Search Results

Search found 38248 results on 1530 pages for 'project folder'.

Page 344/1530 | < Previous Page | 340 341 342 343 344 345 346 347 348 349 350 351  | Next Page >

  • copy files between servers asp.net mvc

    - by kalyan
    Hi, I am using asp.net, c#, MVC and nHibernate and I am trying to upload a file from a local machine to the server and replicate the file to the different server. I was able to upload file to the server and copy the file from one folder to the other folder on the same server without any problem.But how can I copy the file from one server to another server. Please follow the link to see how to copy a file from one folder to another folder on the same server. Click to see my answer to the file upload question.[please look for answer by kalyan] Please help. Thank you.

    Read the article

  • Cant open Nerd Dinner 1.0 VS 2008 SP1 MVC 2

    - by josephj1989
    I was trying to download some ASP.NET MVC Sample application to learn MVC. I tried Music Store and TownHall but they wont open in my VS2008.So I tried the common Nerddinner 1.0 but it gives error "The project Type is not supported by this installation" . I tried the 3rd Method suggested in the following post http://stackoverflow.com/questions/1002907/cant-open-nerddinner-project-in-vs2008 This is about changing the project type GUIDS.Now the project loads but when I run it throws an exception <add assembly="System.Web.Mvc, Version=1.0.0.0, Culture=neutral,PublicKeyToken=31BF3856AD364E35" /> I presume this is happening because the Nerddinner 1.0 is for MVC 1.0 and I have MVC 2.0 installed. How do I proceed now. I have spent a lot of time trying to get an MVC application working on my PC. I am happy if I can get any properly architected , MVC application of medium to high complexity to work on my PC. thanks

    Read the article

  • Javascript Input type

    - by Phoenix
    Hi All, In javascript we use input type = file .. to open up a file browser pop-up .. is there a way to limit access to folders .. I want to select a folder then ftp all the files in the folder .. so i need access upto only the folder level and not file level .. i guess it would be tedious to go an manually select every file from the folder and then ftp .. is there a way to do that.. Also, how can i set the file-browser pop-up window path to a default one ?

    Read the article

  • Checking for nil in view in Ruby on Rails

    - by seaneshbaugh
    I've been working with Rails for a while now and one thing I find myself constantly doing is checking to see if some attribute or object is nil in my view code before I display it. I'm starting to wonder if this is always the best idea. My rationale so far has been that since my application(s) rely on user input unexpected things can occur. If I've learned one thing from programming in general it's that users inputting things the programmer didn't think of is one of the biggest sources of run-time errors. By checking for nil values I'm hoping to sidestep that and have my views gracefully handle the problem. The thing is though I typically for various reasons have similar nil or invalid value checks in either my model or controller code. I wouldn't call it code duplication in the strictest sense, but it just doesn't seem very DRY. If I've already checked for nil objects in my controller is it okay if my view just assumes the object truly isn't nil? For attributes that can be nil that are displayed it makes sense to me to check every time, but for the objects themselves I'm not sure what is the best practice. Here's a simplified, but typical example of what I'm talking about: controller code def show @item = Item.find_by_id(params[:id]) @folders = Folder.find(:all, :order => 'display_order') if @item == nil or @item.folder == nil redirect_to(root_url) and return end end view code <% if @item != nil %> display the item's attributes here <% if @item.folder != nil %> <%= link_to @item.folder.name, folder_path(@item.folder) %> <% end %> <% else %> Oops! Looks like something went horribly wrong! <% end %> Is this a good idea or is it just silly?

    Read the article

  • How do i enable syntax highlighting and syntax indentation in mysgit vim?

    - by gath
    Am using mysgit for windows, but mysgit vi editor is unable to do syntax highlighting and indentation for my source code (html/python/css .... files) I managed to copy the syntax folder from my original GVIM7.2 installation to Git Vim72 installation folder, now i see like syntax highlighting is active. What am unable to do is indentation. I have tried to copy the ftplugin folder from my GVim7.2 installation to Git Vim72 folder but still no indentation. I have tried to place filetype plugin indent on setting on the vimrc file, but still nothing is working? Any help on how to enable syntax indentation? Gath

    Read the article

  • How to add a context processor from a Django app

    - by Edan Maor
    Say I'm writing a Django app, and all the templates in the app require a certain variable. The "classic" way to deal with this, afaik, is to write a context processor and add it to TEMPLATE_CONTEXT_PROCESSORS in the settings.py. My question is, is this the right way to do it, considering that apps are supposed to be "independent" from the actual project using them? In other words, when deploying that app to a new project, is there any way to avoid the project having to explicitly mess around with its settings?

    Read the article

  • How can I share Configuration Settings across multiple projects in Visual Studio?

    - by Muneeb
    Ok I know this may be a design issue, so I would love to have remarks on that as well. I have a Visual Studio web application solution. I have three projects as UserInterface, BusinessLogic and DataAccess. I had to store some user defined settings and I created configSections in the config file. I access these configSections through classes which inherit from .NET's ConfigurationSection base class. So in short for every project I had a separate configSection and for that corresponding configSection I had a class in that project inheriting from ConfigurationSection to access the config section settings. This works all sweet. But the problem arises if there is any setting which I need to use across multiple projects. So If I need to use a setting defined in UserInterface project configSection in, let say, BusinessLogic project I have to actually make a copy of that setting in the BusinessLogic's configSection. This ends up having the same setting copied across multiple configSections. Isn't this a bit too redundant?

    Read the article

  • Farseer tutorial for the absolute beginners

    - by Bil Simser
    This post is inspired (and somewhat a direct copy) of a couple of posts Emanuele Feronato wrote back in 2009 about Box2D (his tutorial was ActionScript 3 based for Box2D, this is C# XNA for the Farseer Physics Engine). Here’s what we’re building: What is Farseer The Farseer Physics Engine is a collision detection system with realistic physics responses to help you easily create simple hobby games or complex simulation systems. Farseer was built as a .NET version of Box2D (based on the Box2D.XNA port of Box2D). While the constructs and syntax has changed over the years, the principles remain the same. This tutorial will walk you through exactly what Emanuele create for Flash but we’ll be doing it using C#, XNA and the Windows Phone platform. The first step is to download the library from its home on CodePlex. If you have NuGet installed, you can install the library itself using the NuGet package that but we’ll also be using some code from the Samples source that can only be obtained by downloading the library. Once you download and unpacked the zip file into a folder and open the solution, this is what you will get: The Samples XNA WP7 project (and content) have all the demos for Farseer. There’s a wealth of info here and great examples to look at to learn. The Farseer Physics XNA WP7 project contains the core libraries that do all the work. DebugView XNA contains an XNA-ready class to let you view debug data and information in the game draw loop (which you can copy into your project or build the source and reference the assembly). The downloaded version has to be compiled as it’s only available in source format so you can do that now if you want (open the solution file and rebuild everything). If you’re using the NuGet package you can just install that. We only need the core library and we’ll be copying in some code from the samples later. Your first Farseer experiment Start Visual Studio and create a new project using the Windows Phone template can call it whatever you want. It’s time to edit Game1.cs 1 public class Game1 : Game 2 { 3 private readonly GraphicsDeviceManager _graphics; 4 private DebugViewXNA _debugView; 5 private Body _floor; 6 private SpriteBatch _spriteBatch; 7 private float _timer; 8 private World _world; 9 10 public Game1() 11 { 12 _graphics = new GraphicsDeviceManager(this) 13 { 14 PreferredBackBufferHeight = 800, 15 PreferredBackBufferWidth = 480, 16 IsFullScreen = true 17 }; 18 19 Content.RootDirectory = "Content"; 20 21 // Frame rate is 30 fps by default for Windows Phone. 22 TargetElapsedTime = TimeSpan.FromTicks(333333); 23 24 // Extend battery life under lock. 25 InactiveSleepTime = TimeSpan.FromSeconds(1); 26 } 27 28 protected override void LoadContent() 29 { 30 // Create a new SpriteBatch, which can be used to draw textures. 31 _spriteBatch = new SpriteBatch(_graphics.GraphicsDevice); 32 33 // Load our font (DebugViewXNA needs it for the DebugPanel) 34 Content.Load<SpriteFont>("font"); 35 36 // Create our World with a gravity of 10 vertical units 37 if (_world == null) 38 { 39 _world = new World(Vector2.UnitY*10); 40 } 41 else 42 { 43 _world.Clear(); 44 } 45 46 if (_debugView == null) 47 { 48 _debugView = new DebugViewXNA(_world); 49 50 // default is shape, controller, joints 51 // we just want shapes to display 52 _debugView.RemoveFlags(DebugViewFlags.Controllers); 53 _debugView.RemoveFlags(DebugViewFlags.Joint); 54 55 _debugView.LoadContent(GraphicsDevice, Content); 56 } 57 58 // Create and position our floor 59 _floor = BodyFactory.CreateRectangle( 60 _world, 61 ConvertUnits.ToSimUnits(480), 62 ConvertUnits.ToSimUnits(50), 63 10f); 64 _floor.Position = ConvertUnits.ToSimUnits(240, 775); 65 _floor.IsStatic = true; 66 _floor.Restitution = 0.2f; 67 _floor.Friction = 0.2f; 68 } 69 70 protected override void Update(GameTime gameTime) 71 { 72 // Allows the game to exit 73 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) 74 Exit(); 75 76 // Create a random box every second 77 _timer += (float) gameTime.ElapsedGameTime.TotalSeconds; 78 if (_timer >= 1.0f) 79 { 80 // Reset our timer 81 _timer = 0f; 82 83 // Determine a random size for each box 84 var random = new Random(); 85 var width = random.Next(20, 100); 86 var height = random.Next(20, 100); 87 88 // Create it and store the size in the user data 89 var box = BodyFactory.CreateRectangle( 90 _world, 91 ConvertUnits.ToSimUnits(width), 92 ConvertUnits.ToSimUnits(height), 93 10f, 94 new Point(width, height)); 95 96 box.BodyType = BodyType.Dynamic; 97 box.Restitution = 0.2f; 98 box.Friction = 0.2f; 99 100 // Randomly pick a location along the top to drop it from 101 box.Position = ConvertUnits.ToSimUnits(random.Next(50, 400), 0); 102 } 103 104 // Advance all the elements in the world 105 _world.Step(Math.Min((float) gameTime.ElapsedGameTime.TotalMilliseconds*0.001f, (1f/30f))); 106 107 // Clean up any boxes that have fallen offscreen 108 foreach (var box in from box in _world.BodyList 109 let pos = ConvertUnits.ToDisplayUnits(box.Position) 110 where pos.Y > _graphics.GraphicsDevice.Viewport.Height 111 select box) 112 { 113 _world.RemoveBody(box); 114 } 115 116 base.Update(gameTime); 117 } 118 119 protected override void Draw(GameTime gameTime) 120 { 121 GraphicsDevice.Clear(Color.FromNonPremultiplied(51, 51, 51, 255)); 122 123 _spriteBatch.Begin(); 124 125 var projection = Matrix.CreateOrthographicOffCenter( 126 0f, 127 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Width), 128 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Height), 0f, 0f, 129 1f); 130 _debugView.RenderDebugData(ref projection); 131 132 _spriteBatch.End(); 133 134 base.Draw(gameTime); 135 } 136 } 137 Lines 4: Declare the debug view we’ll use for rendering (more on that later). Lines 8: Declare _world variable of type class World. World is the main object to interact with the Farseer engine. It stores all the joints and bodies, and is responsible for stepping through the simulation. Lines 12-17: Create the graphics device we’ll be rendering on. This is an XNA component and we’re just setting it to be the same size as the phone and toggling it to be full screen (no system tray). Lines 34: We create a SpriteFont here by adding it to the project. It’s called “font” because that’s what the DebugView uses but you can name it whatever you want (and if you’re not using DebugView for your production app you might have several fonts). Lines 37-44: We create the physics environment that Farseer uses to contain all the objects by specifying it here. We’re using Vector2.UnitY*10 to represent the gravity to be used in the environment. In other words, 10 units going in a downward motion. Lines 46-56: We create the DebugViewXNA here. This is copied from the […] from the code you downloaded and provides the ability to render all entities onto the screen. In a production release you’ll be doing the rendering yourself of each object but we cheat a bit for the demo and let the DebugView do it for us. The other thing it can provide is to render out a panel of debugging information while the simulation is going on. This is useful in tracking down objects, figuring out how something works, or just keeping track of what’s in the engine. Lines 49-67: Here we create a rigid body (Farseer only supports rigid bodies) to represent the floor that we’ll drop objects onto. We create it by using one of the Farseer factories and specifying the width and height. The ConvertUnits class is copied from the samples code as-is and lets us toggle between display units (pixels) and simulation units (usually metres). We’re creating a floor that’s 480 pixels wide and 50 pixels high (converting them to SimUnits for the engine to understand). We also position it near the bottom of the screen. Values are in metres and when specifying values they refer to the centre of the body object. Lines 77-78: The game Update method fires 30 times a second, too fast to be creating objects this quickly. So we use a variable to track the elapsed seconds since the last update, accumulate that value, then create a new box to drop when 1 second has passed. Lines 89-94: We create a box the same way we created our floor (coming up with a random width and height for the box). Lines 96-101: We set the box to be Dynamic (rather than Static like the floor object) and position it somewhere along the top of the screen. And now you created the world. Gravity does the rest and the boxes fall to the ground. Here’s the result: Farseer Physics Engine Demo using XNA Lines 105: We must update the world at every frame. We do this with the Step method which takes in the time interval. [more] Lines 108-114: Body objects are added to the world but never automatically removed (because Farseer doesn’t know about the display world, it has no idea if an item is on the screen or not). Here we just loop through all the entities and anything that’s dropped off the screen (below the bottom) gets removed from the World. This keeps our entity count down (the simulation never has more than 30 or 40 objects in the world no matter how long you run it for). Too many entities and the app will grind to a halt. Lines 125-130: Farseer knows nothing about the UI so that’s entirely up to you as to how to draw things. Farseer is just tracking the objects and moving them around using the physics engine and it’s rules. You’ll still use XNA to draw items (using the SpriteBatch.Draw method) so you can load up your usual textures and draw items and pirates and dancing zombies all over the screen. Instead in this demo we’re going to cheat a little. In the sample code for Farseer you can download there’s a project called DebugView XNA. This project contains the DebugViewXNA class which just handles iterating through all the bodies in the world and drawing the shapes. So we call the RenderDebugData method here of that class to draw everything correctly. In the case of this demo, we just want to draw Shapes so take a look at the source code for the DebugViewXNA class as to how it extracts all the vertices for the shapes created (in this case simple boxes) and draws them. You’ll learn a *lot* about how Farseer works just by looking at this class. That’s it, that’s all. Simple huh? Hope you enjoy the code and library. Physics is hard and requires some math skills to really grok. The Farseer Physics Engine makes it pretty easy to get up and running and start building games. In future posts we’ll get more in-depth with things you can do with the engine so this is just the beginning. Enjoy!

    Read the article

< Previous Page | 340 341 342 343 344 345 346 347 348 349 350 351  | Next Page >