Search Results

Search found 47834 results on 1914 pages for 'system drawing imaging'.

Page 21/1914 | < Previous Page | 17 18 19 20 21 22 23 24 25 26 27 28  | Next Page >

  • System.InvalidOperationException: Unable to generate a temporary class (result=1).

    - by keepsmilinyaar
    Hi, I have developed an application using .net 3.5 and have deployed it as an .exe on a number of machines with the same environment. However, on one particular machine I get the following error. Am puttin in the Stack Trace. See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ********** Exception Text ********** System.InvalidOperationException: Unable to generate a temporary class (result=1). error CS2001: Source file 'C:\WINDOWS\TEMP\wz58eig4.0.cs' could not be found error CS2008: No inputs specified at System.Xml.Serialization.Compiler.Compile(Assembly parent, String ns, XmlSerializerCompilerParameters xmlParameters, Evidence evidence) at System.Xml.Serialization.TempAssembly.GenerateAssembly(XmlMapping[] xmlMappings, Type[] types, String defaultNamespace, Evidence evidence, XmlSerializerCompilerParameters parameters, Assembly assembly, Hashtable assemblies) at System.Xml.Serialization.TempAssembly..ctor(XmlMapping[] xmlMappings, Type[] types, String defaultNamespace, String location, Evidence evidence) at System.Xml.Serialization.XmlSerializer.GetSerializersFromCache(XmlMapping[] mappings, Type type) at System.Xml.Serialization.XmlSerializer.FromMappings(XmlMapping[] mappings, Type type) at System.Web.Services.Protocols.SoapClientType..ctor(Type type) at System.Web.Services.Protocols.SoapHttpClientProtocol..ctor() at SSOClient..ctor() at sc.tradesvc.SSOManager..ctor() at sc.tradesvc.SSOManager.get_Inst() at sc.cashflowgenerator.Controls.LoginForm.btnLogin_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.PerformClick() at System.Windows.Forms.Form.ProcessDialogKey(Keys keyData) at System.Windows.Forms.TextBoxBase.ProcessDialogKey(Keys keyData) at System.Windows.Forms.Control.PreProcessMessage(Message& msg) at System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg) at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg) ********** Loaded Assemblies ********** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400) CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll CashflowGenerator Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/DATA/DEVEL/Output/CashflowGenerator.exe System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll System.Configuration Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll System.Core Assembly Version: 3.5.0.0 Win32 Version: 3.5.21022.8 built by: RTM CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll System.Web.Services Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Web.Services/2.0.0.0__b03f5f7f11d50a3a/System.Web.Services.dll ********** JIT Debugging ********** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. Could someone help me with this? As I am new to .net could someone also tell me when why a temporary class needs to be created in the first place? Thank you very much.

    Read the article

  • How to use Scrum and Visual Studio without Team System

    - by Donovan Woodside
    I'm interested in possibly using Scrum with my development team (yes, I know it'll be a little painful to transition over to it). However, we don't have Team System and probably can't currently afford to get it immediately. What are some possible tools for getting a team up and running on Scrum in a .NET/Visual Studio environment without Team System?

    Read the article

  • Adding "System.Data.SQLite" as refernce.

    - by subash
    hi all, when i was building my project done in asp.net & c#.net ,it produced the error as "The type or namespace name 'SQLite' does not exist in the namespace 'System.Data' (are you missing an assembly reference?" so, when i tried to add it as reference ,i was not able to find "System.Data.SQLite" in my library . how to overcome this problem.?

    Read the article

  • Hotel Reservation system Database schema

    - by SpikETidE
    Hi Everyone.... I am about to develop a online hotel reservation system...using php and mysql... I have some doubts about my current database schema and the business logic to get the hotels in which rooms are free between two particular dates... Does anyone know of some kind of tutorial where i can get some idea about the hotel reservation schema and the business logics that should be used in the system...? Thanks for your suggestions....

    Read the article

  • System.exit(0) in java

    - by Ram
    I am writing an application program in java. If i need to exit from the application can i use system.exit or should i use some other method, which is good practice. If calling system.exit is not good practice then tell the reason and tell the alternative way to exit from the application.

    Read the article

  • system call in Ruby

    - by Niklas
    Ruby-help Hi. I'm a beginner in ruby and in programming as well and need help with system call for moving a file from source to destination like this: system(mv "#{@SOURCE_DIR}/#{my_file} #{@DEST_DIR}/#{file}") Is it possible to do this in ruby and which is the correct syntax? Thx

    Read the article

  • Logic behind plugin system?

    - by Danijel
    I have an application in PHP (private CMS) that I would like to rewrite and add some new things - I would like to be able to extend my app in an easier way - through plugins But the problem is - I don't know how to achieve "pluggability", how to make system that recognizes plugins and injects them into the app? So, what's the logic of a simple plugin system?

    Read the article

  • System call time out?

    - by Arnold
    Hi, I'm using unix system() calls to gunzip and gzip files. With very large files sometimes (i.e. on the cluster compute node) these get aborted, while other times (i.e. on the login nodes) they go through. Is there some soft limit on the time a system call may take? What else could it be?

    Read the article

  • Drawing a rectangular prism using opengl

    - by BadSniper
    I'm trying to learn opengl. I did some code for building a rectangular prism. I don't want to draw back faces so I used glCullFace(GL_BACK), glEnable(GL_CULL_FACE);. But I keep getting back faces also when viewing from front and also sometimes when rotating sides are vanishing. Can someone point me in right direction? glPolygonMode(GL_FRONT,GL_LINE); // draw wireframe polygons glColor3f(0,1,0); // set color green glCullFace(GL_BACK); // don't draw back faces glEnable(GL_CULL_FACE); // don't draw back faces glTranslatef(-10, 1, 0); // position glBegin(GL_QUADS); // face 1 glVertex3f(0,-1,0); glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,-1,0); // face 2 glVertex3f(2,-1,2); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(2,5,2); // face 3 glVertex3f(0,5,0); glVertex3f(0,5,2); glVertex3f(2,5,2); glVertex3f(2,5,0); // face 4 glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,5,2); glVertex3f(0,5,2); // face 5 glVertex3f(0,-1,2); glVertex3f(0,-1,0); glVertex3f(0,5,0); glVertex3f(0,5,2); // face 6 glVertex3f(0,-1,0); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(0,5,0); glEnd();

    Read the article

  • ASP.NET Universal Providers (System.Web.Providers)

    - by shiju
    Microsoft Web Platform and Tools (WPT)  team has announced the release of ASP.NET Universal Providers that allows you to use Session, Membership, Roles and Profile providers along with all editions of SQL Server 2005 and later. This support includes Sql Server Express, Sql Server CE and Sql Azure.ASP.NET Universal Providers is available as a NuGet package and the following command will install the package via NuGet. PM> Install-Package System.Web.Providers The support for Sql Azure will help the Azure developers to easily migrate their ASP.NET applications to Azure platform. System.Web.Providers.DefaultMembershipProvider is the equivalent name for the current SqlMembershipProvider and you can put right connectionstring name in the configuration and it will work with any version of Sql Server based on the copnnection string. System.Web.Providers.DefaultProfileProvider is the equivalent provider name for existing System.Web.Profile.SqlProfileProvider and  System.Web.Providers.DefaultRoleProvider is the equivalent provider name for the existing System.Web.Security.SqlRoleProvider.

    Read the article

  • Initializing and drawing a mesh using OpenTK

    - by Boreal
    I'm implementing a "Mesh" class to use in my OpenTK game. You pass in a vertex array and an index array, and then you can call Mesh.Draw() to draw it using a shader. I've heard VBO's and VAO's are the way to go for this approach, but nowhere have I found a guide that shows how to get Data Video Memory Shader. Can someone give me a quick rundown of how this works? EDIT: So far, I have this: struct Vertex { public Vector3 position; public Vector3 normal; public Vector3 color; public static int memSize = 9 * sizeof(float); public static byte[] memOffset = { 0, 3 * sizeof(float), 6 * sizeof(float) }; } class Mesh { private uint vbo; private uint ibo; // stores the numbers of vertices and indices private int numVertices; private int numIndices; public Mesh(int numVertices, Vertex[] vertices, int numIndices, ushort[] indices) { // set numbers this.numVertices = numVertices; this.numIndices = numIndices; // generate buffers GL.GenBuffers(1, out vbo); GL.GenBuffers(1, out ibo); GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo); // send data to the buffers GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(Vertex.memSize * numVertices), vertices, BufferUsageHint.StaticDraw); GL.BufferData(BufferTarget.ElementArrayBuffer, new IntPtr(sizeof(ushort) * numIndices), indices, BufferUsageHint.StaticDraw); } public void Render() { // bind buffers GL.BindBuffer(BufferTarget.ArrayBuffer, vbo); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo); // define offsets GL.VertexPointer(3, VertexPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[0])); GL.NormalPointer(NormalPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[1])); GL.ColorPointer(3, ColorPointerType.Float, Vertex.memSize, new IntPtr(Vertex.memOffset[2])); // draw GL.DrawElements(BeginMode.Triangles, numIndices, DrawElementsType.UnsignedInt, (IntPtr)0); } } class Application : GameWindow { Mesh triangle; protected override void OnLoad(EventArgs e) { base.OnLoad(e); GL.ClearColor(0.1f, 0.2f, 0.5f, 0.0f); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.VertexArray); GL.Enable(EnableCap.NormalArray); GL.Enable(EnableCap.ColorArray); Vertex v0 = new Vertex(); v0.position = new Vector3(-1.0f, -1.0f, 4.0f); v0.normal = new Vector3(0.0f, 0.0f, -1.0f); v0.color = new Vector3(1.0f, 1.0f, 0.0f); Vertex v1 = new Vertex(); v1.position = new Vector3(1.0f, -1.0f, 4.0f); v1.normal = new Vector3(0.0f, 0.0f, -1.0f); v1.color = new Vector3(1.0f, 0.0f, 0.0f); Vertex v2 = new Vertex(); v2.position = new Vector3(0.0f, 1.0f, 4.0f); v2.normal = new Vector3(0.0f, 0.0f, -1.0f); v2.color = new Vector3(0.2f, 0.9f, 1.0f); Vertex[] va = { v0, v1, v2 }; ushort[] ia = { 0, 1, 2 }; triangle = new Mesh(3, va, 3, ia); } protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); Matrix4 modelview = Matrix4.LookAt(Vector3.Zero, Vector3.UnitZ, Vector3.UnitY); GL.MatrixMode(MatrixMode.Modelview); GL.LoadMatrix(ref modelview); triangle.Render(); SwapBuffers(); } } It doesn't draw anything.

    Read the article

  • Efficient way of drawing outlines around sprites

    - by Greg
    Hi, I'm using XNA to program a game, and have been experimenting with various ways to achieve a 'selected' effect on my sprites. The trouble I am having is that each clickable that is drawn in the spritebatch is drawn using more than a single sprite (each object can be made up of up to 6 sprites). I'd appreciate it if someone could advise me on how I could achieve adding an outline to my sprites of X pixels (so the outline width can be various numbers of whole pixels). Thanks in advance, Greg.

    Read the article

  • OpenGL ES 2 shaders for drawing buildings and roads like Google Maps does

    - by Pris
    I'm trying to create a shader that'll give me an effect similar to what buildings and roads look like on 3D Google Maps. You can see the effect interactively if you enable WebGL at maps.google.com, and I also found a couple of screenshots that illustrate what I'm trying to achieve: Thing I noticed: There's some kind of transparency thing going on with the roads/ground and the buildings, but not between the buildings themselves. It might be that they're rendering the ground and roads after the buildings with the right blend functions to achieve that effect. If you look closely, you'll see parts of the building profiles have an outline. The roads also have nice clean outlines. There are a lot of techniques for outlining things with shaders... but I'm curious to find out what might have been used in this case considering mobile hardware and a large number of entities with outlines (roads and buildings) I'm assuming that for the lighting, some sort of simple diffuse per-vertex shader is being used for the buildings though I could be wrong. I'm especially curious about the 'look' they achieved with buildings (clean, precise outlines/shading). It reminds me a little of what you'd see when designing stuff with CAD applications like SolidWorks: I'd appreciate any advice on achieving this kind of look with ES 2 shaders.

    Read the article

  • Drawing an arrow cursor on user dragging in XNA/MonoGame

    - by adrin
    I am writing a touch enabled game in MonoGame (XNA-like API) and would like to display a an arrow 'cursor' as user is making a drag gesture from point A to point B. I am not sure on how to correctly approach this problem. It seems that its best to just draw a sprite from A to B and scale it as required. This would however mean it gets stretched as user continues dragging gesture in one direction. Or maybe its better to dynamically render the arrow so it looks better?

    Read the article

< Previous Page | 17 18 19 20 21 22 23 24 25 26 27 28  | Next Page >