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  • How to transfer control from javscript to asp page from javascript

    - by junaid ahmed
    I am very new to .net. I searched and googled a lot but couldn't find the solution for my issue. I have a asp .net application, In my login page i only have user id field. When the user submits the button, i need to have a transitional asp page (page which user doesn't see but runs in background) which will run some javascript and transfer the control to either page a or page b based on some condition. How do i achieve this? How do i call a controller action from javscript in mvc architecture in .net

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  • New router, slower internet connection?

    - by qwerty
    So, we just bought a new router a few hours ago, and it does work. However, for some reason the speed is just ridiculously slow (compared to before, at least)! If i run a test on speedtest.net i get the following results: http://i.imgur.com/68JyH.png which are pretty good. But for some reason it's like the connection just "hangs" for a second when i navigate to a site through the browser (have tried different browsers). It's not on all sites, it kind of happens randomly. I think the browser cache might be speeding some sites up, because if i visit a site that i HAVEN'T visited before (since i cleared my cache), it takes like two seconds (if not more) to open the site. If i have visited it, it opens directly (it barely loads). Not sure what to do, really. Any suggestions on what might speed it up? Any settings i can play with in the router settings? The router is of the brand Belkin. I'm not sure about the model though, it says "Belkin, Play Max Wireless Router" on the box? Thanks in advance! EDIT: Alright, it takes a lot more than two seconds. At least 3-4 depending on the site. Any suggestions?

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  • Server.Transfer - What could be the issue here?

    - by Younes
    We have implemented a website with the ability for the user to post his actioncode. This then will be checked by the code and when the user has a price the website will Server.Transfer him to another page. The strange thing here is that the user information will be submitted to the database and the actioncode can't be used again. Here we go... I have one user in this database that is inserted twice very fast after the first time he was added. This are the timestamps: 2010-04-23 07:54:41.133 2010-04-23 07:54:41.417 The insert statement is only called once from the code and the user gets Server.Transfered to the Price.aspx page where he sees what price he won. How can it be that this happened? I'm guessing the user hitted F5 but then he had to be very very fast... Thx!

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  • How do I get to the bottom of network latency and bandwidth issues

    - by three_cups_of_java
    I recently moved two blocks south. That move moved me from Comcast to Broadstripe (high-speed internet cable providers). Comcast was pretty good. Broadstripe sucks. I called them on the phone, and they basically brushed me off (politely). I want to come to them with some numbers, so I can say more than just "it's really slow". I still have access to my old Comcast service, so I can run the tests using both providers. Here's what I'm seeing with my new Broadstripe service: 1) When I browse to most sites, there is a long delay (5-10 seconds) before the page starts loading in my browser 2) The speed test tell me I have 12 megs down (bullshit) 3) I have a server at my office. I just downloaded some files (using scp on the command line). It said I'm getting 3.5 KB/s I'm an experienced programmer and spend most of my days on the command line and in vim. Networking, however is not a strong point. I've played around with traceroute, but I'm not sure if that's the right tool to use. I have access to servers all over the country (I would just use Amazon EC2 to set up a test server), and I prefer to use Ubuntu for my testing. How can I come up with some hard numbers to show Broadstripe how crappy their service is?

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  • When "W" is held, the character moves forward, but when "W" and "A" is held, movement completely stops

    - by Vlad1k
    I am making a 2D game, and when I hold the key "w", the player goes forward, but when I hold both "w" and "a", the movement stops completely, when I want it to go forward, while shifting to the left. Here is my script: var speed = 4; function Update() { // Make the character walk forward if "w" is being held if(Input.GetKey("w")) { rigidbody.velocity = transform.forward * speed; } // Stop the movement if "w" is not being held if(Input.GetKeyUp("w")) { rigidbody.velocity = transform.forward * 0; } // Make the character walk forward if "s" is being held if(Input.GetKey("s")) { rigidbody.velocity = transform.forward * -speed; } // Stop the movement if "s" is not being held if(Input.GetKeyUp("s")) { rigidbody.velocity = transform.forward * 0; } // Make the character walk left if "a" is being held if(Input.GetKey("a")) { rigidbody.velocity = transform.right * -speed; } // Stop the movement if "a" is not being held if(Input.GetKeyUp("a")) { rigidbody.velocity = transform.right * 0; } //Make the character walk right if "d" is being held if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } // Stop the movement if "d" is not being held if(Input.GetKeyUp("d")) { rigidbody.velocity = transform.right * 0; } } PLEASE MAKE THE CODE BETTER! I AM NEW! EDIT: Here is a video to show my problem. http://www.screenr.com/3oxH Here is the newest code: var speed = 4f; function Update() { if(Input.GetKey("w")) { rigidbody.velocity = transform.forward * speed; } else if(Input.GetKey("s")) { rigidbody.velocity = transform.forward * -speed; } else if(Input.GetKey("a")) { rigidbody.velocity = transform.right * -speed; } else if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } if(Input.GetKeyUp("w")) { rigidbody.velocity = transform.forward * 0; } if(Input.GetKeyUp("s")) { rigidbody.velocity = transform.forward * 0; } if(Input.GetKeyUp("a")) { rigidbody.velocity = transform.right * 0; } if(Input.GetKey("d")) { rigidbody.velocity = transform.right * speed; } if(Input.GetKeyUp("d")) { rigidbody.velocity = transform.right * 0; } }

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  • Why am I getting such slow file transfer performance?

    - by kingdango
    Copying 4GB from a USB flash drive to my Linux partition. The flash drive is NTFS formatted (I believe, it's Windows formatted). The transfer is incredibly slow and blocks the computer frequently causing lag and hanging applications. My transfer rate is 1.2 MB/sec and that is the max it has hit when I let the File Operations window have focus. Why is this so slow under Ubuntu and significantly faster in Win 7?

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  • Can I add a gigabit switch to my D-Link WiFi router for gigabit networking? [migrated]

    - by Elmer
    I currently have a D-Link DIR-628 router in my home network that I use for wifi and local networking. However, I am looking to upgrade to a gigabit network as the data transfer speed between my network devices is too slow since the router only supports 10/100. Can I simply add a small gigabit switch (like the Netgear GS105) to the router and connect all local network devices to the gigabit switch ports instead of the router's ports or do I need to replace the entire router to a gigabit router?

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • HTML Chrome Audit Specify Image Dimensions

    - by AKRamkumar
    I just started using the chrome developer tools for some basic html websites and I used the audit tool. I had two identical images, one with the height and width attribute, and one without. On the Resources section, both the latency and the download time were identical. However, the Audit showed Specify image dimensions (1) A width and height should be specified for all images in order to speed up page display. Does this actually help? And are there any other ways to speed up page time? This is only a splash page for the website I am building and as such it is only html, no css or javascript or anything. I have already compressed the images but I want to speed up load time even more. Is there a way?

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  • Apache on Win32: Slow Transfers of single, static files in HTTP, fast in HTTPS

    - by Michael Lackner
    I have a weird problem with Apache 2.2.15 on Windows 2000 Server SP4. Basically, I am trying to serve larger static files, images, videos etc. The download seems to be capped at around 550kB/s even over 100Mbit LAN. I tried other protocols (FTP/FTPS/FTP+ES/SCP/SMB), and they are all in the multi-megabyte range. The strangest thing is that, when using Apache with HTTPS instead of HTTP, it serves very fast, around 2.7MByte/s! I also tried the AnalogX SimpleWWW server just to test the plain HTTP speed of it, and it gave me a healthy 3.3Mbyte/s. I am at a total loss here. I searched the web, and tried to change the following Apache configuration directives in httpd.conf, one at a time, mostly to no avail at all: SendBufferSize 1048576 #(tried multiples of that too, up to 100Mbytes) EnableSendfile Off #(minor performance boost) EnableMMAP Off Win32DisableAcceptEx HostnameLookups Off #(default) I also tried to tune the following registry parameters, setting their values to 4194304 in decimal (they are REG_DWORD), and rebooting afterwards: HKLM\SYSTEM\CurrentControlSet\Services\AFD\Parameters\DefaultReceiveWindow HKLM\SYSTEM\CurrentControlSet\Services\AFD\Parameters\DefaultSendWindow Additionally, I tried to install mod_bw, which sets the event timer precision to 1ms, and allows for bandwidth throttling. According to some people it boosts static file serving performance when set to unlimited bandwidth for everybody. Unfortunately, it did nothing for me. So: AnalogX HTTP: 3300kB/s Gene6 FTPD, plain: 3500kB/s Gene6 FTPD, Implicit and Explicit SSL, AES256 Cipher: 1800-2000kB/s freeSSHD: 1100kB/s SMB shared folder: about 3000kB/s Apache HTTP, plain: 550kB/s Apache HTTPS: 2700kB/s Clients that were used in the bandwidth testing: Internet Explorer 8 (HTTP, HTTPS) Firefox 8 (HTTP, HTTPS) Chrome 13 (HTTP, HTTPS) Opera 11.60 (HTTP, HTTPS) wget under CygWin (HTTP, HTTPS) FileZilla (FTP, FTPS, FTP+ES, SFTP) Windows Explorer (SMB) Generally, transfer speeds are not too high, but that's because the server machine is an old quad Pentium Pro 200MHz machine with 2GB RAM. However, I would like Apache to serve at at least 2Mbyte/s instead of 550kB/s, and that already works with HTTPS easily, so I fail to see why plain HTTP is so crippled. I am using a Kerio Winroute Firewall, but no Throttling and no special filters peeking into HTTP traffic, just the plain Firewall functionality for blocking/allowing connections. The Apache error.log (Loglevel info) shows no warnings, no errors. Also nothing strange to be seen in access.log. I have already stripped down my httpd.conf to the bare minimum just to make sure nothing is interfering, but that didn't help either. If you have any idea, help would be greatly appreciated, since I am totally out of ideas! Thanks! Edit: I have now tried a newer Apache 2.2.21 to see if it makes any difference. However, the behaviour is exactly the same. Edit 2: KM01 has requested a sniff on the HTTP headers, so here comes the LiveHTTPHeaders output (an extension to Firefox). The Output is generated on downloading a single file called "elephantsdream_source.264", which is an H.264/AVC elementary video stream under an Open Source license. I have taken the freedom to edit the URL, removing folders and changing the actual servers domain name to www.mydomain.com. Here it is: LiveHTTPHeaders, Plain HTTP: http://www.mydomain.com/elephantsdream_source.264 GET /elephantsdream_source.264 HTTP/1.1 Host: www.mydomain.com User-Agent: Mozilla/5.0 (Windows NT 5.2; WOW64; rv:6.0.2) Gecko/20100101 Firefox/6.0.2 Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8 Accept-Language: de-de,de;q=0.8,en-us;q=0.5,en;q=0.3 Accept-Encoding: gzip, deflate Accept-Charset: ISO-8859-1,utf-8;q=0.7,*;q=0.7 Connection: keep-alive HTTP/1.1 200 OK Date: Wed, 21 Dec 2011 20:55:16 GMT Server: Apache/2.2.21 (Win32) mod_ssl/2.2.21 OpenSSL/0.9.8r PHP/5.2.17 Last-Modified: Thu, 28 Oct 2010 20:20:09 GMT Etag: "c000000013fa5-29cf10e9-493b311889d3c" Accept-Ranges: bytes Content-Length: 701436137 Keep-Alive: timeout=15, max=100 Connection: Keep-Alive Content-Type: text/plain LiveHTTPHeaders, HTTPS: https://www.mydomain.com/elephantsdream_source.264 GET /elephantsdream_source.264 HTTP/1.1 Host: www.mydomain.com User-Agent: Mozilla/5.0 (Windows NT 5.2; WOW64; rv:6.0.2) Gecko/20100101 Firefox/6.0.2 Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8 Accept-Language: de-de,de;q=0.8,en-us;q=0.5,en;q=0.3 Accept-Encoding: gzip, deflate Accept-Charset: ISO-8859-1,utf-8;q=0.7,*;q=0.7 Connection: keep-alive HTTP/1.1 200 OK Date: Wed, 21 Dec 2011 20:56:57 GMT Server: Apache/2.2.21 (Win32) mod_ssl/2.2.21 OpenSSL/0.9.8r PHP/5.2.17 Last-Modified: Thu, 28 Oct 2010 20:20:09 GMT Etag: "c000000013fa5-29cf10e9-493b311889d3c" Accept-Ranges: bytes Content-Length: 701436137 Keep-Alive: timeout=15, max=100 Connection: Keep-Alive Content-Type: text/plain

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  • How to transfer objects through the header in WCF

    - by Michael
    I'm trying to transfer some user information in the header of the message through message inspectors. I have created a behavior which adds the inspector to the service (both client and server). But when I try to communicate with the service I get the following error: XmlException: Name cannot begin with the '<' character, hexadecimal value 0x3C. I have also get exception telling me that DataContracts where unexpected. Type 'System.DelegateSerializationHolder+DelegateEntry' with data contract name 'DelegateSerializationHolder.DelegateEntry:http://schemas.datacontract.org/2004/07/System' is not expected. Consider using a DataContractResolver or add any types not known statically to the list of known types - for example, by using the KnownTypeAttribute attribute or by adding them to the list of known types passed to DataContractSerializer. The thing is that my object contains other objects which are marked as DataContract and I'm not interested adding the KnownType attribute for those types. Another problem might be that my object to serialize is very restricted in form of internal class and internal properties etc. Can anyone guide me in the right direction. What I'm I doing wrong? Some code: public virtual object BeforeSendRequest(ref Message request, IClientChannel channel) { var header = MessageHeader.CreateHeader("<name>", "<namespace>", object); request.Headers.Add(header); return Guid.NewGuid(); }

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  • Using both chunked transfer encoding and gzip

    - by RadiantHeart
    I recently started using gzip on my site and it worked like charm on all browsers except Opera which gives an error saying it could not decompress the content due to damaged data. From what I can gather from testing and googling it might be a problem with using both gzip and chunked transfer encoding. The fact that there is no error when requesting small files like css-files also points in that direction. Is this a known issue or is there something else that I havent thought about? Someone also mentioned that it could have something to do with sending a Content-Length header. Here is a simplified version of the most relevant part of my code: $contents = ob_get_contents(); ob_end_clean(); header('Content-Encoding: '.$encoding); print("\x1f\x8b\x08\x00\x00\x00\x00\x00"); $size = strlen($contents); $contents = gzcompress($contents, 9); $contents = substr($contents, 0, $size); print($contents); exit();

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  • Secure Password Storage and Transfer

    - by Andras Zoltan
    I'm developing a new user store for my organisation and am now tackling password storage. The concepts of salting, HMAC etc are all fine with me - and want to store the users' passwords either salted and hashed, HMAC hashed, or HMAC salted and hashed - not sure what the best way will be - but in theory it won't matter as it will be able to change over time if required. I want to have an XML & JSON service that can act as a Security Token Service for client-side apps. I've already developed one for another system, which requires that the client double-encrypts a clear-text password using SHA1 first and then HMACSHA1 using a 128 unique key (or nonce) supplied by the server for that session only. I'd like to repeat this technique for the new system - upgrading the algo to SHA256 (chosen since implementations are readily available for all aforementioned platforms - and it's much stronger than SHA1) - but there is a problem. If I'm storing the password as a salted hash in the user-store, the client will need to be sent that salt in order to construct the correct hash before being HMACd with the unique session key. This would completely go against the point of using a salt in the first place. Equally, if I don't use salt for password storage, but instead use HMAC, it's still the same problem. At the moment, the only solution I can see is to use naked SHA256 hashing for the password in the user store, so that I can then use this as a starting point on both the server and the client for a more secure salted/hmacd password transfer for the web service. This still leaves the user store vulnerable to a dictionary attack were it ever to be accessed; and however unlikely that might be - assuming it will never happen simply doesn't sit well with me. Greatly appreciate any input.

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  • transfer database from local machine to hosting server

    - by c11ada
    hey all, im trying to transfer my database from local machine to server, im using the publish to provider wizard in visual web developer to generate a scrip, im then using the generated script on the serever database. i keep getting the following error can some one please tell where im going wrong Msg 468, Level 16, State 9, Procedure aspnet_UsersInRoles_RemoveUsersFromRoles, Line 53 Cannot resolve the collation conflict between "Latin1_General_CI_AS" and "SQL_Latin1_General_CP1_CI_AS" in the equal to operation. Msg 468, Level 16, State 9, Procedure aspnet_UsersInRoles_RemoveUsersFromRoles, Line 58 Cannot resolve the collation conflict between "Latin1_General_CI_AS" and "SQL_Latin1_General_CP1_CI_AS" in the equal to operation. Msg 468, Level 16, State 9, Procedure aspnet_UsersInRoles_RemoveUsersFromRoles, Line 87 Cannot resolve the collation conflict between "Latin1_General_CI_AS" and "SQL_Latin1_General_CP1_CI_AS" in the equal to operation. Msg 468, Level 16, State 9, Procedure aspnet_UsersInRoles_RemoveUsersFromRoles, Line 92 Cannot resolve the collation conflict between "Latin1_General_CI_AS" and "SQL_Latin1_General_CP1_CI_AS" in the equal to operation. Msg 468, Level 16, State 9, Procedure aspnet_UsersInRoles_AddUsersToRoles, Line 48 Cannot resolve the collation conflict between "Latin1_General_CI_AS" and "SQL_Latin1_General_CP1_CI_AS" in the equal to operation. Msg 468, Level 16, State 9, Procedure aspnet_UsersInRoles_AddUsersToRoles, Line 52 Cannot resolve the collation conflict between "Latin1_General_CI_AS" and "SQL_Latin1_General_CP1_CI_AS" in the equal to operation. Msg 468, Level 16, State 9, Procedure aspnet_UsersInRoles_AddUsersToRoles, Line 79 Cannot resolve the collation conflict between "Latin1_General_CI_AS" and "SQL_Latin1_General_CP1_CI_AS" in the equal to operation. Msg 468, Level 16, State 9, Procedure aspnet_UsersInRoles_AddUsersToRoles, Line 83 Cannot resolve the collation conflict between "Latin1_General_CI_AS" and "SQL_Latin1_General_CP1_CI_AS" in the equal to operation. Msg 468, Level 16, State 9, Procedure aspnet_UsersInRoles_AddUsersToRoles, Line 93 Cannot resolve the collation conflict between "Latin1_General_CI_AS" and "SQL_Latin1_General_CP1_CI_AS" in the equal to operation. Msg 15151, Level 16, State 1, Line 1 Cannot find the object 'aspnet_UsersInRoles_AddUsersToRoles', because it does not exist or you do not have permission. Msg 15151, Level 16, State 1, Line 1 Cannot find the object 'aspnet_UsersInRoles_RemoveUsersFromRoles', because it does not exist or you do not have permission. thanks

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  • How do I create a dynamic data transfer object dynamically from ADO.net model

    - by Richard
    I have a pretty simple database with 5 tables, PK's and relationships setup, etc. I also have an ASP.net MVC3 project I'm using to create simple web services to feed JSON/XML to a mobile app using post/get. To access my data I'm using an ADO.net entity model class to handle generation of the entities, etc. Due to issues with serialization/circular references created by the auto-generated relations from ADO.net entity model, I've been forced to create "Data transfer objects" to strip out the relations and data that doesn't need to be transferred. Question 1: is there an easier way to create DTOs using the entity framework itself? IE, specify only the entity properties I want to convert to Jsonresults? I don't wish to use any 3rd party frameworks if I can help it. Question 2: A side question for Entity Framework, say I create an ADO.net entity model in one project within a solution. Because that model relies on the connection to the database specified in project A, can project B somehow use that model with a similar connection? Both projects are in the same solution. Thanks!

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  • Python: How to transfer varrying length arrays over a network connection

    - by Devin
    Hi, I need to transfer an array of varying length in which each element is a tuple of two integers. As an example: path = [(1,1),(1,2)] path = [(1,1),(1,2),(2,2)] I am trying to use pack and unpack, however, since the array is of varying length I don't know how to create a format such that both know the format. I was trying to turn it into a single string with delimiters, such as: msg = 1&1~1&2~ sendMsg = pack("s",msg) or sendMsg = pack("s",str(msg)) on the receiving side: path = unpack("s",msg) but that just prints 1 in this case. I was also trying to send 4 integers as well, which send and receive fine, so long as I don't include the extra string representing the path. sendMsg = pack("hhhh",p.direction[0],p.direction[1],p.id,p.health) on the receive side: x,y,id,health = unpack("hhhh",msg) The first was for illustration as I was trying to send the format "hhhhs", but either way the path doesn't come through properly. Thank-you for your help. I will also be looking at sending a 2D array of ints, but I can't seem to figure out how to send these more 'complex' structures across the network. Thank-you for your help.

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  • file transfer through bluetooth

    - by venkat
    is it possible to transfer files from one android phone to any other device through bluetooth? if possible the send give me a link the sample code... switch (msg.what) { case MESSAGE_STATE_CHANGE: if(D) Log.i(TAG, "MESSAGE_STATE_CHANGE: " + msg.arg1); switch (msg.arg1) { case BluetoothChatService.STATE_CONNECTED: mTitle.setText(R.string.title_connected_to); mTitle.append(mConnectedDeviceName); mConversationArrayAdapter.clear(); break; case BluetoothChatService.STATE_CONNECTING: mTitle.setText(R.string.title_connecting); break; case BluetoothChatService.STATE_LISTEN: case BluetoothChatService.STATE_NONE: mTitle.setText(R.string.title_not_connected); break; } break; case MESSAGE_WRITE: byte[] writeBuf = (byte[]) msg.obj; // construct a string from the buffer String writeMessage = new String(writeBuf); mConversationArrayAdapter.add("Me: " + writeMessage); break; case MESSAGE_READ: byte[] readBuf = (byte[]) msg.obj; // construct a string from the valid bytes in the buffer String readMessage = new String(readBuf, 0, msg.arg1); mConversationArrayAdapter.add(mConnectedDeviceName+": " + readMessage); break; case MESSAGE_DEVICE_NAME: // save the connected device's name mConnectedDeviceName = msg.getData().getString(DEVICE_NAME); Toast.makeText(getApplicationContext(), "Connected to " + mConnectedDeviceName, Toast.LENGTH_SHORT).show(); break; case MESSAGE_TOAST: Toast.makeText(getApplicationContext(), msg.getData().getString(TOAST), Toast.LENGTH_SHORT).show(); break;

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  • Best practice to calculate the average speed from GPS coordinates

    - by Sebi
    i have here a device which can give me gps coordinates. the time intervall i can define. i want to use it to calculate the average speed during driving or travelling by car. actually i used a orthodrome formula to calculate the distance between two points and then divided it by the given time intervall. by the implemenation i followed this term (http://de.wikipedia.org/wiki/Orthodrome#Genauere_Formel_zur_Abstandsberechnung_auf_der_Erde). Unfortunately i could only find a german link, but i think the formula should be understandable in any language ;) Unfortunately, using this formula and a time intverall of 1 seconds gives very unprecises results. the speed while walking is between 1 km/h and 20km/h. So i wonder if there is a general reference how to implement distance calculation between two gps coordinates (i found something similar on SO) and particulary, which is the best time intervall to update the GPS coordiantes.

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  • enabling gzip with htaccess...why is it hit or miss?

    - by adam-asdf
    I have shared hosting through Justhost. I use the HTML5 Boilerplate .htaccess (have tried other methods from here and there without luck) the compression part is as follows: <IfModule mod_deflate.c> # Force deflate for mangled headers developer.yahoo.com/blogs/ydn/posts/2010/12/pushing-beyond-gzipping/ <IfModule mod_setenvif.c> <IfModule mod_headers.c> SetEnvIfNoCase ^(Accept-EncodXng|X-cept-Encoding|X{15}|~{15}|-{15})$ ^((gzip|deflate)\s*,?\s*)+|[X~-]{4,13}$ HAVE_Accept-Encoding RequestHeader append Accept-Encoding "gzip,deflate" env=HAVE_Accept-Encoding </IfModule> </IfModule> # Compress all output labeled with one of the following MIME-types <IfModule mod_filter.c> AddOutputFilterByType DEFLATE application/atom+xml \ application/javascript \ application/json \ application/rss+xml \ application/vnd.ms-fontobject \ application/x-font-ttf \ application/xhtml+xml \ application/xml \ font/opentype \ image/svg+xml \ image/x-icon \ text/css \ text/html \ text/plain \ text/x-component \ text/xml </IfModule> </IfModule> However, it isn't working—at least I don't think—My home page (html) isn't compressing, the CSS and some of the JS aren't gzipped. It is failing on HTML, CSS and JS. However, some things are (or were, who knows what it will look like when you check) gzipped. My domain is http://adaminfinitum.com/ What is weird is that the (Google) PageSpeed browser extension for Firefox (whatever the current version is [Nov. 2012]) gives me a 95% speed rating (and no warnings about compression), yet YSlow and Chrome developer tools both flag me about gzip, as does a tool I found on here while researching this. To reduce cookies I set up a subdomain on my site and I thought maybe that was it so I added an .htaccess there also, but no luck. To reduce http requests I embedded some of webfonts and images in CSS (HTML5 BP stipulates not to compress images, and apparently '.woff' files are already compressed) so I thought maybe that was it and I spent all day separating and asynchronously loading those portions (via Modernizr.load) but that hasn't helped either...if anything it made it worse due to increasing http requests (I realize speed scores of async resources may be misleading). Researching this, it seems to be a fairly common issue but I haven't found an explanation/solution. I don't think it is a MIME-type issue, I have quadruple checked (and thrice edited) my .htaccess files. My hosting company said they run Apache 2.2.22 and I have looked at everything I can find. What gives?

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  • Mobile CPU vs. Ultra-low CPU: performance

    - by Mike
    I'm choosing a new laptop and one of the questions is a type of CPU — mobile or ultra-low voltage. If to be more precise, I'm torn between two models of Intel Core i5 — i5-2410M and i5-3317U. Here is a comparison table. According to official specs the first-one has 2.3 GHz clock speed, while the second-one has only 1.7 GHz, that's about 25% difference. Is it really important parameter and which CPU is more preferable for a laptop for development, media and internet purposes?

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  • Low Power Speed Monitoring

    - by user555584
    I am aware of speed detection via gps, however as a background app, I am concerned about high power drain. I am looking to detect speed, say over 5mph, but it does not have to be accurate, say like a speedometer. Is there a low power way to detect if the phone is in motion, say by triangulation, or tracking tower strength and new/recently lost towers? I have an app design that is dependent on running in the background upon launch and knowing if the phone is in a car or not. Thanks!

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  • The speed of .NET in numerical computing

    - by Yin Zhu
    In my experience, .net is 2 to 3 times slower than native code. (I implemented L-BFGS for multivariate optimization). I have traced the ads on stackoverflow to http://www.centerspace.net/products/ the speed is really amazing, the speed is close to native code. How can they do that? They said that: Q. Is NMath "pure" .NET? A. The answer depends somewhat on your definition of "pure .NET". NMath is written in C#, plus a small Managed C++ layer. For better performance of basic linear algebra operations, however, NMath does rely on the native Intel Math Kernel Library (included with NMath). But there are no COM components, no DLLs--just .NET assemblies. Also, all memory allocated in the Managed C++ layer and used by native code is allocated from the managed heap. Can someone explain more to me? Thanks!

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  • How to throttle your own internet connection?

    - by darkAsPitch
    I am writing a website and want to test it's speed on slower internet connections. I have the unfortunate first world problem of downloading at 100mbps, how can I throttle my own computer's internet connection to 56kbps or 5mbps to give myself an idea of how my users might be downloading my website? EDIT: I am using Windows primarily but also have an ubuntu laptop if the answer is linux oriented.

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