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  • Shut down windows service based on load

    - by JP
    Hello, I was wondering if there are any free / open source solutions that will start and stop a windows service based on load? I have some pubsub subscriber services that do background work which is not critical. Ideally i would like tot be able to automate things so that these services could start if memory/cpu/disk i/o was under a certain threshold and stop gracefully if that threshold was met. Do you know of any solutions? Thanks JP

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  • What is Service Broker ?

    - by Nasser Hajloo
    What is Service Broker in SQL Server and is it meaningful to enableitin a simple Database, Not in a distributed DB. please do not close this question, I saw others similar question and non of them answered me.

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  • REST service with binary data

    - by user179437
    Hi I want to create Restful service which can accept binary data. I've implemented javax.xml.ws.Provider interface, but i can't get content of request. If I use javax.xml.ws.Dispatch then its send only XML data, but I need transfer binary data. Please give some solution, but I don't prefer to use JAX-RS or Restlets. Thanks.

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  • How do I change Windows Service environment path

    - by rs
    I need to change thw environment variable Environment.GetEnvironmentVariable("TMP") for a Windows service in .NET 2.0 that is running with its own user account. The server is a Windows Server 2003, SP2. Can anybody tell me how to change the Windows environment variable for that user?

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  • Host a windows program as windows service

    - by Franco
    Hi, is there any free solution to run a third party windows program as windows service in windows server? it would be better that the solution can allow one of multiple RDP users to take control of the program to perform administrative work by accessing the UI of the program. Thanks in advance!

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  • Ruby background service

    - by FancyDancy
    I have a TCPclient written on Ruby. I want to use it in background. Currently it has a loop: loop do end So i can run a client, and it works forever. Is there a way to run in as a service, and write a pid to file, then i'll able to kill that process by pid?

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  • Android Restart a Service

    - by xger86x
    I have the following question: I start my activity and i call bindService in order to start a service which in background downloads data from an API. When it finish, it calls stopSelf(). But if i want to call again bindService in my Activity in order to download other data, nothing happens. Any idea?

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  • Android Notification with AlarmManager, Broadcast and Service

    - by user2435829
    this is my code for menage a single notification: myActivity.java public class myActivity extends Activity { protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.mylayout); cal = Calendar.getInstance(); // it is set to 10.30 cal.set(Calendar.HOUR, 10); cal.set(Calendar.MINUTE, 30); cal.set(Calendar.SECOND, 0); long start = cal.getTimeInMillis(); if(cal.before(Calendar.getInstance())) { start += AlarmManager.INTERVAL_FIFTEEN_MINUTES; } Intent mainIntent = new Intent(this, myReceiver.class); pIntent = PendingIntent.getBroadcast(this, 0, mainIntent, PendingIntent.FLAG_UPDATE_CURRENT); AlarmManager myAlarm = (AlarmManager)getSystemService(ALARM_SERVICE); myAlarm.setRepeating(AlarmManager.RTC_WAKEUP, start, AlarmManager.INTERVAL_FIFTEEN_MINUTES, pIntent); } } myReceiver.java public class myReceiver extends BroadcastReceiver { @Override public void onReceive(Context c, Intent i) { Intent myService1 = new Intent(c, myAlarmService.class); c.startService(myService1); } } myAlarmService.java public class myAlarmService extends Service { @Override public IBinder onBind(Intent arg0) { return null; } @Override public void onCreate() { super.onCreate(); } @SuppressWarnings("deprecation") @Override public void onStart(Intent intent, int startId) { super.onStart(intent, startId); displayNotification(); } @Override public void onDestroy() { super.onDestroy(); } public void displayNotification() { Intent mainIntent = new Intent(this, myActivity.class); PendingIntent pIntent = PendingIntent.getActivity(this, 0, mainIntent, PendingIntent.FLAG_UPDATE_CURRENT); NotificationManager nm = (NotificationManager) this.getSystemService(Context.NOTIFICATION_SERVICE); Notification.Builder builder = new Notification.Builder(this); builder.setContentIntent(pIntent) .setAutoCancel(true) .setSmallIcon(R.drawable.ic_noti) .setTicker(getString(R.string.notifmsg)) .setContentTitle(getString(R.string.app_name)) .setContentText(getString(R.string.notifmsg)); nm.notify(0, builder.build()); } } AndroidManifest.xml <uses-permission android:name="android.permission.WAKE_LOCK" /> ... ... ... <service android:name=".myAlarmService" android:enabled="true" /> <receiver android:name=".myReceiver"/> IF the time has NOT past yet everything works perfectly. The notification appears when it must appear. BUT if the time HAS past (let's assume it is 10.31 AM) the notification fires every time... when I close and re-open the app, when I click on the notification... it has a really strange behavior. I can't figure out what's wrong in it. Can you help me please (and explain why, if you find a solution), thanks in advance :)

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  • Printing prn file in window service.

    - by Asad
    I am unable to print prn file on network printer from .Net window Service. I use File.Copy method but it does not work. I use cmd.exe through Process.Start method but it does not work. But If I copy the same code in windows form application then it works fine. Can anybody help me.

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  • Service restarts automatically after it is manually stopped.

    - by Snowill
    I have created a windows service in C#.NET that is continuously running. Now when i stop it from the services.msc initially it shows that it has been stopped but after some time when i refresh the services.msc it shows as started again. I also checked in the task manager at the same time, i see that the exe of my application gets killed but starts on its own again. Please help.

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • Combo/Input LOV displaying non-reference key value

    - by [email protected]
    Its a very common use-case of LOV that we want to diplay a non key value in the LOV but store the key value in the DB. I had to do the same in a sample application I was building. During implementation of this, I realized that there are multiple ways to achieve this.I am going to describe each of these below.Example : Lets take an example of our classic HR schema. I have 2 tables Employee and Department where Dno is the foreign key attribute in Employee that references Department table.I want to create a LOV for Deparment such that the List always displays Dname instead of Dno. However when I update it, it it should update the reference key Dno.To achieve this I had 3 alternative1) Approach 1 :Create a composite VO and add the attributes from Department into Employee using a join.Refer the blog http://andrejusb.blogspot.com/2009/11/defining-lov-on-reference-attribute-in.htmlPositives :1. Easy to implement and use.2. We can use this attribute directly in queries defined on new attribute i.e If i have to display this inside query panel.Negative : We have to create an additional Join on the VO.Ex:SELECT Employees.EMPLOYEE_ID,        Employees.FIRST_NAME,        Employees.LAST_NAME,        Employees.EMAIL,        Employees.PHONE_NUMBER,       Department.Dno,        Department.DnameFROM EMPLOYEES Employees, Department Department WHERE Employees.Dno = Department .Dno2) Approach 2 :

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  • WPF: How do I get a reference to a styled window control in code behind?

    - by Brad
    I have a window defined with a style: <Window x:Class="winBorderless" x:Name="winBorderless" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:Local="clr-namespace:WindowStyle" Style="{StaticResource Window_Cartesia}" WindowStartupLocation="CenterScreen" BorderThickness="1" BorderBrush="#FF9CAAC1" Margin="5" Title="[Document Title]"> and the style defined in an application level dictionary: <Style x:Key="Window_Cartesia" TargetType="{x:Type Window}"> <Setter Property="WindowStyle" Value="None"/> <Setter Property="AllowsTransparency" Value="True"/> <Setter Property="Background" Value="Transparent"/> <EventSetter Event="Loaded" Handler="Loaded"/> <EventSetter Event="PreviewKeyDown" Handler="Preview_KeyDown"/> <EventSetter Event="MouseMove" Handler="FullScreen_MouseMove"/> <Setter Property="Template"> In code behind I have a reference to the Window instance set: Win = DirectCast(sender, winBorderless) This allows access to the window properties as the EventSetters pass references to the various controls. However, it doesn't provide for access to the controls defined in the style through the window reference as they don't exist there. So, what is the best way to reference a control through code behind that is defined in the style. I'd prefer not to iterate the trees to find them but ya gotta do....

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  • C# how to calculate hashcode from an object reference.

    - by Wayne
    Folks, here's a thorny problem for you! A part of the TickZoom system must collect instances of every type of object into a Dictionary< type. It is imperative that their equality and hash code be based on the instance of the object which means reference equality instead of value equality. The challenge is that some of the objects in the system have overridden Equals() and GetHashCode() for use as value equality and their internal values will change over time. That means that their Equals and GetHashCode are useless. How to solve this generically rather than intrusively? So far, We created a struct to wrap each object called ObjectHandle for hashing into the Dictionary. As you see below we implemented Equals() but the problem of how to calculate a hash code remains. public struct ObjectHandle : IEquatable<ObjectHandle>{ public object Object; public bool Equals(ObjectHandle other) { return object.ReferenceEquals(this.Object,other.Object); } } See? There is the method object.ReferenceEquals() which will compare reference equality without regard for any overridden Equals() implementation in the object. Now, how to calculate a matching GetHashCode() by only considering the reference without concern for any overridden GetHashCode() method? Ahh, I hope this give you an interesting puzzle. We're stuck over here. Sincerely, Wayne

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  • Consuming SAP Web Service from ASP.Net

    - by mehmet6parmak
    Hi, Next week i am supposed to develop an asp.net application which will connect to SAP, retrieve some data, change them and send back to SAP. We decided to use web services to achieve this and now i just want to know what diffuculties may i face with? I have URL of WSDL of the Web Service, will it be enough for me to adding web reference and giving the WSDL's URL? How will i authenticate? And Will it be the same with consuming normal web services? Also i wonder is there anybody that can share a .NET dll that can be used in visual studio 2008? There are some articles relating how to create such a dll using SAP .Net Connector and visual studio 2003 but i could not find anybody sharing the resulting dll under their post. Thanks...

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  • WCF Service instead of ASMX Web Service?

    - by wchrisjohnson
    I'm writing a SOAP Server that will act as an endpoint for an external client. The external client expects SOAP 1.1. I'll be taking embedded business objects in the SOAP messages and passing them to an internal application, getting responses back and responding with SOAP messages to the eternal client. I did the traditional ASMX based web services several years ago. Now, I've been exploring WCF Services and wondering the best approach to take. 1) Should WCF be considered a superset of ASMX web services? 2) Is there any reason to still write new web services using ASMX instead of WCF? 3) Does WCF provide better facilities for working with SOAP messages, as opposed to SOAP Extensions? 4) Can I restrict communication to SOAP 1.1 using WCF, the way I can with a web.config change in ASMX? 5) Does WCF have an easy way to log or review the requests that hit the service without resorting to something like SOAP extensions? Sorry my questions are not very specific; still trying to get handle on what I need to know... Using VS2008, Windows Server 2008. Chris

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  • windows service

    - by zubin71
    I need to write a windows service which executes an application after a certain amount of time. I have checked out the code in MSDN and found an example in which the System.ServiceProcess.ServiceBase class is sub-classed. I did the following. created a new C# console application copied the code from the MSDN example Run I get the following error The type or namespace name 'ServiceProcess' does not exist in the namespace 'System'(are you missing an assembly reference?) As i had copied the example from MSDN, i have no idea why the code still does not work. This is my first experience writing services and i`d love some guidance. thnkx!

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  • Simultaneously calling multiple methods on a WCF service from silverlight

    - by ola karlsson
    A while back I had to debug some performance issues in an existing Silverlight app, as the problem / solution was a bit obscure and finding info about it was quite tricky, I thought I’d share, maybe it can help the next person with this problem. The App On start, the app would do a number of calls to different methods on a WCF service, this to populate the UI with the necessary data. Recently one of those services had been changed and was now taking quite a bit longer than it used to. This was resulting in quite a long loading time for the whole UI, which was set up so it wouldn’t let the user interact with anything, until all the service calls had finished. First I broke out the longer running service call from the others, then removed the constraint that it had to be loaded for the UI in general to become responsive. I also added a loading indicator just on that area of the UI, thinking that the main UI would load while this particular section could keep loading independently. The Problem However this is where things started to get a bit strange. I found that even after these changes, the main UI wouldn’t activate until the long running call returned. So now, I did what I should have done to start with, I got Fiddler out and had a look at what was really happening. What I found was that, once the call to the long running service method was placed, all subsequent call were waiting for that one to return before executing. Not having really worked with WCF previously or knowing much about it in general, I was stumped… I knew of the issues where Silverlight is restricted by the browsers networking features in regards to number of simultaneous connections etc. However that just didn’t seem to be the issue here, you can clearly see in Fiddler that there’s numerous calls, but they’re just not returning. I thought of the problem maybe being in the WCF service, but the calls were really not that complicated and surely the service should be able to handle a lot more than what I was throwing at it! So I did what every developer does in this type of scenario, I hit the search engines. I did a whole bunch of searching on things like “multiple simultaneous WCF calls from Silverlight” and “Calling long running WCF services from Silverlight” etc. etc. This however, pretty much got me nowhere, I found a whole heap of resources on how to do WCF calls from Silverlight but most of them were very basic and of no use what so ever. The fog is clearing It wasn’t until I came across the term “ WCF blocking calls” and started incorporating that in my searches I started to get somewhere. Those searches quite quickly brought me to the following thread in the Silverlight forum “Long-running WCF call blocking subsequent calls” which discussed the exact problem I was facing and the best part, one of the guys there had the solution! The short answer is in the forum post and the guys answering, has also done a more extensive blog post about it called “Silverlight, WCF, and ASP.Net Configuration Gotchas” which covers it very well.  So come on what’s the solution?! I heard you ask, unless you’ve already gone to the links and looked it up ;) The Solution Well, it turns out that the issue is founded in a mix of Silverlight, Asp.Net and WCF, basically if you’re doing multiple calls to a single WCF web-service and you have Asp.Net session state enabled, the calls will be executed sequentially by the service, hence any long running calls will block subsequent ones. So why is Asp.Net session state effecting us, we’re working in Silverlight, right? We'll as mentioned earlier, by default Silverlight uses the browsers networking stack when doing service calls, hence to the WCF service, the call looks like it might as well be coming from a normal Asp.Net. To get around this, we look to a feature introduced in Silverlight 3, namely the Client HTTP Stack. The Client HTTP Stack to the rescue By using the following syntax (for example in our App.xaml.cs, Application_Startup method) WebRequest.RegisterPrefix("http://", WebRequestCreator.ClientHttp); we can set our Silverlight application to use the Client HTTP Stack, which incidentally solves our problem! By using Silverlights own networking stack, rather than that of the browser, we get around the Asp.Net - WCF session state issue. The above code specifies that all calls to addresses starting with “http://” should go through the client stack, this can actually be set more granular and you can specify it to be used only for certain domains etc. Summary The actual solution is well covered in the forum and blog posts I link to above. This post is more about sharing my experience, hopefully helping to spread the word about this and maybe make it a bit easier for the next poor guy with this issue to find the solution. Until next time, Ola

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  • HTTP Basic Auth Protected Services using Web Service Data Control

    - by vishal.s.jain(at)oracle.com
    With Oracle JDeveloper 11g (11.1.1.4.0) one can now create Web Service Data Control for services which are protected with HTTP Basic Authentication.So when you provide such a service to the Data Control Wizard, a dialog pops up prompting you to entry the authentication details:After you give the details, you can proceed with the creation of Data Control.Once the Data Control is created, you can use the WSDC Tester to quickly test the service.In this case, since the service is protected, we need to first edit the connection to provide username details:Enter the authentication details against username and password. Once done, select DataControl.dcx and using the context menu, select 'Run'. This will bring up the Tester.On the Tester, select the Service Node and using context menu pick 'Operations'. This will bring up the methods which you can test:Now you can pick a method, provide the input parameters and hit execute to see the results.

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  • Web Service - SOAP

    - by seth
    My experience with web services is slim and I'm trying to understand this a little bit more. I have done for instance a web service using visual studio. In order to use it, I add a web service reference in my projects and this creates a proxy and the use is pretty simple. Does this use SOAP? I ask this because i will be now facing a web service that i must communicate using SOAP with attachements and i'm trying to understand the concept behind this and the difference to what i have done so far. Will the proxy still be viable or do i need to create the XML by hand and post it to the web service? This concepts still confuse and so any help is appreciated. EDIT: I'm not developing the service, i will be just using it.

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