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June 03 Power Plan GadgetI've recently posted a "Work in Progress" Gadget on AeroXperience, that changes the current Vista Power plan based on currently running processes. I wrote the Gadget because whilst playing Assassins Creed, I noticed Vista was lowering the CPU to 50% - which was dropping the frame rate by around 15FPS. I normally leave the power plan on Balanced to save power, but got fed up having to manually change it to Performance whenever I played AC. Download here. April 24 HOW TO: Debugging GadgetsDebugging Gadgets can be a little frustrating, not only whilst coding; but also when trying to get useful feedback from users who've reported issues. The simplest way to achieve this, is to log debug entries out to a file. In the example below, we check to see if "debug.txt" exists in the Gadget folder and if it does write debugging information to it. The first step is to see if the file exists and open it. In the following code, we create a BOOLEAN variable "bDebug" which we can use later to output more detailed information, beyond simply errors:
It's good practice to get into the habit of wrapping all your functions in a try/catch loop, to prevent Runtime errors from popping up:
It's also a good idea to put in tracking information, so you know where you are in the code. For example:
To enable "debug mode", simply create a blank text file in your Gadget folder called "debug.txt". Personally, I put this code into all Gadgets and leave "debug.txt" out of the Gadget package. When a user reports an issue, I ask them to create the file and eMail it back to me once they've reproduced the problem.
Whilst your developing your code, I'd also advise running Microsoft's Debug View; which will allow you to watch all debug entries as they occur. In a future article, I'll detail how to write out debugging information from VB and C++ ActiveX DLL's. HOW TO: Implementing Drag / Drop in Gadgets
October 03 HOW TO: Skin selectionYou want to provide your users with a visual skin selector in your settings, but don't know where to start. Here's all the code you'll need to do it. The end result will look something like this:
File structure Firstly, create a file structure to support skins. You'll be placing all the skins in subfolders under a themes folder.
This keeps all your skins out of the way, and easy to distinguish from the rest of the Gadget. Each skin subfolder should be named as you'd like the skin name to appear to the user. ie Default, Blue, Black etc. And each folder needs to contain a folder.png file, which should be a screenshot of the Gadget with the skin applied. This image should ideally be scaled and no larger than 100x100 pixels.
Images You'll need some images for the previous/next buttons, so save the following images in the images folder created above.
Settings.html The settings file needs to search the themes subfolder, store the options and select the current skin. Without going into too much detail, it will create an array of the subfolders under themes and using the gSkin stored setting, select the currently selected skin. The only entry you need to change is the default skin name, which is the first line of the script. <html> body{ System.Gadget.onSettingsClosing = settingsClosing; var oFSO = new ActiveXObject("Scripting.FileSystemObject"); var currentSetting = System.Gadget.Settings.readString("gSkin");
The only function not coded above is updateGadget(), which needs to apply the skin to the Gadget. An example would be to reload the Gadget:
Or, call the parent function that loads the skin (see Loading the Gadget skin):
Loading the Gadget skin This is the tricky bit and depends very much on how complicated you want your skins to be. It can also get very complicated if you're supporting docked/undocked states and left/right handed sidebars. For sanity, I've assumed we have only one Gadget state in the following examples. Option 1 - The skin contains graphics only, in which case you just need to update the URL's of your images. eg.
Option 2 - As well as containing images, the skin also has a stylesheet called skin.css. To see this in action, look at Media Player
Note that when applying a stylesheet, due to bugs in Sidebar, several style settings aren't applied. Body background images, body width and body height to name but a few. If you skins change the Gadget size, you'll have to code around this by reading and applying the stylesheet settings yourself.
Option 3 - The skin contains code. To see this in action, look at Spectrum Analyser. This is ironically the easiest option, as you can leave the skin to initialise the Gadget's graphics etc. Simply append the following code immediately before the closing </html> statement in your gadget.html file:
Your skins should then use the skinPath variable for all local file references. September 27 Spectrum Analyser updatedThere's a new version of Spectrum Analyser available on AeroXP. September 20 WMP Gadget/Streamed media issues.For the past month, I've been investigating an issue where embedding WMP into a Gadget causes Sidebar to not trust Gadget code. Obvious symptoms are "Access Denied" errors when Gadgets try to access local files or Flyout/Gadget/Settings variables. The problem centers around security updates released on the 14th August, notably KB937143. I've not actually found what the cause is, but removing the update didn't resolve the issue. However reinstalling it seems to resolve it. I can only guess that there's either a conflict with other updates or the install is failing in some way, which isn't visible. I expect this isn't the end of the story, as I'm not convinced this is either the cause or the fix. I'm fairly certain that something else is coming into play here, that I've missed. Unfortunately, the problem isn't always easily reproducible, it's a random issue that occurs after no obvious event. An early workaround I found was to put an invalid "Mark of the Web" in the HTML header. Although this stopped the issue occurring virtually immediately (playing a stream would immediately brand the Gadget untrusted), the problem would reoccur if a WMP Gadget was left open for any length of time. September 12 Network Utilization
If you use Network Utilization, you might want to have a look at Network Traffic, which is based on my Gadget, but with a nifty front end: And whilst you're on the site, have a look at Volume Control Reloaded, which uses the new Vista Sound API: August 30 Work in ProgressI have several Gadgets in progress on AeroXP, if you want to try/make suggestions. You can download them from here. Spectrum Analyser
Mandelbrot Explorer
Flip Calendar
Testers requiredIf you have a Wireless card, I need some testers to confirm that the latest version of Network Utilization does handle the WiFi NIC appearing/disappearing. You can grab the latest version on AeroXP, here. I think you need to setup a free account before you can get to it, which you can do from the home page. Sidebar known bugs list growingMy Known Bugs in Sidebar list is now up to 52 known issues and bugs, if you've not looked at it recently. Windows update causes problems for some GadgetsI noticed the other day the Media Player was doing strange things when playing streamed media. After a few hours of testing over the past two weeks, another developer notice something similar happening in their media gadget, which made me immediately rule out my code and start looking at Windows Updates. In short, KB937143 causes Gadgets that embed WMP to become untrusted. Symptoms include Flyouts, Settings and the main Gadget HTML to all refuse to see to each other. By embedding a Mark of the Web, you can over come this problem - for a few minutes (without it, playing a stream causes the Gadget to become untrusted immediately). I'm not sure at the moment if it's a timing issue, or an event that causes the Gadget to become untrusted again after ~10 mins. I'll continue testing. July 03 How to find the IFrame size in WPFWhilst coding a Mandelbrot explorer, I needed to find the IFrame size in pixels to produce a Bitmap the same size. After a lot of wasted time searching the net, via trial and error I came up with the following method: Assuming you're using a Grid to hold your elements: <Grid Name="myGrid"> ... </Grid> To get the IFrame's size, we get the XAML page's parent, which is a ContentPresenter that holds the width/heigh in pixels: Dim browser As System.Windows.Controls.ContentPresenter = VisualTreeHelper.GetParent(myGrid.Parent) Dim width As Integer = browser.ActualWidth Dim height As Integer = browser.ActualHeight June 13 More bugs and issuesI've got a few bugs/issues to document, so keep an eye on Known bugs in Sidebar RTM over on AeroXperience. The first four were discovered last year, the rest are recent, some from fellow developers: I've not spent any time checking these, or trying to create repros, so workarounds are unknown at the moment. 1. <g:text> quality. g:text can produce very bad aliasing 2. <g:image/g:background>.softEdge doesn't work on an image at 45 degrees 3. Mouse events don't work on pixels where the opacity is <100% 4. Magenta in GIF's becomes transparent 5. [James Ross] System.Shell.Item.isFile is unusable 6. [David E. Craig] Changing the Settings page via location.replace(<filename>) causes the page to go blank 7. Desktop DPI affects Gadget text sizes (as mentioned in a previous article) 8. Overlaying <g:background> where opacity has been set <100%, with an image containing transparent pixels, causes the whole image to gain the <g:background> opacity when the Gadget loses focus (variation on bug#32) June 07 DPI and Fonts in GadgetsAn issue which I've overlooked in Gadgets until recently. What happens to the them when the Font DPI is changed from the default setting? If the user changes the DPI from 96 to 120, all fonts become larger and consequently Gadget that have text often look a mess. The workaround is actually quite simple. Firstly you need to specify the default font size, to ensure it's the same no matter what the DPI setting is. You can do this by adding an entry to your main Gadget, Settings and Flyout HTML files. This needs to be placed at the top of your STYLE section or CSS file: * {font-size:12px;} Secondly, all explicit font-size entries must be specified in px as above. Unlike other font units px is not linked to DPI size. Another font issue in Gadgets is the inconsistent default font styles. INPUT and SELECT entries default to "Arial", body text, DIV's etc default to "Tahoma". If you want you Gadget to look consistent, specify the default font-family as well as the default size: * {font-size:12px; font-family:Segoe UI;} May 09 How to determine which side the Flyout opened onIf you need to determine which side your Flyout opened, relative to your Gadget, you need to compare window.screenLeft of the Gadget parent to the Flyout. Nothing of course is that simple, as the Flyout screen position isn't determined until the Flyout has been composed. The trick is to repeatedly check the Flyout's position until it has been defined. Add this code to the HEAD section: var offScreen = window.screenLeft; function checkFlyout() { if (window.screenLeft == offScreen) { setTimeout(checkFlyout, 100); return; } if (window.screenLeft > parseInt(System.Gadget.document.parentWindow.screenLeft)) { document.body.innerHTML = "right"; } else { document.body.innerHTML = "left"; } } and then add an onload event to the Flyout body: onload="checkFlyout()" March 20 HOW TO: Implementing a Settings dialogueThere's many ways to implement the Settings page, this being one. Alternate methods include using parent Gadget variables to hold settings and coding the Settings page to refresh the main Gadget. In this method, we're following Microsoft best practice, where the Settings and Gadget code are independent and update themselves if the other changes a setting. First the main Gadget code, where you need to initialise the settings and read and saved settings in. You need to read/initialise the Settings in the HEAD section. It's a good idea to write default settings back immediately if they aren't available, so they're available to Settings.html without any validation.
To avoid type issues, we're converting mySetting1 to a string before checking if it exists. If we didn't do this, the setting would appear to not exist if it's value was zero. Settings dialogue: Initialising a settings dialogue To let Sidebar know you have a settings dialogue, you need to include the following line in the HEAD section of gadget.html
The Settings.html file itself Because we know the settings have been initialised, the code is very simple. Here's the complete Settings.html file. The settingsClosing function writes the values back, if the user has clicked the OK buttom.
Your final gadget.html should be:
March 13 Sidebar bugsIf you've tried doing anything beyond a simple HTML page in Sidebar, you're bound to have come across one of it's many bugs. Personally, I've found it very frustrating as every Gadget I've written, I've ended up spending more time finding workaround's for bugs then coding the Gadget. Polaroid is a good example of this, which exposed 9 bugs! I ended up recoding it four times before it was usable, finally ending up with a combination of VML and <g:background>/<g:image> to get the result you see now. Out of the Gadget's I've coded so far, two were bug free, the bug totals for the others were as follows: Asteroids (4, 1 being a bug in VML) Calvin and Hobbes (2) CPU Utilization (2) Network Utilization (2) Media Player (5, 1 being a bug in IE) Polaroid (9) Polaroid took around 30 mins to code, followed by around 30 hours figuring out workarounds for all the Sidebar bugs. I was determined to prove it could be done though, so stuck with it. I'm still not completely happy with the result; the image jitters like crazy when you rotate it, which seems to be an issue with Sidebar's transitioning code. Simple you say, wrap the code in begin/endTransition - but this results in an unusable Gadget which is extremely slow and sometimes corrupts the screen due to more "issues" in Sidebar - sometimes you just can't win. Asteroids was probably the most frustrating, as I had to content with an annoying bug in VML which ironically was the only way to fix a bug in Sidebar, so I ended up spending over a month trying different methods to work around both. The main bug was screen corruption when the VML objects were updated. For some reason, putting all the VML objects into a VML groups fixed this. It however highlighted a bug in VML which caused the objects to jitter by anything up to ~50 pixels each time an object's top/left was touched. So I recoded it to put every object into it's own VML group, which looked perfect - except it was around 400% slower. For another odd reason, using VML groups really slows down VML. In the end, I opted for a compromise where I put each ship/asteroid in it's own VML groups and put all text and dust into another group. The end result, it's a lot faster, but the dust jitters around the screen. Which is really noticable when your ship explodes. I started coding Gadgets to assist Microsoft's Sidebar team in the debugging process, so I've continued that process by documenting the bugs, producing Repro's and figuring out workarounds where possible. You can see the full bug list along with examples and workarounds here Supporting Drag/DropIf you want your Gadgets to do something with URL's and Files when they're drag/dropped on it, here's how. Allowing drag/drop First, you need to setup the HTML side to allow for drag/drop. By default they're disabled, so you need to allow them. You do this by canceling two drag events on the <BODY> tag: The next thing you need to do, is setup the function to handle the drag/drop action. This is also done on the <BODY> tag with the ondrop event. In this case, the function is fileDragDropped(), so your final <BODY> tag should be: Handling File drag/drop from Explorer Files are passed through event.dataTransfer, as an object with a collection of items inside. To extract each entry you need to use System.Shell.itemFromFileDrop(<object>, <n>). To avoid errors, you need to loop whilst the object is not null.
Trapping for certain file types In most cases, you'll want to handle only certain file types. So you need to check the file extension and ignore files that are not supported. The best way to do this is through a string that contains all your supported extensions, you then check if the file extension is in that string. supportedFileTypes contains all your extensions padded with a space either side, to stop it catching truncated extensions (ie we want to catch ".doc" but not ".document"). In this example, we're checking for .doc, .xls and .ppt files:
IE passes information slightly differently, URL's are passed as text, so you need to change the code slightly to handle these. The URL you end up with is a string and to ensure we don't pick up files being drag/dropped, we just need to check if that string is null:
Putting it all together
Gadget soundIf you've tried using System.Sound you'll have realised just how useless it is. Not only is it monophonic, due to a bug it doesn't always play the sound. Why Microsoft choose this, over an implementation of DirectSound I don't understand. For Asteroids, I figured DirectSound was the only option, so I coded a COM wrapper. If you're trying to code a game, or musical instrument Gadget, you may find this handy. Here's the VB.NET code, I apologise for the lack of formatting, this stupid site strips out the indents. First the global definitions: Private Declare Function FindWindow Lib "user32" Alias "FindWindowA" (ByVal lpClassName As String, ByVal lpWindowName As Integer) As IntPtr Private DSDevice As Microsoft.DirectX.DirectSound.Device Private Sound(0) As Microsoft.DirectX.DirectSound.SecondaryBuffer Private SoundFlags(0) As Microsoft.DirectX.DirectSound.BufferPlayFlags Private BufferDescriptions(0) As Microsoft.DirectX.DirectSound.BufferDescription
The first problem you'll come across with DirectSound is it requires a HWND to link the sound to, without this you won't hear any sound. The reasoning behind this, is to silence games etc when you tab out of them. So, first we have to find the HWND of Sidebar. We do this by finding the window handle of Sidebar, which is called "SideBar_AppBarWindow", so we call Initialize("SideBar_AppBarWindow") which will find the window, create the DirectSound device and return True if it succeeded. Dim handle As System.IntPtr handle = FindWindow(title, 0) ErrOut:
That's DirectSound initialised. Now we need to load sounds, which can be done via handle = LoadSound(<filename>, <loop>). LoadSound returns a sound handle, which you'll need to reference to play/stop sounds. Public Function LoadSound(ByVal sourceName As String, ByVal isLoop As Boolean) As Short
To play a sound. PlaySound(<handle>): Public Sub PlaySound(ByVal index As Short) Once you've registered the DLL, your Gadget code will look something like:
DSXLib = new ActiveXObject("<DLL class>"); March 09 Using ActiveX DLL's in GadgetsI'll
cover the specifics of creating a DLL suitable for Gadgets in a later article, for now I'll just
cover how to register them. regasm myfile.dll /codebase /regfile:myreg.reg
REGEDIT4 [HKEY_CLASSES_ROOT\DSXLib.DSX] @="DSXLib.DSX" [HKEY_CLASSES_ROOT\DSXLib.DSX\CLSID] @="{3ADAA9CC-08D1-3745-8343-7BBDAD783F14}" [HKEY_CLASSES_ROOT\CLSID\{3ADAA9CC-08D1-3745-8343-7BBDAD783F14}] @="DSXLib.DSX" [HKEY_CLASSES_ROOT\CLSID\{3ADAA9CC-08D1-3745-8343-7BBDAD783F14}\InprocServer32] @="mscoree.dll" "ThreadingModel"="Both" "Class"="DSXLib.DSX" "Assembly"="DSXLib, Version=1.0.2579.29850, Culture=neutral, PublicKeyToken=null" "RuntimeVersion"="v2.0.50727" "CodeBase"="file:///C:/Users/Admin/AppData/Local/Microsoft/Windows Sidebar/Gadgets/Asteroids_dev.gadget/dsxlib.dll" [HKEY_CLASSES_ROOT\CLSID\{3ADAA9CC-08D1-3745-8343-7BBDAD783F14}\InprocServer32\1.0.2579.29850] "Class"="DSXLib.DSX" "Assembly"="DSXLib, Version=1.0.2579.29850, Culture=neutral, PublicKeyToken=null" "RuntimeVersion"="v2.0.50727" "CodeBase"="file:///C:/Users/Admin/AppData/Local/Microsoft/Windows Sidebar/Gadgets/Asteroids_dev.gadget/dsxlib.dll" [HKEY_CLASSES_ROOT\CLSID\{3ADAA9CC-08D1-3745-8343-7BBDAD783F14}\ProgId] @="DSXLib.DSX" [HKEY_CLASSES_ROOT\CLSID\{3ADAA9CC-08D1-3745-8343-7BBDAD783F14}\Implemented Categories\{62C8FE65-4EBB-45E7-B440-6E39B2CDBF29}]
Now, it's not as simply as adding the registry entries to HKCU as this fails if the user is running as an elevated Administrator. So you have to try to register them to HKCU and then register to HKLM if that fails. The code below will handle this for you: var axDllClass = "DSXLib.DSX"; var axDllCLSID = "{3ADAA9CC-08D1-3745-8343-7BBDAD783F14}"; var axDllAssembly = "DSXLib"; var axDllVersion = "1.0.2579.29850"; var axDllRuntimeVer = "v2.0.50727"; var axDllFilename = "dsxlib.dll"; var regRoot, dllOK, myDLL; if (!activateDLL("HKCU")) if (!activateDLL("HKLM")) System.Debug.outputString("Error creating ActiveX object"); // Try to register the DLL function activateDLL(root) { regRoot = root; try{ RegisterDLL(); myDLL = new ActiveXObject(axDllClass); dllOK = true; } catch(err) { } myDLL = null; }dllOK = false; UnregisterDLL(); return dllOK; // Register DLL function RegisterDLL() { try{ }var classRoot = regRoot + "\\Software\\Classes\\" + axDllClass + "\\"; var clsidRoot = regRoot + "\\Software\\Classes\\CLSID\\" + axDllCLSID + "\\"; var dllPath = System.Gadget.path.replace(RegExp("\\\\", "g"), "/") + "/" + axDllFilename; oShell.RegWrite(classRoot, axDllClass, "REG_SZ"); oShell.RegWrite(classRoot + "CLSID\\", axDllCLSID, "REG_SZ"); oShell.RegWrite(clsidRoot, axDllClass, "REG_SZ"); oShell.RegWrite(clsidRoot + "InprocServer32\\", "mscoree.dll", "REG_SZ"); oShell.RegWrite(clsidRoot + "InprocServer32\\ThreadingModel", "Both", "REG_SZ"); oShell.RegWrite(clsidRoot + "InprocServer32\\Class", axDllClass, "REG_SZ"); oShell.RegWrite(clsidRoot + "InprocServer32\\Assembly", axDllAssembly + ", Version=" + axDllVersion + ", Culture=neutral, PublicKeyToken=null", "REG_SZ"); oShell.RegWrite(clsidRoot + "InprocServer32\\RuntimeVersion", axDllRuntimeVer, "REG_SZ"); oShell.RegWrite(clsidRoot + "InprocServer32\\CodeBase", "file:///" + dllPath, "REG_SZ"); oShell.RegWrite(clsidRoot + "InprocServer32\\" + axDllVersion + "\\Class", axDllClass, "REG_SZ"); oShell.RegWrite(clsidRoot + "InprocServer32\\" + axDllVersion + "\\Assembly", axDllAssembly + ", Version=" + axDllVersion + ", Culture=neutral, PublicKeyToken=null", "REG_SZ"); oShell.RegWrite(clsidRoot + "InprocServer32\\" + axDllVersion + "\\RuntimeVersion", axDllRuntimeVer, "REG_SZ"); oShell.RegWrite(clsidRoot + "InprocServer32\\" + axDllVersion + "\\CodeBase", "file:///" + dllPath, "REG_SZ"); oShell.RegWrite(clsidRoot + "ProgId\\", axDllClass, "REG_SZ"); oShell.RegWrite(clsidRoot + "ProgId\\Implemented Categories\\{62C8FE65-4EBB-45E7-B440-6E39B2CDBF29}\\", "", "REG_SZ"); } catch(err) {System.Debug.outputString("RegisterDLL: "+err.name+" - "+err.message)} // Unregister DLL function UnregisterDLL() { var classRoot = regRoot + "\\Software\\Classes\\" + axDllClass + "\\"; }var clsidRoot = regRoot + "\\Software\\Classes\\CLSID\\" + axdllCLSID + "\\"; try{ oShell.RegDelete(clsidRoot + "ProgId\\Implemented Categories\\{62C8FE65-4EBB-45E7-B440-6E39B2CDBF29}\\"); oShell.RegDelete(clsidRoot + "ProgId\\Implemented Categories\\"); oShell.RegDelete(clsidRoot + "ProgId\\"); oShell.RegDelete(clsidRoot + "InprocServer32\\" + axDllVersion + "\\"); oShell.RegDelete(clsidRoot + "InprocServer32\\"); oShell.RegDelete(clsidRoot); oShell.RegDelete(classRoot + "CLSID\\"); oShell.RegDelete(classRoot); } catch(err) {System.Debug.outputString("UnregisterDLL: "+err.name+" - "+err.message)} In your code, you can now check if the DLL registered correctly by checking dllOK and reference it via myDLL. eg.
if(dllOK) myDLL.PlaySound(...);
The only thing you need to do now, is remove the assembly when the Gadget is removed so you're not leaving any rogue registry values. This you do by simply adding an unload event to the gadget.html BODY tag: <BODY ... onunload="UnregisterDLL()"> |
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