Grouping components but with duplicate function - components

I would like to group a bunch of components(TEdits, TCombobox, etc) together so that if I have an "add" button, when I press it I can duplicate everything inside that grouping of components. I looked at TGroupBox but it doesn't look like it has a duplicate function, or mb i missed it. if no such component how would I go about doing this?

Create a new TFrame class at design-time (File > New > Frame or File > New > Other > C++Builder Projects > C++Builder Files > VCL Frame, depending on your version) and put whatever components you want on it. Then at run-time, you can create new instances of that class when needed.

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How to remove strike marks from Imported Objects

why I am getting strike marks on imported objects after importing through csv file and how to remove it
I'm going to add some screenshots to #GNi33 's comment.
Method one is to right-click on an object and choose Publish from the context menu:
Method two is using the batch functionality. This is very helpful when publishing several objects. Just left-click on the object folder and select all objects:
Then click on that little arrow in the head of the Published-column and choose Batch change selected:
Finally just click the Published-checkbox in the modal and hit Save:
E voila, all objects inside that folder are published.

In VS2012 how do I filter the Object Browser to display objects in my Project?

In VS2012 how do I filter the Object Browser to display objects accessible from my Project?
As far as I can make out from the UI it can be configured to show either
1) Everything installed on the machine.
2) A manually selected subset of everything installed on the machine.
3) Everything referenced by the entire Solution.
So where is the most useful view of all, namely the view of everything referenced by the current Project?
The MSDN even states that you can use it to view what can be referenced by the Project
http://msdn.microsoft.com/en-us/library/vstudio/exy1facf%28v=vs.100%29.aspx
"The Object Browser lets you select and examine the namespaces, classes, methods, and other programming symbols available for use in your project."
But I can't see how to do it.
You can use the Class View (Ctrl + Shift + C) to see the references available per project.
Look in the Projects References section of each project in the Class View.
Example: Class Library in Solution
Here, I am looking at the System.Collections classes.
Example: WPF Project in Solution
Here I am looking a the System.Diagnostics classes
To view the class in Object Browser, right click and choose, "Browse Definition".

Coded ui objects in UIMap

I have a question regarding coded ui UIMap.
Every time I record an action on the same application, coded ui generates a new object for the same window in the application.
It looks like:
UIAdminWindow
UIAdminWindow1
UIAdminWindow2
and so on...
every window class holds different buttons, even though it's the same window.
Thus it's very hard to keep code maintenance.
What i would like is that every time i perform actions and records on a window, even if not at the same time, the already generated class for this window, will be updated with the new controls.
any suggestions to why it happens?
Thanks a lot!
You can clean up your UIMaps by doing two things:
Use the UIMap Toolbox (from codeplex) to move controls within the UIMap so they are all under one control tree.
When you have duplicate UI controls, go to the properties for the action that references the duplicate control and change the UI Control property to point to the original control in the UIMap.
The duplicate trees should now be unreferenced and you can delete it from your map, keeping things clean.
And yes, it's a pain to do, but it's worth it for maintainability.
In UIMap.uitest you can change the action name and the control name for better maintenance.
For example: you can set UIAdminWindow as FirstAcessWindow or other name that will express comfortably the control or the action.
What I can guess is that there is some randomly generated content or element identification data such as class or title that may be causing it. This may be caused by different username for example. Also you can update the element from UI map element tree.

Modx Wayfinder, using levelClass

I'm trying to use &levelClass parametr of Wayfinder snippet of Modx. But it doesnt work.
I have menu that contains of 3-4 levels, and each level has own class (like first level is "lvl1", second is "lvl2" and so on), and because of that I want to use levelClass, which promise to increment number of my class by 1 each new level.
Thats how I'm trying to call it:
[!Wayfinder? &startId=2 &rowTpl=lfRow &outerTpl=lfOuter &levelClass=lvl!]
But Wayfinder doesn't change class and doesn't join CSS also.
And I using Modx Evolution.
Have you any ideas?
Assuming levelClass is available in the Evolution version of Wayfinder...
Since you're using custom templates, you'll need to manually add the wf.classes placeholder in your chunk, eg
<!-- lfRow chunk -->
<li[+wf.id+][+wf.classes+]> ...

Custom theming Drupal 6 Menus

Is there a hook or preprocess function that I can access to write my own theming function for a drupal menu (in this case, primary links)?
I have a rather complex menu structure that requires a little extra markup than I'm currently getting by just rendering the menu items in a block (involving sub-menus with a little custom markup) and really need to get access to build the menu's content variable myself, ideally from an array that has all the primary links and their children in scope.
While it may not be the best solution, it is one that worked quite quickly and painlessly:
Drupal keeps a cached version of all your menus in the cache_menu table, I ran a this query to retreive a serialized string containing all the contents of the menu:
SELECT data FROM menu_cache WHERE serialized = 1 AND cid LIKE 'links:primary_links:%';
Substitute primary_links for whatever the name of your menu is and call unserialize on $row->data to get a structured array of everything you should need to build a custom menu.
I call a function in hook_preprocess_block that swaps the content of the menu block with my own and everything seems to be working fine.

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