• 0

[C#] Return a value from a Form


Question

Ive got a form (we'll call it Form1), which has a button that opens up another little input form (Form2). Form2 contains 4 inputs, i want to return those from Form2 back to Form1.

How do i do that? Ive tried creating an overloaded ShowDialog() method with a return value, but that caused a System.StackOverflowException in mscorlib - always nice.

Am i complicating something simple? Because it feels like i am...

So, how do i return a value from the form?

Link to comment
https://www.neowin.net/forum/topic/347559-c-return-a-value-from-a-form/
Share on other sites

19 answers to this question

Recommended Posts

  • 0

An easy solution is to just create accessors for your input values in form 2. I believe the default implementation of ShowDialog() waits until the form that was opened is hidden or closed to return, so you could do something like this:

Form2 a = new Form2();

a.ShowDialog(whatever parameters there may be);

string value1 = a.value1;

I haven't dealt with this stuff for a while, so i could be completely off, but i think that will work.

  • 0

Say you have an integer called number in Form2. Do this to get it back to Form1:

in Form2 write:

public int GetNumber()
{
return number;
}

in Form 1 write:

Form2 form2 = new Form2()
int myNumber = form2.GetNumber();

Now the myNumber integer which is in Form1 will have the value of number which is in Form2. Hope that's what you need.

  • 0

Make the textboxes public - then you can do the following:

myform f1 = new myform();

DialogResult dr = f1.ShowDialog();

// the user then happily enters data

if(dr == DialogResult.OK) //or whatever it is

{

String mystring1 = f1.TextBox1.Text;

// etc etc...

}

  • 0

No, the form is not destroy after the ShowDialog() exits.

You can very simply add some properties to form2, like this:

public string Input1Value
{
  get
   { return txtInput1.Text;}
}
...

And call them from Form1 after the ShowDialog line.

It's not recommended to make the textboxes public.

  • 0

Ah ok... yep got it working, thanks for the help everyone.

I create the form by doing Form2.showDialog() and there is a close button on Form2 that onClick executes this.Close(). I assumed this meant the form was destroyed once the showDialog() line has passed. But even after close() and showDialog() the form's properties are still accesible.

Since the form is not destroyed when i thought it would be, when does it get destroyed??? When the application closes???

  • 0

If you want to do things a bit more deterministically, and close the form, you can do a couple of things.

1. you can overload your Form2 constructor to take a delegate to call when you have pressed OK on Form2 that passes state info back into Form1.

2. you can create an event in Form2 that Form1 can listen for to retrieve state info.

Realistically, you shouldn't try to access form2's properties after it has closed. You could effectively bring a disposed object back to life(zombie code!) and generate a memory leak.

Either of these options allows you to not worry about whether or not the form was cancelled, and let's you not worry about if properties on Form2 are null or disposed.

From MSDN:

When a form is closed, all resources created within the object are closed and the form is disposed.

  • 0
If you want to do things a bit more deterministically, and close the form, you can do a couple of things.

1. you can overload your Form2 constructor to take a delegate to call when you have pressed OK on Form2 that passes state info back into Form1.

2. you can create an event in Form2 that Form1 can listen for to retrieve state info.

Realistically, you shouldn't try to access form2's properties after it has closed. You could effectively bring a disposed object back to life(zombie code!) and generate a memory leak.

Either of these options allows you to not worry about whether or not the form was cancelled, and let's you not worry about if properties on Form2 are null or disposed.

From MSDN:

586257021[/snapback]

Why not hide the form, grab result properties, and then dispose it?

int result;
frm.Hide();
result = frm.uiresult;
frm.Dispose();

  • 0

You're creating a binding between form 1 and form 2 that's not needed.

// beware: pseudo-code

class Form2
{
 protected:
    Integer val1; // or some other wrapper-type that can be passed as a reference
    Integer val2;
    Integer val3;
    Integer val4;

public:

   // c`tor
   Form2(Integer value1, Integer value2, Integer value3, Integer value4)
   {
         assert(value1 != null);
         assert(value2 != null); 
         // ...

         val1 = value1;
         val2 = value2;
         // ....

       textBox1.SetText( val1.ToString() );
       textBox2.SetText( valu2.ToString() );
       // ...
   }

   void OnClose(...)
   {
      val1.setValue ( textBox1.GetText().ParseInt() );
      val2.setValue ( textBox2.GetText().ParseInt() ); 
      // etc...
   }
}


class Form1
{
public:
    void invokeForm2()
    {
        Integer val1 = new Integer(defaultValue1);
        Integer val2 = new Integer(defaultValue2);
        // etc...

       Form2 form2 = new Form2(val1, val2, val3, val4);
       form2.ShowModal();
       
       // values are assigned now
       MessageBox(NULL, val1.ToString(), NULL, NULL);
    }
}

Weenur's solution is elegant, especially if you want to react immediately when a value is updated.

i recommand not calling this.Close()

try this code instead:

this.DialogResult = DialogResult.OK // or .Cancel

this.Opacity = 0

This is just plain stupid. Let's blow up the desktopheap with layered windows that have an opacity of 0!

Why not hide the form, grab result properties, and then dispose it?

a) You're creating unneeded bindings between two forms.

b) you can't hide form2 if form1 is in a modal dialog loop.

c) You don't know for sure if the form is destroyed if the call to Show() returns. What if I press ALT+F4, which will close/destroy the window and its childs?

  • 0

actually, Ave, Close()'ing a form doesn't actually dispose it. you can wait for the ShowDialog() to finish and use the results. i find this approach more modular.

using(Form2 form=new Form2())
{
     if(form.ShowDialog()==DialogResult.OK)
    {
        // access own created properties on (form) Form2
    }
}

that's pretty nice. it'll open Form2, show it, when it's done, get the variables and Dispose() it when the "using" block is done.

  • 0

One issue is that you don't know when Dispose is being called or when Form2's finalizer is called. Yes, the "Hide(), access properties, close" solution would work. It does create tight coupling between your forms. That is a property you want to try to avoid. It stifles reuse. Yeah, I know that it maybe a canned solution, so reuse isn't an issue. It is still something to strive for, and the less coupling you have, the better.

  • 0
From MSDN:

When a form is closed, all resources created within the object are closed and the form is disposed.

586257021[/snapback]

So attempting to access the form's properties after its .close() has been called is very dodgy then!

Ok lots of ideas here... ill try it one of those ways... thanks.

  • 0

You're creating a binding between form 1 and form 2 that's not needed.

// beware: pseudo-code

class Form2
{
 protected:
    Integer val1; // or some other wrapper-type that can be passed as a reference
    Integer val2;
    Integer val3;
    Integer val4;

public:

   // c`tor
   Form2(Integer value1, Integer value2, Integer value3, Integer value4)
   {
         assert(value1 != null);
         assert(value2 != null); 
         // ...

         val1 = value1;
         val2 = value2;
         // ....

       textBox1.SetText( val1.ToString() );
       textBox2.SetText( valu2.ToString() );
       // ...
   }

   void OnClose(...)
   {
      val1.setValue ( textBox1.GetText().ParseInt() );
      val2.setValue ( textBox2.GetText().ParseInt() ); 
      // etc...
   }
}


class Form1
{
public:
    void invokeForm2()
    {
        Integer val1 = new Integer(defaultValue1);
        Integer val2 = new Integer(defaultValue2);
        // etc...

       Form2 form2 = new Form2(val1, val2, val3, val4);
       form2.ShowModal();

       // values are assigned now
       MessageBox(NULL, val1.ToString(), NULL, NULL);
    }
}

Weenur's solution is elegant, especially if you want to react immediately when a value is updated.

This is just plain stupid. Let's blow up the desktopheap with layered windows that have an opacity of 0!

a) You're creating unneeded bindings between two forms.

b) you can't hide form2 if form1 is in a modal dialog loop.

c) You don't know for sure if the form is destroyed if the call to Show() returns. What if I press ALT+F4, which will close/destroy the window and its childs?

Hi, the pseudo-code is exactly what I'm looking for.

Only difference it's I'm with strings instead of int, but that shouldn't matter I believe.

I tried to implement it, but the value of the form1 is unchanged when I return after form2 is closed.

Do you see what I'm doing wrong? Thank you.


    public partial class ChoicesEnumForm : Form
    {
        String choiceSelected;
        Int32 val1;

        public ChoicesEnumForm(string[] choicesText, string choicesFormTitle, String choiceSelected, Int32 value1)
        {
            InitializeComponent();

            choiceSelected = this.choiceSelected;
            val1 = value1;
...
           //Create buttons and link the click event.
         }

        private void choiceButtonClick(Object sender, EventArgs ea)
        {                       
            choiceSelected = ((RibbonStyle.RibbonMenuButton2)sender).Text;
            val1 = 8;
            this.Close();
        }
}

public class MainForm : System.Windows.Forms.Form
    {
        void invokeForm1()
        {
            string[] textos = { "111", "222", "333", "444"};
            char[] choiceCharArr = new char[128];
            Int32 value1 = new Int32();

            String choice = new String(choiceCharArr);
            ChoicesEnumForm form = new ChoicesEnumForm(textos, "text", choice, value1);

            form.ShowDialog(this);

            // Values should be selection on 'form' (choice and value1)
            // But when I put breakpoint here, the value has not changed.

        }
    }

  • 0

I was able to make it work by creating a custom string class.

    public class CustomString
    {
        string X;

        public CustomString(string X)
        {
            this.X = X;
        }

        public void SetValue(string value)
        {
            X = value;
        }

        public string GetValue()
        {
            return X;
        }
    }

    public partial class ChoicesEnumForm : Form
    {
        CustomString choiceClicked = new CustomString("");

        public ChoicesEnumForm(string[] choicesText, string choicesFormTitle, ref CustomString choiceSelected)
        {
            InitializeComponent();

            this.Text = choicesFormTitle;

            choiceSelected = choiceClicked;
            ...
            //create buttons and link event to it
            button[x].Click += new EventHandler(choiceButtonClick);
         }

        private void choiceButtonClick(Object sender, EventArgs ea)
        {                       
            string valueSelected = ((Button)sender).Text;
            choiceClicked.SetValue(valueSelected);
            this.Close();
        }


//Parent form
        public void invokeForm()
        {    
            CustomString revSelected = new CustomString("");
            ChoicesEnumForm form = new ChoicesEnumForm(revisionChoices, "Choose revision of product " + GetProductNameSelected(), ref revSelected);

            form.ShowDialog(this);

            string revSelectedString = revSelected.GetValue();
        }

  • 0

Glad you solved it, but just so you know, the reason it worked once you made a custom class is because a string is a struct, not a class. Strings (structs) are passed by value instead of by reference. You could have passed the strings with the ref keyword instead of making a custom class.

  • 0

Here's another simple idea. Try adding a setForm1(Form1 form1) method into Form2. After creating (but before calling showDialog()) Form2, you could pass in a reference to form1. When the value has been set in Form2 (I'm not sure what way you're validating your data in the second form but I'm not sure there's an action listener), set a value in form1 (which you've now stored a reference to locally in Form2), e.g. form1.value = this.value; That way, the value gets passed to where you need it while Form2 is still open. This might not be the best way to preserve the OOP coding of the forms but it should work perfectly fine.

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • I disagree here sorry. The majority of their customers are corporations who are locked in to their eco system and have no choice. Private individuals don't contribute that much to their income.
    • Weekend PC Game Deals: Anno 117, Final Fantasy VII, Rematch, and more by Pulasthi Ariyasinghe Weekend PC Game Deals is where the hottest gaming deals from all over the internet are gathered into one place every week for your consumption. So kick back, relax, and hold on to your wallets. The Epic Games Store's mystery giveaways may have ended, but its regular freebies didn't miss a step this week. The double drop was for copies of Warhammer 40K Speed Freeks and The Ouroboros King. Speed Freeks lands for multiplayer racing fans, but with plenty of competitive shooting elements too. You will be piloting Ork buggies, tanks, and aircraft modeled after the popular tabletop miniatures while trying to complete objectives and pass finish lines. Next, Ouroboros King is a crossover between chess and tactical roguelikes, offering the chance to create your own army with special rules to beat incoming foes on the board. The double giveaway on the Epic Games Store will be available until June 11, and replacing it will be Citizen Sleeper and ROBOBEAT. The Humble Store brought a new charity bundle to check out this week too. Landing with the name The Complete Inkle Library, this is a large collection of interactive narrative puzzle games from the publisher Inkle. This begins with Heaven's Vault, four parts from the Sorcery series, 80 Days, Overboard, and Pendragon: Narrative Tactics within the starting tier for $9. Hopping up a step to the $12 tier gets you TR-49, Expelled, and A Highland Song for paying at least $12. If you go for the $20 tier, you get four e-books from the Heaven's Vault series. The bundle has almost three weeks on its counter before it goes away. Big Deals There is a larger than normal amount of weekend specials happening this time, including multiple publisher deals, franchise discounts, and indie gems to grab. With those and more, here's our hand-picked big deals list for the weekend: Anno 117: Pax Romana – $44.99 on Steam Clair Obscur: Expedition 33 – $39.99 on Steam Timberborn – $27.99 on Steam EARTH DEFENSE FORCE 6 – $26.39 on Steam Rust – $19.99 on Steam FINAL FANTASY VII REBIRTH – $19.99 on Steam Street Fighter 6 – $19.99 on Steam Returnal – $19.79 on Steam Shape of Dreams – $17.49 on Steam Far Cry 6 – $14.99 on Steam Assassin's Creed Valhalla – $14.99 on Steam Quarantine Zone: The Last Check – $14.99 on Steam REMATCH – $14.99 on Steam EA SPORTS FC 26 – $13.99 on Steam FINAL FANTASY VII REMAKE INTERGRADE – $13.99 on Steam Magicraft – $12.79 on Steam Cult of the Lamb – $12.49 on Steam Dying Light 2: Reloaded Edition – $11.99 on Steam Cuphead – $11.99 on Steam Assassin's Creed Odyssey – $11.99 on Steam Hunt: Showdown 1896 – $11.99 on Steam Sektori – $11.99 on Steam Just Shapes & Beats – $11.99 on Steam Gunfire Reborn – $10.99 on Steam 33 Immortals – $9.99 on Epic Store Baby Steps – $9.99 on Steam Sifu – $9.99 on Steam Hearts of Iron IV – $9.99 on Steam DREDGE – $9.99 on Steam DAVE THE DIVER – $9.99 on Steam Pacific Drive – $9.89 on Steam Mycopunk – $9.74 on Steam Sons Of The Forest – $8.99 on Steam Jotunnslayer: Hordes of Hel – $8.99 on Steam Nuclear Throne – $8.99 on Steam Mechabellum – $8.99 on Steam Deep Rock Galactic: Survivor – $8.44 on Steam TerraTech Legion – $7.99 on Steam Inscryption – $7.99 on Steam Assassin's Creed Unity – $7.49 on Steam Minishoot' Adventures – $7.49 on Steam The Stanley Parable – $7.49 on Steam Oxygen Not Included – $7.49 on Steam Megabonk – $6.99 on Steam Look Outside – $5.99 on Steam Vampire Hunters – $5.24 on Steam MOTHERGUNSHIP – $4.99 on Steam My Friend Pedro – $3.99 on Steam The Messenger – $3.99 on Steam Vampire Survivors – $3.74 on Steam Brotato – $2.99 on Steam Enter the Gungeon – $2.99 on Steam Loop Hero – $2.99 on Steam GRIS – $2.99 on Steam Exit the Gungeon – $2.49 on Steam Hitman: Absolution – $1.99 on Steam CARRION – $1.99 on Steam Don't Starve Together – $1.49 on Steam Golf With Your Friends – $1.49 on Steam Hotline Miami – $0.99 on Steam The Ouroboros King – $0 on Epic Store Warhammer 40K Speed Freeks – $0 on Epic Store DRM-free Specials Hopping over to the DRM-free deals, the GOG store has plenty of discounts running this weekend too. Here are some highlights: Fallout 4: Game of the Year Edition - $15.99 on GOG Fallout: New Vegas Ultimate Edition - $9.99 on GOG Disco Elysium - The Final Cut - $9.99 on GOG Crysis - $9.99 on GOG Tyranny - Standard Edition - $7.49 on GOG Frostpunk: Game of the Year Edition - $7.35 on GOG Banished - $6.79 on GOG Fallout 3: Game of the Year Edition - $6.59 on GOG The Forgotten City - $6.25 on GOG The Age of Decadence - $5.99 on GOG SimCity 3000 Unlimited - $4.99 on GOG Assassin's Creed: Director's Cut - $4.99 on GOG SimCity 4 Deluxe Edition - $3.99 on GOG Vampyr - $3.99 on GOG Torchlight II - $3.99 on GOG Deus Ex GOTY Edition - $3.49 on GOG Primordia - $3.09 on GOG Theme Hospital - $2.99 on GOG SimCity 2000 Special Edition - $2.99 on GOG Total Annihilation: Kingdoms + Iron Plague - $2.99 on GOG Deus Ex: Human Revolution - Director’s Cut - $2.99 on GOG Master of Orion 1+2 - $2.39 on GOG Prince of Persia: The Sands of Time - $1.99 on GOG Prince of Persia: Warrior Within - $1.99 on GOG EVERSPACE - $1.99 on GOG Total Annihilation: Commander Pack - $0.99 on GOG Keep in mind that availability and pricing for some deals could vary depending on the region. That's it for our pick of this weekend's PC game deals, and hopefully, some of you have enough self-restraint not to keep adding to your ever-growing backlogs. As always, there are an enormous number of other deals ready and waiting all over the interwebs, as well as on services you may already subscribe to if you comb through them, so keep your eyes open for those, and have a great weekend.
    • When will the Photos app be updated to remember the window size and position when reopened? They addressed this issue in a 2024 version of the app (though I can't recall the build number). Unfortunately, after that specific version, the problem persists! Please prioritise this fix in your K2 schedule. Additionally, the Snipping Tool has lost the ability to capture the Windows Taskbar starting from the 2024 version!
    • Same, never saw it on Android or iOS. Guess only some people got it *shrugs*
  • Recent Achievements

    • Week One Done
      ssd21345 earned a badge
      Week One Done
    • Contributor
      MarkHughes4096 went up a rank
      Contributor
    • Dedicated
      jordanspringer earned a badge
      Dedicated
    • Rookie
      Rimplesnort went up a rank
      Rookie
    • One Year In
      Markus94287 earned a badge
      One Year In
  • Popular Contributors

    1. 1
      +primortal
      484
    2. 2
      +Edouard
      171
    3. 3
      PsYcHoKiLLa
      140
    4. 4
      ATLien_0
      92
    5. 5
      Steven P.
      79
  • Tell a friend

    Love Neowin? Tell a friend!