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  • Creating a good directory structure

    - by numerical25
    This might be a silly question but I am still learning. I have read several books on creating application and creating a good directory structure. When people talk about creating a directory structure, do they mean the folders you make within the solution explorer (folders you actually find inside of a .sln file) or do they mean setting up and creating folders that reside in the same folder as your .sln file or your compiled application (.exe). I figured the solution explorer folders are different from a typical windows folder cause the folders I create inside my .sln file are no where to be found on my windows system.

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  • Where can we use "This" in Recursion methode...

    - by T_Geek
    Hi . I have a methode in a static class which try to convert bi*nar*y tre to list I'd like to make a recusion but I couldn't I've implemented some opertation in my class like add,delet,find.it's too easy to implement its . Here is the code class ARB { private: struct BT { int data; BT *l; BT *r; }; struct BT *p; public ARB(); ~ARB(); void del(int n); void add(int n); }; void ARB::del(int num) { //The code ,don't care about it }; main() { // BTR T; T.add(3); T.add(5); }; Here is what should we do to transfert the code from Benary tree tolist LLC ARB::changeit() { LLC x; while(this!=NULL) { x.add(this->data); // if(this.l==NULL) { x.print(); //To print the elemnts of List return(x); } else { x=changeit(this.l); } if(this.r!=NULL) { x.~LLC(); x=changeit(this.r); return(x); } } }

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  • Texture will not apply to my 3d Cube directX

    - by numerical25
    I am trying to apply a texture onto my 3d cube but it is not showing up correctly. I believe that it might some what be working because the cube is all brown which is almost the same complexion as the texture. And I did not originally make the cube brown. These are the steps I've done to add the texture I first declared 2 new varibles ID3D10EffectShaderResourceVariable* pTextureSR; ID3D10ShaderResourceView* textureSRV; I also added a variable and a struct to my shader .fx file Texture2D tex2D; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; I then grabbed the image from my local hard drive from within the .cpp file. I believe this was successful, I checked all varibles for errors, everything has a memory address. Plus I pulled resources before and never had a problem. D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); I grabbed the tex2d varible from my fx file and placed into my resource varible pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); And added the resource to the varible pTextureSR->SetResource(textureSRV); I also added the extra property to my vertex layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; as well as my struct struct VertexPos { D3DXVECTOR3 pos; D3DXVECTOR4 color; D3DXVECTOR3 normal; D3DXVECTOR2 texCoord; }; Then I created a new pixel shader that adds the texture to it. Below is the code in its entirety matrix Projection; matrix WorldMatrix; Texture2D tex2D; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; float2 Tex : TEXCOORD; }; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL, float2 Tex : TEXCOORD) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Normal = Normal; psInput.Tex = Tex; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } float4 textured( PS_INPUT psInput ) : SV_Target { return tex2D.Sample( linearSampler, psInput.Tex ); } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, textured() ) ); } } Below is my CPU code. It maybe a little sloppy. But I am just adding code anywhere cause I am just experimenting and playing around. You should find most of the texture code at the bottom createObject #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectMatrixVariable* pWorldMatrixVarible = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; ID3D10EffectShaderResourceVariable* pTextureSR; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; D3DXMatrixIdentity(&rotationXMatrix); D3DXMatrixIdentity(&rotationYMatrix); // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); rotationAngleY += (float)D3DX_PI * 0.0008f; rotationAngleX += (float)D3DX_PI * 0.0005f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); pWorldMatrixVarible->SetMatrix((float*)&WorldMatrix); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pWorldMatrixVarible = modelObject.pEffect->GetVariableByName("WorldMatrix")->AsMatrix(); pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); ID3D10ShaderResourceView* textureSRV; D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(1.0f, 1.0f, 1.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; pTextureSR->SetResource(textureSRV); //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And here is my cube coordinates. I actually only added coordinates to one side. And that is the front side. To double check I flipped the cube in all directions just to make sure i didnt accidentally place the text on the incorrect side //Create vectors and put in vertices // Create vertex buffer VertexPos vertices[] = { // BACK SIDES { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 2 FRONT SIDE { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,2.0)}, // 3 { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 4 { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 5 { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 6 {D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, };

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  • Resources (resx) maintenance in big projects

    - by exalted
    In a big project where you have lots of resources (resx) what would be the right approaches and/or tools of translation in order to save time, at the same time keep everything in order and leave nothing behind. More precisely, how to find (as far as translations are concerned) what has been modified (adds and removes are easy) of an entire .NET application from a previous version to another? Would resx technology help you there? How?

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  • Why must use "out" instead of ref ?

    - by Phsika
    i wrote some code blocks about ref -out declaration. i think that ref is most useful out. Ok. why i need to use out. i can use always ref everytime: namespace out_ref { class Program { static void Main(string[] args) { sinifA sinif = new sinifA(); int test = 100; sinif.MethodA(out test); Console.WriteLine(test.ToString()); sinif.MethodB(ref test); Console.WriteLine(test.ToString()); Console.ReadKey(); } } class sinifA { public void MethodA(out int a) { a = 200; } int _b; public void MethodB(ref int b) { _b = b; b = 2*b; } } }

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  • How can i get a file from remote machine?

    - by programmerist
    How can i get a file from remote computer? i know remote computer ip and 51124 port is open. i need this algorith: 1) Connect 192.xxx.x.xxx ip via 51124 port 2) filename:123456 (i want to search it on remote machine) 3) Get File 4) Save C:\ 51124 port is open. can i access and can i search any file according to filename? My code is below: IPEndPoint ipEnd = new IPEndPoint(IPAddress.Any, 51124); Socket sock = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.IP); sock.Bind(ipEnd); sock.Listen(maxConnections); Socket serverSocket = sock.Accept(); byte[] data = new byte[bufferSize]; int received = serverSocket.Receive(data); int filenameLength = BitConverter.ToInt32(data, 0); string filename = Encoding.ASCII.GetString(data, 4, filenameLength); BinaryWriter bWrite = new BinaryWriter(File.Open(outPath + filename, FileMode.Create)); bWrite.Write(data, filenameLength + 4, received - filenameLength - 4); int received2 = serverSocket.Receive(data); while (received2 0) { bWrite.Write(data, 0, received2); received2 = serverSocket.Receive(data); } bWrite.Close(); serverSocket.Close(); sock.Close();

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  • VS2008 - 'Set as startup project' setting dissapearing.

    - by UpTheCreek
    I have a solution with a bunch of projects in it. The 'startup' project is a ASP.NET MVC Web Application. I set as the startup project (by right clicking on it in Solution Explorer and selecting 'set as startup project'. The project title goes bold and everything works fine for a while. Then I will be editing one of the supporting projects, and come to click the 'Start Debugging' button, and bang - the 'project of this type cant be started' message. I then check, and the web project is no longer set as the startup project. And so on.... Anyone know why this is happening?

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  • Creating Modules for VB Program (Similar to firefox add on)

    - by Assimilater
    Hi all. I have a contact manager program that I'd like to design for multiple network marketing companies. My desired structure would include a core program which covers basic contact management functions. After that one could purchase a module for their specific network marketing company. This module would contain a variety of controls that the original program would need to be able to manipulate. Here is an example of what it would have to have: A group box containing buttons that link to a genealogy view, and the option to import one's donwnline from the back office provided by a company. A panel which is displayed on the contact page allowing the user to input business information or which will be filled by importing a downline from the back office: ie business ID, qualification level, sponsor information etc. a panel displayed when one searches for contacts on the contact list page which allows the user to sort based on information such as when they joined, what their business id is and so forth. a panel which is displayed in a personal business overview page which presents to an individual how many people in their downline are at each qualification level and develop a mailing list for individuals of a certain qualification level. I have the code developed to perform all these functions, I just wanted to give you an example of what needed to be done. I'm thinking that what I'm trying to create is a library that one can download and the program will recognize, but I'm not really sure where to go. What I'm really trying to do is figure out what kind of file I can make that will contain all this code and the GUI information that the program will recognize. Any ideas? With thanks, John

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  • How to intercept an Exit event for a Windows Form in VB?

    - by Dooms101
    When a user clicks on the little red "x" a.k.a. the form close button on the form command bar, what even is activated besides FormClosed() I know FormClosing() is called, but I cannot really stop the form from closing after my code is run. I want to be able to show a messagebox that asks if the user wants to exit the form or not. Obviously if they click no, I want the form to stay open, how would I do this?

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  • problem with closing application

    - by Xaver
    i create my own dialog form with two buttons (ok, cancel) and checked list box. i want to get all selected strings in first form which shown second form. for that purpose i do function GetSelected which return CheckedIndices-GetEnumerator() of my list box. now i want to deselect all strings on pressed cancel button. And deselect all strings on close form by pressing X in corner of form. how to track click the X?

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  • random number in VC++

    - by BillDickson
    int randomNumber = (double)rand() / (RAND_MAX + 1) * (10 - 0) + 0; is the code I'm using, it is getting a random number, but is getting the SAME random combination every time? Can anyone see what I'm doing wrong?

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  • How can i use listDictionary?

    - by Phsika
    i can fill my listdictinary but, if running error returns to me in " foreach (string ky in ld.Keys)"(invalid operation Exception was unhandled) Error Detail : After creating a pointer to the list of sample collection has been changed. C# ListDictionary ld = new ListDictionary(); foreach (DataColumn dc in dTable.Columns) { MessageBox.Show(dTable.Rows[0][dc].ToString()); ld.Add(dc.ColumnName, dTable.Rows[0][dc].ToString()); } foreach (string ky in ld.Keys) if (int.TryParse(ld[ky].ToString(), out QuantityInt)) ld[ky] = "integer"; else if(double.TryParse(ld[ky].ToString(), out QuantityDouble)) ld[ky]="double"; else ld[ky]="nvarchar";

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  • How to set system time, day and year in registry

    - by sijith
    i created new registry entry using RegCreateKeyEx(HKEY_LOCAL_MACHINE, TEXT("Software\XXXXXX\Test"), 0, NULL, 0, 0, NULL, &hkey, &dwDisposition) Now i want to save current system time data and year to the newly created registry for later retrival How can i implement it in VC++ using RegSetKeyValue. I tried but faile dto implement.

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  • Is there a preferred method of including the source code(s) of other software you've used in your ap

    - by Adam S
    I've used a few F/OSS libraries in my commercial application. As per their licenses, I am obligated to include their source codes along with my VS2008 application. This is my first time making a "real" commercial application, and I would appreciate some advice on how best to go about including their source codes. I don't want to package them as zip files alongside my installed. I still want my installer to be a single file.

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  • VS2008 intellisense performance issue with large number of partial static classes

    - by scebula
    My question is a follow-up to the issue posted here regarding the Intellisense performance issue when building a large solution in VS2008 that has many partial static classes. Since Microsoft does not seem to be addressing the issue for VS2008, I would like to know if there are other ways around the problem? Waiting for VS2010 is not an option at this time. The proposed solution in the previous post is not practical as some of the partial classes may be regenerated and this would be a maintenance headache.

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  • Looking for alternatives to the database project.

    - by Dave
    I've a fairly large database project which contains nine databases and one database with a fairly large schema. This project takes a large amount of time to build and I'm about to pull my hair out. We'd like to keep our database source controlled, but having a hard getting the other devs to use the project and build the database project before checking in just because it takes so long to build. It is seriously crippling our work so I'm look for alternatives. Maybe something can be done with Redgate's SQL Compare? I think maybe the only drawback here is that it doesn't validate syntax? Anyone's thoughts/suggestions would be most appreciated.

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  • Is possible to generate constant value during compilation?

    - by AOI Karasu
    I would like my classes to be identified each type by an unique hash code. But I don't want these hashed to be generated every time a method, eg. int GetHashCode(), is invoked during runtime. I'd like to use already generated constants and I was hoping there is a way to make the compiler do some come computing and set these constants. Can it be done using templates? Could you give me some example, if it is possible.

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  • Find a variable with a given value in VS2008

    - by Aaron
    I have an instance variable with several members, many of which have their own members and so on. Using the debugger and watch variables, I found a string variable with a specific value that I need by diving into this variable's members. However, after spending some time on other things and coming back to this, I am now unable to find where this value is located. When I have my application paused, is there a way to search the values of variables in the current context for a given value? To clarify, if I have the given structure: myVariable | |--aMember1 | |--subMember = "A value" | |--aMember2 |--subMember = "Another value" Is there a way (possibly using the watch list in VS debugger) to search myVariable for any member or submember with the value "A value", returning to me the path myVariable->aMember->subMember?

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  • Trying to draw an image to a form, but not refreshing

    - by flavour404
    Hi, We are using graphics context of a form to draw an image. However it works fine on initial paint but the image is not being updated unless we set a breakpoint and run it in debug mode, stepping through each time. What is a good way of making a seperate thread to paint on to a form every second? Thanks.

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  • How to use Transaction in Entity FrameWork?

    - by programmerist
    How to use Transaction in Entity FrameWork? i read some links on Stackoverflow : http://stackoverflow.com/questions/815586/entity-framework-using-transactions-or-savechangesfalse-and-acceptallchanges BUT; i have 3 table so i have 3 entities: CREATE TABLE Personel (PersonelID integer PRIMARY KEY identity not null, Ad varchar(30), Soyad varchar(30), Meslek varchar(100), DogumTarihi datetime, DogumYeri nvarchar(100), PirimToplami float); Go create TABLE Prim (PrimID integer PRIMARY KEY identity not null, PersonelID integer Foreign KEY references Personel(PersonelID), SatisTutari int, Prim float, SatisTarihi Datetime); Go CREATE TABLE Finans (ID integer PRIMARY KEY identity not null, Tutar float); Personel, Prim,Finans my tables. if you look Prim table you can see Prim value float value if i write a textbox not float value my transaction must run. using (TestEntities testCtx = new TestEntities()) { using (TransactionScope scope = new TransactionScope()) { // do someyihng... testCtx.Personel.SaveChanges(); // do someyihng... testCtx.Prim.SaveChanges(); // do someyihng... testCtx.Finans.SaveChanges(); scope .Complete(); success = true; } } How can i do that?

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  • How can i do re coding without assign null value?

    - by Phsika
    How can i do below without assign null value "Tex=null"? static void Main(string[] args) { FileInfo f = new FileInfo("C:/temp/Arungg.txt"); StreamWriter Tex; Tex = null; if (!f.Exists) { f.CreateText(); } else { Tex = f.AppendText(); } Tex.WriteLine("Test1"); Tex.WriteLine("Test2"); Tex.Write(Tex.NewLine); Tex.Close(); Console.WriteLine(" The Text file named Arungg is created "); }

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  • Figuring out what makes a C++ class abstract in VS2008

    - by suszterpatt
    I'm using VS2008 to build a plain old C++ program (not C++/CLI). I have an abstract base class and a non-abstract derived class, and building this: Base* obj; obj = new Derived(); fails with the error "'Derived': cannot instantiate abstract class". (It may be worth noting, however, that if I hover over Base with the cursor, VS will pop up a tooltip saying "class Base abstract", but hovering over Derived will only say "class Derived" (no "abstract")). The definitions of these classes are fairly large and I'd like to avoid manually checking if each method has been overridden. Can VS do this for me somehow? Any general tips on pinpointing the exact parts of the class' definition that make it abstract?

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