I'm using the MonoTouch SimpleMultilineEntryElement from the monotouch-element-pack (originally just MultilineEntryElement) and when I tap to insert somewhere in existing text, I can insert a single character and then the insertion point jumps to the end of the string. I've checked the sample application and the behaviour is the same so it appears to be something in the library rather than something I'm doing incorrectly. Has anyone else had this problem and resolved it?
In the SimpleMultilineEntryElement change the FetchValue to the following, basically what is happening is the current position in the text is being lost with each modification of the text taking you to the end of the text each time.
With the following code you are saving the current position in the text at the start and repositioning the cursor at the end.
public void FetchValue() {
if (entry == null) {
return;
}
int currentPos = entry.SelectedRange.Location;
var newValue = entry.Text;
if (newValue == Value) {
return;
}
Value = newValue;
if (Changed != null) {
Changed(this, EventArgs.Empty);
}
if (currentPos > 0) {
NSRange newPos = new NSRange(currentPos, 0);
entry.SelectedRange = newPos;
}
}
Not 100% sure if this is the issue, or if it can be an issue. But I thought entryKey and cellkey had to be unique to a specific element. Both are set to MultilineEntryElement and not SimpleMultilineEntryElement.
Was thinking if you previously have used a MultilineEntryElement it could be getting dequeued in GetCell.
var cell = tv.DequeueReusableCell (CellKey);
Maybe...
Related
In a UWP app, I am using a RichTextBlock that gets populated with some content. It has word wrapping enabled and has a max lines set so that regardless of the length of its content, it will only show a certain number of lines of rich text.
I'd like to know if there is a way to figure out what is the visible text?
So if I have:
<RichTextBlock TextWrapping="Wrap" MaxLines="2">
<RichTextBlock.Blocks>
<Paragraph>
<Paragraph.Inlines>
A bunch of runs go in here with text that are several lines
</Paragraph.Inlines>
</Paragraph>
</RichTextBlock.Blocks>
</RichTextBlock>
I'd like to know how much of the text is actually visible.
I'm trying to detect cases where the text is longer than a set number of lines and append a "... Read More" at the end of the last line (replacing the last 13 chars with "... Read More")
So I wrote some code to get the behavior that I want, but unfortunately this is rather slow and inefficient. So if you're using it in an app that is primarily to show a lot of text that needs to be truncated (like a ListView with a lot of text items) then this would slow down your app perf. I still would like to know if there is a better way to do this.
Here's my code (which only handles Run and Hyperlink inlines so you'll have to modify to handle other types that you need):
private static void TrimText_Slow(RichTextBlock rtb)
{
var paragraph = rtb?.Blocks?.FirstOrDefault() as Paragraph;
if (paragraph == null) { return; }
// Ensure RichTextBlock has passed a measure step so that its HasOverflowContent is updated.
rtb.Measure(new Size(Double.PositiveInfinity, Double.PositiveInfinity));
if (rtb.HasOverflowContent == false) { return; }
// Start from end and remove all inlines that are not visible
Inline lastInline = null;
var idx = paragraph.Inlines.Count - 1;
while (idx >= 0 && rtb.HasOverflowContent)
{
lastInline = paragraph.Inlines[idx];
paragraph.Inlines.Remove(lastInline);
idx--;
// Ensure RichTextBlock has passed a measure step now with an inline removed, so that its HasOverflowContent is updated.
rtb.Measure(new Size(Double.PositiveInfinity, Double.PositiveInfinity));
}
// The last inline could be partially visible. The easiest thing to do here is to always
// add back the last inline and then remove characters from it until everything is in view.
if (lastInline != null)
{
paragraph.Inlines.Add(lastInline);
}
// Make room to insert "... Read More"
DeleteCharactersFromEnd(paragraph.Inlines, 13);
// Insert "... Continue Reading"
paragraph.Inlines.Add(new Run { Text = "... " });
paragraph.Inlines.Add(new Run { Text = "Read More", Foreground = new SolidColorBrush(Colors.Blue) });
// Ensure RichTextBlock has passed a measure step now with the new inlines added, so that its HasOverflowContent is updated.
rtb.Measure(new Size(Double.PositiveInfinity, Double.PositiveInfinity));
// Keep deleting chars until "... Continue Reading" comes into view
idx = paragraph.Inlines.Count - 3; // skip the last 2 inlines since they are "..." and "Read More"
while (idx >= 0 && rtb.HasOverflowContent)
{
Run run;
if (paragraph.Inlines[idx] is Hyperlink)
{
run = ((Hyperlink)paragraph.Inlines[idx]).Inlines.FirstOrDefault() as Run;
}
else
{
run = paragraph.Inlines[idx] as Run;
}
if (string.IsNullOrEmpty(run?.Text))
{
paragraph.Inlines.Remove(run);
idx--;
}
else
{
run.Text = run.Text.Substring(0, run.Text.Length - 1);
}
// Ensure RichTextBlock has passed a measure step now with the new inline content updated, so that its HasOverflowContent is updated.
rtb.Measure(new Size(Double.PositiveInfinity, Double.PositiveInfinity));
}
}
private static void DeleteCharactersFromEnd(InlineCollection inlines, int numCharsToDelete)
{
if (inlines == null || inlines.Count < 1 || numCharsToDelete < 1) { return; }
var idx = inlines.Count - 1;
while (numCharsToDelete > 0)
{
Run run;
if (inlines[idx] is Hyperlink)
{
run = ((Hyperlink)inlines[idx]).Inlines.FirstOrDefault() as Run;
}
else
{
run = inlines[idx] as Run;
}
if (run == null)
{
inlines.Remove(inlines[idx]);
idx--;
}
else
{
var textLength = run.Text.Length;
if (textLength <= numCharsToDelete)
{
numCharsToDelete -= textLength;
inlines.Remove(inlines[idx]);
idx--;
}
else
{
run.Text = run.Text.Substring(0, textLength - numCharsToDelete);
numCharsToDelete = 0;
}
}
}
}
I have two 3d buttons in my scene and when I gaze into any of the buttons it will invoke OnPointerEnter callback and saving the object the pointer gazed to.
Upon pressing Fire1 on the Gamepad I apply materials taken from Resources folder.
My problem started when I gazed into the second button, and pressing Fire1 button will awkwardly changed both buttons at the same time.
This is the script I attached to both of the buttons
using UnityEngine;
using UnityEngine.EventSystems;
using Vuforia;
using System.Collections;
public class TriggerMethods : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
Material _mat;
GameObject targetObject;
Renderer rend;
int i = 0;
// Update is called once per frame
void Update () {
if (Input.GetButtonDown("Fire1"))
TukarMat();
}
public void OnPointerEnter(PointerEventData eventData)
{
targetObject = ExecuteEvents.GetEventHandler<IPointerEnterHandler>(eventData.pointerEnter);
}
public void OnPointerExit(PointerEventData eventData)
{
targetObject = null;
}
public void TukarMat()
{
Debug.Log("Value i = " + i);
if (i == 0)
{
ApplyTexture(i);
i++;
}
else if (i == 1)
{
ApplyTexture(i);
i++;
}
else if (i == 2)
{
ApplyTexture(i);
i = 0;
}
}
void ApplyTexture(int i)
{
rend = targetObject.GetComponent<Renderer>();
rend.enabled = true;
switch (i)
{
case 0:
_mat = Resources.Load("Balut", typeof(Material)) as Material;
rend.sharedMaterial = _mat;
break;
case 1:
_mat = Resources.Load("Khasiat", typeof(Material)) as Material;
rend.sharedMaterial = _mat;
break;
case 2:
_mat = Resources.Load("Alma", typeof(Material)) as Material;
rend.sharedMaterial = _mat;
break;
default:
break;
}
}
I sensed some logic error and tried making another class to only manage object the pointer gazed to but I was getting more confused.
Hope getting some helps
Thank you
TukarMat() is beeing called on both buttons when you press Fire1. If targetObject is really becoming null this should give an error on first button since it's trying to get component from a null object. Else, it'll change both as you said. Make sure OnPointerExit is beeing called.
Also, it seems you are changing the shared material.
The documentation suggests:
Modifying sharedMaterial will change the appearance of all objects using this material, and change material settings that are stored in the project too.
It is not recommended to modify materials returned by sharedMaterial. If you want to modify the material of a renderer use material instead.
So, try changing the material property instead of sharedMaterial since it'll change the material for that object only.
I've seen another similar thread, but I wasn't able to resolve my issue with the given answers.
EXPLANATION OF MY GOALS:
I have 4 spinners, each has its own ArrayList of strings assigned to it via an adapter. All of these arrays contain the same values at the beginning.
I want to remove the selected value (eg. "item" in spinner1) from all the other spinners (remove "item" from spinner2, 3 and 4) when it is selected.
PROBLEM:
When I select an item for the first two or three times from different spinners (the number of selections needed to reproduce the problem varies) the onItemSelected() method gets called multiple times (the number of callings is greater than the number of actual -user- selections made).
QUESTION:
How to prevent the calling of onItemSelected(); at unnecessary times. I want it to be called only when the actual user makes a selection in one of the spinners and only call it once when that does happen.
If you want to try to help me out and you need more code / images of the problem on the device itself, please, say so.
Here is my whole onItemSelected() method:
#Override
public void onItemSelected(AdapterView<?> parent, View view, int position, long id) {
if (inCorrection == false)
{
s1 = spinner1.getSelectedItemPosition();
s2 = spinner2.getSelectedItemPosition();
s3 = spinner3.getSelectedItemPosition();
s4 = spinner4.getSelectedItemPosition();
testcount++;
switch(parent.getId())
{
case R.id.v1_q1_s1:
if((position != AdapterView.INVALID_POSITION) && (spinner1.getSelectedItem().toString() != "Default---"))
{
findLists(myList2, myList3, myList4, spinner1.getSelectedItem().toString());
if(returnChecks(0) != "Default---")
{
myList2.add(returnChecks(0));
myList3.add(returnChecks(0));
myList4.add(returnChecks(0));
}
addChecks(0, (spinner1.getSelectedItem().toString()));
}
else
{
if(position != AdapterView.INVALID_POSITION)
{
myList2.add(returnChecks(0));
myList3.add(returnChecks(0));
myList4.add(returnChecks(0));
addChecks(0, (spinner1.getSelectedItem().toString()));
}
}
adapter1.notifyDataSetChanged();
adapter2.notifyDataSetChanged();
adapter3.notifyDataSetChanged();
adapter4.notifyDataSetChanged();
Toast.makeText(Vprasalnik1.this, myList1.toString()+"\n"+myList2.toString()+"\n"+myList3.toString()+"\n"+myList4.toString()+"\n"+checks.toString(), Toast.LENGTH_LONG).show();
break;
case R.id.v1_q1_s2:
if((position != AdapterView.INVALID_POSITION) && (spinner2.getSelectedItem().toString() != "Default---"))
{
findLists(myList1, myList3, myList4, spinner2.getSelectedItem().toString());
if(returnChecks(1) != "Default---")
{
myList1.add(returnChecks(1));
myList3.add(returnChecks(1));
myList4.add(returnChecks(1));
}
addChecks(1, (spinner2.getSelectedItem().toString()));
}
else
{
if(position != AdapterView.INVALID_POSITION)
{
myList1.add(returnChecks(1));
myList3.add(returnChecks(1));
myList4.add(returnChecks(1));
addChecks(1, (spinner2.getSelectedItem().toString()));
}
}
adapter1.notifyDataSetChanged();
adapter2.notifyDataSetChanged();
adapter3.notifyDataSetChanged();
adapter4.notifyDataSetChanged();
Toast.makeText(Vprasalnik1.this, myList1.toString()+"\n"+myList2.toString()+"\n"+myList3.toString()+"\n"+myList4.toString()+"\n"+checks.toString(), Toast.LENGTH_LONG).show();
break;
case R.id.v1_q1_s3:
if((position != AdapterView.INVALID_POSITION) && (spinner3.getSelectedItem().toString() != "Default---"))
{
findLists(myList2, myList1, myList4, spinner3.getSelectedItem().toString());
if(returnChecks(2) != "Default---")
{
myList2.add(returnChecks(2));
myList1.add(returnChecks(2));
myList4.add(returnChecks(2));
Toast.makeText(Vprasalnik1.this, "before: "+returnChecks(2), Toast.LENGTH_LONG).show();
}
addChecks(2, (spinner3.getSelectedItem().toString()));
Toast.makeText(Vprasalnik1.this, "after: "+returnChecks(2), Toast.LENGTH_LONG).show();
}
else
{
if(position != AdapterView.INVALID_POSITION)
{
myList2.add(returnChecks(2));
myList1.add(returnChecks(2));
myList4.add(returnChecks(2));
addChecks(2, (spinner3.getSelectedItem().toString()));
}
}
adapter1.notifyDataSetChanged();
adapter2.notifyDataSetChanged();
adapter3.notifyDataSetChanged();
adapter4.notifyDataSetChanged();
Toast.makeText(Vprasalnik1.this, myList1.toString()+"\n"+myList2.toString()+"\n"+myList3.toString()+"\n"+myList4.toString()+"\n"+checks.toString(), Toast.LENGTH_LONG).show();
break;
case R.id.v1_q1_s4:
if((position != AdapterView.INVALID_POSITION) && (spinner4.getSelectedItem().toString() != "Default---"))
{
findLists(myList2, myList3, myList1, spinner4.getSelectedItem().toString());
if(returnChecks(3) != "Default---")
{
myList2.add(returnChecks(3));
myList3.add(returnChecks(3));
myList1.add(returnChecks(3));
}
addChecks(3, (spinner4.getSelectedItem().toString()));
}
else
{
if(position != AdapterView.INVALID_POSITION)
{
myList2.add(returnChecks(3));
myList3.add(returnChecks(3));
myList1.add(returnChecks(3));
addChecks(3, (spinner4.getSelectedItem().toString()));
}
}
adapter1.notifyDataSetChanged();
adapter2.notifyDataSetChanged();
adapter3.notifyDataSetChanged();
adapter4.notifyDataSetChanged();
Toast.makeText(Vprasalnik1.this, myList1.toString()+"\n"+myList2.toString()+"\n"+myList3.toString()+"\n"+myList4.toString()+"\n"+checks.toString(), Toast.LENGTH_LONG).show();
break;
}
correctSelection();
}
}
At the end of the above code there is a function I call named correctSelection();, that corrects the selection of all spinners, because it doesn't work correctly otherwise - it looks like this:
void correctSelection()
{
inCorrection = true;
spinner1.setSelection(myList1.lastIndexOf(returnChecks(0)));
spinner2.setSelection(myList2.lastIndexOf(returnChecks(1)));
spinner3.setSelection(myList3.lastIndexOf(returnChecks(2)));
spinner4.setSelection(myList4.lastIndexOf(returnChecks(3)));
inCorrection = false;
}
/*it sets the position of all spinners to the last "saved"
(current) item selected, so it corrects the possible index offset that occurs otherwise
(returnChecks(); returns the last item selected from an array in a string format)
PS: To avoid the calling of onItemSelected() in case of programmatically setting the selection
of spinners, I've input a boolean flag (variable "inCorrection"), which is set to false before the
selections are made by "the application" and then set back to false when the code gets run.
*/
To prevent onItemSelected() from being called when you set up the spinner, you can do it like this:
spinner.setOnItemSelectedListener(null);
adapter.notifyDatasetChanged();
spinner.setSelection(0, false);
spinner.setOnItemSelectedListener(onItemSelectedListener);
Explanation:
The framework fires the onItemSelected event when a change in the selection has occurred. It detects a change by registering the current selected position and the previous selected position (mSelectedPostion and mOldSelectedPosition).
When you call notifyDatasetChanged the framework performs various checks to see if the previous selection can be found, so onItemSelected may or may not be called when the spinner is laid out.
By calling setSelection(0, false) these positions are set to 0, possibly detecting a change, but since onItemSelectedListener is null, onItemSelected wont be fired. Position 0 is selected because I guess the "Default---" value is the first position in the list. You can choose another position if you like.
When the spinner is later laid out there is no change, so onItemSelected wont be fired here either.
Note that this has been established by debugging on API level 19 (Android 4.4 KitKat). I don't know if it works on other versions, and I haven't been able to find anything in the documentation to support it.
You can stop the spinner from firing prior to the user making a selection via the optional animation field in the setSelection method. Be sure to order your code this way:
ArrayAdapter<String> spinnerAdapter = new ArrayAdapter<String>(this, android.R.layout.simple_spinner_item, yourList);
spinner.setAdapter(spinnerAdapter);
spinner.setSelection(0, false); //stops spinner from firing prior to user selection
as explained by user1801374 , I made the fix for my case. Just make sure before and after selection index remains same in order to not to invoke the onItemSelected again.
private int spinnerIndex = 0;
spinner.setSelection(spinnerIndex, false);
spinner.setOnItemSelectedListener(new AdapterView.OnItemSelectedListener()
{ public void onItemSelected(AdapterView<?> adapterView, View view, int i, long l) {
// Your code here
//I was detaching and reattaching one fragment which was calling the onItemSelected multiple times, recursively.
spinnerIndex = i;
spinner.setSelection(spinnerIndex, false);
return;
}
public void onNothingSelected(AdapterView<?> adapterView) {
// Your code here
return;
}
}
I have the following in a Section:
_favElement = new StyledStringElement (string.Empty);
_favElement.Alignment = UITextAlignment.Center;
if (_room.IsFavourite) {
_favElement.Image = UIImage.FromBundle ("Images/thumbs_up.png");
_favElement.Caption = "Unmark as Favourite";
} else {
_favElement.Image = null;
_favElement.Caption = "Mark as Favourite";
}
_favElement.Tapped += favElement_Tapped;
Then when I press the element I want the following to happen:
private void favElement_Tapped ()
{
if (_room.IsFavourite) {
_favElement.Image = null;
_favElement.Caption = "Mark as Favourite";
} else {
_favElement.Image = UIImage.FromBundle ("Images/thumbs_up.png");
_favElement.Caption = "Unmark as Favourite";
}
_room.IsFavourite = !_room.IsFavourite;
}
However the image and text does not change in the actual element when the element is tapped. Is there a refresh method or something that must be called? I've also tried changing the Accessory on Tapped as well and nothing changes. The properties behind do reflect the correct values though.
An alternative to reloading the UITableView is to reload the Element using code like this (copied from Touch.Unit):
if (GetContainerTableView () != null) {
var root = GetImmediateRootElement ();
root.Reload (this, UITableViewRowAnimation.Fade);
}
assuming that your code is in DialogViewController,add this
this.ReloadData();
but in your case I recommend you to use BooleanImageElement
Using C# 4 in a Windows console application that continually reports progress how can I make the "redraw" of the screen more fluid?
I'd like to do one of the following:
- Have it only "redraw" the part of the screen that's changing (the progress portion) and leave the rest as is.
- "Redraw" the whole screen but not have it flicker.
Currently I re-write all the text (application name, etc.). Like this:
Console.Clear();
WriteTitle();
Console.WriteLine();
Console.WriteLine("Deleting:\t{0} of {1} ({2})".FormatString(count.ToString("N0"), total.ToString("N0"), (count / (decimal)total).ToString("P2")));
Which causes a lot of flickering.
Try Console.SetCursorPosition. More details here: How can I update the current line in a C# Windows Console App?
static void Main(string[] args)
{
Console.SetCursorPosition(0, 0);
Console.Write("################################");
for (int row = 1; row < 10; row++)
{
Console.SetCursorPosition(0, row);
Console.Write("# #");
}
Console.SetCursorPosition(0, 10);
Console.Write("################################");
int data = 1;
System.Diagnostics.Stopwatch clock = new System.Diagnostics.Stopwatch();
clock.Start();
while (true)
{
data++;
Console.SetCursorPosition(1, 2);
Console.Write("Current Value: " + data.ToString());
Console.SetCursorPosition(1, 3);
Console.Write("Running Time: " + clock.Elapsed.TotalSeconds.ToString());
Thread.Sleep(1000);
}
Console.ReadKey();
}
I know this question is a bit old but I found if you set Console.CursorVisible = false then the flickering stops as well.
Here's a simple working demo that shows multi-line usage without flickering. It shows the current time and a random string every second.
private static void StatusUpdate()
{
var whiteSpace = new StringBuilder();
whiteSpace.Append(' ', 10);
var random = new Random();
const string chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789";
var randomWord = new string(Enumerable.Repeat(chars, random.Next(10)).Select(s => s[random.Next(s.Length)]).ToArray());
while (true)
{
Console.SetCursorPosition(0, 0);
var sb = new StringBuilder();
sb.AppendLine($"Program Status:{whiteSpace}");
sb.AppendLine("-------------------------------");
sb.AppendLine($"Last Updated: {DateTime.Now}{whiteSpace}");
sb.AppendLine($"Random Word: {randomWord}{whiteSpace}");
sb.AppendLine("-------------------------------");
Console.Write(sb);
Thread.Sleep(1000);
}
}
The above example assumes your console window is blank to start. If not, make sure to use Console.Clear() first.
Technical Note:
SetCursorPosition(0,0) places the cursor back to the top (0,0) so the next call to Console.Write will start from line 0, char 0. Note, it doesn't delete the previous content before writing. As an example, if you write "asdf" over a previous line such as "0123456", you'll end up with something like "asdf456" on that line. For that reason, we use a whiteSpace variable to ensure any lingering characters from the previous line are overwritten with blank spaces. Adjust the length of the whiteSpace variable to meet your needs. You only need the whiteSpace variable for lines that change.
Personal Note:
For my purposes, I wanted to show the applications current status (once a second) along with a bunch of other status information and I wanted to avoid any annoying flickering that can happen when you use Console.Clear(). In my application, I run my status updates behind a separate thread so it constantly provides updates even though I have numerous other threads and long running tasks going at the same time.
Credits:
Thanks to previous posters and dtb for the random string generator used in the demo.
How can I generate random alphanumeric strings in C#?
You could try to hack something together using the core libraries.
Rather than waste your time for sub-standard results, I would check out this C# port of the ncurses library (which is a library used for formatting console output):
Curses Sharp
I think you can use \r in Windows console to return the beginning of a line.
You could also use SetCursorPosition.
I would recommend the following extension methods. They allow you to use a StringBuilder to refresh the console view without any flicker, and also tidies up any residual characters on each line
The Problem: The following demo demonstrates using a standard StringBuilder, where updating lines that are shorter than the previously written line get jumbled up. It does this by writing a short string, then a long string on a loop:
public static void Main(string[] args)
{
var switchTextLength = false;
while(true)
{
var sb = new StringBuilder();
if (switchTextLength)
sb.AppendLine("Short msg");
else
sb.AppendLine("Longer message");
sb.UpdateConsole();
switchTextLength = !switchTextLength;
Thread.Sleep(500);
}
}
Result:
The Solution: By using the extension method provided below, the issue is resolved
public static void Main(string[] args)
{
var switchTextLength = false;
while(true)
{
var sb = new StringBuilder();
if (switchTextLength)
sb.AppendLineEx("Short msg");
else
sb.AppendLineEx("Longer message");
sb.UpdateConsole();
switchTextLength = !switchTextLength;
Thread.Sleep(500);
}
}
Result:
Extension Methods:
public static class StringBuilderExtensions
{
/// <summary>
/// Allows StrinbBuilder callers to append a line and blank out the remaining characters for the length of the console buffer width
/// </summary>
public static void AppendLineEx(this StringBuilder c, string msg)
{
// Append the actual line
c.Append(msg);
// Add blanking chars for the rest of the buffer
c.Append(' ', Console.BufferWidth - msg.Length - 1);
// Finish the line
c.Append(Environment.NewLine);
}
/// <summary>
/// Combines two StringBuilders using AppendLineEx
/// </summary>
public static void AppendEx(this StringBuilder c, StringBuilder toAdd)
{
foreach (var line in toAdd.ReadLines())
{
c.AppendLineEx(line);
}
}
/// <summary>
/// Hides the console cursor, resets its position and writes out the string builder
/// </summary>
public static void UpdateConsole(this StringBuilder c)
{
// Ensure the cursor is hidden
if (Console.CursorVisible) Console.CursorVisible = false;
// Reset the cursor position to the top of the console and write out the string builder
Console.SetCursorPosition(0, 0);
Console.WriteLine(c);
}
}
I actually had this issue so I made a quick simple method to try and eliminate this.
static void Clear(string text, int x, int y)
{
char[] textChars = text.ToCharArray();
string newText = "";
//Converts the string you just wrote into a blank string
foreach(char c in textChars)
{
text = text.Replace(c, ' ');
}
newText = text;
//Sets the cursor position
Console.SetCursorPosition(x, y);
//Writes the blank string over the old string
Console.WriteLine(newText);
//Resets cursor position
Console.SetCursorPosition(0, 0);
}
It actually worked surprisingly well and I hope it may work for you!
Naive approach but for simple applications is working:
protected string clearBuffer = null; // Clear this if window size changes
protected void ClearConsole()
{
if (clearBuffer == null)
{
var line = "".PadLeft(Console.WindowWidth, ' ');
var lines = new StringBuilder();
for (var i = 0; i < Console.WindowHeight; i++)
{
lines.AppendLine(line);
}
clearBuffer = lines.ToString();
}
Console.SetCursorPosition(0, 0);
Console.Write(clearBuffer);
Console.SetCursorPosition(0, 0);
}
Console.SetCursorPosition(0, 0); //Instead of Console.Clear();
WriteTitle();
Console.WriteLine();
Console.WriteLine("Deleting:\t{0} of {1} ({2})".FormatString(count.ToString("N0")