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Thread: An Open Source, Fast and Modular, C# Front End

  1. #141
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    Quote Originally Posted by BrownieMan View Post
    I thought about doing something like that, but it seemed like bad programming practice, though maybe since it's both of ours first thought it might be a good one. I'm trying out using a "waitOne" and "set". I forget the object name you use to call them, but it's in System.Thread(ing?). You call waitOne and the thread waits until the object gets triggered. I triggered it when the event I want to happen happens. It seems it was intended to be used when one thread wants to use some resource that another also wants to use, or along those lines. I think it might be usable in this instance.

    I'm interested in how the keyboard is going to be implemented in the next release, it'll give em a better insight in how the plugins work within the framework. Thanks for the help!
    How about having getStringFromKeyboard pass a callback...

    GetStringFromKeyboard(this.OnStringEntered);


    void OnStringEntered(string value)
    {
    // do whatever with the string
    }

  2. #142
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    Quote Originally Posted by NSFW View Post
    How about having getStringFromKeyboard pass a callback...

    GetStringFromKeyboard(this.OnStringEntered);


    void OnStringEntered(string value)
    {
    // do whatever with the string
    }
    This is more in line with the direction i'm going after some playing around. Options as I see them:
    1. When calling the onScreenKeyboard you pass a callback to an event (like you described)
    2. The display on screen keyboard command is a blocking one and when it completes you call a get results function
    3. After text is entered a message is sent to the calling plugin with the text.
    4. An inputEvent is available from the plugin host so any plugin can hook it.


    I liked option 4 since it was in line with how most of the rest of the framework was done - and would allow for nice expandability in the future. At the same time I imagine some beginning programmers would like to be able to do something like:
    text=getTextFromOnScreenKeyboard();

    Maybe i'll do option 4 and add a class to the helperFramework that would be getTextFromOSK() and make it easy for users to achieve something like the above in an events driven framework. Sound ok? or am I overlooking the better option?

  3. #143
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    I'm not familiar with the term "blocking call", does that simply mean some block of code that does not proceed until some specified action?

  4. #144
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    A "blocking call" is one that does not return until some task is complete (in this case, getting a string from the keyboard). Also known as a "synchronous" call. A non-blocking (asynchronous) call is one that returns immediately, while the operation proceeds on another thread. When the operation is done, a callback function gets invoked, like OnStringEntered in the example in my last post.

    Synchronous programming is more intuitive, async is better for performance. But for something like getting a string from an on-screen keyboard, the performance difference will be negligible. Async is most useful for background stuff like file operations and network IO. In that light, it probably makes more sense to have a blocking call for this. Under the covers, you might have async stuf, like notifications coming in from keypresses.

  5. #145
    High Voltage blk02si's Avatar
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    This project looks promising, where can the latest version be downloaded at? I found 0.2 in the thread.

    I cannot help much with the c# code but I'm very good at graphics and UI design so let me know if you guys need some art.
    Build Things, it keeps your brain busy.

    AutoPC v1 (Retired) - AutoPC v2 (in progress) - www.shocknet.us

  6. #146
    Variable Bitrate UnusuallyGenius's Avatar
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    I was working on my skins, and on my truck, and I am thinking of installing a 7inch screen vertically. I am working on a skin that is specifically designed for a vertically installed screen. I am hoping you can work support in for a vertical resolution. Also, multi-monitor support. I am thinking that my installation in my truck will have 3 vertically mounted touch screens. I hope OpenMobile will make this possible.
    - Project: Unified Car Control
    - Original OpenMobile Interface Designer

  7. #147
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    Well the very latest version has to be compiled from the svn repository...but stable versions are released in compiled form on the sourceforge downloads page:
    https://sourceforge.net/projects/openmobile/

    Yup multi-monitor support is very possible but probably wont happen until more of the basics are done. When done it should support as many monitors as your hardware can support.

  8. #148
    Low Bitrate gothate's Avatar
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    Quote Originally Posted by justchat_1 View Post
    Well the very latest version has to be compiled from the svn repository...but stable versions are released in compiled form on the sourceforge downloads page:
    https://sourceforge.net/projects/openmobile/
    Can you add that link to either the first post or your sig?

  9. #149
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    Quote Originally Posted by gothate View Post
    Can you add that link to either the first post or your sig?
    Good call

    blk02si:
    Feel free to add yourself to the volunteers thread

  10. #150
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    For whoever was asking about creating plugins before heres the start of the tutorial - if any of its unclear let me know.
    http://sourceforge.net/apps/mediawik...ating_a_plugin

    I'll be putting together two examples for download and adding them along with the low level plugin tutorial. Only other thing is to warn you that there could be small changes to the interfaces up until 0.7.

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