Toolbox appears in conjunction with designer views, such as the designer view of a XAML file. Toolbox displays only those controls that can be used in the current designer.
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You can search within Toolbox to further filter the items that appear. NET Framework version that your project targets also affects the set of controls visible in Toolbox.
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You can set your project to target a different version of the. NET Framework from the project's property pages. On the Application tab, use the Target framework drop-down. By default Toolbox is collapsed along the left side of the Visual Studio IDE, and appears when the cursor is moved over it. You can pin Toolbox by clicking the Pin icon on its toolbar so that it remains open when you move the cursor. You can also undock the Toolbox window and drag it anywhere on your screen.
Many toolboxes and chests from a variety of trades can be seen at the Smithsonian Museum of American History. Tool chests are primarily made of metal , though some expensive models are made of hardwoods. The term toolbox is used in computing to represent a set of subroutines or functions and global variables. Typically these implement missing functionality using capabilities available in the core software. From Wikipedia, the free encyclopedia.
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This page was last edited on 19 November , at By using this site, you agree to the Terms of Use and Privacy Policy. Look up toolbox in Wiktionary, the free dictionary. Law may not see what you could possibly be doing with a supposedly "prudent" or "actionable" recipe besides saying that it's the correct answer, and may feel very suspicious of somebody trying to say everyone should use an answer while disclaiming that they don't really think it's true. Surely this is just the setup for some absurd motte-and-bailey where we claim something is the normative answer, and then as soon as we're challenged we walk back and claim it was 'just one tool in the toolbox'.
And it's not like those callow youths the Toolboxer is trying to lecture don't actually exist. The world is full of people who think they have the One True Recipe without having a normative ideal by which to prove that this is indeed the optimal recipe given their preferences, knowledge, and available computing power. The only way I see to resolve this confusion is by grasping a certain particular abstraction and distinction - as a more Lawfully inclined person might put it. Or by being able to deploy both kinds of thinking, depending on context - as a more Toolbox-inclined person might put it.
It may be that none of my readers need the lecture at this point, but I've learned to be cautious about that sort of thing, so I'll walk through the difference anyways. Every traversable maze has a spatially shortest path; or if we are to be precise in our claims but not our measurements, a set of spatially shortest-ish paths that are all nearly the same distance. We may perhaps call this spatially shortest path the "best" or "ideal" or "optimal" path through the maze, if we think our preference for walking shorter distances is the only pragmatically important merit of a path.
That there exists some shortest path, which may even be optimal according to our preferences, doesn't mean that you can come to an intersection at the maze and "just choose whichever branch is on the shortest path".
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And the fact that you cannot, at an intersection, just choose the shorter path, doesn't mean that the concepts of distance and greater or lesser distance aren't useful. It might even be that the maze-owner could truthfully tell you, "By the way, this right-hand turn here keeps you on the shortest path," and yet you'd still be wiser to take the left-hand turn Where the left-hand rule is to keep your left hand on the wall and go on walking, which works for not getting lost inside a maze whose exit is connected to the start by walls.
It's a good rule for agents with sharply bounded memories who can't always remember their paths exactly. And if you're using the left-hand rule it is a terrible, terrible idea to jump walls and make a different turn just once, even if that looks like a great idea at the time, because that is an excellent way to get stuck traversing a disconnected island of connected walls inside the labyrinth.
So making the left-hand turn leads you to walk the shortest expected distance, relative to the other rules you're using. Making the right-hand turn instead, even if it seemed locally smart, might have you traversing an infinite distance instead.
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But then you may not be on the shortest path, even though you are following the recommendations of the wisest and most prudent rule given your current resources. By contemplating the difference, you know that there is in principle room for improvement.
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Maybe that inspires you to write a maze-mapping, step-counting cellphone app that lets you get to the exit faster than the left-hand rule. And the reason that there's a better recipe isn't that "no recipe is perfect", it isn't that there exists an infinite sequence of ever-better roads. If the maze-owner gave you a map with the shortest path drawn in a line, you could walk the true shortest path and there wouldn't be any shorter path than that. Shortness is a property of paths; a tendency to produce shorter paths is a property of recipes.
What makes a phone app an improvement is not that the app is adhering more neatly to some ideal sequence of left and right turns, it's that the path is shorter in a way that can be defined independently of the app's algorithms. Once you can admit a path can be "shorter" in a way that abstracts away from the walker - not better, which does depend on the walker, but shorter - it's hard not to admit the notion of there being a shortest path.
I mean, I suppose you could try very hard to never talk about a shortest path and only talk about alternative recipes that yield shorter paths. You could diligently make sure to never imagine this shorterness as a kind of decreased distance-in-performance-space from any 'shortest path'. You could make very sure that in your consideration of new recipes, you maintain your ideological purity as a toolboxer by only ever asking about laws that govern which of two paths are shorter, and never getting any inspiration from any kind of law that governs which path is shortest.
In which case you would have diligently eliminated a valuable conceptual tool from your toolbox. You would have carefully made sure that you always had to take longer roads to those mental destinations that can be reached the fastest by contemplating properties of ideal solutions, or distance from ideal solutions.
I think at this point the Toolbox reply - though I'm not sure I could pass its Ideological Turing Test - might be that idealistic thinking has a great trap and rottenness at its heart. Somebody who doesn't wisely shut down all this thinking about "shortest paths" instead of the left-hand rule as a good tool for some mazes - someone who begins to imagine some unreachable ideal of perfection, instead of a series of apps that find shorter paths most of the time - will surely, in practice, begin to confuse the notion of the left-hand rule, or their other current recipe, with the shortest path.
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After all, nobody can see this "shortest path", and it's supposedly a virtuous thing. So isn't it an inevitable consequence of human nature that people will start to use that idea as praise for their current recipes? And also in the real world, surely Msr. Law will inevitably forget the extra premise involved with the step from "spatially shortest path" to "best path"- the contextual requirement that our only important preference was shorter spatial distances so defined. Law will insist that somebody in a wheelchair go down the "best path" of the maze, even though that path involves going up and down a flight of stairs.
Law will be unable to mentally deal with a helicopter overflying the maze that violates their ontology relative to which "the shortest path" was defined. And it will also never occur to Msr. Law to pedal around the maze in a bicycle, which is a much easier trip even if it's not the shortest spatial distance.