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  • event listener says NetStream.Play.Start but I see no video

    - by Curtis
    I'm trying to test out the Adobe Media Server, and I'm following some tutorials in order to stream a video. I have a NetConnection which successfully connects to the application on the server, then I have the code below. It looks like it's supposed to play a video, but it doesn't. It creates the video object as a black square in the top left corner, and the event.info.code says NetStream.Play.Start, but I don't see the video playing. case "NetConnection.Connect.Success": var v:Video = new Video(); v.width=200; v.height=200; v.x=0; v.y=0; v.visible=true; v.opaqueBackground=false; stage.addChild(v); var ns:NetStream = new NetStream(nc); ns.addEventListener(NetStatusEvent.NET_STATUS,netStatusHandler); v.attachNetStream(ns); ns.play("mp4:polymorphics.f4v"); I can also try ns.play("rtmp://localhost/vod/mp4:tests/polymorphics.f4v"); but that gives me a Stream Not Found error The lines that begin with "ns" means that they're generated by my NetStream listener, as opposed to my NetConnection listener. Connecting... connected is: true event.info.level: status event.info.code: NetConnection.Connect.Success onReply recieved value: Hello, World! ns connected is: true ns event.info.level: status ns event.info.code: NetStream.Play.Reset ns connected is: true ns event.info.level: status ns event.info.code: NetStream.Play.Start

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  • concatenating results from SQL query and NULL columns

    - by Curtis
    I need to concatenate several columns of a table into a single value, then show that value in an asp dropdownlist. The SQL code I'm issuing is as follows: SELECT UserID, CustomerNum, UserName + ' - ' + UserAddress + ',' + UserCity + ' ' + UserState AS UserInfo FROM Users WHERE (CustomerNum = @CustomerNum) ORDER BY UserName I then set 'UserInfo' as the text field in the dropdownlist. This generally works, except occasionally one of the columns in the database is null (for example, UserState). When that happens, the entire concatenation is null, and I get an empty entry in the dropdownlist. Is there something in SQLServer that will allow me to ignore those NULL results, or will I have to code something up in the DataBind event? Thanks

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  • Storing datetime in database?

    - by Curtis White
    I'm working on a blog and want to show my posts in eastern time zone. i figured that storing everything UTC would be the proper way. This creates a few challenges though: I have to convert all times from UTC to Eastern. This is not a biggie but adds a lot of code. And the "biggie" is that I use a short-date time to reference the posts by passing in a query, ala blogger. The problem is that there is no way to convert the short date time to the proper UTC date because I'm lacking the posted time info. Hmm, any problem to just storing all dates in eastern time? This would certainly make it easier for the rest of the application but if I needed to change time zones everything would be stored wrong.

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  • What are the correct steps to capture data with uploadify?

    - by Curtis
    Does anyone have a demo of using uploadify with additional fields and saving to database? The site's examples don't explain the process in depth and I am not familiar with jquery. I don't know why but I can't get my head around how too integrate the two. I have the demo working and I have my app which uses traditional php/html forms working. I need to conduct basic form collection with uploadify in the mix. Collect data and check data with feedback and then process into database and post back a confirmation. How do I feed information back to the uploadify form if there is a problem from the upload.php file? How do I access my data in the upload.php file? how do I redirect the upload page to a confirmation page after a succeeful upload?

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  • Dynamic query to immediate execute?

    - by Curtis White
    I am using the MSDN Dynamic linq to sql package. It allows using strings for queries. But, the returned type is an IQueryable and not an IQueryable<T>. I do not have the ToList() method. How can I this immediate execute without manually enumerating over the IQueryable? My goal is to databind to the Selecting event on a linqtosql datasource and that throws a datacontext disposed exception. I can set the query as the Datasource on a gridview though. Any help greatly appreciated! Thanks. The dynamic linq to sql is the one from the samples that comes with visual studio.

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  • LINQ to SQl updating primary key field?

    - by Curtis White
    I have a linq to sql table/class that uses a GUID as both a primary key and as foreign key. This problem came up when factoring some code that previously worked. The exception generated is "Operation is not valid due to the current state of the object." The process I use is as such: aspnet_User user() = new aspnet_User(); aspnet_user.childTable = new childTable(); .. set some properties user.Insert() -> my custom method ... @ my custom method using (mycontext dc = new context() ) { user.childTable.ID = (Guid)myNewlyCreatedGuid; } The exception occurs on the assignment childTable.set_UserId().

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  • MSDN firefox examples?

    - by Curtis White
    When I go to these examples using Firefox 3.6.3 and click the code examples it doesn't work: http://msdn.microsoft.com/en-us/library/1whwt1k7.aspx I want confirmation that this is a Firefox compatibility problem, suspect my firewall.f

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  • What prevents a user from adding controls to an ASP.NET page client side?

    - by Curtis White
    This goes back to my other question which I thought was sufficiently answers but upon reflect am not sure that it was (sorry). Backgrounder: I am generating a form dynamically. I am pulling from the database the controls. I must associate each control with a database ID which is not the user's session id. I do this currently by storing my ID in the ID for the web control with some other stuff to make it unique/clear what I am doing. On the post back, I iterate through all the controls on my web page checking for my special identifier, ie, MyGeneratedTextBox_ID_Unique. This process enables for 2 important steps, identifying the control was one I generated and also getting the ID for this input field. And, all of this works but I'm still concerned about the security of it. I do not see a security issue with showing the actual database ID's in this case, although agree it is not desirable. However, I am concerned of the following possibilities: If a user could add a nefarious control to my collection and use that for a SQL injection attack. More academic, but if a user could somehow store data for fields they do not have access too by changing the id's. I agree this is a "hack" of a way to do it. But my question is, is it a security risk and is there an 'easy' way to do it in a less hack way? I assume that only the controls that are created/instantiated on the page are added to the controls list.. thus all controls must be created server side and thus the security issue is address but just wanted to validate. Thanks again. PS: I could see adding a property for each control and encrypting the viewstate would be a little more secure.

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  • Secure to store an ID in an ASP.NET control ID?

    - by Curtis White
    I'm auto-generating a form in my ASP.NET page. This is already tested and working. I want to know if: If there are any security problems with storing the database ID as part of my controls ID? I can see think of 2 issues: the id will be visible in page source (not really important in this case), and the possibility someone could change the name of the control somehow? This second possibility is more serious. Is this a potential problem and how to void it? If there would be a better preferred way to associate a unique data with any type of control? Is it possible to store a custom item in the viewstate for the control?

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  • ASP.NET dropdown selected value?

    - by Curtis White
    I've an ASP.NET dropdown list and getting selected value by using the .SelectedValue. I also set this value in some cases by assigning to it. I seem to be randomly not getting this value set even when I choose the item from the drop down. Sometimes it works and sometimes it doesn't. Ideas?

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  • Linq-to-sql join/where?

    - by Curtis White
    I've the following table structures Users id Types id isBool UsersTypes userid types I want to select all the UserTypes based on id and isBool. I tried this query var q = from usertype in usertypes from type in types where type.isBool == false where userstypes.user == id select usertype; But this did not work as expected. My questions are: Why? Is there any difference in using the join on syntax vs where, where vs where cond1 && cond2? My understanding is query optimizer will optimize. Is there any difference in using where cond1 == var1 && cond2 == var2 with and without the parenthesis? This seems peculiar that it is possible to build this without parenthesis What type of query do I need in this case? I can see that I could do a subquery or use a group but not 100% sure if it is required. An example might be helpful. I'm thinking a subquery may be required in this case.

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  • How to run a javascript function before postback of asp.net button?

    - by Curtis White
    I'm using Javascript to create a DIV element and open up a new page by using onclientclick. This works great. Now, I need to write to it from the server side and this element must be created before it is posted back. How do I get the javascript to execute before the postback? Currently, I have to press the button twice because the element doesn't exist to write too on the first click. To be clear, I need this to execute before the "OnClick" of the button. Update: It looks like the Javascript function is called before the postback but the element is not updated until I run the second postback. Hmm Update: Unfortunately it is a bit more complicated then this. I'm creating a div tag in javascript to open a new window. Inside the div tag, I'm using a databinding syntax <%=Preview% so that I can get access to this element on the server side. From the server side, I'm injecting the code. I'm thinking this may be a chicken-egg problem but not sure. UPDATE! It is not the Javascript not running first. It is the databinding mechanism which is reading the blank variable before I'm able to set it. Hmm

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  • Can I keep git from pushing the master branch to all remotes by default?

    - by Curtis
    I have a local git repository with two remotes ('origin' is for internal development, and 'other' is for an external contractor to use). The master branch in my local repository tracks the master in 'origin', which is correct. I also have a branch 'external' which tracks the master in 'other'. The problem I have now is that my master brach ALSO wants to push to the master in 'other' as well, which is an issue. Is there any way I can specify that the local master should NOT push to other/master? I've already tried updating my .git/config file to include: [branch "master"] remote = origin merge = refs/heads/master [branch "external"] remote = other merge = refs/heads/master [push] default = upstream But remote show still shows that my master is pushing to both remotes: toko:engine cmlacy$ git remote show origin Password: * remote origin Fetch URL: <REPO LOCATION> Push URL: <REPO LOCATION> HEAD branch: master Remote branches: master tracked refresh-hook tracked Local branch configured for 'git pull': master merges with remote master Local ref configured for 'git push': master pushes to master (up to date) Those are all correct. toko:engine cmlacy$ git remote show other Password: * remote other Fetch URL: <REPO LOCATION> Push URL: <REPO LOCATION> HEAD branch: master Remote branch: master tracked Local branch configured for 'git pull': external merges with remote master Local ref configured for 'git push': master pushes to master (local out of date) That last section is the problem. 'external' should merge with other/master, but master should NEVER push to other/master. It's never gong to work.

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  • User control event or method override where custom properties are valid?

    - by Curtis White
    I have an ASP.NET user control that is used in another use control. The parent user control uses data-binding to bind to a custom property of the child user control. What method can I override or page event where I am ensured that the property state is set? I think in a page it is PageLoaded versus the Page_Load override? I am looking for this in the user control because my property is always null even though it is set. Thanks.

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  • Spritebatch drawing sprite with jagged borders

    - by Mutoh
    Alright, I've been on the making of a sprite class and a sprite sheet manager, but have come across this problem. Pretty much, the project is acting like so; for example: Let's take this .png image, with a transparent background. Note how it has alpha-transparent pixels around it in the lineart. Now, in the latter link's image, in the left (with CornflowerBlue background) it is shown the image drawn in another project (let's call it "Project1") with a simpler sprite class - there, it works. The right (with Purple background for differentiating) shows it drawn with a different class in "Project2" - where the problem manifests itself. This is the Sprite class of Project1: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace WindowsGame2 { class Sprite { Vector2 pos = new Vector2(0, 0); Texture2D image; Rectangle size; float scale = 1.0f; // --- public float X { get { return pos.X; } set { pos.X = value; } } public float Y { get { return pos.Y; } set { pos.Y = value; } } public float Width { get { return size.Width; } } public float Height { get { return size.Height; } } public float Scale { get { return scale; } set { if (value < 0) value = 0; scale = value; if (image != null) { size.Width = (int)(image.Width * scale); size.Height = (int)(image.Height * scale); } } } // --- public void Load(ContentManager Man, string filename) { image = Man.Load<Texture2D>(filename); size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Become(Texture2D frame) { image = frame; size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Draw(SpriteBatch Desenhista) { // Desenhista.Draw(image, pos, Color.White); Desenhista.Draw( image, pos, new Rectangle( 0, 0, image.Width, image.Height ), Color.White, 0.0f, Vector2.Zero, scale, SpriteEffects.None, 0 ); } } } And this is the code in Project2, a rewritten, pretty much, version of the previous class. In this one I added sprite sheet managing and, in particular, removed Load and Become, to allow for static resources and only actual Sprites to be instantiated. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { // Actually, I might desconsider this, and instead use static AnimationLocation[] and instanciated ID and Frame; // For determining the starting frame of an animation in a sheet and being able to iterate through // the Rectangles vector of the Sheet; class AnimationLocation { public int Location; public int FrameCount; // --- public AnimationLocation(int StartingRow, int StartingColumn, int SheetWidth, int NumberOfFrames) { Location = (StartingRow * SheetWidth) + StartingColumn; FrameCount = NumberOfFrames; } public AnimationLocation(int PositionInSheet, int NumberOfFrames) { Location = PositionInSheet; FrameCount = NumberOfFrames; } public static int CalculatePosition(int StartingRow, int StartingColumn, SheetManager Sheet) { return ((StartingRow * Sheet.Width) + StartingColumn); } } class Sprite { // The general stuff; protected SheetManager Sheet; protected Vector2 Position; public Vector2 Axis; protected Color _Tint; public float Angle; public float Scale; protected SpriteEffects _Effect; // --- // protected AnimationManager Animation; // For managing the animations; protected AnimationLocation[] Animation; public int AnimationID; protected int Frame; // --- // Properties for easy accessing of the position of the sprite; public float X { get { return Position.X; } set { Position.X = Axis.X + value; } } public float Y { get { return Position.Y; } set { Position.Y = Axis.Y + value; } } // --- // Properties for knowing the size of the sprite's frames public float Width { get { return Sheet.FrameWidth * Scale; } } public float Height { get { return Sheet.FrameHeight * Scale; } } // --- // Properties for more stuff; public Color Tint { set { _Tint = value; } } public SpriteEffects Effect { set { _Effect = value; } } public int FrameID { get { return Frame; } set { if (value >= (Animation[AnimationID].FrameCount)) value = 0; Frame = value; } } // --- // The only things that will be constantly modified will be AnimationID and FrameID, anything else only // occasionally; public Sprite(SheetManager SpriteSheet, AnimationLocation[] Animations, Vector2 Location, Nullable<Vector2> Origin = null) { // Assign the sprite's sprite sheet; // (Passed by reference! To allow STATIC sheets!) Sheet = SpriteSheet; // Define the animations that the sprite has available; // (Passed by reference! To allow STATIC animation boundaries!) Animation = Animations; // Defaulting some numerical values; Angle = 0.0f; Scale = 1.0f; _Tint = Color.White; _Effect = SpriteEffects.None; // If the user wants a default Axis, it is set in the middle of the frame; if (Origin != null) Axis = Origin.Value; else Axis = new Vector2( Sheet.FrameWidth / 2, Sheet.FrameHeight / 2 ); // Now that we have the axis, we can set the position with no worries; X = Location.X; Y = Location.Y; } // Simply put, draw the sprite with all its characteristics; public void Draw(SpriteBatch Drafter) { Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f ); } } } And, in any case, this is the SheetManager class found in the previous code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { class SheetManager { protected Texture2D SpriteSheet; // For storing the sprite sheet; // Number of rows and frames in each row in the SpriteSheet; protected int NumberOfRows; protected int NumberOfColumns; // Size of a single frame; protected int _FrameWidth; protected int _FrameHeight; public Rectangle[] Rectangles; // For storing each frame; // --- public int Width { get { return NumberOfColumns; } } public int Height { get { return NumberOfRows; } } // --- public int FrameWidth { get { return _FrameWidth; } } public int FrameHeight { get { return _FrameHeight; } } // --- public Texture2D Texture { get { return SpriteSheet; } } // --- public SheetManager (Texture2D Texture, int Rows, int FramesInEachRow) { // Normal assigning SpriteSheet = Texture; NumberOfRows = Rows; NumberOfColumns = FramesInEachRow; _FrameHeight = Texture.Height / NumberOfRows; _FrameWidth = Texture.Width / NumberOfColumns; // Framing everything Rectangles = new Rectangle[NumberOfRows * NumberOfColumns]; int ID = 0; for (int i = 0; i < NumberOfRows; i++) { for (int j = 0; j < NumberOfColumns; j++) { Rectangles[ID] = new Rectangle ( _FrameWidth * j, _FrameHeight * i, _FrameWidth, _FrameHeight ); ID++; } } } public SheetManager (Texture2D Texture, int NumberOfFrames): this(Texture, 1, NumberOfFrames) { } } } For even more comprehending, if needed, here is how the main code looks like (it's just messing with the class' capacities, nothing actually; the result is a disembodied feet walking in place animation on the top-left of the screen and a static axe nearby): using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using System.Threading; namespace Mobby_s_Adventure { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; static List<Sprite> ToDraw; static Texture2D AxeSheet; static Texture2D FeetSheet; static SheetManager Axe; static Sprite Jojora; static AnimationLocation[] Hack = new AnimationLocation[1]; static SheetManager Feet; static Sprite Mutoh; static AnimationLocation[] FeetAnimations = new AnimationLocation[2]; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.TargetElapsedTime = TimeSpan.FromMilliseconds(100); this.IsFixedTimeStep = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Loading logic ToDraw = new List<Sprite>(); AxeSheet = Content.Load<Texture2D>("Sheet"); FeetSheet = Content.Load<Texture2D>("Feet Sheet"); Axe = new SheetManager(AxeSheet, 1); Hack[0] = new AnimationLocation(0, 1); Jojora = new Sprite(Axe, Hack, new Vector2(100, 100), new Vector2(5, 55)); Jojora.AnimationID = 0; Jojora.FrameID = 0; Feet = new SheetManager(FeetSheet, 8); FeetAnimations[0] = new AnimationLocation(1, 7); FeetAnimations[1] = new AnimationLocation(0, 1); Mutoh = new Sprite(Feet, FeetAnimations, new Vector2(0, 0)); Mutoh.AnimationID = 0; Mutoh.FrameID = 0; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // Update logic Mutoh.FrameID++; ToDraw.Add(Mutoh); ToDraw.Add(Jojora); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } spriteBatch.Draw(Content.Load<Texture2D>("Sheet"), new Rectangle(50, 50, 55, 60), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Please help me find out what I'm overlooking! One thing that I have noticed and could aid is that, if inserted the equivalent of this code spriteBatch.Draw( Content.Load<Texture2D>("Image Location"), new Rectangle(X, Y, images width, height), Color.White ); in Project2's Draw(GameTime) of the main loop, it works. EDIT Ok, even if the matter remains unsolved, I have made some more progress! As you see, I managed to get the two kinds of rendering in the same project (the aforementioned Project2, with the more complex Sprite class). This was achieved by adding the following code to Draw(GameTime): protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } // Starting here spriteBatch.Draw( Axe.Texture, new Vector2(65, 100), new Rectangle ( 0, 0, Axe.FrameWidth, Axe.FrameHeight ), Color.White, 0.0f, new Vector2(0, 0), 1.0f, SpriteEffects.None, 0.0f ); // Ending here spriteBatch.End(); base.Draw(gameTime); } (Supposing that Axe is the SheetManager containing the texture, sorry if the "jargons" of my code confuse you :s) Thus, I have noticed that the problem is within the Sprite class. But I only get more clueless, because even after modifying its Draw function to this: public void Draw(SpriteBatch Drafter) { /*Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f );*/ Drafter.Draw( Sheet.Texture, Position, new Rectangle( 0, 0, Sheet.FrameWidth, Sheet.FrameHeight ), Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0 ); } to make it as simple as the patch of code that works, it still draws the sprite jaggedly!

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