Inherited IBOutlets vanish after changing layout to constraints - iboutlet

Scenario:
A Child UIViewController inherits some IBOutlets from its parent UIViewController (which doesn't have its own XIB).
Hence we have child+parent IBOutlets linked to the child's Interface Builder (XIB).
Originally, within a frame-based layout paradigm, I could link BOTH sets of IBOutlets from the child UIViewController's XIB as a single list.
However, apparently, after converting to a constraint-based layout, the XIB can't see the inherited IBOutlets; only the local (File's Owner) IBOutlets can still be seen.
That is, the IB complains that the File's Owner (the child UIViewController) does not have the inherited IBOutlets.
Question:
1) Is it proper to inherit IBOutlets from a parent UIViewController and if true, how do I fix this?
... or, must all IBOutlets be declared (as local IBOutlets) in the de-facto "File's Owner" (which in this case is the child UIViewController)?

The IB's "File's Owner" was linked to a vestigial class that had been renamed.
Hence the loss of IBOutlets.

Related

QT5: What is the Significance of a Layout's Parent?

I am attempting to write my first program using Qt5. I found a tutorial (zetcode.com/gui/qt5) with a number of examples, which all used dynamic layout creation. I'm trying to create a nested layout configuration, but I'm having a problem with specifying the parent parameter of the layout constructor. When I use the main window as the parent for the main layout and its sub-layouts, I get an error message, apparently telling me that QWidget can have only one QLayout. The window looks OK, but I haven't implemented all my functionality yet (slots and other code), so I don't know what, if anything, is broken. If I omit the parent parameter from the sub-layouts, I get no error messages and the window looks OK as well, but again I'm wondering whether this would affect my subsequent code additions.
Can anyone explain to me the significance of a layout's parent? I've noted that specification of the parent window in the layout's constructor is apparently not sufficient, because all of the examples I've seen call setLayout() at the end of the window's constructor. In particular, will my omission of a parent ever cause problems?
The "rules" are that there can be at most one top level layout on a given widget, and that widgets can be only children of other widgets, not of layouts. So what happens is that:
when you set a layout on a widget, the widget will take ownership of that layout;
when you add widgets on a layout, these widgets will be reparented to the widget the layout is/gets installed upon;
when you add a layout inside another layout, the inner layout becomes a child of the outer layout.
What you're probably seeing is a side-effect of creating a layout with a widget as parent, as in
QLayout *layout = new SomeLayout(widget);
This will try to install the layout on widget, and fail in case there's already one. The good news is, you can pretty much ignore passing parents around and rely on the system to do "the right thing". For instance:
MyWidget::MyWidget(QWidget *parent)
: QWidget(parent)
{
QHBoxLayout *mainLayout = new QHBoxLayout; // top level layout
QVBoxLayout *subLayout1 = new QVBoxLayout; // sub layout 1 stuff
QPushButton *button = new QPushButton("button");
subLayout1->addWidget(button);
// create more widgets...
mainLayout->addLayout(subLayout1);
QVBoxLayout *subLayout2 = new QVBoxLayout; // sub layout 2 stuff
QLineEdit *edit = new QLineEdit;
subLayout2->addWidget(edit);
mainLayout->addLayout(subLayout2);
setLayout(mainLayout);
}
This will correctly create a layout hierarchy and a parent/child relation so that nothing will get leaked.

JavaFx: how to reference main Controller class instance from CustomComponentController class?

WHAT I HAVE is a standard JavaFX application: Main.java, MainController.java & main.fxml. To add custom component, I created CustomComponentController.java and custom_component_controller.fxml.
PROBLEM is that in CustomComponentController methods I need to reference other methods and standard components from MenuController. I add public static MainController mc; to MainController class body, so that it can be seen from CustomComponentController (MainController.mc.neededMethod()). Then I try to pass everything to it in MainController.initialize() method (mc = this;) - when debugging this breakpoint, I see this full of components instances, but mc remains with null components afterwards.
QUESTION is how to reference the running instance of MainController to use its components and methods in other classes and to crossreference different custom components from each other? How to clean MainController code from event handlers and assistance methods of components by moving it all to component's own class?
I tried the following approaches, but found no way to make them work without errors:
Accessing FXML controller class
How can I access a Controller class in JavaFx 2.0?
JavaFX 2.0 + FXML. Updating scene values from a different Task
JavaFX 2.2 -fx:include - how to access parent controller from child controller
The problem can be solved if you comply the following conditions:
Not only public, but obligatory static MainController mc should be.
Do not forget id in fxml for CustomComponentController: <CustomComponentController fx:id="cc"/>, where cc is the name of the "#FXML imported" CustomComponentController in your MainController class.
Omit parameter fx:controller="main.CustomComponentController" in custom_component_controller.fxml as it results in "Controller value already specified" error (a conflict between main.fxml and custom_component_controller.fxml markup declared controllers).
Put mc = this; in the beginning of MainController's initialize() method. Before using mc in CustomComponentController class, check if it's not null. It can be null when all components, including CustomComponentController, are instantiated at application startup, but there is no mc instance yet. MainController method initialize() where MainController is instantiated is called after components are loaded. Therefore better practice is to use approach in the next paragraph.
In main.fxml create primary component of the same type that CustomComponentController and with the only fx:id parameter. Replace primary component with your CustomComponentController by creating reloadCustomComponents() method and calling it from CustomComponentController's initialize() method. Do it by adding the following to reloadCustomComponents() method:
customComponentAnchorPane.getChildren().remove(customComponent);
customComponent = new customComponent();
customComponentAnchorPane.getChildren().add(customComponent);
Thus all components can be placed outside CustomComponentController with all their methods and reloaded at the startup of the apllication. All component declarations stay in MainController class and can be reached through MainController mc reference. No duplicate creating of components in detail with parameters is needed.
Your problem looks like the classic catalog-crud forms updating, I implemented an interface that I called Updatable with an update method so I could reference any catalog form with any crud form easy after passing Controller Main Class as the UserData Property of the Child Root Component's Form
Hope it Can Solve your problem

JavaFX access controller's variables from Scene Builder

If I declare something like
#FXML
private final static double PREF_SPACING = 10d;
or
#FXML
private Insets insets = new Insets(10d);
in the controller class,
is there a way to use their values in Scene Builder?
When I want to change the value, I want to change
it only once, in the controller class.
PRELIMINARY ANSWER
I haven't yet tried all of the techniques below, but it seems to be the way you would do it from reading the documentation. If I get some time, I'll try it out later and update this answer with results (or somebody else can do this and post a new answer or edit this one to create a definitive answer). I just wanted to publish something now to point you in what I believe to be the right direction.
If the below is not what you are looking for, add a few more specifics to your questions to fully describe what you want.
Don't using the #FXML annotation here. #FXML is for injecting values from the markup into the controller, not the other way around.
For your first example which is a constant, let's say your controller class is:
class MyControllerType {
public final static double PREF_SPACING = 10d;
}
Then in your fxml, reference the constant:
<?import MyControllerType?>
...
<VBox>
<spacing><MyControllerType fx:constant="PREF_SPACING"/></spacing>
</VBox>
For your second sample which is not a constant or a part of the SceneGraph, you can use an fx:define element to instantiate an instance of the class. Note that you can't directly instantiate an Insets class from FXML as it has no builder class nor zero length constructor. So what you might be able to do is create another placeholder class for the information and instantiate a reference to that in your FXML (or you can create a Builder that FXML can use to instantiate the Insets).
class InsetsHolder {
private Insets insets = new Insets(10d);
public Insets getInsets();
}
<?import InsetsHolder?>
<fx:define>
<InsetsHolder fx:id="i"/>
</fx:define>
<VBox>
<Button text="Click Me!" VBox.margin="$i.insets"/>
</VBox>
SceneBuilder should be able to read fxml files which use the fx:define and fx:constant notation, as well as (possibly) make use of the reference expression $i.insets. SceneBuilder might not have any UI to allow you to edit the values from within the SceneBuilder application, so you will probably need to hand edit the fxml file portions related to the fx:define and fx:constant elements if you wish to make use of these structures.
There is an executable example of using an fx:define element in this mailing list post on designing resolution independent units in FXML.
In general, I think I'd be a bit cautious of maintaining these kind of dependencies between fxml and java code. It may be more prudent to do more of this kind of stuff in plain Java code within the context of the controller initialize method as scottb suggests.
The #FXML annotation enables the JavaFX objects whose names you defined (fx:id) to have their references reflectively injected into nonpublic fields in the controller object as the scene graph is loaded from the fxml markup.
To the best of my knowledge, this is a one way operation. There is no provision for having named static class variables in the controller object injected into the scene graph during loading.
You can accomplish something very similar to what you are requesting by defining the values that you want set as class variables in your controller object's class, and then setting the appropriate object properties programmatically (rather than in markup) in the initialize() method of your controller object.
The initialize() method is called (if it is present) after the loading of the scene graph is complete (so all the GUI objects will have been instantiated) but before control has returned to your application's invoking code.

Assigning individual View Models to Nested Views?

I have a MainView which has an associated MainViewModel in my WPF application, assigned via its contructor.
App > start up uri > MainWindow.xaml
public MainWindow()
{
InitializeComponent();
var viewModel = new MainViewModel();
DataContext = viewModel;
}
My MainView holds as many as four nested views or child views who are hidden and displayed based upon the button that has been clicked on the MainView. So we toggling the visibility property vi a binding which gets updated via command bindings assigned to each button on the MainView.
Each nested View does not have an associated ViewModel, all bindings found on child views find their information in the MainViewModel. So binding system ends waling up the UI tree of the app to find out that the parent 'MainView' has an associated ViewModel.
So overall there is 'ONE' -> ViewModel. This seems to work fine and but as expected this VM has gotten to big and needs re-factoring. It holds information that contextually it should not. But this is a proof concept application. So i decided to keep it simple and make sure it was do-able.
PROBLEM:
When i tried assigning a empty view with an empty view model I noticed binding errors in the output window and as expected weird and broken behaviour. Which makes no sense ... Is there a more clear and concise way of letting WPF know how to handle any bindings it finds in a nested view control? I thought if each view's constructor assigned itself a corresponding VM as shown above, then it should work as this logically makes sense. Unfortunately all buttons on the MainView stop working when the corresponding view it is designated to switch on and hide the others has an associated ViewModel. On some buttons it works and the others it does not? This is really weird?
As mentioned in my answer above, the problem was that WPF binding system was struggling to to resolve bindings at run time. The main view has its associated view model instantiated and assigned via the Main View contructor and this pattern is repeated for all nested views that the MainView also houses.
By default, I tend to use the implied binding syntax which means that without explicitly specifiying a source the binding system will try to resolve the name you supply in the binding. So it's all implied and nothing is explicitly set!
Upgrading each nested view to have its own view model makes this auto discovery/resolution of bindings go a little crazy and I have not explicitly told the binding system where to find the property I am looking for hence the output window binding errors.
This leads to unexpected behaviour as the output window was telling that it was trying to resolve binding expressions in nested views --> viewmodels. When in actual fact that VM it is looking in, IS EMPTY!
So clearly the binding system is good when you do not explicitly set a source property inside the binding syntax. It is clever enough to find things on its own. In my case it needed some extra help, as it was unsure as to where to find things.
SOLUTION:
Remove the constructor declaration for the MainViewModel in the MainView constructor.
Scope in an xmlns for ViewModels namesapce into your MainView.xaml
Create a window resource inside the MainView .xaml
Give the resource a key.
Upgrade all your bindings in the MainView xaml file to include source property.
Give the source property a static resource binding that points to your ViewModel key value set up in step 4.
Only do step 6 for bindings who refer to the ViewModel that is associate with the MainView.
All nested views are to be left alone, they should handle their own bindingds in their own xaml files. The MainView simply instantiates them and places them onto the UI. For me this was the case, I did not have any more bindings concerning my nested views. All Bindings that lived on the MainView.xaml file referred to data in the MainViewModel.cs. This makes alot easier when viewing your problem.
For some reason the editor was being awkward so I chose to omit any sample code but the steps above are descriptive enough to follow the steps that I took. Above is what worked for me.
ANOTHER WAY OF SUMMING UP THIS PROBLEM
Most books teach the shorter binding syntax
What happens when more than one data context is available?
How is the binding system supposed to know how to resolve your short hand binding expressions.

Why ATL calls subclassing "superclassing"

Getting interested in learning ATL, I started reading this tutorial and I got confused at reading this (also related):
If you want to extend the capabilities of a predefined window class, such as the button or list box controls, you can superclass it.
Why is it called super-classing instead of sub-classing?
Super-classing is writing a new class, that would behave as it it was a new control altogether. A CColoredButton inheriting from CButton would be superclass, when you create instance of CColoredButton
When you already have a control (probably on resource), you may subclass it. Here the "control" in picture is being handled differently and hence the term subclass.
Any class may behave as super class or subclass. You would call some of SubclassXX function/method to subclass already existing control. You would create instance of a control at runtime by allocating the C++ object (CColoredButton) by calling its Create method - here the term super-class.

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