compunet corporation programming with visual studio.net gui week 13 tariq aziz and kevin jones
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Compunet Corporation
Programming with Visual Studio .NET
GUI
Week 13
Tariq Aziz and Kevin Jones
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Properties of a GUI Object
• A GUI Object may have many properties. For example, a button object has a name, size, and location. The text property holds the string that is displayed in the button on the form. Suppose we want two buttons on our form: an OK button and a Quit button. After dragging two buttons from the toolbox to our form, we need to set the text property of each button, so that the following is true:
Button1.Text = “OK”Button2.Text = “Quit”
• Notice that when we write code, we access the property of an object using dot notation; the name of the object comes first, then a dot, then the name of the property.
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Setting GUI Object Properties
• We set the property of an object at design time using the Properties window. First, select the GUI object on your form (you’ll see selection handles appear around the object). The Properties window displays the properties of the currently selected object in the Windows Forms Design window. Simply scroll through the properties to find the one you want, then click on the value and change it.
• Note that setting the properties at design time determines the initial value of the properties at run-time.
• We may also change the values of properties at run-time by executing assignment statements, such as
Button1.Text = “Push here”
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Text Property of Button1 Object
The “Text” property of the Button1 object is displayed here in the Properties window.
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Text Property of Button1 Object
Note that the Text property has been changed to “OK”, so Button1 now displays “OK” instead of “Button1”.
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Lucky Seven program (Ch. 2)
• The Lucky Seven program from chapter 2 is a simple application that gives you practice in basic GUI programming. The program allows the user to click the Spin button, each time displaying three random numbers between 0 and 9. The user “wins” if any of the three numbers happens to be “7”, and he loses otherwise.
• First we’ll setup the user interface, then we’ll define the code behind the Spin button.
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Start a New Visual Basic Project
Click here to start a new project.
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Name Your Visual Basic Project
Type the name of your project here. A folder of the same name will be created to store your project files.
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Starting With an Empty Form…
Click on the Button Control in the Toolbox…
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then click and drag to draw a button object on your form.
Draw a Button on Your Form…
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Here is your new button. Continue like this, adding another button and four labels.
Button1…
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Two Buttons, Four Labels
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Editing Object Properties
• Now edit the text properties of each button and label so your form appears as follows…
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Changed Text Properties…
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Now Write the Code• Double-click on the Spin button to warp to the Button1_Click event procedure, and fill
in the code for the Spin button as it appears on page 53 in your book.• You’ll need to go back and add the picturebox object to your form, though…
Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As _ System.EventArgs) Handles Button1.Click
PictureBox1.Visible = False ' hide picture Label1.Text = CStr(Int(Rnd() * 10)) ' pick numbers Label2.Text = CStr(Int(Rnd() * 10)) Label3.Text = CStr(Int(Rnd() * 10)) ' if any caption is 7 display picture and beep If (Label1.Text = "7") Or (Label2.Text = "7") _ Or (Label3.Text = "7") Then PictureBox1.Visible = True Beep() End IfEnd Sub
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Type the code here…
Type the code from page 53 in your book here.
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Complete the Examplefrom Chapter 2
• Once you’ve finished typing all the code from the book, build and run your program as shown on the following slide.
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Build the Lucky Seven Program
• To build (or compile) the program, select Build Solution from the Build menu.
• To run the program, select Start from the Debug menu, or simply click the Start (Play) button on the standard toolbar. Note: You must login as “student” (password = “computer”) to use this feature.
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Your Program at Run-time!