我有wpf
解决方案,我在其中创建了UserControl
以进行趋势分析。这个UserControl
在MainWindow中使用。
趋势路径绘制在当前class
ChartControl的方法showData()上。但是因为我希望得到与主窗口大小相关的路径的实际图片,所以我添加了SizeChanged
事件,其中调用了这个showData()方法。
我的活动代码:
private void OnResize(object sender, SizeChangedEventArgs e)
{
this.showData();
}
编辑:
private List<ChartData> data = new List<ChartData>();
public void showData()
{
double maxVal = this.maxVal();
double minVal = this.minVal();
TimeSpan timeSpan = new TimeSpan();
timeSpan = this.maxTime() - this.minTime();
double stepSize = Area.ActualWidth / timeSpan.TotalSeconds;
setLabels();
Area.Children.Clear();
for (int i = 1; i < this.data.Count; i++)
{
Line lineHorizont = new Line();
lineHorizont.StrokeThickness = 2;
lineHorizont.Stroke = Brushes.Red;
lineHorizont.X1 = (this.data[i].X - this.minTime()).TotalSeconds * stepSize;
lineHorizont.Y1 = Math.Abs(((this.data[i - 1].Y - minVal) / (maxVal - minVal) * Area.ActualHeight) - Area.ActualHeight);
lineHorizont.X2 = lineHorizont.X1;
lineHorizont.Y2 = Math.Abs(((this.data[i].Y - minVal) / (maxVal - minVal) * Area.ActualHeight) - Area.ActualHeight);
Area.Children.Add(lineHorizont);
Line lineVertical = new Line();
lineVertical.StrokeThickness = 2;
lineVertical.Stroke = Brushes.Red;
lineVertical.X1 = (this.data[i - 1].X - this.minTime()).TotalSeconds * stepSize;
lineVertical.Y1 = Math.Abs(((this.data[i - 1].Y - minVal) / (maxVal - minVal) * Area.ActualHeight) - Area.ActualHeight);
lineVertical.X2 = (this.data[i].X - this.minTime()).TotalSeconds * stepSize;
lineVertical.Y2 = lineVertical.Y1;
Area.Children.Add(lineVertical);
}
//Draw cross coordinator
coordX1.StrokeThickness = 1;
coordX1.Stroke = Brushes.Black;
coordX1.X1 = 0;
coordX1.Y1 = Mouse.GetPosition(Area).Y;
coordX1.X2 = Area.ActualWidth;
coordX1.Y2 = coordX1.Y1;
Area.Children.Add(coordX1);
coordX2.StrokeThickness = 1;
coordX2.Stroke = Brushes.Black;
coordX2.X1 = Mouse.GetPosition(Area).X;
coordX2.Y1 = 0;
coordX2.X2 = coordX2.X1;
coordX2.Y2 = Area.ActualHeight;
Area.Children.Add(coordX2);
}
public double maxVal()
{
List<double> data = new List<double>();
for (int i = 0; i < this.data.Count; i++)
{
data.Add(this.data[i].Y);
}
return data.Max<double>();
}
EDIT2:
主窗口的xaml
内容
<Grid Margin="0">
<lib:ChartControl x:Name="Trend" Margin="0" Width="Auto" Height="Auto"/>
</Grid>
ChartControl的 xaml
内容
<Grid Grid.Column="1" Margin="0" Grid.Row="1" Background="Black" Cursor="Cross" PreviewMouseMove="OnMouseMove">
<Grid.RowDefinitions>
<RowDefinition Height="1*"/>
<RowDefinition Height="1*"/>
<RowDefinition Height="1*"/>
<RowDefinition Height="1*"/>
<RowDefinition Height="1*"/>
<RowDefinition Height="1*"/>
<RowDefinition Height="1*"/>
<RowDefinition Height="1*"/>
<RowDefinition Height="1*"/>
<RowDefinition Height="1*"/>
</Grid.RowDefinitions>
<Rectangle Fill="#FFF1F1F1" Grid.RowSpan="10"/>
<Rectangle Fill="#FFD4D4D4"/>
<Rectangle Fill="#FFD4D4D4" Grid.Row="2"/>
<Rectangle Fill="#FFD4D4D4" Grid.Row="4"/>
<Rectangle Fill="#FFD4D4D4" Grid.Row="6"/>
<Rectangle Fill="#FFD4D4D4" Grid.Row="8"/>
<Canvas x:Name="Area" Grid.RowSpan="10"/>
</Grid>
程序启动后一切正常并且符合预期,但我在Visual Studio的View Designer中得到了Exception,这消除了任何设计变更。
答案 0 :(得分:1)
在OnResize
事件处理程序中,您必须测试当前实例是否处于设计模式。
System.ComponentModel.DesignerProperties.GetIsInDesignMode(this)
如果你没有数据然后返回...那么没有更多的设计异常!!
private void OnResize(object sender, SizeChangedEventArgs e) {
if(!System.ComponentModel.DesignerProperties.GetIsInDesignMode(this))
this.showData();
}
答案 1 :(得分:0)
List<double> data = new List<double>();
for (int i = 0; i < this.data.Count; i++)
{
data.Add(this.data[i].Y);
}
return data.Max<double>();
请,请不要将您的本地变量命名为与您的外部变量相同。
至于为何失败,显而易见:
调用此方法时, this.data
为空,因此,当您尝试执行data.Max<double>()
时会出现异常。
您在MaxVal()
的最开始就打电话给ShowData()
,据我所知,您没有真正可辨别的地方ChartData
添加任何Calendar{
id:calendarioDX
frameVisible :false
width:dp(260)
height:parent.height*0.26
anchors.right: parent.right; anchors.rightMargin: parent.width*0.03
anchors.verticalCenter: parent.verticalCenter
}
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<link rel="stylesheet" type="text/css" href="stylesheet.css"> <link/>
</head>
<body onload="startGame()">
<h2> My Lost Game </h2>
<p>Press the 'up', 'down', 'left' and 'right' keys on your keyboard to move. Avoid the obstacles and reach the goal.</p><br>
<p></p>
<script>
var myObstacle = [];
function startGame() {
myGameArea.start();
myGameGoal = new component(75, 95, "player2.jpg", 710, 215, "image");
myGamePiece = new component(75, 95, "player.jpg", 10, 215, "image");
myObstacle2 = new component (110, 150, "obstacle2.jpg", 350, 0, "image");
myObstacle3 = new component (110, 150, "obstacle3.jpg", 530, 350, "image");
}
var myGameArea = {
canvas : document.createElement("canvas"),
start : function() {
this.canvas.width = 800;
this.canvas.height = 500;
this.context = this.canvas.getContext("2d");
document.body.insertBefore(this.canvas, document.body.childNodes[4]);
this.frameNo = 0;
this.interval = setInterval(updateGameArea, 20);
window.addEventListener('keydown', function (e) {
myGameArea.keys = (myGameArea.keys || []);
myGameArea.keys[e.keyCode] = true;
})
window.addEventListener('keyup', function (e) {
myGameArea.keys[e.keyCode] = false;
})
},
clear : function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);},
stop : function() {
clearInterval(this.interval);
}
}
function component(width, height, color, x, y, type) {
this.type = type;
if (type == "image") {
this.image = new Image();
this.image.src = color;
}
this.width = width;
this.height = height;
this.x = x;
this.y = y;
this.update = function() {
ctx = myGameArea.context;
if (type == "image") {
ctx.drawImage(this.image,
this.x,
this.y,
this.width, this.height);
} else {
ctx.fillStyle = color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
this.newPos = function() {
this.x += this.speedX;
this.y += this.speedY;
}
this.crashWith = function(otherobj) {
var myleft = this.x;
var myright = this.x + (this.width);
var mytop = this.y;
var mybottom = this.y + (this.height);
var otherleft = otherobj.x;
var otherright = otherobj.x + (otherobj.width);
var othertop = otherobj.y;
var otherbottom = otherobj.y + (otherobj.height);
var crash = true;
if ((mybottom < othertop) ||
(mytop > otherbottom) ||
(myright < otherleft) ||
(myleft > otherright)) {
crash = false;
}
return crash;
}
}
function updateGameArea() {
var x, y;
for (i = 0; i < myObstacle.length; i += 1) {
if (myGamePiece.crashWith(myObstacle[i])) {
myGameArea.stop();
return;
}
}
myGameArea.clear();
myGameArea.frameNo += 1;
if (myGameArea.frameNo == 1 || everyinterval(150)) {
x = 200;
y = 300;
myObstacle.push(new component(110, 150, "obstacle1.jpg", x, y, "image"));
}
for (i = 0; i < myObstacle.length; i += 1) {
myObstacle[i].y += -1;
myObstacle[i].update();
}
myGameArea.clear();
myGamePiece.speedX = 0;
myGamePiece.speedY = 0;
if (myGameArea.keys && myGameArea.keys[37]) {myGamePiece.speedX = -3; }
if (myGameArea.keys && myGameArea.keys[39]) {myGamePiece.speedX = 3; }
if (myGameArea.keys && myGameArea.keys[38]) {myGamePiece.speedY = -3; }
if (myGameArea.keys && myGameArea.keys[40]) {myGamePiece.speedY = 3; }
myObstacle2.update();
myObstacle3.update();
myGameGoal.update();
myGamePiece.newPos();
myGamePiece.update();
}
function everyinterval(n) {
if ((myGameArea.frameNo / n) % 1 == 0) {return true;}
return false;
}
</script>
</body>
</html>
1}}到数据列表。