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  • question on src folders in eclipse

    - by Jeff Colapietro
    So, I've been doing android application tutorials and everytime I create a package, for example the helloAndroid tutorial is com.example.android. When it saves this to src it creates a folder for com, another for example and one last one for android. So it gives me the error "class com.example.android does not exist" because its broken into different folders. If anyone can help me out please email me at: [email protected] Thank you very much.

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  • Windows [C++] - Creating new folders if they don't exist for fopen

    - by Gbps
    I have a C++ program that takes user input for fopen in order to initiate a file write. Could someone help me find a function which will return a FILE* and use the Windows specific version of mkdir in order to create the folder structure for fopen to never fail to open a new file in the specified location because one of the folders does not exist. Thanks a bunch!

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  • creating zip/rar/tar of folders in Joomla

    - by user251336
    Hi All, Please somebody help me. I want to compress a folder (which contains images & text files as well as few sub folders) in zip,rar,tar format & then give it for download to user. Is there any class/api/library/code to do so. I am working on Joomla CMS. Regards, Shahu.

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  • exclude the folders - url rewrite in htaccess

    - by aquagirl
    rewriteCond %{REQUEST_URI} ^(ajax|css|functions|image_viewer|images|img|include|fancybox|jquery|jscript|json)$ - [L] RewriteRule ^(.[^/])/(.[^/])/(.+[^/]) ?program=$1&usertype=$2&username=$3 [NC] could you please help me find what is wrong in this.. ? I need to exclude some folders from url rewriting. i tried with the solution given here.. but still i am getting some errors.. http://www.idxsync.com/sbaor/Search/Agent/zz please help me

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  • Finding folders

    - by gedO
    Hello. I want to find how much folders are in folder or I should say how much SubFolreds are in folder. So, how I should do that??? P.S. I'm programing with Delphi

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  • Email not working on testing site in Plesk before DNS switch

    - by Dilip Rajkumar
    I have to test my website before my DNS is swtiched to the new server. My New server is having Plesk. I changed my hosts file to point to the new server and I tested the site. My Site is working fine. However, When I try to register I have 2 emails sent one to the user and one to the admin. Admin email id is same as the server name for example my site name is test.com the admin email is [email protected]. So email is not sent to the admin. I know the email is not sent because the Plesk his searching its own dns instead of Global public DNS. Do any one know how to make my site see public DNS on sending email in Plesk. If I set Goole Public DNS 8.8.8.8 for MS record will it work.. Please guide me. Thanks in advance..

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  • Adventures in MVVM &ndash; My ViewModel Base

    - by Brian Genisio's House Of Bilz
    More Adventures in MVVM First, I’d like to say: THIS IS NOT A NEW MVVM FRAMEWORK. I tend to believe that MVVM support code should be specific to the system you are building and the developers working on it.  I have yet to find an MVVM framework that does everything I want it to without doing too much.  Don’t get me wrong… there are some good frameworks out there.  I just like to pick and choose things that make sense for me.  I’d also like to add that some of these features only work in WPF.  As of Silveright 4, they don’t support binding to dynamic properties, so some of the capabilities are lost. That being said, I want to share my ViewModel base class with the world.  I have had several conversations with people about the problems I have solved using this ViewModel base.  A while back, I posted an article about some experiments with a “Rails Inspired ViewModel”.  What followed from those ideas was a ViewModel base class that I take with me and use in my projects.  It has a lot of features, all designed to reduce the friction in writing view models. I have put the code out on Codeplex under the project: ViewModelSupport. Finally, this article focuses on the ViewModel and only glosses over the View and the Model.  Without all three, you don’t have MVVM.  But this base class is for the ViewModel, so that is what I am focusing on. Features: Automatic Command Plumbing Property Change Notification Strongly Typed Property Getter/Setters Dynamic Properties Default Property values Derived Properties Automatic Method Execution Command CanExecute Change Notification Design-Time Detection What about Silverlight? Automatic Command Plumbing This feature takes the plumbing out of creating commands.  The common pattern for commands in a ViewModel is to have an Execute method as well as an optional CanExecute method.  To plumb that together, you create an ICommand Property, and set it in the constructor like so: Before public class AutomaticCommandViewModel { public AutomaticCommandViewModel() { MyCommand = new DelegateCommand(Execute_MyCommand, CanExecute_MyCommand); } public void Execute_MyCommand() { // Do something } public bool CanExecute_MyCommand() { // Are we in a state to do something? return true; } public DelegateCommand MyCommand { get; private set; } } With the base class, this plumbing is automatic and the property (MyCommand of type ICommand) is created for you.  The base class uses the convention that methods be prefixed with Execute_ and CanExecute_ in order to be plumbed into commands with the property name after the prefix.  You are left to be expressive with your behavior without the plumbing.  If you are wondering how CanExecuteChanged is raised, see the later section “Command CanExecute Change Notification”. After public class AutomaticCommandViewModel : ViewModelBase { public void Execute_MyCommand() { // Do something } public bool CanExecute_MyCommand() { // Are we in a state to do something? return true; } }   Property Change Notification One thing that always kills me when implementing ViewModels is how to make properties that notify when they change (via the INotifyPropertyChanged interface).  There have been many attempts to make this more automatic.  My base class includes one option.  There are others, but I feel like this works best for me. The common pattern (without my base class) is to create a private backing store for the variable and specify a getter that returns the private field.  The setter will set the private field and fire an event that notifies the change, only if the value has changed. Before public class PropertyHelpersViewModel : INotifyPropertyChanged { private string text; public string Text { get { return text; } set { if(text != value) { text = value; RaisePropertyChanged("Text"); } } } protected void RaisePropertyChanged(string propertyName) { var handlers = PropertyChanged; if(handlers != null) handlers(this, new PropertyChangedEventArgs(propertyName)); } public event PropertyChangedEventHandler PropertyChanged; } This way of defining properties is error-prone and tedious.  Too much plumbing.  My base class eliminates much of that plumbing with the same functionality: After public class PropertyHelpersViewModel : ViewModelBase { public string Text { get { return Get<string>("Text"); } set { Set("Text", value);} } }   Strongly Typed Property Getters/Setters It turns out that we can do better than that.  We are using a strongly typed language where the use of “Magic Strings” is often frowned upon.  Lets make the names in the getters and setters strongly typed: A refinement public class PropertyHelpersViewModel : ViewModelBase { public string Text { get { return Get(() => Text); } set { Set(() => Text, value); } } }   Dynamic Properties In C# 4.0, we have the ability to program statically OR dynamically.  This base class lets us leverage the powerful dynamic capabilities in our ecosystem. (This is how the automatic commands are implemented, BTW)  By calling Set(“Foo”, 1), you have now created a dynamic property called Foo.  It can be bound against like any static property.  The opportunities are endless.  One great way to exploit this behavior is if you have a customizable view engine with templates that bind to properties defined by the user.  The base class just needs to create the dynamic properties at runtime from information in the model, and the custom template can bind even though the static properties do not exist. All dynamic properties still benefit from the notifiable capabilities that static properties do. For any nay-sayers out there that don’t like using the dynamic features of C#, just remember this: the act of binding the View to a ViewModel is dynamic already.  Why not exploit it?  Get over it :) Just declare the property dynamically public class DynamicPropertyViewModel : ViewModelBase { public DynamicPropertyViewModel() { Set("Foo", "Bar"); } } Then reference it normally <TextBlock Text="{Binding Foo}" />   Default Property Values The Get() method also allows for default properties to be set.  Don’t set them in the constructor.  Set them in the property and keep the related code together: public string Text { get { return Get(() => Text, "This is the default value"); } set { Set(() => Text, value);} }   Derived Properties This is something I blogged about a while back in more detail.  This feature came from the chaining of property notifications when one property affects the results of another, like this: Before public class DependantPropertiesViewModel : ViewModelBase { public double Score { get { return Get(() => Score); } set { Set(() => Score, value); RaisePropertyChanged("Percentage"); RaisePropertyChanged("Output"); } } public int Percentage { get { return (int)(100 * Score); } } public string Output { get { return "You scored " + Percentage + "%."; } } } The problem is: The setter for Score has to be responsible for notifying the world that Percentage and Output have also changed.  This, to me, is backwards.    It certainly violates the “Single Responsibility Principle.” I have been bitten in the rear more than once by problems created from code like this.  What we really want to do is invert the dependency.  Let the Percentage property declare that it changes when the Score Property changes. After public class DependantPropertiesViewModel : ViewModelBase { public double Score { get { return Get(() => Score); } set { Set(() => Score, value); } } [DependsUpon("Score")] public int Percentage { get { return (int)(100 * Score); } } [DependsUpon("Percentage")] public string Output { get { return "You scored " + Percentage + "%."; } } }   Automatic Method Execution This one is extremely similar to the previous, but it deals with method execution as opposed to property.  When you want to execute a method triggered by property changes, let the method declare the dependency instead of the other way around. Before public class DependantMethodsViewModel : ViewModelBase { public double Score { get { return Get(() => Score); } set { Set(() => Score, value); WhenScoreChanges(); } } public void WhenScoreChanges() { // Handle this case } } After public class DependantMethodsViewModel : ViewModelBase { public double Score { get { return Get(() => Score); } set { Set(() => Score, value); } } [DependsUpon("Score")] public void WhenScoreChanges() { // Handle this case } }   Command CanExecute Change Notification Back to Commands.  One of the responsibilities of commands that implement ICommand – it must fire an event declaring that CanExecute() needs to be re-evaluated.  I wanted to wait until we got past a few concepts before explaining this behavior.  You can use the same mechanism here to fire off the change.  In the CanExecute_ method, declare the property that it depends upon.  When that property changes, the command will fire a CanExecuteChanged event, telling the View to re-evaluate the state of the command.  The View will make appropriate adjustments, like disabling the button. DependsUpon works on CanExecute methods as well public class CanExecuteViewModel : ViewModelBase { public void Execute_MakeLower() { Output = Input.ToLower(); } [DependsUpon("Input")] public bool CanExecute_MakeLower() { return !string.IsNullOrWhiteSpace(Input); } public string Input { get { return Get(() => Input); } set { Set(() => Input, value);} } public string Output { get { return Get(() => Output); } set { Set(() => Output, value); } } }   Design-Time Detection If you want to add design-time data to your ViewModel, the base class has a property that lets you ask if you are in the designer.  You can then set some default values that let your designer see what things might look like in runtime. Use the IsInDesignMode property public DependantPropertiesViewModel() { if(IsInDesignMode) { Score = .5; } }   What About Silverlight? Some of the features in this base class only work in WPF.  As of version 4, Silverlight does not support binding to dynamic properties.  This, in my opinion, is a HUGE limitation.  Not only does it keep you from using many of the features in this ViewModel, it also keeps you from binding to ViewModels designed in IronRuby.  Does this mean that the base class will not work in Silverlight?  No.  Many of the features outlined in this article WILL work.  All of the property abstractions are functional, as long as you refer to them statically in the View.  This, of course, means that the automatic command hook-up doesn’t work in Silverlight.  You need to plumb it to a static property in order for the Silverlight View to bind to it.  Can I has a dynamic property in SL5?     Good to go? So, that concludes the feature explanation of my ViewModel base class.  Feel free to take it, fork it, whatever.  It is hosted on CodePlex.  When I find other useful additions, I will add them to the public repository.  I use this base class every day.  It is mature, and well tested.  If, however, you find any problems with it, please let me know!  Also, feel free to suggest patches to me via the CodePlex site.  :)

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  • How do I change the Creation/Mod Date of all folders on a USB drive using Touch command?

    - by Chad--24216
    I've got a USB drive with mp3 music on it that I play in my car. My car has a USB drive port. Problem is that the car sorts the music by Creation/Modification Date (and not alphabetically). This makes it a pain to find what artist I'm looking for. To solve this problem, I need a way to "update" the Creation/Modification Date for all folders on the USB drive every time I add a new folder of music to the USB drive. Anyone know how I can do this? The Touch command works great, but the format touch <filename> would take forever to do on each folder on the drive. Anyway to select all folders on the drive and then touch <all folders>? On my USB drive I have a folder for each album and the songs within each respective folder, like so: Album-1-folder Album-2-folder I need to apply the Touch command to each of the "album" folders on the drive. I stumbled upon a simple solution to solve this issue:touch /media/USB_Drive/*

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  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

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  • EWS 2010: Public Folder Problem using .NET

    - by Daniel
    I've recently coded a .NET Console app using C#. It's purpose was to read the emails within a specific folder, parse them for specific values and save them to a database. Our email system, at the time I originally coded this, was Exchange 2003. However, I was made aware we would soon be upgrading to Exchange 2010: ergo, I built the code to work in both environments. Following the migration to 2010, however, the app has broken. The app uses the EWS API for 2010 functionality. When it attempts to use the ExchangeService's FindFolders method to find the publicfoldersroot, it throws an exception. Here's the code: ExchangeService service = new ExchangeService(); FindFoldersResults findRootFldrs; service.UseDefaultCredentials = true; service.AutodiscoverUrl("[email protected]", delegate(string x) { return true; }); FolderView fview = new FolderView(100); fview.Traversal = FolderTraversal.Deep; if (findRootFldrsSub == null) { //Set to root to test local folders -- findRootFldrs = service.FindFolders(WellKnownFolderName.PublicFoldersRoot, fview); } The exception: "The mailbox that was requested doesn't support the specified RequestServerVersion" I've attempted: -Setting the exchangeservice to 2007 (throws an exception: "An internal server error occurred. The operation failed.") -Giving myself the highest level of permission to the Public Folder (no effect) -Manually setting my credentials (no effect) I can view the public folders in outlook; the publicfoldersroot property is available in the intellisense; the code works on local folders (I can parse my inbox). My current thinking is that it's a setting on the recent setup of Exchange 2010: unfortunately that isn't really my field.

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  • How to read a Website's Directory Structure using WMI and C# in IIS 6.0?

    - by Steve Johnson
    Hi all, I need to read a website's folders using WMI and C# in IIS 6.0. I am able to read the Virtual directories and applications using the "IISWebVirtualDirSetting" class. However the physical folders located inside a website cannot be read using this class. And for my case i need to read sub folders located within a website and later on set permission on them. For my requirement i dont need to work on Virtual Directories/Web Service Applications (which can be easily obtained using the code below..). I have tried to use IISWebDirectory class but it has been useful. Here is the code that reads IIS Virtual Directories... public static ArrayList RetrieveVirtualDirList(String ServerName, String WebsiteName) { ConnectionOptions options = SetUpAuthorization(); ManagementScope scope = new ManagementScope(string.Format(@"\\{0}\root\MicrosoftIISV2", ServerName), options); scope.Connect(); String SiteId = GetSiteIDFromSiteName(ServerName, WebsiteName); ObjectQuery OQuery = new ObjectQuery(@"SELECT * FROM IISWebVirtualDirSetting"); //ObjectQuery OQuery = new ObjectQuery(@"SELECT * FROM IIsSetting"); ManagementObjectSearcher WebSiteFinder = new ManagementObjectSearcher(scope, OQuery); ArrayList WebSiteListArray = new ArrayList(); ManagementObjectCollection WebSitesCollection = WebSiteFinder.Get(); String WebSiteName = String.Empty; foreach (ManagementObject WebSite in WebSitesCollection) { WebSiteName = WebSite.Properties["Name"].Value.ToString(); WebsiteName = WebSiteName.Replace("W3SVC/", ""); String extrctedSiteId = WebsiteName.Substring(0, WebsiteName.IndexOf('/')); String temp = WebsiteName.Substring(0, WebsiteName.IndexOf('/') + 1); String VirtualDirName = WebsiteName.Substring(temp.Length); WebsiteName = WebsiteName.Replace(SiteId, ""); if (extrctedSiteId.Equals(SiteId)) //if (true) { WebSiteListArray.Add(VirtualDirName ); //WebSiteListArray.Add(WebSiteName); //+ "|" + WebSite.Properties["Path"].Value.ToString() } } return WebSiteListArray; } Kindly help in this regard. Thanks you.

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  • Get user profile size in vbscript

    - by Cameron
    Hello, I am trying to get the size of a user's local profile using VBScript. I know the directory of the profile (typically "C:\Users\blah"). The following code does not work for most profiles (Permission Denied error 800A0046): Dim folder Dim fso Set fso = WScript.CreateObject("Scripting.FileSystemObject") Set folder = fso.GetFolder("C:\Users\blah") MsgBox folder.Size ' Error occurs here Is there another way to do this? UPDATE: I did some deeper digging and it turns out that the Permission Denied error occurs if permission is denied to some subfolders or files of the directory whose size I wish to get. In the case of user profiles, there's always a few system files that even the Administrator group does not have permission to access. To get around this, I wrote a function that tries to get the folder size the normal way (above), then, if the error occurs, it recurses into the subdirectories of the folder, ignoring folder sizes that are permission denied (but not the rest of the folders). Dim fso Set fso = WScript.CreateObject("Scripting.FileSystemObject") Function getFolderSize(folderName) On Error Resume Next Dim folder Dim subfolder Dim size Dim hasSubfolders size = 0 hasSubfolders = False Set folder = fso.GetFolder(folderName) ' Try the non-recursive way first (potentially faster?) Err.Clear size = folder.Size If Err.Number <> 0 then ' Did not work; do recursive way: For Each subfolder in folder.SubFolders size = size + getFolderSize(subfolder.Path) hasSubfolders = True Next If not hasSubfolders then size = folder.Size End If End If getFolderSize = size Set folder = Nothing ' Just in case End Function

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  • How do I change folder timestamps recursively?

    - by MonkeyWrench32
    I was wondering if anyone knows how to change the timestamps of folders recursively based on the latest timestamp found of the files in that folder. So for example: jon@UbuntuPanther:/media/media/MP3s/Foo Fighters/(1997-05-20) The Colour and The Shape$ ls -alF total 55220 drwxr-xr-x 2 jon jon 4096 2010-08-30 12:34 ./ drwxr-xr-x 11 jon jon 4096 2010-08-30 12:34 ../ -rw-r--r-- 1 jon jon 1694044 2010-04-18 00:51 Foo Fighters - Doll.mp3 -rw-r--r-- 1 jon jon 3151170 2010-04-18 00:51 Foo Fighters - Enough Space.mp3 -rw-r--r-- 1 jon jon 5004289 2010-04-18 00:52 Foo Fighters - Everlong.mp3 -rw-r--r-- 1 jon jon 5803125 2010-04-18 00:51 Foo Fighters - February Stars.mp3 -rw-r--r-- 1 jon jon 4994903 2010-04-18 00:51 Foo Fighters - Hey, Johnny Park!.mp3 -rw-r--r-- 1 jon jon 4649556 2010-04-18 00:52 Foo Fighters - Monkey Wrench.mp3 -rw-r--r-- 1 jon jon 5216923 2010-04-18 00:51 Foo Fighters - My Hero.mp3 -rw-r--r-- 1 jon jon 4294291 2010-04-18 00:52 Foo Fighters - My Poor Brain.mp3 -rw-r--r-- 1 jon jon 6778011 2010-04-18 00:52 Foo Fighters - New Way Home.mp3 -rw-r--r-- 1 jon jon 2956287 2010-04-18 00:51 Foo Fighters - See You.mp3 -rw-r--r-- 1 jon jon 2730072 2010-04-18 00:51 Foo Fighters - Up in Arms.mp3 -rw-r--r-- 1 jon jon 6086821 2010-04-18 00:51 Foo Fighters - Walking After You.mp3 -rw-r--r-- 1 jon jon 3033660 2010-04-18 00:52 Foo Fighters - Wind Up.mp3 The folder "(1997-05-20) The Colour and The Shape" would have its timestamp set to 2010-04-18 00:52. Thanks in advance!

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  • Preventing access to files if a user types the full url on the address bar

    - by bogha
    i have a website, some folders on the websites contains images and files like .pdf , .doc and .docx . the user can easly just type the address in the url to get the file or display the photo http://site/folder1/img/pic1.jpg then boom.. he can see the image or just download the file my question is: how to prevent this kind of action, how can i guarantee a secure access of the files. any suggestions UPDATE TO CLARIFY MY IDEA i don't want any user who is browsing the website to get access to these files normally by just writing the URL of the file. those files are a CV files, they are being uploaded by the users to a specific folder on the server which we host outside the company. those files are only being viewed by the HR people through a special system. that's the scenario we want. i don't want a WEB GEEK who just wants to see what files has been uploaded to this folder to download them easly to his/her computer and view them or publish them on the internet. i hope you got my idea

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  • Access Denied / Server 2008 / Home Directories

    - by Shaun Murphy
    Domain Controller: BDC01 (192.168.9.2) Storage Server: BrightonSAN1 (192.168.9.3) Domain: brighton.local Last night I moved our users home directories off of our Domain Controller onto a storage server using the MS FSMT. I'm getting a mixed bag of errors. The first being some users cannot logon properly, they can't access the logon.vbs in the sysvol folder on the DC and consequently cannot map their drives. I've narrowed that down to a DNS issue as we there was a remnant of our previous DNS server in the DHCP server options and scope options. I'm able to get their drives remapped by browsing to the sysvol folder by IP address as opposed to Computer Name and manually running the logon.vbs script. The other error I'm getting is Access Denied on a few of the users home directories. The top level folder (Home) is shared as normal and I've removed and re-added the NTFS security a number of times now including making the user the owner with full control. I've checked each and every individual file and folder in said users home directory and they are indeed the owner but I'm unable to write but I can read the contents. I'm stumped. This isn't happening to all clients. I'm considering removing their AD accounts, backing up their folders and readding them as a last resort but obviously I'd like to know why the above errors are happening.

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  • Inventory Management concepts in XNA game

    - by user1332755
    I am trying to code the inventory system in my first real game so I have very little experience in both c# and game engine development. Basically, I need some general guidance and tips with how to structure and organize these sorts of systems. Please tell me if I am on the right track or not before I get too deep into making some badly structured system. It's fine if you don't feel like looking through my code, suggestions about general structure would also be appreciated. What I am aiming to end up with is some sort of system like Minecraft or Terraria. It must include: main inventory GUI (items can be dragged and placed in whatever slot desired Itembar outside of the main inventory which can be assigned to certain items the ability to use items from either location So far, I have 4 main classes: Inventory holds the general info and methods, inventoryslot holds info for individual slots, Itembar holds all info and methods for itself, and finally, ItemManager to manage interactions between the two and hold a master list of items. So far, my itembar works perfectly and interacts well with mousedragging items into and out of it as well as activating the item effect. Here is the code I have so far: (there is a lot but I will try to keep it relevant) This is the code for the itembar on the main screen: class Itembar { public Texture2D itembarfull, iSelected; public static Rectangle itembar = new Rectangle(5, 218, 40, 391); public Rectangle box1 = new Rectangle(itembar.X, 218, 40, 40); //up to 10 Rectangles for each slot public int Selected = 0; private ItemManager manager; public Itembar(Texture2D texture, Texture2D texture3, ItemManager mann) { itembarfull = texture; iSelected = texture3; manager = mann; } public void Update(GameTime gametime) { } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw( itembarfull, new Vector2 (itembar.X, itembar.Y), null, Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 1.0f); if (Selected == 1) spriteBatch.Draw(iSelected, new Rectangle(box1.X-3, box1.Y-3, box1.Width+6, box1.Height+6), Color.White); //goes up to 10 slots } public int Box1Query() { foreach (Item item in manager.items) { if(box1.Contains(item.BoundingBox)) return manager.items.IndexOf(item); } return 999; } //10 different box queries It is working fine right now. I just put an Item in there and the box will query things like the item's effects, stack number, consumable or not etc...This one is basically almost complete. Here is the main inventory class: class Inventory { public bool isActive; public List<Rectangle> mainSlots = new List<Rectangle>(24); public List<InventorySlot> mainSlotscheck = new List<InventorySlot>(24); public static Rectangle inv = new Rectangle(841, 469, 156, 231); public Rectangle invfull = new Rectangle(inv.X, inv.Y, inv.Width, inv.Height); public Rectangle inv1 = new Rectangle(inv.X + 4, inv.Y +3, 32, 32); //goes up to inv24 resulting in a 6x4 grid of Rectangles public Inventory() { mainSlots.Add(inv1); mainSlots.Add(inv2); mainSlots.Add(inv3); mainSlots.Add(inv4); //goes up to 24 foreach (Rectangle slot in mainSlots) mainSlotscheck.Add(new InventorySlot(slot)); } //update and draw methods are empty because im not too sure what to put there public int LookforfreeSlot() { int slotnumber = 999; for (int x = 0; x < mainSlots.Count; x++) { if (mainSlotscheck[x].isFree) { slotnumber = x; break; } } return slotnumber; } } } LookforFreeSlot() method is meant to be called when I do AddtoInventory(). I'm kinda stumped about what other things I need to put in this class. Here is the inventorySlot class: (its main purpose is to check the bool "isFree" to see whether or not something already occupies the slot. But i guess it can also do other stuff like get item info.) class InventorySlot { public int X, Y; public int Width = 32, Height = 32; public Vector2 Position; public int slotnumber; public bool free = true; public int? content = null; public bool isFree { get { return free; } set { free = value; } } public InventorySlot(Rectangle slot) { slot = new Rectangle(X, Y, Width, Height); } } } Finally, here is the ItemManager (I am omitting the master list because it is too long) class ItemManager { public List<Item> items = new List<Item>(20); public List<Item> inventory1 = new List<Item>(24); public List<Item> inventory2 = new List<Item>(24); public List<Item> inventory3 = new List<Item>(24); public List<Item> inventory4 = new List<Item>(24); public Texture2D icon, filta; private Rectangle msRect; MouseState mouseState; public int ISelectedIndex; Inventory inventory; SpriteFont font; public void GenerateItems() { items.Add(new Item(new Rectangle(0, 0, 32, 32), icon, font)); items[0].name = "Grass Chip"; items[0].itemID = 0; items[0].consumable = true; items[0].stackable = true; items[0].maxStack = 99; items.Add(new Item(new Rectangle(32, 0, 32, 32), icon, font)); //master list continues. it will generate all items in the game; } public ItemManager(Inventory inv, Texture2D itemsheet, Rectangle mouseRectt, MouseState ms, Texture2D fil, SpriteFont f) { icon = itemsheet; msRect = mouseRectt; filta = fil; mouseState = ms; inventory = inv; font = f; } //once again, no update or draw public void mousedrag() { items[0].DestinationRect = new Rectangle (msRect.X, msRect.Y, 32, 32); items[0].dragging = true; } public void AddtoInventory(Item item) { int index = inventory.LookforfreeSlot(); if (index == 999) return; item.DestinationRect = inventory.mainSlots[index]; inventory.mainSlotscheck[index].content = item.itemID; inventory.mainSlotscheck[index].isFree = false; item.IsActive = true; } } } The mousedrag works pretty well. AddtoInventory doesn't work because LookforfreeSlot doesn't work. Relevant code from the main program: When I want to add something to the main inventory, I do something like this: foreach (Particle ether in ether1.ethers) { if (ether.isCollected) itemmanager.AddtoInventory(itemmanager.items[14]); } This turned out to be much longer than I had expected :( But I hope someone is interested enough to comment.

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  • Zyxel P-320W: How to connect to my web server using public IP

    - by hvtuananh
    My company's router is Zyxel P-320W and I have a public static IP. I registered a few domains name and point to this IP address. I already setup Virtual Hosts and configured port-forwarding to my internal server and it works well. I can connect to all domains from outside The problem is I cannot connect to my domains from inside One workaround way is modify hosts file to add internal IP for those domains, but my company have many computers and I don't want to setup all PC manually

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  • Zyxel P-320W: How to connect to my web server using public IP

    - by hvtuananh
    My company's router is Zyxel P-320W and I have a public static IP. I registered a few domains name and point to this IP address. I already setup Virtual Hosts and configured port-forwarding to my internal server and it works well. I can connect to all domains from outside The problem is I cannot connect to my domains from inside One workaround way is modify hosts file to add internal IP for those domains, but my company have many computers and I don't want to setup all PC manually

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  • KVM network bridge and public static IP for both host and guests

    - by Javier Martinez
    I have a Debian Server with 4 public static addresses. There is a KVM guest (also Debian) installed and running. What I want is to give the guest an IP of the host, so that both machines have public IPs. IP 1: 188.165.A.B IP 2: 178.33.CCC.D IP 3: 178.33.CCC.E IP 4: 178.33.CCC.F What should I do to have connection for host and guest ? This is network conf: # ifconfig br0 Link encap:Ethernet HWaddr e8:40:f2:0a:cc:28 inet addr:188.165.A.B Bcast:188.165.255.255 Mask:255.255.255.0 inet6 addr: fe80::ea40:f2ff:fe0a:cc28/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:3618 errors:0 dropped:4 overruns:0 frame:0 TX packets:4853 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:599562 (585.5 KiB) TX bytes:1693443 (1.6 MiB) eth0 Link encap:Ethernet HWaddr e8:40:f2:0a:cc:28 inet6 addr: fe80::ea40:f2ff:fe0a:cc28/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:4274 errors:0 dropped:0 overruns:0 frame:0 TX packets:4879 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:720045 (703.1 KiB) TX bytes:1715641 (1.6 MiB) Interrupt:20 Memory:fe500000-fe520000 eth0:0 Link encap:Ethernet HWaddr e8:40:f2:0a:cc:28 inet addr:178.33.CCC.D Bcast:178.33.255.255 Mask:255.255.255.255 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 Interrupt:20 Memory:fe500000-fe520000 eth0:1 Link encap:Ethernet HWaddr e8:40:f2:0a:cc:28 inet addr:178.33.CCC.E Bcast:178.33.255.255 Mask:255.255.255.255 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 Interrupt:20 Memory:fe500000-fe520000 eth0:2 Link encap:Ethernet HWaddr e8:40:f2:0a:cc:28 inet addr:178.33.CCC.F Bcast:178.33.255.255 Mask:255.255.255.255 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 Interrupt:20 Memory:fe500000-fe520000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:27932 errors:0 dropped:0 overruns:0 frame:0 TX packets:27932 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:1820862 (1.7 MiB) TX bytes:1820862 (1.7 MiB) vnet0 Link encap:Ethernet HWaddr fe:54:00:87:40:ec inet6 addr: fe80::fc54:ff:fe87:40ec/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:18 errors:0 dropped:0 overruns:0 frame:0 TX packets:204 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:500 RX bytes:1452 (1.4 KiB) TX bytes:16958 (16.5 KiB) #route Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface default aa.bb.cc.eu 0.0.0.0 UG 0 0 0 br0 188.165.255.0 * 255.255.255.0 U 0 0 0 br0 # brctl show bridge name bridge id STP enabled interfaces br0 8000.e840f20acc28 no eth0 vnet0 There is no firewall enabled and DNS is configured properly. What I want to achieve: | | | +----+-------------------------+-+------+ | | Host | | | | | | | | | | +------------+------+ | | eth0 | eth0:0-1 | | | 188.165.A.B | | | | | | | | | br0 vnet0 | | | +------------+------+ | | | | | | | | +------------+------+ | | | | | | | | eth0:2-+ | | | | 178.33.CCC.F | | | | | | | | Guest | | | +-------------------+ | +---------------------------------------+ Thanks you

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  • KVM network bridge and public static IP for both host and guests

    - by Javier Martinez
    I have a Debian Server with 4 public static addresses. There is a KVM guest (also Debian) installed and running. What I want is to give the guest an IP of the host, so that both machines have public IPs. IP 1: 188.165.A.B IP 2: 178.33.CCC.D IP 3: 178.33.CCC.E IP 4: 178.33.CCC.F What should I do to have connection for host and guest ? This is network conf: # ifconfig br0 Link encap:Ethernet HWaddr e8:40:f2:0a:cc:28 inet addr:188.165.A.B Bcast:188.165.255.255 Mask:255.255.255.0 inet6 addr: fe80::ea40:f2ff:fe0a:cc28/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:3618 errors:0 dropped:4 overruns:0 frame:0 TX packets:4853 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:599562 (585.5 KiB) TX bytes:1693443 (1.6 MiB) eth0 Link encap:Ethernet HWaddr e8:40:f2:0a:cc:28 inet6 addr: fe80::ea40:f2ff:fe0a:cc28/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:4274 errors:0 dropped:0 overruns:0 frame:0 TX packets:4879 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:720045 (703.1 KiB) TX bytes:1715641 (1.6 MiB) Interrupt:20 Memory:fe500000-fe520000 eth0:0 Link encap:Ethernet HWaddr e8:40:f2:0a:cc:28 inet addr:178.33.CCC.D Bcast:178.33.255.255 Mask:255.255.255.255 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 Interrupt:20 Memory:fe500000-fe520000 eth0:1 Link encap:Ethernet HWaddr e8:40:f2:0a:cc:28 inet addr:178.33.CCC.E Bcast:178.33.255.255 Mask:255.255.255.255 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 Interrupt:20 Memory:fe500000-fe520000 eth0:2 Link encap:Ethernet HWaddr e8:40:f2:0a:cc:28 inet addr:178.33.CCC.F Bcast:178.33.255.255 Mask:255.255.255.255 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 Interrupt:20 Memory:fe500000-fe520000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:27932 errors:0 dropped:0 overruns:0 frame:0 TX packets:27932 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:1820862 (1.7 MiB) TX bytes:1820862 (1.7 MiB) vnet0 Link encap:Ethernet HWaddr fe:54:00:87:40:ec inet6 addr: fe80::fc54:ff:fe87:40ec/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:18 errors:0 dropped:0 overruns:0 frame:0 TX packets:204 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:500 RX bytes:1452 (1.4 KiB) TX bytes:16958 (16.5 KiB) #route Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface default aa.bb.cc.eu 0.0.0.0 UG 0 0 0 br0 188.165.255.0 * 255.255.255.0 U 0 0 0 br0 # brctl show bridge name bridge id STP enabled interfaces br0 8000.e840f20acc28 no eth0 vnet0 There is no firewall enabled and DNS is configured properly. What I want to achieve: | | | +----+-------------------------+-+------+ | | Host | | | | | | | | | | +------------+------+ | | eth0 | eth0:0-1 | | | 188.165.A.B | | | | | | | | | br0 vnet0 | | | +------------+------+ | | | | | | | | +------------+------+ | | | | | | | | eth0:2-+ | | | | 178.33.CCC.F | | | | | | | | Guest | | | +-------------------+ | +---------------------------------------+ Thanks you

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  • Windows Authentication with IIS7 with public facing website

    - by user38553
    By default in IIS7, Windows Authentication was turned off and I had to make a configuration change to activate it. When I did that there was a description for Windows Authentication that explained this should only be used for intranet sites, not public facing websites. When you consider NTLM/Kerberos does not use plain text I am not sure why Microsoft have decided this, all of a sudden. Can anybody explain?

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