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Listing 13-14. Get a new list of image id values and keep showing the current image if possible. void ImageDialog::updateImages() { int id; if( currentImage != -1 ) id = imageIds[ currentImage ]; else id = -1; imageIds = images.getIds( selectedTags() ); currentImage = imageIds.indexOf( id ); if( currentImage == -1 && !imageIds.isEmpty() ) currentImage = 0; ui.imagesLabel->setText( QString::number( imageIds.count() ) ); updateCurrentImage(); } The updateCurrentImage method, which is shown in Listing 13-15, checks to see whether there is a current image. If there is, the method gets it from the ImageCollection object and shows it by using the imageLabel widget. It also enables the Next, Previous, and Add Tag buttons. If there is no current image, the imageLabel is set to display the text "No Image", and the buttons are disabled. Listing 13-15. Update the currently shown image and make the right buttons available. void ImageDialog::updateCurrentImage() { if( currentImage == -1 ) { ui.imageLabel->setPixmap( QPixmap() ); ui.imageLabel->setText( tr("No Image") ); ui.addTagButton->setEnabled( false ); ui.nextButton->setEnabled( false ); ui.previousButton->setEnabled( false ); } else { ui.imageLabel->setPixmap( QPixmap::fromImage( images.getImage( imageIds[ currentImage ] ) ) ); ui.imageLabel->clear();

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how the code would look if it called the relevant properties Name and Time instead of Title and StartTime. We fix this by mapping the properties from the two sources into anonymous types that have the same structure.

Getting this effect is easy; you simply attach the layout behavior to the control in Atlas Script and then specify the left, top, width, and height properties. You can see this here: <control targetElement="DragHandle" cssClass="draghandle" /> <control targetElement="Description" cssClass="floatwindow"> <behaviors> <floatingBehavior handle="DragHandle"> </floatingBehavior> <opacity handle="myOp" value="0.2"> </opacity> <layout handle="myLo" top="100" left="100" height="100" width="100"> </layout> </behaviors> </control> <control targetElement="DragHandle2" cssClass="draghandle" /> <control targetElement="Description2" cssClass="floatwindow"> <behaviors> <floatingBehavior handle="DragHandle2"> </floatingBehavior> <opacity value="0.5"> </opacity> <layout handle="myLo" top="100" left="300" height="100" width="100"> </layout> </behaviors> </control> Thus, if you attach the layout behavior to your control, you can specify the visual appearance of it. Should you not specify a parameter, the HTML layout properties will be used. You can use a partial set of parameters (for example, you can set the left but not the top), and it will still work.

A quick look at Path reveals the GetTempFileName method. This creates a file of zero length in a directory dedicated to temporary files, and returns the path to that file.

It is important to note that the file is actually created, whether you use it or not, and so you are responsible for cleaning it up when you are done, even if you don t make any further use of it.

ui.addTagButton->setEnabled( true ); ui.nextButton->setEnabled( true ); ui.previousButton->setEnabled( true ); } } As helpful as the support methods seem to be, the heavy lifting is actually performed somewhere else. All the methods do is ask the ImageCollection object to do things and fetch things.

Let s create another test console application, just to try out that method. We can do that by adding the following to our main function:

string fileName = Path.GetTempFileName(); // Display the filename Console.WriteLine(fileName); // And wait for some input Console.ReadKey();

But wait! If we just compile and run that, we ll leave the file we created behind on the system. We should make sure we delete it again when we re done. There s nothing special about a temporary file. We create it in an unusual way, and it ends up in a particular place, but once it has been created, it s just like any other file in the filesystem. So, we can delete it the same way we d delete any other file.

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