Add a using statement for the SystemWindows namespace to the top of the file in .NET

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4 Add a static Main method In that method, add the following code:
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using System; using SystemWindows; class Program { [STAThread] static void Main() { Application app = new Application(); Window win = new Window(); winContent = "Hello WinFx"; winShow(); appRun(); } }
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In this simple application, you can see that first you need an application object You also need a main window, which you can create for simple scenarios by creating an instance of the Window class In real applications, you will usually be creating an instance of a class that you define that will derive from Window or one of its WinFx Framework-derived classes, such as NavigationWindow A window is a visual tree element like controls are, so the way you modify what is shown in the window is by setting its Content property In this case, set it to a simple string, and the Window class is capable of rendering that string for you Typically, you will compose a window's UI contents by constructing a tree of other elements (controls) and setting that tree's top-level object as the Content property for the window Once you have set the content of the window to the string "Hello WinFx," you show the window by calling the Show method You then call the Run method of the Application object, which sets up the message processing loop that Windows really uses under the covers to communicate with your running application, just as is done in Windows Forms applications today Note the STAThread attribute on the Main method This is still required in WinFx on Windows XP, because WinFx still wraps some of the system-provided controls that are designed to run in a single-threaded apartment
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Building a Slightly More Involved Application
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A "Hello World" application isn't going to get you very far in understanding the WinFx object model and how to compose an application, so let's look at a slightly more complex example Say you are building a WinFx application that will use authentication and authorization to determine what a user is allowed to do based on a custom membership database and roles In that case, you need to authenticate the user, so you need a login window So let's code a WinFx window that looks like the crude login dialog shown in Figure B1
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Figure B1 Simple Login Dialog
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Set up an empty WinFx project as described earlier in this appendix Start with a WinFx application project and delete the MyAppxaml and Window1xaml files from the project
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Add a new class and name itLoginApp
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Add using statements for SystemWindows and SystemWindowsControls to the top of the file
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Add Application as the base class forLoginApp, and add a staticMain method that creates an instance of the application and calls the Run method on that instance:
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using System; using SystemWindows; using SystemWindowsControls;
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namespace LoginSampleCode { class LoginApp : Application { [SystemSTAThread()] static void Main() { LoginApp app = new LoginApp(); appRun(); } } }
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Add an override for the base classOnStartingUp method, which is where you will do all of your window constructionListing B1 shows the entire implementation
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Listing B1 OnStartingUp Method
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protected override void OnStartingUp(StartingUpCancelEventArgs e) { Window win = new Window(); winWidth = 350; winHeight = 200; winText = "Login Sample from Code"; // Create the controls Grid grid = new Grid(); TextBlock userNameLabel = new TextBlock(); userNameLabelTextContent = "Username:"; userNameLabelVerticalAlignment = VerticalAlignmentCenter; userNameLabelHorizontalAlignment = HorizontalAlignmentCenter; TextBlock passwordLabel = new TextBlock(); passwordLabelTextContent = "Password:"; passwordLabelVerticalAlignment = VerticalAlignmentCenter; passwordLabelHorizontalAlignment = HorizontalAlignmentCenter;TextBox userNameInput = new TextBox(); userNameInputHeight = 25; PasswordBox pwdInput = new PasswordBox(); pwdInputHeight = 25; Button loginButton = new Button(); loginButtonHeight = 25; loginButtonContent = "Login"; // Set up the grid layout gridColumnDefinitionsAdd(new ColumnDefinition()); gridColumnDefinitionsAdd(new ColumnDefinition()); gridRowDefinitionsAdd(new RowDefinition()); gridRowDefinitionsAdd(new RowDefinition()); gridRowDefinitionsAdd(new RowDefinition()); gridColumnDefinitions[0]Width = new GridLength(100); gridColumnDefinitions[1]Width = new GridLength(200); gridRowDefinitions[0]Height = new GridLength(50); gridRowDefinitions[1]Height = new GridLength(50); gridRowDefinitions[2]Height = new GridLength(50); // Add the controls to the grid AddControlToGrid(grid, userNameLabel, 0, 0); AddControlToGrid(grid, passwordLabel, 1, 0); AddControlToGrid(grid, userNameInput, 0, 1); AddControlToGrid(grid, pwdInput, 1, 1); AddControlToGrid(grid, loginButton, 2, 1); // Set the grid as content for the window and show it winContent = grid; winShow(); } private void AddControlToGrid(Grid grid, FrameworkElement ctl, int rowPos, int colPos) { GridSetColumn(ctl,colPos); GridSetRow(ctl,rowPos); gridChildrenAdd(ctl); }
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The code first creates the mainWindow object and sets its Width, Height, and Text properties There is nothing mystical going on here; the code is similar to what the Windows Forms designer writes in the designer code file for each form that you create Next it creates the following controls: a Grid, two TextBlocks, one TextBox, one PasswordBox, and a Button Each instance is created with a default constructor, and then certain properties are set on it For the TextBlocks, the TextContent property is set to the prompt string that the TextBlock is there forthis is acting like aLabel control in Windows Forms The HorizontalAlignment and VerticalAlignment properties are also set to Center to make things align nicely in the form For the TextBox, PasswordBox, and Button, their Height property is set; for the Button, the Content property is set to a string, resulting in that string being displayed on the surface of the button as you are used to in setting the Text property of a Button control in Windows Forms The Grid control is a container control, and it lets you easily lay out controls in a rectangular grid on the rendering surface of some other element by setting the grid as the content of that element The next block of code in Listing B1 creates the column and row definitions for the grid and sets their Width and Height properties to get the layout you desire The next block of code calls a helper method at the bottom of the listing to add each control to a specific position within the grid Unfortunately, with the current programming model in WinFx, it takes three lines of code for each control to perform the simple action of placing the control in a cell in the grid: GridSetColumn(someControl, 0); GridSetRow(someControl, 0); gridInstanceChildrenAdd(someControl);
The AddControlToGrid helper method encapsulates these steps, which makes the calling code a little more compact But basically that method sets the column and row for each control, and then adds it to the grid Note that the way a control position is set within a grid is by using static methods on the Grid class itself, rather than methods or properties on an instance of a grid After adding each control to the grid in its respective cell, the grid is set as the content element on the window, and the window is shown The net result is a window that looks like Figure B1 This example gives you a little better idea of how controls get layered into the content of each other to form a visual tree of controls At this point, the programmatic approach probably seems a little cumbersome to you I mean, come on, all that code just to lay out a simple login form The thing to keep in mind is that there isn't significantly less code to achieve the same thing in Windows Forms, but almost no one writes Windows Forms from scratch by hand; they let the designer write most or all of that code Well, the same will be true for WinFx by the time it ships There isn't a designer to work with at this point, and understanding the code will help you out once the designer starts writing it and you find things not working quite the way you want
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