.net - Pattern for GUI applet for sound control -


writing sound control applet gui communicates device via usb. there several type of controls being used, faders, knobs, on/off switches. although there functional similarites there different calcualtions, ranges , settings each, though gets funneled big structure , shipped across.
question this: there specific pattern should looking @ clean up? @ present every control has specific event handler updates main control strucure, change in gui appearence, , updates device, seems messy , cumbersome , i'm thinking there's established pattern sort of thing, i'm not knowledgable.

an architecture every control has "changed" event handler updates main structure makes sense in application user can manipulate 1 control @ time. if events each control have same signature, code has 1 handler method - if in codebase each control has own method same identical main-structure-updating code, place refactoring.

if each control has different properties , different things needs master structure, multiple-event handler architecture sensible.

one thing possibly doesn't make sense indication gui refreshed/repainted/updated before new control information sent device. however, if time required both operations miniscule, won't make difference.

warning - off-topic rant: finally, i'm assuming description gui standard looks-like-the-faceplate-of-a-rack-mounted-audio-component kind of thing. personally, hate these things. (sort of, , sometimes), controls pain use.

for example, typical knob control manipulated clicking on , dragging , down (or right , left sometimes). functional (even though it's not way "real" knob works), although find mouse cursor obscures already-hard-to-see little black indicator line on knob (and move mouse can see it, problem). have used knob controls require circular motion real knob, these useful if they're large.

the typical toggle switch control minor pita, requiring click tiny thing , move tiny distance. 1 thing typically true standard controls in os: they're ugly, they're ugly reason, , reason general usability.

finally, whole advantage of computer-screen ui on real-world hardware ui computer ui can take advantage of resizing , rearranging ui elements on fly. advantage thrown out window when consciously make ui , act piece of metal or plastic (or wood grain).


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