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  • How To Create An ASP.NET Designer Host

    - by Zuhaib
    I have been asked to build an application where I can drag and drop few WebControls onto the WebPage designer surface. So far I have read some articles on .NET Framework Design-Time architecture, like, MSDN Article: Hosting WinForms Designers, Developer Function Article etc. But I can't a find a way to host WebForms designer. The only open source implementation that I could find was Mono Develop ASP.NET Visual Designer. But in mono they have used GTK# & Gecko etc to host the designer. I can't find a way to do the same using WinForms. Please suggest me what should I do. Give me some pointers. Should I go ahead and implement it using GTK# and Gecko? PS: My requirement is not very huge. I need just a way to drag and drop simple web controls and save the page.

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  • What exactly is the "Multi-threaded Debug DLL" Runtime Library option doing in VS 2008?

    - by GregH
    I have a solution in VS 2008 that creates a DLL. I then use that DLL in another application. If I go in to the DLL projects property pages and change the following configuration for a DEBUG build then the built dll no long provides the desired functionality. If I change it back and rebuild the DLL, then the DLL does provide the correct functionality: Property Pages = Configuration Properties = C/C++ = Code Generation = Runtime Library If set to "Multi-threaded Debug DLL (/MDd)" then everything works as it should. I get the correct functionality from the DLL If set to "Multi-threaded DLL (/MD)" then the DLL does not function properly...no runtime errors or anything, it just doesn't work (The DLL is supposed to plot some lines on a map but does not in this mode). So the question is, why does using the /MDd flag result in correction functionality of the underlying code, while /MD results in incorrect functionality? A little background...somebody else developed the DLL in C++ and I am using this DLL in a VB.net application.

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  • Find Control in Grid

    - by Eric
    I have a RadGrid with radio buttons on the inside of a FormTemplate. I want hide the panels below or show the panels below on checkchanged of the radio button. However, my issue is that i don't know how to access the panels oncheckchanged. Any help would be appreciate. Thanks in advance. protected void RadioButtonCompany_CheckChanged(object sender, EventArgs e) { RadioButton RadioButtonCompany = (RadioButton)sender; Panel pnlPerson = (Panel)RadGridInjuries.Items[1].FindControl("pnlPerson"); Panel pnlcomp = (Panel)RadGridInjuries.MasterTableView.FindControl("pnlComp"); if (RadioButtonCompany.Checked) { pnlPerson.Visible = false; pnlcomp.Visible = true; } else { pnlPerson.Visible = true; pnlcomp.Visible = false; } } <telerik:RadGrid ID="RadGridInjuries" DataSourceID="DSource"> <GroupingSettings CaseSensitive="false" /> <SelectedItemStyle CssClass="Cursor" /> <ItemStyle CssClass="Cursor" /> <MasterTableView TableLayout="Auto" CssClass="Cursor" CanRetrieveAllData="true" CommandItemDisplay="Top" ShowHeadersWhenNoRecords="false" GridLines="Both" runat="server"> <ItemStyle CssClass="Cursor" /> <EditFormSettings EditFormType="Template" > <FormTemplate> <table id="Table2" width="100%" border="0" rules="none" style="border-collapse: collapse;background:#F0F0F0"> <tr> <td style="font-size: medium;color:Blue"> <b>Provider Details Information</b></td> </tr> <tr><td><br /></td></tr> <tr> <td> <asp:RadioButton ID="RadioButtonCompany" OnCheckedChanged="RadioButtonCompany_CheckChanged" runat="server" Text="Company" GroupName="Type" AutoPostBack="true" /> <asp:RadioButton ID="RadioButtonPerson" runat="server" Text="Person" GroupName="Type" AutoPostBack="true" /> </td> </tr> <tr><td><br /></td></tr> <tr> <td align="center"> <asp:Panel ID="pnlPerson" runat="server" Visible="false"> //stuff in here <asp:/Panel> <asp:Panel ID="pnlCompany" runat="server" Visible="false"> //stuff in here <asp:/Panel> </FormTemplate> </EditFormSettings> </MasterTableView> <ClientSettings EnableRowHoverStyle="true" EnablePostBackOnRowClick="false"> <Selecting AllowRowSelect="True" EnableDragToSelectRows="true" /> <ClientEvents /> </ClientSettings> </telerik:RadGrid>

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  • When adding WCF service reference, configuration details are not added to web.config

    - by Mikey Cee
    Hi, I am trying to add a WCF service reference to my web application using VS2010. It seems to add OK, but the web.config is not updated, meaning I get a runtime exception: Could not find default endpoint element that references contract 'CoolService.CoolService' in the ServiceModel client configuration section. This might be because no configuration file was found for your application, or because no endpoint element matching this contract could be found in the client element. Obviously, because the service is not defined in my web.config. Steps to reproduce: Right click solution Add New Project ASP.NET Empty Web Application. Right click Service References in the new web app Add Service Reference. Enter address of my service and click Go. My service is visible in the left-hand Services section, and I can see all its operations. Type a namespace for my service. Click OK. The service reference is generated correctly, and I can open the Reference.cs file, and it all looks OK. Open the web.config file. It is still empty! <system.web> <compilation debug="true" targetFramework="4.0" /> </system.web> <system.serviceModel> <bindings /> <client /> </system.serviceModel> Why is this happening? It also happens with a console application, or any other project type I try. Any help? Here is the app.config from my WCF service: <?xml version="1.0"?> <configuration> <system.web> <compilation debug="true" /> </system.web> <!-- When deploying the service library project, the content of the config file must be added to the host's app.config file. System.Configuration does not support config files for libraries. --> <system.serviceModel> <services> <service name="CoolSQL.Server.WCF.CoolService"> <endpoint address="" binding="webHttpBinding" contract="CoolSQL.Server.WCF.CoolService" behaviorConfiguration="SilverlightFaultBehavior"> <identity> <dns value="localhost" /> </identity> </endpoint> <endpoint address="mex" binding="mexHttpBinding" contract="IMetadataExchange" /> <host> <baseAddresses> <add baseAddress="http://localhost:8732/Design_Time_Addresses/CoolSQL.Server.WCF/CoolService/" /> </baseAddresses> </host> </service> </services> <behaviors> <endpointBehaviors> <behavior name="webBehavior"> <webHttp /> </behavior> <behavior name="SilverlightFaultBehavior"> <silverlightFaults /> </behavior> </endpointBehaviors> <serviceBehaviors> <behavior name=""> <serviceMetadata httpGetEnabled="true" /> <serviceDebug includeExceptionDetailInFaults="true" /> </behavior> </serviceBehaviors> </behaviors> <bindings> <webHttpBinding> <binding name="DefaultBinding" bypassProxyOnLocal="true" useDefaultWebProxy="false" hostNameComparisonMode="WeakWildcard" sendTimeout="00:05:00" openTimeout="00:05:00" receiveTimeout="00:00:10" maxReceivedMessageSize="2147483647" transferMode="Streamed"> <readerQuotas maxArrayLength="2147483647" maxStringContentLength="2147483647" /> </binding> </webHttpBinding> </bindings> <extensions> <behaviorExtensions> <add name="silverlightFaults" type="CoolSQL.Server.WCF.SilverlightFaultBehavior, CoolSQL.Server.WCF" /> </behaviorExtensions> </extensions> <diagnostics> <messageLogging logEntireMessage="true" logMalformedMessages="false" logMessagesAtServiceLevel="true" logMessagesAtTransportLevel="false" maxMessagesToLog="3000" maxSizeOfMessageToLog="2000" /> </diagnostics> </system.serviceModel> <startup> <supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.0" /> </startup> <system.diagnostics> <sources> <source name="System.ServiceModel.MessageLogging" switchValue="Information, ActivityTracing"> <listeners> <add name="messages" type="System.Diagnostics.XmlWriterTraceListener" initializeData="c:\messages.e2e" /> </listeners> </source> </sources> </system.diagnostics> </configuration>

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  • Refactoring multiple interfaces to a common interface using MVVM, MEF and Silverlight4

    - by Brian
    I am just learning MVVM with MEF and already see the benefits but I am a little confused about some implementation details. The app I am building has several Models that do the same with with different entities (WCF RIA Services exposing a Entity framework object) and I would like to avoid implementing a similar interface/model for each view I need and the following is what I have come up with though it currently doesn't work. The common interface has a new completed event for each model that implements the base model, this was the easiest way I could implement a common class as the compiler did not like casting from a child to the base type. The code as it currently sits compiles and runs but the is a null IModel being passed into the [ImportingConstructor] for the FaqViewModel class. I have a common interface (simplified for posting) defined as follows, this should look familiar to those who have seen Shawn Wildermuth's RIAXboxGames sample. public interface IModel { void GetItemsAsync(); event EventHandler<EntityResultsArgs<faq>> GetFaqsComplete; } A base method that implements the interface public class ModelBase : IModel { public virtual void GetItemsAsync() { } public virtual event EventHandler<EntityResultsArgs<faq>> GetFaqsComplete; protected void PerformQuery<T>(EntityQuery<T> qry, EventHandler<EntityResultsArgs<T>> evt) where T : Entity { Context.Load(qry, r => { if (evt == null) return; try { if (r.HasError) { evt(this, new EntityResultsArgs<T>(r.Error)); } else if (r.Entities.Count() > 0) { evt(this, new EntityResultsArgs<T>(r.Entities)); } } catch (Exception ex) { evt(this, new EntityResultsArgs<T>(ex)); } }, null); } private DomainContext _domainContext; protected DomainContext Context { get { if (_domainContext == null) { _domainContext = new DomainContext(); _domainContext.PropertyChanged += DomainContext_PropertyChanged; } return _domainContext; } } void DomainContext_PropertyChanged(object sender, System.ComponentModel.PropertyChangedEventArgs e) { switch (e.PropertyName) { case "IsLoading": AppMessages.IsBusyMessage.Send(_domainContext.IsLoading); break; case "IsSubmitting": AppMessages.IsBusyMessage.Send(_domainContext.IsSubmitting); break; } } } A model that implements the base model [Export(ViewModelTypes.FaqViewModel, typeof(IModel))] public class FaqModel : ModelBase { public override void GetItemsAsync() { PerformQuery(Context.GetFaqsQuery(), GetFaqsComplete); } public override event EventHandler<EntityResultsArgs<faq>> GetFaqsComplete; } A view model [PartCreationPolicy(CreationPolicy.NonShared)] [Export(ViewModelTypes.FaqViewModel)] public class FaqViewModel : MyViewModelBase { private readonly IModel _model; [ImportingConstructor] public FaqViewModel(IModel model) { _model = model; _model.GetFaqsComplete += Model_GetFaqsComplete; _model.GetItemsAsync(); // Load FAQS on creation } private IEnumerable<faq> _faqs; public IEnumerable<faq> Faqs { get { return _faqs; } private set { if (value == _faqs) return; _faqs = value; RaisePropertyChanged("Faqs"); } } private faq _currentFaq; public faq CurrentFaq { get { return _currentFaq; } set { if (value == _currentFaq) return; _currentFaq = value; RaisePropertyChanged("CurrentFaq"); } } public void GetFaqsAsync() { _model.GetItemsAsync(); } void Model_GetFaqsComplete(object sender, EntityResultsArgs<faq> e) { if (e.Error != null) { ErrorMessage = e.Error.Message; } else { Faqs = e.Results; } } } And then finally the Silverlight view itself public partial class FrequentlyAskedQuestions { public FrequentlyAskedQuestions() { InitializeComponent(); if (!ViewModelBase.IsInDesignModeStatic) { // Use MEF To load the View Model CompositionInitializer.SatisfyImports(this); } } [Import(ViewModelTypes.FaqViewModel)] public object ViewModel { set { DataContext = value; } } }

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  • What’s the status of CAT.NET?

    - by Troy Hunt
    I’m trying to find Microsoft CAT.NET for VS2010 and it looks like there was a beta of their 2.0 version but every link to it in Microsoft Connect is now dead. This is the most recent reference I could find: http://blogs.msdn.com/securitytools/archive/2010/02/05/how-to-use-cat-net-2-0-beta.aspx Some references suggest it may have been rolled into FxCop. Does anyone know the status of the project?

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  • Right-margin marks in VS2010 text editors

    - by nc97217
    In VS2008, you could enable right-margin marks by creating a string registry entry named Guides under HKCU\Software\Microsoft\VisualStudio\9.0\Text Editor. It also worked with the express editions: replace VisualStudio with VCExpress or VCSExpress. The value I had was: RGB(192,192,192) 80, 100 which gave me light gray lines at columns 80 and 100. I've just tried (and failed) to set them up in VC++2010 Express and VC#2010 Express; does anyone know if they're still supported?

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  • is there any easy way to auto generated code like this?

    - by Kevin Yang
    i have a file which will be used across many app projects. the only difference of these files is the webserice referrence name. code like this: public void Test(){ Kevin.ServiceReference1.Service1Client client = new Kevin.ServiceReference1.Service1Client(); // do something.... } like code above, the 'Kevin.ServiceReference1' will be replace by specified app project namespace. so, according to DRY(dont repeat yourself), i shouldn't just copy the file to many projects and rename the specified part manually. is there any way i can easily replace some parts of my template file to something related to the project?

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  • channel factory null on debug?

    - by Garrith
    When I try to invoke a GetData contract using wcf rest in wcf test client mode I get this message: The Address property on ChannelFactory.Endpoint was null. The ChannelFactory's Endpoint must have a valid Address specified. at System.ServiceModel.ChannelFactory.CreateEndpointAddress(ServiceEndpoint endpoint) at System.ServiceModel.ChannelFactory`1.CreateChannel() at System.ServiceModel.ClientBase`1.CreateChannel() at System.ServiceModel.ClientBase`1.CreateChannelInternal() at System.ServiceModel.ClientBase`1.get_Channel() at Service1Client.GetData(String value) This is the config file for the host: <system.serviceModel> <services> <service name="WcfService1.Service1" behaviorConfiguration="WcfService1.Service1Behavior"> <!-- Service Endpoints --> <endpoint address="http://localhost:26535/Service1.svc" binding="webHttpBinding" contract="WcfService1.IService1" behaviorConfiguration="webHttp" > <!-- Upon deployment, the following identity element should be removed or replaced to reflect the identity under which the deployed service runs. If removed, WCF will infer an appropriate identity automatically. --> <identity> <dns value="localhost"/> </identity> </endpoint> <endpoint address="mex" binding="mexHttpBinding" contract="IMetadataExchange"/> </service> </services> <behaviors> <serviceBehaviors> <behavior name="WcfService1.Service1Behavior"> <!-- To avoid disclosing metadata information, set the value below to false and remove the metadata endpoint above before deployment --> <serviceMetadata httpGetEnabled="true"/> <!-- To receive exception details in faults for debugging purposes, set the value below to true. Set to false before deployment to avoid disclosing exception information --> <serviceDebug includeExceptionDetailInFaults="false"/> </behavior> </serviceBehaviors> <endpointBehaviors> <behavior name="webHttp"> <webHttp/> </behavior> </endpointBehaviors> </behaviors> </system.serviceModel> </configuration> Code: [ServiceContract(Namespace = "")] public interface IService1 { //[WebInvoke(Method = "POST", UriTemplate = "Data?value={value}")] [OperationContract] [WebGet(UriTemplate = "/{value}")] string GetData(string value); [OperationContract] CompositeType GetDataUsingDataContract(CompositeType composite); // TODO: Add your service operations here } public class Service1 : IService1 { public string GetData(string value) { return string.Format("You entered: {0}", value); }

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  • Force WPF to Commit Changes on Focused Element

    - by John L.
    I'm working with VS2010, WPF and EF. I've placed controls on my window by dragging an entity out of the Data Sources toolwindow. I used the "details" setting so my entity is represented by several labels and textboxes. I've also added a button with the following code: _context.SaveChanges(); When I'm editing data, the changes in whichever textbox has focus are not committed back to the DB. Everything else commits just fine. If I shift focus to another element prior to hitting the save button, it commits as well. I've experienced the same thing with the DataGrid. I know I'm missing something simple, but I can figure it out. Any ideas on what I'm missing? Thanks!

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  • Issues with HLSL and lighting

    - by numerical25
    I am trying figure out whats going on with my HLSL code but I have no way of debugging it cause C++ gives off no errors. The application just closes when I run it. I am trying to add lighting to a 3d plane I made. below is my HLSL. The problem consist when my Pixel shader method returns the struct "outColor" . If I change the return value back to the struct "psInput" , everything goes back to working again. My light vectors and colors are at the top of the fx file // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader cbuffer Variables { matrix Projection; matrix World; float TimeStep; }; struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float3 Normal : TEXCOORD0; float3 ViewVector : TEXCOORD1; }; float specpower = 80.0f; float3 camPos = float3(0.0f, 9.0, -256.0f); float3 DirectLightColor = float3(1.0f, 1.0f, 1.0f); float3 DirectLightVector = float3(0.0f, 0.602f, 0.70f); float3 AmbientLightColor = float3(1.0f, 1.0f, 1.0f); /*************************************** * Lighting functions ***************************************/ /********************************* * CalculateAmbient - * inputs - * vKa material's reflective color * lightColor - the ambient color of the lightsource * output - ambient color *********************************/ float3 CalculateAmbient(float3 vKa, float3 lightColor) { float3 vAmbient = vKa * lightColor; return vAmbient; } /********************************* * CalculateDiffuse - * inputs - * material color * The color of the direct light * the local normal * the vector of the direct light * output - difuse color *********************************/ float3 CalculateDiffuse(float3 baseColor, float3 lightColor, float3 normal, float3 lightVector) { float3 vDiffuse = baseColor * lightColor * saturate(dot(normal, lightVector)); return vDiffuse; } /********************************* * CalculateSpecular - * inputs - * viewVector * the direct light vector * the normal * output - specular highlight *********************************/ float CalculateSpecular(float3 viewVector, float3 lightVector, float3 normal) { float3 vReflect = reflect(lightVector, normal); float fSpecular = saturate(dot(vReflect, viewVector)); fSpecular = pow(fSpecular, specpower); return fSpecular; } /********************************* * LightingCombine - * inputs - * ambient component * diffuse component * specualr component * output - phong color color *********************************/ float3 LightingCombine(float3 vAmbient, float3 vDiffuse, float fSpecular) { float3 vCombined = vAmbient + vDiffuse + fSpecular.xxx; return vCombined; } //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float3 Normal : NORMAL) { PS_INPUT psInput; float4 newPosition; newPosition = Pos; newPosition.y = sin((newPosition.x * TimeStep) + (newPosition.z / 3.0f)) * 5.0f; // Pass through both the position and the color psInput.Pos = mul(newPosition , Projection ); psInput.Color = Color; psInput.ViewVector = normalize(camPos - psInput.Pos); return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// //Anthony!!!!!!!!!!! Find out how color works when multiplying them float4 PS(PS_INPUT psInput) : SV_Target { float3 normal = -normalize(psInput.Normal); float3 vAmbient = CalculateAmbient(psInput.Color, AmbientLightColor); float3 vDiffuse = CalculateDiffuse(psInput.Color, DirectLightColor, normal, DirectLightVector); float fSpecular = CalculateSpecular(psInput.ViewVector, DirectLightVector, normal); float4 outColor; outColor.rgb = LightingCombine(vAmbient, vDiffuse, fSpecular); outColor.a = 1.0f; //Below is where the error begins return outColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } } Below is some of my c++ code. Reason I am showing this is because it is pretty much what creates the surface normals for my shaders to evaluate. for the lighting for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } and below is my c++ code, in it's entirety. showing the drawing and also calling on the passes #include "MyGame.h" //#include "CubeVector.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; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) // timer variables LARGE_INTEGER timeStart; LARGE_INTEGER timeEnd; LARGE_INTEGER timerFreq; double currentTime; float anim_rate; // Variable to hold how long since last frame change float lastElaspedFrame = 0; // How long should the frames last float frameDuration = 0.5; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } // Get the timer frequency QueryPerformanceFrequency(&timerFreq); float freqSeconds = 1.0f / timerFreq.QuadPart; lastElaspedFrame = 0; 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(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 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); pTimeVariable = NULL; 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 rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); pTimeVariable->SetFloat((float)currentTime); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // 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->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { // Get the start timer count QueryPerformanceCounter(&timeStart); currentTime += anim_rate; DX3dApp::Render(); QueryPerformanceCounter(&timeEnd); anim_rate = ( (float)timeEnd.QuadPart - (float)timeStart.QuadPart ) / timerFreq.QuadPart; } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = (float)(rand() % CELL_HEIGHT); vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY * 6]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } //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 , 28, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //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; 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(); pTimeVariable = modelObject.pEffect->GetVariableByName("TimeStep")->AsScalar(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //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; }

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  • Incompatibility between x86 and x64 in Installation solution

    - by rodnower
    Hello, I have installation solution that have installer project (not web installer but simple installer) that installs NT services, web service and web sites with help of additional two projects of dlls with my own code that performs my installation step. In user actions of installer project I call installer function of one of those projects, and this project calls to installer of second project: installer - MiddleCaller - InstallationCore. All this developing on Windows 7 and work fine when I compile all in 32 bit. The project must run on Windows 2008. Because of some reasons all must be in x64 bit. For this purpose, in MiddleCaller and InstallationCore I click right button of mouse on project - build - targer x64. For to move installer project to 64 bit in properties of installer (when project is active) I check: Target platform: x64. When I run installation on x86 I get error: The installation package is not supported by this processor type" And this is good, because now I know that my installation compiled in 64 bit, but when I run this on windows 2008 I get: Error 1001. Exception occured while initializing the instance: System.BadImageFormatException: could not load file or Assembly 'MiddleCaller, v...' or one of its dependencies. An attempt was made to load a program with an incorrect format. Any one has some idea what I need to do for run fine the installation on x64? May be I still not moved the installer project to x64 bit, if yes, where I do this? Thank you for ahead.

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  • Debuging CUDA kernels called from .NET code in VS2008, emulation mode

    - by Danny Varod
    CUDA has an option to compile code in emulation mode, which is supported in the .rules file they provide. I have C# .NET 3.5 SP1 code that calls a native dll, using DllImport, the native dll is compiled via VS2008 using nvcc and its function is to transfer memory from and to CUDA and to invoke CUDA kernels. When the CUDA kernels are correct, everything runs fine, but when there is a bug, I can only step in to the code until the title of the kernels and see the parameters they receive. (I enabled debugging native code in the startup-project's debug options.) I have tried compiling with emulation mode, however I get the CUDA error "mixed device execution" when calling the CUDA memcopy host--device. I tried switching the alloc+dealloc+memcopy with their equivalent non-CUDA versions, but then the same error occurs when invoking the kernels. What did I do wrong in my attempt to using the debug-emulation mode? P.S. I tried this on Vista x64 SP1 + VS2008, with the same solution complied in both x86 and x64, neither worked in emulation mode, both worked in non-emulation mode.

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  • Upgrade to Azure 2.2 SDK is causing roles to fail

    - by Jon Leach
    I have 3 worker roles and a web role in my project and I upgraded it to the new 2.2 SDK (required in VS2013). Ever since the upgrade, all of the worker roles are failing and they instantly recycle as soon as they're started. When the roles start, I'm getting these messages: Microsoft.WindowsAzure.ServiceRuntime Information: 200 : Role entrypoint . CALLING OnStart() Microsoft.WindowsAzure.ServiceRuntime Information: 202 : Role entrypoint . COMPLETED OnStart() The thread 0x441c has exited with code 259 (0x103). Microsoft.WindowsAzure.ServiceRuntime Information: 203 : Role entrypoint . CALLING Run() Microsoft.WindowsAzure.ServiceRuntime Warning: 204 : Role entrypoint . COMPLETED Run() ==> ROLE RECYCLING INITIATED Microsoft.WindowsAzure.ServiceRuntime Information: 503 : Role instance recycling is starting The thread 0x2684 has exited with code 259 (0x103) Two things draw my attention: I've started to see a bunch of errors "Cannot find or open the PDB file." But I don't know that this is directly relevant. I'm using VS 2013 and while the project lists the SDK as 2.2, the references within the roles are the 2.1 versions. Do I need to upgrade the components? Why wouldn't the project upgrade these automatically when I pulled the project into VS as it only support 2.2? Any thoughts on how to attach this are appreciated.

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  • Program and debugger quit without indication of problem

    - by spender
    OK, not quite a Heisenbug but similar in nature. I'm developing a WPF application. When debugging, the logic reaches a certain point, then the application quits for no reason. VS debugger catches nothing and the only indication of a problem is the following in the output window: The program '[6228] SomeApp.vshost.exe: Managed (v4.0.30319)' has exited with code 1073741855 (0x4000001f). When debugging the release version, or indeed running the debug build out of the debugger (in fact all combos that aren't running the debug version in debugger), everything works fine. I'm trying to catch unhandled exceptions with the following code: AppDomain .CurrentDomain .UnhandledException += (sender, e) => { Debug.WriteLine("Unhandled Exception " + e.ExceptionObject); }; Application .Current .DispatcherUnhandledException += (sender1, e1) => { Debug.WriteLine("DispatcherUnhandledException " + e1.Exception); }; ...but I'm not catching anything. I'm considering peppering the app with debug output statements, but it's highly asynchronous so reading this will be both arduous and tedious. So tell me, if you can... how do I start figuring WTF is going on?

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  • Schema compare with MS Data Tools in VS2008

    - by rdkleine
    When performing a schema compare having db_owner rights on the target database results in the following error: The user does not have permission to perform this action. Using the SQL Server Profiler I figured out this error occurs executing a query targeting the master db view: [sys].[dm_database_encryption_keys] While specifically ignoring all object types but Tables one would presume the SQL Compare doesn't need access to the db encryption keys. Also note: http://social.msdn.microsoft.com/Forums/en-US/vstsdb/thread/c11a5f8a-b9cc-454f-ba77-e1c69141d64b/ One solution would be to GRANT VIEW SERVER STATE to the db user, but in my case I'm not hosting the database services and won't get the rights to the server state. Also tried excluding DatabaseEncryptionKey element in the compare file. <PropertyElementName> <Name>Microsoft.Data.Schema.Sql.SchemaModel.SqlServer.ISql100DatabaseEncryptionKey</Name> <Value>ExcludedType</Value> </PropertyElementName> Anyone has an workaround this?

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  • RDLC - Adding a Data Source in VS2010

    - by Kezzer
    Greetings. I have an RDLC file and am wanting to add a data source to it, although without any luck so far. The data source is a custom class written by myself (just to add, we do this all the time). We recently converted over to the VS2010 RDLC format which caused some problems, but we've made some changes to our implementation that workaround the more major issues. So, back to the issue at hand, when I attempt to add my data source to the DummyDataSource list in the RDLC view in VS2010 it just does nothing, however it does add the data source to the list of data sources, but you can't select it from the drop-down list in the RDLC view which means I can't add the data source at all. Has anyone come across this problem? Is there anything I need to check? I've searched with fervour and had no luck.

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  • Why do I get an error 'Cannot resolve symbol <symbolname>' in ReSharper?

    - by drachenstern
    Using VS2008 and R# 5 I'm running into an odd situation, where on an aspx page I keep getting Cannot resolve symbol 'symbolname' But the code compiles and runs fine. While having a fix for this would be great, I'm just trying to figure out if I'm losing my mind. The CodeFile directive and Inherits directives are fine. If I compile the app or just let devenv sit for a bit it'll go away, but as soon as I save the aspx [via ctrl+s] R# suddenly has trouble with the Inherits attribute and flips out on every method in the page (OnClick etc). // Anonymized of course but otherwise intact <%@ Page AutoEventWireup="true" CodeFile="TestPage.aspx.cs" Inherits="TestPage" Language="C#" MasterPageFile="~/MasterPage.master" Title="Test Page Title" %> This is mostly just a grievance, because since the code compiles it doesn't stop me from doing what I need. I would post a bug report to the JetBrains site but first I would like to know I'm not alone. It could be my machine. Maybe when I roll to VS2010 in a couple weeks this will go away?

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  • How do I implement IDataServiceMetadataProvider and tell my Data Service to use that custom provider

    - by Pwninstein
    There's no obvious entry point for implementing a custom provider for an ADO.NET Data Service using IDataServiceMetadataProvider, and then telling a Data Service to use that provider. Has anyone had any luck in this area? I've tried implementing this interface on my Data Source class, but none of my breakpoints are hit. There is also no (obvious) way to set the provider from the Data Service's DataServiceConfiguration parameter passed in to the InitializeService function. Any help would be appreciated. Thanks! Data Services Providers (ADO.NET Data Services) IDataServiceMetadataProvider Members

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  • Combine multiple dataset columns to one dataset

    - by Matt
    I have multiple datasets that I would like to combine into one. There is a common ID field that can be associated to each row. Calling Merge on the dataset will add additional rows to the dataset, but I would like to combine the additional columns. There are too many fields to do this in one query and therefore would make it unmanageable. Each individual query would be able to handle ordering to ensure the data is placed in the correct row. For Example lets say I have two queries resulting in two datasets: SELECT ID, colA, colB SELECT colC, colD The resulting dataset would look like ID colA colB colC colD 1 a b c d 2 e f g h Any ideas on ways to accomplish this?

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