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  • FileSystemWatcher surpassing Active Directory restrictions

    - by DevexPP
    While experimenting with FileSystemWatcher, I've found out that it somehow surpasses Active Directory's restrictions to files and folders, and will raise change events with information about what has changed in files and folders that you don't even have access to. I have two questions about that: 1) Why does this happen ? 2) Is this a problem in the AD configuration ? how do I fix it ? 3) Is there any way to gather these files, or even create a FileSystemInfo of them to get more info about the files (not only the changes made on them) ? As far as I've tried, only the FileSystemWatcher immune to the restrictions, I can't run any other thing over it, here's a list of what I've tried: File.Exists Directory.Exists FileInfo instance on found files DirectoryInfo instance on found files File.Copy File.Delete

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  • Device Emulator not recognized in windows when I press cradle

    - by JasperT
    Hi Experts, Who can help me with this: I am working on Win7 x64, with VS.net 2008. I am developping for pocketpc. When my application is deployed to the device emulator it can't connect to my computer / db server. Both de emulator as well the mobile device center are configured to use DMA. When I cradle the device using device manager, nothing happens. What can I try? Greets, Jasper

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  • Recommended Offline Form Format

    - by Blithe
    Hi, I would like to ask for a recommendation on offline form format which user can bring around. Once done, they will upload the file to the server and data will be extracted from there. We are currently looking at Word and Excel 2003 since all users have it on their machine but it seems that using interops on server is something to avoid. Suggestions?

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  • Unmanaged Struct Instance in Managed Class

    - by HeHasMoments
    Hi, I've got a fairly specific problem i've been struggling with for a couple of days. I'm using a native C++, one of the methods takes a ptr to a struct containing fixed size char arrays. e.g. struct userData { char data1[10]; char data2[10]; }; method: short AddItem(long id, userData* data); I'm trying to call to call this from Managed VC++ but I need to have an instance of userData I can keep hold of in my managed class. Can anyone help with how to achieve this? Thanks

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  • On Memory Allocation and C++

    - by Arpan
    And I quote from MSDN http://msdn.microsoft.com/en-us/library/aa366533(VS.85).aspx: The malloc function has the disadvantage of being run-time dependent. The new operator has the disadvantage of being compiler dependent and language dependent. Now the questions folks: a) What do we mean that malloc is run-time dependent? What kind of dynamic memory allocation functions can be independent of run-time? This statement sounds real strange. b) new is language dependent? Of course it should be right? Are HeapAlloc, LocalAlloc etc language independent? c) From a pure performance perspective are the MSVC provided routines preferable? Arpan

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  • Unit Testing - Am I doing it right?

    - by baron
    Hi everyone, Basically I have been programing for a little while and after finishing my last project can fully understand how much easier it would have been if I'd have done TDD. I guess I'm still not doing it strictly as I am still writing code then writing a test for it, I don't quite get how the test becomes before the code if you don't know what structures and how your storing data etc... but anyway... Kind of hard to explain but basically lets say for example I have a Fruit objects with properties like id, color and cost. (All stored in textfile ignore completely any database logic etc) FruitID FruitName FruitColor FruitCost 1 Apple Red 1.2 2 Apple Green 1.4 3 Apple HalfHalf 1.5 This is all just for example. But lets say I have this is a collection of Fruit (it's a List<Fruit>) objects in this structure. And my logic will say to reorder the fruitids in the collection if a fruit is deleted (this is just how the solution needs to be). E.g. if 1 is deleted, object 2 takes fruit id 1, object 3 takes fruit id2. Now I want to test the code ive written which does the reordering, etc. How can I set this up to do the test? Here is where I've got so far. Basically I have fruitManager class with all the methods, like deletefruit, etc. It has the list usually but Ive changed hte method to test it so that it accepts a list, and the info on the fruit to delete, then returns the list. Unit-testing wise: Am I basically doing this the right way, or have I got the wrong idea? and then I test deleting different valued objects / datasets to ensure method is working properly. [Test] public void DeleteFruit() { var fruitList = CreateFruitList(); var fm = new FruitManager(); var resultList = fm.DeleteFruitTest("Apple", 2, fruitList); //Assert that fruitobject with x properties is not in list ? how } private static List<Fruit> CreateFruitList() { //Build test data var f01 = new Fruit {Name = "Apple",Id = 1, etc...}; var f02 = new Fruit {Name = "Apple",Id = 2, etc...}; var f03 = new Fruit {Name = "Apple",Id = 3, etc...}; var fruitList = new List<Fruit> {f01, f02, f03}; return fruitList; }

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  • Is it possible to create custom methods in entity classes in linq to sql

    - by doekman
    I have a table Site in SQL with (amongst others) three properties idReviewer1, idReviewer2, idReviewer3. Now I would like to create a methods on the entity class of Site to check if a user is a reviewer: partial class Site { public bool IsReviewer(int idUser) { return idReviewer1 == idUser || idReviewer2 == idUser || idReviewer3 == idUser; } } and I use it like this: return from s in db.Sites where s.IsReviewer(user) select s; However, Linq to SQL doesn't know how to translate this to SQL. I get the following error message: Method 'Boolean IsReviewer(Int32)' has no supported translation to SQL. I'd rather not write this: return from s in db.Sites where idReviewer1 == idUser || idReviewer2 == idUser || idReviewer3 == idUser select s; Is there any way to put this functionality in one place, without resorting to SQL?

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  • How to stop C# compile on first error in VS 2010 (VS 2008 macros don't work)!

    - by Ben Robbins
    At work we have a C# solution with over 80 projects. Is it possible in VS 2010 to automatically stop compilation as soon as an error is encountered rather than the default behaviour which is to continue as far as possible and display a list of errors in the error window? I'm happy for it to stop either as soon as an error is encountered (file-level) or as soon as a project fails to build (project-level). I'd also note that in VS 2008 we used macros similar to some of the answers below but they don't work in VS 2010 (at least I couldn't get them to as the environment events don't seem to fire in VS 2010).

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  • The program fails to display `cout` when it is run

    - by Jeff - FL
    Hello, I justed started a C++ course & I wrote, compiled, debugged & ran my first program: // This program calculates how much a little league team spent last year to purchase new baseballs. #include <iostream> using namespace std; int baseballs; int cost; int total; int main() { baseballs, cost, total; // Get the number of baseballs were purchased. cout << "How many baseballs were purchased? "; cin >> baseballs; // Get the cost of baseballs purchased. cout << "What was the cost of each baseball purchased? "; cin >> cost; // Calculate the total. total = baseballs * cost; // Display the total. cout << "The total amount spent $" << total << endl; return 0; } The only probelm that I encountered was that when I ran the program it failed to display the total amount spent (cout). Could someone please explain why? Thanks Jeff H - Sarasota, FL

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  • Smiple Mailslot program not working?

    - by Shawn
    Using the client and server examples found here: http://www.winsocketdotnetworkprogramming.com/winsock2programming/winsock2advancedmailslot14.html Compiling them with VS2008, running the server and then "client Myslot" I keep getting "WriteFail failed with error 53." Anyone have any ideas? Links to other Mailslot examples are also welcome, thanks.

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  • I can't get areas working in VS2010

    - by devlife
    I just upgraded from VS2010 RC to RTM. Now my areas aren't working. I have a Profile area with a Home controller and an Action method Index(). If I try: http://localhost:4951/profile I get a 404 error saying that the resource can't be found. If I try http://localhost:4951/profile/home I get the same error. However, if I try http://localhost:4951/profile/home/index then the view is returned. Here is my ProfileAreaRegistration: public class ProfileAreaRegistration : AreaRegistration { public override string AreaName { get { return "Profile"; } } public override void RegisterArea(AreaRegistrationContext context) { context.MapRoute( "Profile_Unlock", "Profile/Unlock/{userID}/{unlockID}", new { controller = "Unlock", action = "Index" }, new { userID = new GuidRouteConstraint(), unlockID = new GuidRouteConstraint() } ); context.MapRoute( "Profile_default", "Profile/{controller}/{action}/{id}", new { action = "Home", id = UrlParameter.Optional } ); } Does anyone know what is going wrong?

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  • Run-Time Check Failure #2 - Stack around the variable 'indices' was corrupted.

    - by numerical25
    well I think I know what the problem is. I am just having a hard time debugging it. I am working with the directx api and I am trying to generate a plane along the x and z axis according to a book I have. The problem is when I am creating my indices. I think I am setting values out of the bounds of the indices array. I am just having a hard time figuring out what I did wrong. I am unfamiliar with the this method of generating a plane. so its a little difficult for me. below is my code. Take emphasis on the indices loop. #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) 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 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); // 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() { DX3dApp::Render(); } 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 = 0.0f; vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY]; 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; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; 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} }; 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(); //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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  • VC++ how to change a picturebox from header file

    - by JimboJones
    HI, Just ran into a problem. How to I change a picturebox's picture from within a different header file. If I do it in the same .h file as the Form I am working on I use: sq1-Image = bi; (which loads in a bitmap) but when I do it from another header (i've included the correct header file), I get "sq1 is an undeclared identifier" and "left of '-image' must point to a class/struct/union/generic" What I'm looking for is something like Form1::sq1-Image = bi; Basically I just want to point the program to change picturebox from another location....Is this possible? How can I do this? Cheers!

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  • Can I wrap a long filename?

    - by user54197
    I have a table in a fieldset that is not displayed properly (overflow) because of a long file name that I cannot wrap. Is there a way to wrap the file name that is in the table? <table> <tr><td>stackoverflow.com/questions/4584756/how-can-i-make-the-datagridviewtextboxcolumn-wrap-to-a-new-line-if-its-text-is-t</td></tr> </table> I set the width and overflow style on the element and still no help. Any other ideas?

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  • How to detect a Socket disconnection?

    - by AngryHacker
    I've implemented a task using the async Sockets pattern in Silverlight 3. I started with Michael Schwarz's implementation and built on top of that. So basically, my Silverlight app establishes a persistent socket connection to a device and then data flows both ways as necessary between the device and the Silverlight app. One thing I am struggling with is how to detect disconnection. I could think of 2 approaches: Keep-Alive. I know this can be done at the Sockets level, but I am not sure how to do this in an async model. How would the Socket class let me know there has been a disconnection. Manual keep alive. Basically, I am having the Silverlight app send a dummy packet every 20 seconds or so. If it fails, I'd assume disconnection. However, incredibly, SocketAsyncEventArgs.SocketError always reports success, even if I simply unplug the device that the Silverlight app is connected to. I am not sure whether this is a bug or what or perhaps I need to upgrade to SL4. Any ideas, direction or implementation would be appreciated.

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  • Merging all changesets associated with a WorkItem in Team Foundation Server

    - by Rowland Shaw
    We're trailing the use of the built in bug tracking, and have written some integration into our helpdesk software that allows for escalation via workitems. One thing I haven't found out how to do, is to merge all changes associated with a work item (say to go from dev branch to main) - I appreciate you can double click on a changeset in the merge dialog to view if it is associated with a workitem, and also that I can select individual changesets, and groups of adjacent changesets; but there doesn't appear to be any way to merge changes by workitem?

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  • How to validate DataReader is actually closed using FxCop custom rule?

    - by tanmay
    I have written couple of custom rules in for FxCop 1.36. I have written code to find weather an opened DataReader is closed or not. But it does not check which DataReader object is calling the Close() method so I can't be sure if all opened DataReader objects are closed!! 2nd: If I am a DataReader in an 'if/else' like if 1=2 dr = cmd.ExecuteReader(); else dr = cmd2.ExecuteReader(); end if In this case it will search for 2 DataReader objects to be closed. I am putting my code for more clarity. public override ProblemCollection Check(Member member) { Method method = member as Method; int countCatch =0; int countErrLog = 0; Instruction objInstr = null; if (method != null) { for (int i = 0; i < method.Instructions.Count; i++) { objInstr = method.Instructions[i]; if (objInstr.Value != null) { if (objInstr.Value.ToString() .Contains("System.Data.SqlClient.SqlDataReader")) { countCatch += 1; } if (countCatch>0) { if (objInstr.Value.ToString().Contains( "System.Data.SqlClient.SqlDataReader.Close")) { countErrLog += 1; } } } } } if (countErrLog!=countCatch) { Resolution resolu = GetResolution(new string[] { method.ToString() }); Problems.Add(new Problem(resolu)); } return Problems; }

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  • VS 2008 Open Word Document - Memory Error

    - by Lord Darkside
    I am executing the following code that worked fine in a vs2003(1.1) but seems to have decided otherwise now that I'm using vs2008(2.0/3.5): Dim wordApp As Microsoft.Office.Interop.Word.Application Dim wordDoc As Microsoft.Office.Interop.Word.Document missing = System.Reflection.Missing.Value wordApp = New Microsoft.Office.Interop.Word.Application() Dim wordfile As Object wordfile = "" ' path and file name goes here wordDoc = wordApp.Documents.Open(wordfile, missing, missing, missing, missing, missing, missing, missing, missing, missing, missing, missing, missing, missing, missing, missing) The error thrown when the Open is attempted is : "Attempted to read or write protected memory. This is often an indication that other memory is corrupt." Does anyone have any idea how to correct this?

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  • I can't apply prefast /StackHogThreshold option.

    - by Benjamin
    I'm using ddkbuild for building my driver. And I use prefast also. Prefast has /StackHogThreshold option. The default value is 1024 Bytes. But I can't modify the value. It's my input for 'Rebuild All Command Line' C:\Windows\System32\cmd.exe /k "$(SolutionDir)....\ddkbuild.bat" -WIN7WLHA64 -prefast free $(ProjectDir) -cZ

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