Exemple #1
0
        private void drawLights(Crossing[,] slots)
        {
            // addElement(pictureBox1.Location.X + 66 - 13, pictureBox1.Location.Y+66, "ped-red-light.png");
            for(int i=0;i<4;i++)
            {
                for(int j=0;j<3;j++)
                {
                    Crossing c = slots[i, j];
                    int x, y;
                    x = pictureBox1.Location.X + (3*66*i);
                    y = pictureBox1.Location.Y+ (3*66*j); //base values
                    //x = pictureBox1.Location.X + 66 - 13; y = pictureBox1.Location.Y + 2 * 22 - 10;
                    string str="";

                    if (c != null )
                    {
                        //draw the following lights:
                        //c.LightEtoNW, c.LightEtoS, c.LightWtoN, c.LightWtoSE

                        if (c.LightEtoNW._color != Color.Gray)//if lights are NOT disabled
                        {
                            addElement(x + 2 * 66, y + 66 + 6, c.LightEtoNW._color.ToString()); //add LightEtoNW
                            addElement(x + 2 * 66, y + 66 + 6 + 22, c.LightEtoS._color.ToString()); //add LightEtoS
                            addElement(x + 66 - 6, y + 2 * 66 - 14 - 22, c.LightWtoN._color.ToString()); //add LightWtoN
                            addElement(x + 66 - 6, y + 2 * 66 - 14, c.LightWtoSE._color.ToString()); //add LightWtoSE
                        }

                    }

                    if (c != null && c.GetType() == typeof(Crossing_1))
                    {
                        Crossing_1 c1 = (Crossing_1) c;
                        if (c.LightEtoNW._color != Color.Gray)//if lights are NOT disabled
                        {
                            //draw the following lights:
                            //LightStoEN, LightStoW, LightNtoE, LightNtoWS
                            addElement(x + 2 * 66 - 14, y + 2 * 66, c1.LightStoEN._color.ToString());//LightStoEN
                            addElement(x + 2 * 66 - 14 - 22, y + 2 * 66, c1.LightStoW._color.ToString());//LightStoW
                            addElement(x + 66 + 22 - 14, y + 66 - 6, c1.LightNtoWS._color.ToString());//LightNtoWS
                            addElement(x + 2 * 66 - 14 - 22, y + 66 - 6, c1.LightNtoE._color.ToString());//LightNtoE
                        }

                    }
                    if (c != null && c.GetType() == typeof(Crossing_2))
                    {
                        Crossing_2 c2 = (Crossing_2) c;
                        if (c2.LightEtoS._color!=Color.Gray)//if lights are not disabled
                        {
                            str = "ped" + c2.LightPedestrian._color.ToString();
                            addElement(x + 66 - 14, y + 2 * 22, str);
                            addElement(x + 2 * 66 + 4, y + 2 * 22, str);
                            addElement(x + 66 - 14, y + 2 * 66 + 15, str );
                            addElement(x + 2 * 66 + 4, y + 2 * 66 + 15, str);
                            addElement(x + 2 * 66 - 14, y + 2 * 66, c2.LightStoN._color.ToString());//LightStoN
                            addElement(x + 66 + 22 - 14, y + 66 - 6, c2.LightNtoS._color.ToString());//LightNtoS
                        }
                    }
                }
            }
        }
Exemple #2
0
        /// <summary>
        /// Add a new cars the given crossing
        /// </summary>
        private void addCars(Crossing c)
        {
            ////////////add new cars to street E
            if (c.FlowE > c.EnteredE &&                                                 //if there are still cars to enter a crossing and
                c.StreetE.LaneEnter1[0] == null && c.StreetE.LaneEnter2[0] == null)   //there is an available slot at the entrance of the street
            {
                Car car = new Car();

                car.Street = c.StreetE;
                car.Crossing = c;
                car.Direction = Direction.West;
                car.StreetIndex[0] = -1;
                car.StreetIndex[1] = -1;
                car.HasEnteredGrid = false;
                car.HasExitedGrid = false;

                c.EnteredE++;
                _listOfCars.Add(car);
                //car.move();
            }

            ////////////add new cars to street W
            if (c.FlowW > c.EnteredW &&                                                 //if there are still cars to enter a crossing and
                c.StreetW.LaneEnter1[0] == null && c.StreetW.LaneEnter2[0] == null)   //there is an available slot at the entrance of the street
            {

                Car car = new Car();

                car.Street = c.StreetW;
                car.Crossing = c;
                car.Direction = Direction.East;
                car.StreetIndex[0] = -1;
                car.StreetIndex[1] = -1;
                car.HasEnteredGrid = false;
                car.HasExitedGrid = false;

                c.EnteredW++;
                _listOfCars.Add(car);
                //car.move();
            }

            ////////add new cars to street S
            if (c.FlowS > c.EnteredS &&                                                   //if there are still cars to enter a crossing and
                c.StreetS.LaneEnter1[0] == null                                           //there is an available slot at the entrance of lane enter 1
                && (c.GetType() == typeof(Crossing_2) || c.StreetS.LaneEnter2[0] == null))//and, in case its a crossing 1, there is an available slot at the entrance of lane 2
            {

                Car car = new Car();

                car.Street = c.StreetS;
                car.Crossing = c;
                car.Direction = Direction.North;
                car.StreetIndex[0] = -1;
                car.StreetIndex[1] = -1;
                car.HasEnteredGrid = false;
                car.HasExitedGrid = false;

                c.EnteredS++;
                _listOfCars.Add(car);
                //car.move();
            }

            ////////add new cars to street N
            if (c.FlowN > c.EnteredN &&                                                   //if there are still cars to enter a crossing
                c.StreetN.LaneEnter1[0] == null                                           //and if there is an available slot at the entrance of lane enter 1
                && (c.GetType() == typeof(Crossing_2) || c.StreetN.LaneEnter2[0] == null))//and, unless it's a crossing_2, if there is an available slot at the entrance of lane 2
            {
                Car car = new Car();

                car.Street = c.StreetN;
                car.Crossing = c;
                car.Direction = Direction.South;
                car.StreetIndex[0] = -1;
                car.StreetIndex[1] = -1;
                car.HasEnteredGrid = false;
                car.HasExitedGrid = false;

                c.EnteredN++;
                _listOfCars.Add(car);
                //car.move();
            }
        }
Exemple #3
0
 public Car(Crossing c)
 {
     _crossing = c;
 }
Exemple #4
0
        /// <summary>
        /// Add a new cars the given crossing
        /// </summary>
        private void addCars(Crossing c)
        {
            ////////////add new cars to street E
            if (c.FlowE > c.EnteredE)//if there are still cars to enter a crossing and
            {
                Car car = new Car(c);

                car.Street = c.StreetE;
                car.Direction = Direction.West;
                car.StreetIndex[0] = -1;
                car.StreetIndex[1] = -1;
                car.HasEnteredGrid = false;
                car.HasExitedGrid = false;

                c.EnteredE++;
                _listOfCars.Add(car);
            }

            ////////////add new cars to street W
            if (c.FlowW > c.EnteredW)
            {

                Car car = new Car(c);

                car.Street = c.StreetW;
                car.Direction = Direction.East;
                car.StreetIndex[0] = -1;
                car.StreetIndex[1] = -1;
                car.HasEnteredGrid = false;
                car.HasExitedGrid = false;

                c.EnteredW++;
                _listOfCars.Add(car);
            }

            ////////add new cars to street S
            if (c.FlowS > c.EnteredS)
            {

                Car car = new Car(c);

                car.Street = c.StreetS;
                car.Direction = Direction.North;
                car.StreetIndex[0] = -1;
                car.StreetIndex[1] = -1;
                car.HasEnteredGrid = false;
                car.HasExitedGrid = false;

                c.EnteredS++;
                _listOfCars.Add(car);
            }

            ////////add new cars to street N
            if (c.FlowN > c.EnteredN)
            {
                Car car = new Car(c);

                car.Street = c.StreetN;
                car.Direction = Direction.South;
                car.StreetIndex[0] = -1;
                car.StreetIndex[1] = -1;
                car.HasEnteredGrid = false;
                car.HasExitedGrid = false;

                c.EnteredN++;
                _listOfCars.Add(car);
            }
        }
Exemple #5
0
        private void slot_click(object sender, EventArgs e)
        {
            if (CheckTextBoxes())
            {
                string clickedElement = ((Control)sender).Tag.ToString();
                PictureBox picbox = _gui_slots[((int)clickedElement[0]) - (int)'A', Convert.ToInt32(clickedElement[1].ToString())];

                if (_copiedCrossing != null)//if there is an object to be pasted
                {
                    if (Controller.slotIsAvailable(picbox.Tag.ToString()))
                    {
                        label1.Text = Controller.addCrossing(picbox.Tag.ToString(), _copiedCrossing.GetType());
                        if (label1.Text == "")
                        {
                            int[] values = new int[20];

                            if (_copiedCrossing.GetType() == typeof(Crossing_1))
                            {
                                Crossing_1 c1 = (Crossing_1)_copiedCrossing;

                                values[0] = c1.LightNtoWS._greenLightTime;
                                values[1] = c1.LightStoW._greenLightTime;
                            }

                            if (_copiedCrossing.GetType() == typeof(Crossing_2))
                            {
                                Crossing_2 c2 = (Crossing_2)_copiedCrossing;

                                values[0] = c2.LightPedestrian._greenLightTime;
                                values[1] = c2.LightStoN._greenLightTime;
                            }

                            values[2] = _copiedCrossing.LightWtoN._greenLightTime;
                            values[3] = _copiedCrossing.LightWtoSE._greenLightTime;
                            values[4] = _copiedCrossing.FlowN;
                            values[5] = _copiedCrossing.FlowE;
                            values[6] = _copiedCrossing.FlowS;
                            values[7] = _copiedCrossing.FlowW;
                            values[8] = (int)_copiedCrossing.ProbNtoE;
                            values[9] = (int)_copiedCrossing.ProbNtoS;
                            values[10] = (int)_copiedCrossing.ProbNtoW;
                            values[11] = (int)_copiedCrossing.ProbEtoN;
                            values[12] = (int)_copiedCrossing.ProbEtoS;
                            values[13] = (int)_copiedCrossing.ProbEtoW;
                            values[14] = (int)_copiedCrossing.ProbStoN;
                            values[15] = (int)_copiedCrossing.ProbStoE;
                            values[16] = (int)_copiedCrossing.ProbStoW;
                            values[17] = (int)_copiedCrossing.ProbWtoN;
                            values[18] = (int)_copiedCrossing.ProbWtoE;
                            values[19] = (int)_copiedCrossing.ProbWtoS;

                            Controller.setCrossingProperties(picbox.Tag.ToString(), values);
                            _copiedCrossing = null;
                            Controller.timerHasTriggered(null, null);
                        }
                    }
                    else
                    {
                        label1.Text = "Please select an available slot.";
                    }
                }
                else//if there is no object to be pasted
                {
                    //if clicked on a (not null) crossing
                    if (picbox.Image != null)
                    {
                        //if clicked on an unselected slot
                        if (clickedElement != SelectedSlot)
                        {
                            //unselect pevious slot
                            if (SelectedSlot != "")
                            {
                                _gui_slots[((int)SelectedSlot[0]) - (int)'A', Convert.ToInt32(SelectedSlot[1].ToString())].BorderStyle = BorderStyle.None;
                                _gui_slots[((int)SelectedSlot[0]) - (int)'A', Convert.ToInt32(SelectedSlot[1].ToString())].SendToBack();
                            }

                            //selects clicked slot
                            _gui_slots[((int)picbox.Tag.ToString()[0]) - (int)'A', Convert.ToInt32(picbox.Tag.ToString()[1].ToString())].BorderStyle = BorderStyle.Fixed3D;
                            _gui_slots[((int)picbox.Tag.ToString()[0]) - (int)'A', Convert.ToInt32(picbox.Tag.ToString()[1].ToString())].BringToFront();

                            foreach (PictureBox pb in _mergings)
                            {
                                if (pb.Tag.ToString() == picbox.Tag.ToString())
                                    pb.BringToFront();
                            }

                            SelectedSlot = clickedElement;//selects and displays crossing info
                        }
                        else //clicked on an already selected crossing
                        {
                            _gui_slots[((int)picbox.Tag.ToString()[0]) - (int)'A', Convert.ToInt32(picbox.Tag.ToString()[1].ToString())].BorderStyle = BorderStyle.None;
                            _gui_slots[((int)SelectedSlot[0]) - (int)'A', Convert.ToInt32(SelectedSlot[1].ToString())].SendToBack();

                            SelectedSlot = "";
                        }
                    }
                }
                label1.Text = "";
            }
        }
Exemple #6
0
        /// <summary>
        /// Moves the car to the next position.
        /// </summary>
        /// <returns>returns true if the car moves</returns>
        public bool move()
        {
            Street[] streets = new Street[5];
            Crossing cr = this.Crossing;
            streets[0] = this.Crossing.StreetN;
            streets[1] = this.Crossing.StreetE;
            streets[2] = this.Crossing.StreetS;
            streets[3] = this.Crossing.StreetW;
            streets[4] = this.Crossing.Intersection;

            nextSlot++;//increments next slot
            if (nextSlot > _path.Count-1)//if car is entering a crossin or leaving the grid
            {
                Crossing tempCrossing = this.Crossing;

                if (HasEnteredGrid)//gets new crossing
                {
                    this._crossing = getNextCrossing();
                }
                else//if car is entering the grid for the first time
                {

                    calculateTurn();
                    calculateEntrance(streets);
                    calculateIntersection(streets);
                    calculateExit(streets);

                }

                if (this._crossing == null)//if car is leaving the grid
                {
                    this.HasExitedGrid = true;
                    this.Street.Lanes[this.StreetIndex[0]][this.StreetIndex[1]] = null; //clears the cars last position
                    this.StreetIndex[0] = -1;
                    this.StreetIndex[1] = -1;
                    _path = null;
                    nextSlot = 0;
                    Street = null;
                    return true;
                }
                else//if car is entering a new crossing
                {
                    if (this.Street.Position == this.Turn && this.HasEnteredGrid)//adjust car street
                    {
                        streets[0] = this.Crossing.StreetN;
                        streets[1] = this.Crossing.StreetE;
                        streets[2] = this.Crossing.StreetS;
                        streets[3] = this.Crossing.StreetW;
                        streets[4] = this.Crossing.Intersection;

                        Direction tempTurn = this.Turn;
                        Direction tempDir = this.Direction;
                        int[] lastPosition = this._path[_path.Count - 1];
                        Street tempStreet = this.Street;//holds old value of street

                        this.Street = streets[((int)this.Turn + 2) % 4];

                        _path.Clear();
                        nextSlot = 0;

                        calculateTurn();
                        calculateEntrance(streets);
                        calculateIntersection(streets);
                        calculateExit(streets);

                        int str = _path[nextSlot][0], lane = _path[nextSlot][1], pos = _path[nextSlot][2];

                        if (streets[str].Lanes[lane][pos] != null)//if next position is NOT available, returns old values
                        {
                            this.Street = tempStreet;
                            this._crossing = tempCrossing;
                            List<int[]> oldPath = new List<int[]>();
                            oldPath.Add(lastPosition);
                            this._path = oldPath;
                            this.Turn = tempTurn;
                            this.Direction = tempDir;

                            return false;
                        }
                        else
                        {
                            tempStreet.Lanes[StreetIndex[0]][StreetIndex[1]] = null;//leaves previous position

                        }
                    }
                }
            }//end if(car is entering a new crosisng/leaving grid)

            int str2 = _path[nextSlot][0], lane2 = _path[nextSlot][1], pos2 = _path[nextSlot][2];

            if (streets[str2].Lanes[lane2][pos2] == null  && (nextSlot != 3 || checkLights()))//if next position is available and light is green
            {

                if (HasEnteredGrid == false)
                    this.HasEnteredGrid = true;
                else
                    Street.Lanes[StreetIndex[0]][StreetIndex[1]] = null;//leaves previous position

                streets[str2].Lanes[lane2][pos2] = this;//enters new position

                StreetIndex[0] = lane2;
                StreetIndex[1] = pos2;

                //updates the street
                if (nextSlot == 3)
                {
                    this.Street = this.Crossing.Intersection;
                }
                if ((nextSlot == 4 && _path.Count == 7) || (nextSlot == 6 && _path.Count == 9))//if car left intersection zone
                {
                    this.Street = streets[(int)this.Turn];
                    this.Direction = this.Turn;
                }

            }
            else//if car didnt move
            {
                nextSlot--;
                return false;
            }

            return false;
        }
Exemple #7
0
        private void drawCrossings(Crossing[,] slots)
        {
            SelectedSlot = "";//clears selected slot

            //clears all mergings
            foreach (PictureBox pb in _mergings )
            {
                pb.Click -= slot_click;
                Controls.Remove(pb);
            }
            _mergings.Clear();

            foreach (PictureBox pb in _gui_slots)
            {
                pb.Image = null;
            }

            for (int i = 0; i < 4; i++)
            {
                for (int j = 0; j < 3; j++)
                {
                    Crossing c = slots[i, j];
                    int x, y;
                    x = pictureBoxSlotA0.Location.X + (3 * 66 * i);
                    y = pictureBoxSlotA0.Location.Y + (3 * 66 * j);
                    if (c != null)
                    {
                        if (c.GetType() == typeof(Crossing_1))
                            _gui_slots[i, j].Image = Properties.Resources.Traffic_Simulator_Crossing_1;
                        else
                            _gui_slots[i, j].Image = Properties.Resources.Traffic_Simulator_Crossing_2;

                        _gui_slots[i, j].BorderStyle = BorderStyle.None;
                        _gui_slots[i, j].SendToBack();

                        if ((i + 1) < 4 && slots[i + 1, j] != null)//check merging East
                        {
                            PictureBox pb = addElement(x + 2 * 66, y + 66, "mergingE");
                            pb.Tag = _gui_slots[i, j].Tag;
                            pb.Click += slot_click;
                            _mergings.Add(pb);
                        }
                        if ((i - 1) >= 0 && slots[i - 1, j] != null)//check merging West
                        {
                            PictureBox pb = addElement(x, y + 66, "mergingW");
                            pb.Tag = _gui_slots[i, j].Tag;
                            pb.Click += slot_click;
                            _mergings.Add(pb);
                        }
                        if ((j + 1) < 3 && slots[i, j + 1] != null && c.GetType() == typeof(Crossing_1))//check merging South
                        {
                            PictureBox pb = addElement(x + 66, y + 2 * 66, "mergingS");
                            pb.Tag = _gui_slots[i, j].Tag;
                            pb.Click += slot_click;
                            _mergings.Add(pb);
                        }
                        if ((j - 1) >= 0 && slots[i, j - 1] != null && c.GetType() == typeof(Crossing_1))//check merging North
                        {
                            PictureBox pb = addElement(x + 66, y, "mergingN");
                            pb.Tag = _gui_slots[i, j].Tag;
                            pb.Click += slot_click;
                            _mergings.Add(pb);
                        }

                    }
                }
            }
            foreach (PictureBox pb in _mergings)
                _elements.Remove(pb);
        }
Exemple #8
0
        private void cutToolStripMenuItem_Click(object sender, EventArgs e)
        {
            if (CheckTextBoxes())
            {
                if (SelectedSlot == "")
                {
                    label1.Text = "Please select a crossing first.";
                }
                else
                {
                    _copiedCrossing = ObjectCopier.Clone<Crossing>(Grid.getCrossing(SelectedSlot));
                    Controller.removeCrossing(SelectedSlot);
                    _gui_slots[((int)SelectedSlot[0]) - (int)'A', Convert.ToInt32(SelectedSlot[1].ToString())].BorderStyle = BorderStyle.FixedSingle;
                    _selectedSlot = "";
                    Controller.timerHasTriggered(null, null);

                    label1.Text = "Selected crossing has been cut.\nPlease select an available slot to paste.";
                }
            }
        }
Exemple #9
0
 private void copyToolStripMenuItem_Click(object sender, EventArgs e)
 {
     if (CheckTextBoxes())
     {
         if (SelectedSlot == "")
         {
             label1.Text = "Please select a crossing first.";
         }
         else
         {
             _copiedCrossing = ObjectCopier.Clone<Crossing>(Grid.getCrossing(SelectedSlot));
             label1.Text = "Selected crossing has been copied.\nPlease select an available slot to paste.";
         }
     }
 }
Exemple #10
0
 private void addCrossing2ToolStripMenuItem_Click(object sender, EventArgs e)
 {
     label1.Text = "Please select an available slot.";
     _copiedCrossing = new Crossing_2("XX");
 }
Exemple #11
0
        /// <summary>
        /// Displays all the info of a crossing on the right pane
        /// </summary>
        /// <param name="c">crossing whose properties will be displayed</param>
        public void displayCrossingSettings(Crossing c)
        {
            if (c != null)
            {
                //if its stopped, enables textboxes, otherwise disables them
                foreach (TextBox tb in _crossingProperties)
                {
                    tb.Enabled = _controller.State == State.Stopped;
                    if(tb.Enabled)
                        tb.BackColor = Color.White;
                    else
                        tb.BackColor = TextBoxBase.DefaultBackColor;
                }

                if (c.GetType() == typeof(Crossing_1))
                {
                    Crossing_1 cr1 = (Crossing_1)c;
                    label5.Text = "N-->SW  and  S-->NE";
                    label6.Text = "N-->E      and  S-->W";

                    textBoxGLT1.Text = cr1.LightNtoWS._greenLightTime.ToString();
                    textBoxGLT2.Text = cr1.LightNtoE._greenLightTime.ToString();
                    textBoxGLT3.Text = cr1.LightWtoN._greenLightTime.ToString();
                    textBoxGLT4.Text = cr1.LightWtoSE._greenLightTime.ToString();
                    textBoxTF1.Text = cr1.FlowN.ToString();
                    textBoxTF2.Text = cr1.FlowE.ToString();
                    textBoxTF3.Text = cr1.FlowS.ToString();
                    textBoxTF4.Text = cr1.FlowW.ToString();
                    textBoxCTNE.Text = cr1.ProbNtoE.ToString();
                    textBoxCTNS.Text = cr1.ProbNtoS.ToString();
                    textBoxCTNW.Text = cr1.ProbNtoW.ToString();
                    textBoxCTEN.Text = cr1.ProbEtoN.ToString();
                    textBoxCTES.Text = cr1.ProbEtoS.ToString();
                    textBoxCTEW.Text = cr1.ProbEtoW.ToString();
                    textBoxCTSN.Text = cr1.ProbStoN.ToString();
                    textBoxCTSE.Text = cr1.ProbStoE.ToString();
                    textBoxCTSW.Text = cr1.ProbStoW.ToString();
                    textBoxCTWN.Text = cr1.ProbWtoN.ToString();
                    textBoxCTWE.Text = cr1.ProbWtoE.ToString();
                    textBoxCTWS.Text = cr1.ProbWtoS.ToString();
                }

                if (c.GetType() == typeof(Crossing_2))
                {
                    Crossing_2 cr2 = (Crossing_2)c;
                    label5.Text = "Pedestrians";
                    label6.Text = "N-->S      and  S-->N";

                    textBoxGLT1.Text = cr2.LightPedestrian._greenLightTime.ToString();
                    textBoxGLT2.Text = cr2.LightNtoS._greenLightTime.ToString();
                    textBoxGLT3.Text = cr2.LightWtoN._greenLightTime.ToString();
                    textBoxGLT4.Text = cr2.LightWtoSE._greenLightTime.ToString();
                    textBoxTF1.Text = cr2.FlowN.ToString();
                    textBoxTF2.Text = cr2.FlowE.ToString();
                    textBoxTF3.Text = cr2.FlowS.ToString();
                    textBoxTF4.Text = cr2.FlowW.ToString();
                    textBoxCTNE.Text = cr2.ProbNtoE.ToString();
                    textBoxCTNS.Text = cr2.ProbNtoS.ToString();
                    textBoxCTNW.Text = cr2.ProbNtoW.ToString();
                    textBoxCTEN.Text = cr2.ProbEtoN.ToString();
                    textBoxCTES.Text = cr2.ProbEtoS.ToString();
                    textBoxCTEW.Text = cr2.ProbEtoW.ToString();
                    textBoxCTSN.Text = cr2.ProbStoN.ToString();
                    textBoxCTSE.Text = cr2.ProbStoE.ToString();
                    textBoxCTSW.Text = cr2.ProbStoW.ToString();
                    textBoxCTWN.Text = cr2.ProbWtoN.ToString();
                    textBoxCTWE.Text = cr2.ProbWtoE.ToString();
                    textBoxCTWS.Text = cr2.ProbWtoS.ToString();
                }
            }
            else//if no crossing is selected
            {
                foreach (TextBox tb in _crossingProperties)
                {
                    if (tb.Focused)
                        buttonShowHideGLT.Focus();
                    tb.Text = "";
                    tb.Enabled = false;
                    tb.BackColor = TextBoxBase.DefaultBackColor;
                }
            }
            foreach (TextBox tb in _crossingProperties)
            {
                tb.Modified = false;
            }
        }