of this field to fit the widget you have dragged into it.
So basically,
Create a form
Drag a container on the form
Drag a widget inside the container.
These widgets are not to be confused with the custom made widgets (in your Solution browser, right click the folder User Interfaces and click Add Widget...). These are like forms. I use these to create GUI's in advance so I can call these while the program is running.
FYI: if you want to create code for a widget (like a button) you can't just double click it like in Visual Studio. You need to select it, the go to the properties pane, and change the tab from Properties to Signals. You can then double click the "signal" to create the event for which you want to create code. For a button this is usually the Clicked event (somewhere at the bottom of the list, you'll need to open the Button Signals)
You can always visit the IRC channel of Monodevelop on irc://irc.gimp.org/monodevelop (IRC.Gimp.org #monodevelop)
I also sit in this channel and can help with smaller problems and I also still use Monodevelop 2.4.