// Use Visual Studio to generate the data set classes. Use 'Typed' datasets //XXXDataSet m_XXXDataSet = new XXXDataSet(); // Create the data table and data adaptors XXXDataSet.XXXDataTable m_XXXDataTable; XXXDataAdapter m_XXXDataAdaptor = new XXXDataAdapter(); // Filling the dataset/datatable m_XXXDataTable = m_XXXDataAdaptor.GetData(); //m_DataAdaptor.Fill(m_XXXDataSet.XXX); //Dont forget to Dispose() //m_XXXDataSet.Dispose(); m_XXXDataTable.Dispose(); m_XXXDataAdaptor.Dispose(); // Finding a record //XXXDataSet.XXXRow lir = m_XXXDataSet.XXX.FindByName(requestor.ToLower()); XXXDataSet.XXXRow lir = m_XXXDataTable.FindByName(requestor.ToLower()); // ADD //m_XXXDataSet.XXX.AddXXXRow(userName, password); m_XXXDataTable.AddXXXRow(userName, password); m_Dirty = true; // DELETE //m_XXXDataSet.XXX.RemoveXXXRow(lir); m_XXXDataTable.RemoveXXXRow(lir); lir.Delete(); // UPDATING the database m_DataAdaptor.Update(m_XXXDataTable); //m_DataAdaptor.Update(m_XXXDataSet);
May 9, 2007
Using DataTables, DataSets and DataAdaptors
Why use a Dataset?
Using summary
ADO.NET Tutorial
Double Buffering in C# .Net
Double Buffering in Dot Net 2.0
More Double Buffering in Dot Net 2.0 - Check this out as well
More Double Buffering in Dot Net 2.0 - Check this out as well
bool m_Dirty = true; Bitmap m_Bitmap; ~XXXCtrl() { Dispose(false); } public void ChangeSomething(int xmin, int xmax) { ... Dirty = true; // Regenerate the bitmap (during the paint cycle) Invalidate(); // Repaint } protected override void OnResize(EventArgs e) { _DisposeBitmap(); if ((ClientSize.Width > 0) && (ClientSize.Height > 0)) { m_Bitmap = new Bitmap(this.ClientSize.Width, this.ClientSize.Height); } else { m_Bitmap = null; } Dirty = true; base.OnResize(e); Invalidate(); } protected override void OnPaint(System.Windows.Forms.PaintEventArgs e) { Graphics gfx = e.Graphics; if (Dirty) { // Only regenerate the bitmap when something has changed _RenderToBitmap(); Dirty = false; } // Option 1: Redraw entire bitmap //gfx.DrawRectangle(Pens.Red, e.ClipRectangle); //_DisplayBitmap(gfx, BitmapRect()); // // OR // Option 2: Redraw just the area that has changed //Debug.WriteLine("Paint: e.ClipRectangle=" + e.ClipRectangle.ToString()); _DisplayBitmap(gfx, e.ClipRectangle); } private void _DisplayBitmap(Graphics gfx, Rectangle clipRectangle) { gfx.DrawImage(m_Bitmap, clipRectangle, clipRectangle, GraphicsUnit.Pixel); } // Draw the graphics onto a bitmap private void _RenderToBitmap() { using (Graphics gs = Graphics.FromImage(m_Bitmap)) { _Render(gs, BitmapRect()); } } private Rectangle BitmapRect() { return new Rectangle(0, 0, m_Bitmap.Width, m_Bitmap.Height); } // Here is the main graphics routine private void _Render(Graphics ds, Rectangle area) { // Draw rectangle around client rectangle and text in centre Rectangle rect = area; rect.Height -= 1; rect.Width -= 1; using (Brush brush = new SolidBrush(this.BackColor)) { ds.FillRectangle(brush, rect); } ds.DrawRectangle(Pens.Black, rect); if ((area.Width > 25) && (area.Height > 10)) { int xpos = 0; // Draw axis int x1 = area.Left + 20; int x2 = area.Right - 20; int ymid = (area.Height/2); ds.DrawLine(Pens.Black, new Point(x1, ymid), new Point(x2, ymid)); ... } } private bool Dirty { get { return m_Dirty; } set { m_Dirty = value; } } private void _DisposeBitmap() { if (m_Bitmap != null) { m_Bitmap.Dispose(); } } and in the designer class protected override void Dispose(bool disposing) { if (disposing && (components != null)) { components.Dispose(); } _DisposeBitmap(); base.Dispose(disposing); }
Subscribe to:
Posts (Atom)