Timer's Tick affects the flow of the program - vb.net

I have a windows form with 2 timers. One of them controls the scrolling text at the bottom, while the other changes pictures in a PictureBox. The problem is that when the first timer's tick event occurs and changes the picture, the horizontally scrolling text stops for around a tenth of a second and then starts scrolling again. I just need to know a way to avoid that.

Use Application.DoEvents Method inside first timer, read that.

Related

Slow label and picturebox event firing which are child of Button

i have developed custom control which inherits Button control, actually i`m creating button with one picturebox and label on Button(picturebox and label are child controls). I created same method and wired child controls to behave as clicking on parent(Button), it works but its slow no mather what i do(tried with InvokeOnClick, me.performclick, Me.OnClick(New EventArgs()), tried with same method for all events), but clicking on label or picture box is slow, i need it to be fast as clicking directly on button cause in my application is very important to be able to click on button twice in second for example, if you click on label or picturebox twice at second it will fire just one time not 2.
What i have been thinking of is to make label and picturebox invisible for event is it possible or anyother idea ?
Thanks in forward
You are doing battle with ControlStyles.StandardDoubleClick. Which is turned on for the PictureBox and Label controls but turned off for Button.
So when you are clicking rapidly on either the picturebox or the label then they'll generate the DoubleClick event instead of the Click event. You'll interpret that as "slow" since you probably didn't write a handler for that event. Subscribing the event and calling Me.OnClick is a workaround.
Just don't do this. PictureBox and Label are point-and-click convenience controls but they are extraordinarily wasteful. It takes just two lines of code in the button's OnPaint() method override to get the exact same outcome, minus the overhead and the event problems. Use e.Graphics.DrawImage() to draw the pb's image and TextRenderer.DrawText() to draw the label's text.
Using MouseDown event ensures the event is triggered once per click, regardless of click/doubleclick.

Touch detection without event processing

I am using cocos2d. I would like to be able to detect whether the screen is touched at a particular instant - that is, rather than intercepting an event when it occurs, I want to detect the presence of touch at a particular moment.
The reason is that I am animating sprites and want to determine if the sprite should keep moving - if the screen is still touched. I cannot use ccTouchesEnded because each time an animation starts I set isTouchEnabled to false because I also want the user to be able to tap rapidly on the screen to move the sprite but if they tapped too rapidly, it would mess with the position of the sprite during the animation process - which I have found screws up the positions of my objects in weird ways.
Is this possible?
There does not appear to be any public API to detect touches other than enabling and receiving these events in the main UI run loop.
You can keep handling events, and set the state left by the last touch event in a model object or global variables. Then you can poll your app's own internal state at any time.
Instead of disabling touches, you can just have your touch handler not do inappropriate things if the event time stamp is too close to some animation start time.

Reverse animation before it is finished

I have a button and when the user touches down and holds a popup appears. However, when the user releases his thumb before the pop animation finishes I'd like the animation to stop where it is and autoreverse to the initial position. How can I accomplish this?
Currently I'm simply using UIViews -animateWithDuration:animations:completion:. Do I have to set the animations explicitly in this case?
I've already tried reading the current state from the presentationLayer properties, but that somehow didn't work.
You can start the second animation using the UIViewAnimationOptionBeginFromCurrentState option. This will stop the first animation if it's still running.

How can I differ between manual and automatic scrolling in NSScrollView/NSTextView

I subclassed NSTextView and added support for automatic scrolling in a userdefineable time.
Now I want to detect, if the user manually scrolls, while the view is scrolling automatically.
Then I want to immediately stop automatic scrolling, until the user stops his action and then I want to start scrolling again from the new position.
I want to do this in such a matter, that the user can move around without a stuttering view.
I use boundsDidChangeNotification to calculate the scrolling position (playtime) and show it in a label, but I can't use it to detect the user manual scrolling, because it is also pushed by the automatic scrolling...
Would be very nice, if anyone has an idea ;-)
Thanks in advance
Gerald

VB.NET Minesweeper issue

I have fully programmed my Minesweeper; however, I was having difficulty trying to get the same result as in the original minesweeper for when a user clicks and moves the mouse around while still right clicking. You may notice that in the original Minesweeper, when a user does as explained, the tiles that the user goes to will then look blank. If the user releases the mouse, the current tile they hovered to will become the clicked tile. In my Minesweeper, the tile I click on is the only one that will look blank, and when I hover over to the next tiles, they do not get blank like the first one I clicked on. Then when I release my mouse button when over to another tile, the very first tile I clicked on is the one that gets uncovered. Here is what I already have used. I have the MouseDown event which checks to see if the game has been started to begin the game timer. It also has some color properties for tiles when I click on them and I set a boolean to true or false depending on the user left or right click. I have the MouseUp event which looks at the boolean to determin what the user had clicked on the mouse so I know if I flag or simply click to uncover. Then I have the MouseEnter and MouseLeave which are needed to yield the proper glow I want for the tiles. What should I do to get the same results as in the original Minesweeper with the MouseDown and MouseEnter into other tiles? I tried many other things such as MouseEnter, MouseMove and MouseHover, but all seem to yield the same crummy result as what I already have.
Just another piece of information, the MouseEvents are built in to a UserControl which I then use as my tile in Minesweeper. It almost as if when an event is active, another one cannot be done at the same time.
You might want to consider, DragOver and Drag related events