I have a VERY FAST comp/connection. I am looking for better code that runs smoothly. I'd also like if it fails to load something like error.jpg or something, not just staying blank. I don't know where to throw this in the code. I have only loaded 1 PictureBox on the interface, but in the end, I want to load 6-10 on one form at one time.
Is there anyway to make a picturebox move very smoothly, with my code it is very jerky and ruins the jumping effect i am currently using:
Private Sub Form1_KeyDown(ByVal sender As Object, ByVal e As System.Windows.Forms.KeyEventArgs) Handles Me.KeyDown Select Case e.KeyCode Case Keys.Left
how to make the preview scroll (smoothly) with the mousewheel?
Private Sub print_preview_MouseWheel(sender As Object, e As System.Windows.Forms.MouseEventArgs) Handles print_preview.MouseWheel If e.Delta............??? End Sub
I am working on a small desktop form in VB 2010 and am trying to place a pictureBox with an image in it, next to another pictureBox already located on the form when the user clicks a button.
Private Sub Button3_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button3.Click Dim tool As String
[Code]....
But for some reason the newPictureBox with image from "ptext" does not show up on the form. When I specify the new Point to be something like, (50,50) instead of getting the first pictureBox coordinates, the new pictureBox shows up in the right place.
Am I using System.Drawing.Point wrong? Or is there some other error that I'm making?
I'm working with WPF 4 and VB.net 2010. My project consists of full-screen windows with a 640x480 grid in the center.
In this project, I want to have various image boxes (which will have the item .png images in them), that the user can drag around and drop in various places on the grid.
In essence, I need to be able to make it possible for the item to be clicked and dragged around the grid, with the image box still visible and the same size as the user moves it around. It should never be able to leave the grid. I also need to be able to determine if the object is over another object, so when the mouse button is released, the dragged object is "dropped", and it triggers a particular block of code.
I'm trying to make my form nearly transparent when the mouse is not inside the form by changing the opacity.I'm having trouble because if the mouse is moved quickly, I can't get its position accurately. when the mouse is moved into a control, it's considered to have left the form. Is there an easy way to do this that I might be missing?
I have a button that when the user clicks slides a GroupBox out. I intend to start with the groupbox hidden and with a width of one and when the button is clicked to make the GroupBox visible and increase the width with a for.. to.. next counter.
However when I run the code all that happens when the button is clicked is after a short time the groupbox appears full size. So the program doesn't "refresh" the view of the GroupBox while the for..next statement is looping.
How can I make the GroupBox expand smoothly and visibly?
Making a shape move more smoothly because at the moment the picture box moves around and can only go up down let or right and whenever i change direction there is a pause before it moves
If there is any way to open large rtf files in rich text text box ?when i try to open a large rtf file in rich text box it halt the system unlike windows word pad . win word pad open file smoothly may be read line by line how it possible in vb.net?
I'm making a game for a school class on Visual Basic 2010. (Space Invaders for the ones that are curious) Everything was going smoothly until I ran into a little problem.
I'm making a game for a school class on Visual Basic 2010. (Space Invaders for the ones that are curious)Everything was going smoothly until I ran nto a little problem.I shoot the missile intended to kill monsters. I use ictureBox1.Width.IntersectWith(PictureBox2.Location) or something like that to know when they intersect.
Ok i have a bigger image than the picturebox and when i resize the picturebox half of it gets missed off. How can i get it so the image fits the picturebox exactly??
I just started using Visual Basic and I'm trying to make a mapping application.
Background: I'm basically trying to make something similar, but on a very small scale, to Google Maps. A user loads an image in to an picture box which is put inside a panel(so i can scroll the image). When the user has uploaded an image(a map) i want to allow him to add Labels on where he clicks. I've already done this part except the i get the wrong coordinates when i scroll through the rest of the image. If i don't scroll, the labels get placed spot-on.
I use e.X and e.Y on an event of a mousedown on the picture box. I get the correct coordinates in relation to the picture box. But when i use these coordinates to create the labels after i have scrolled, it places them in the wrong spots. I dont know how to compensate for the scrolling.
I know that this question has already been asked million of times, but until now I haven't found a WORKING way to make this to work.I've a Media Player control, and in front of it (for a logo thing), I have a PictureBox, that I want to make transparent. I've tried million of things, but couldn't get it to work.
I am just wondering how i can create a picturebox array like i could when i copied and pasted another picturebox in VB6 and it asked me if i want to add them to an array. Doing so made them code like this:
I am building an image processing program. As part of this, I have a picturebox, set to AutoSize.
When I load an image larger than the size of the picturebox's container the box automatically expands and shows scroll bars. This is what I want. I can scroll the picturebox using the mouse to click on these, but I would like to be able to scroll the image using the arrow keys. This poses a couple of problems:
1) finding what properties to change or events to raise when a key is pressed. It is a property of the picturbox, or a property of the container?
2) dealing with repeated scrolling while the arrow keys are held. I know I can use keydown to detect that an arrow key has been pressed, but how do I continue to scroll as long as the key is held down?
I've problem with clearing the drawing in PictureBox. The parts of a drawing are created with PictureBox1_ Paint Event like this: Name is one of the Subs (just part of a drawing). I've created a second event Timer1_Tick in which I want to clear the drawing created before but I can't reach it just with g.Clear(Color.White).
My two forms are: form 1: 2 picture boxes (#2 is hidden) form2: 1 button My code for this button is: Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click Form1.PictureBox2.Visible = True End Sub In my program I want to do the same thing, but I'm using MDI forms - for some reason it doesn't work like above. I tried the same as above as appropriate for the new project but it doesn't show the 2nd picture box.
Been doing web development for the past 2 years - so I'm a little rusty (and I just switched to VS 2010 from 2008 so maybe something new is available)... I have 4 toolstrips floated to the top of a form. And I have a picturebox below - filling the whole form. Unfortunately the picturebox is "behind" the toolstrips. I want to split the form so that the top of the form holds the 4 toolstrips and the picturebox appears below them.
What would be the proper container to put this mess into so that autosizing is the easiest? The toolstrips will most likely be "turned off and on" during the running of the app.
I have a class that inherits from the picturebox class, is represents a gauge. In that class I have an overriden function : [code]and I have on my screen what I expected. But in my form I have a timer that generates a new value for the gauge.[code]For some reason the refresh doesn't work. The gauge doesn't change, the overriden onpaint doesn't get triggerd again. anybody has any idea why?
I'm looking for a way to limit Picturebox repaints. For example, I wish to be able to only call "repaint" a certain amount of times per second. All my searchs have come up with nothing. I could start a timer and get it to call repaint manually but that only ends up calling it more as it doesn't stop the normal form raising the event.