Before I generate buttons in my program, it's supposed to clear them using:
for (int i = 0; i < buttons.Length; i++)
this.Controls.Remove(buttons[i]);
However all the buttons from the previous generation remain. What might be causing this?
(Below is the entire function, numButton changes in other functions.)
int numButtons = 5;
Button[] buttons = new Button[10];
private void generate_buttons()
{
for (int i = 0; i < buttons.Length; i++)
{
this.Controls.Remove(buttons[i]);
}
for (int i = 0; i < numButtons; i++)
{
buttons[i] = new Button();
buttons[i].Name = "btn" + i.ToString();
buttons[i].Text = Convert.ToString(i + 1);
buttons[i].Size = new Size(40, 24);
int yOffset = 40;
int xOffset = 20 + i * 42;
buttons[i].Location = new Point(xOffset, yOffset);
buttons[i].BackColor = System.Drawing.SystemColors.Control;
buttons[i].Enabled = false;
buttons[i].Click += new EventHandler(this.clickMe);
buttons[i].Visible = true;
this.Height = yOffset + 104;
this.Width = xOffset + 75;
}
Controls.AddRange(buttons);
}
Although you're removing the buttons from the control collection, you're not removing it from your buttons
array. Add
Array.Clear(buttons, 0, buttons.Length);
I've also modified the removal loop to explicitly dispose of any resources held by the button as shown here on MSDN.
for (int i = 0; i < buttons.Length; i++)
{
//you can change break to 'continue' if you remove buttons
//from the array randomly so that if it encounters a null
//it will carry on reading the rest of the array.
if (buttons[i] == null)
break;
//dispose any button resources and event handlers so no references remain
buttons[i].Click -= new EventHandler(this.clickMe);
this.Controls.Remove(buttons[i]);
buttons[i].Dispose();
}
Array.Clear(buttons, 0, buttons.Length);
//..