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  • Allocated Private Bytes keeps going up in one computer but not the other

    - by Jacob
    OK, this may sound weird, but here goes. There are 2 computers, A (Pentium D) and B (Quad Core) with almost the same amount of RAM. If I run the same code on both computers, the allocated private bytes in A never goes down resulting in a crash later on. In B it looks like the private bytes is constantly deallocated and everything looks fine. In both computers, the working set is deallocated and allocated similarly. Could this be an issue with manifests or DLLs (system)? I'm clueless. Note: I observed the utilized memory with Process Explorer.

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  • Howw to add new value with generic Repository if there are foreign keys (EF-4)?

    - by Phsika
    i try to write a kind of generic repository to add method. Everything is ok to add but I have table which is related with two tables with FOREIGN KEY.But Not working because of foreign key public class DomainRepository<TModel> : IDomainRepository<TModel> where TModel : class { #region IDomainRepository<T> Members private ObjectContext _context; private IObjectSet<TModel> _objectSet; public DomainRepository() { } public DomainRepository(ObjectContext context) { _context = context; _objectSet = _context.CreateObjectSet<TModel>(); } //do something..... public TModel Add<TModel>(TModel entity) where TModel : IEntityWithKey { EntityKey key; object originalItem; key = _context.CreateEntityKey(entity.GetType().Name, entity); _context.AddObject(key.EntitySetName, entity); _context.SaveChanges(); return entity; } //do something..... } Calling REPOSITORY: //insert-update-delete public partial class AddtoTables { public table3 Add(int TaskId, int RefAircraftsId) { using (DomainRepository<table3> repTask = new DomainRepository<table3>(new TaskEntities())) { return repTask.Add<table3>(new table3() { TaskId = TaskId, TaskRefAircraftsID = RefAircraftsId }); } } } How to add a new value if this table includes foreign key relation

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  • How to setup Expression Blend 3 add-in window at certain position ?

    - by j23tom..pl
    For example in Sketchflow add-in there is ApplicationFlowPane (derrived from PrototypingPane) which registers itself using IWindowService like this: service.RegisterPalette(this.PaletteRegistryName, this, this.Caption, this.KeyBinding); But i can't see where it is defined that it is docked on bottom pane. Before someone replies that it's at: %AppData%\Microsoft\Expression\Blend3\Workspaces No it's not there because those files do not exists at first run. The question is how can i put my window at certain position with Expression Blend 3 plug-in api ? update 1: It seems that to achive what i want i have to change design.xaml (where workspaces are defined) which is loaded from satellite assembly Microsoft.Expression.Blend.resources.dll (method load in class FrameworkPackage in Microsoft.Expression.Blend.dll). But since this dll is strongly named i can't change it. So now the question is. Is there any other way I can change Design Workspace at runtime ?

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  • VS2010 Code Analysis, any way to automatically fix certain warnings?

    - by JL
    I must say I really like the new code analysis with VS 2010, I have a lot of areas in my code where I am not using CultureInfo.InvariantCultureand code analysis is warming me about this. I am pretty sure I want to use CultureInfo.InvariantCulturewhere ever code analysis has detected it is missing on Convert.ToString operations. Is there anyway to get VS to automatically fix warnings of this type?

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

    - by numerical25
    well I think I know what the problem is. I am just having a hard time debugging it. I am working with the directx api and I am trying to generate a plane along the x and z axis according to a book I have. The problem is when I am creating my indices. I think I am setting values out of the bounds of the indices array. I am just having a hard time figuring out what I did wrong. I am unfamiliar with the this method of generating a plane. so its a little difficult for me. below is my code. Take emphasis on the indices loop. #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = 0.0f; vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • Unmanaged Struct Instance in Managed Class

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

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

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

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  • Problems encountered in changing a CRichEditCtrl selection color.

    - by dev ray
    I have written the following code after creating the CRichEditCtrl // 06112010 : The following code was added to highlight the textselection in black color instead of the default blue color of CRichEditCtrl. - 1311 { m_EditControl.SetSel(0,100); CHARFORMAT2 cf1; cf1.cbSize = sizeof(CHARFORMAT2); m_EditControl.GetSelectionCharFormat(cf1); cf1.dwMask = CFM_BACKCOLOR ; cf1.dwEffects &= ~CFE_AUTOBACKCOLOR; cf1.crBackColor = RGB(0,0,0); m_EditControl.SetSelectionCharFormat(cf1); m_EditControl.Invalidate(); } After this I am adding text, but the selection still comes in blue color instead of Black. Could someone please tell me what I am doing wrong?? Thanks, DeV

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  • non-english VS2008 + Resharper 4.5 = problems

    - by lak-b
    I have russian version of VS2008 (don't aske me why..) + R# 4.5. After installing R# these problems appear: Can't select text with "Ctrl+Shift+arrow" (no idea how to fix it) Can't use Resharper shortcut scheme. I have trying to apply R# scheme, rebooting VS - no luck. Seems like Russian VS have something different inside it, not only russian textboxes... Any ideas?

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  • Can I use #undef this way?

    - by flyout
    I want to get some settings I store in the registry, and if they differ from a #define I want to redefine it, could I do it this way?: #define DEFINED_X "testSetting" void LoadConfig() { regConfigX = some value previusly stored in the registry; if(regConfigX!=DEFINED_X) { #undef DEFINED_X #define DEFINED_X regConfigX } } I tought #define was used only when compiling, would this code work when running the compiled exe?

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  • Audio Recording in C++

    - by Cenoc
    Hey, I was wondering, what was a good cross-platform utility for doing audio recording/ playback/ seeking in C++? I was thinking going the route of ALUT (OpenAL), but is there a better way? If not, do you guys know of any good tutorials/sample code for ALUT?

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  • VS2005 Compilation Problem with Settings

    - by vijay.j
    I am trying to integrate PJNSMTPCONNECTION CLASSES in my project; they say that those classes do not use MFC. My project is with the setting like MT, and using standard library linking. When I try to compile, I am getting CSTRING not defined and fatal error C1189: #error : WINDOWS.H already included. MFC apps must not #include <windows.h> If I include afx.h and remove windows.h, I am getting iDLLMain already defined errors. How do I resolve these problems, please?

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  • Unit Test Organization

    - by cam
    I'm using Nunit for unit testing, and added another project called "Unit Testing" to my current solution. I referenced Nunit, and changed the Namespace to the same namespace used in the main project. I can't seem to figure out how to get access to all the classes, files, etc in the main project. Is there something I have to do to link two projects?

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  • Is it a bug???????????????/

    - by Knowing me knowing you
    I'm using VS2010 Ultimate. Having code: //file IntSet.h #include "stdafx.h" #pragma once /*Class representing set of integers*/ template<class T> class IntSet { private: T** myData_; std::size_t mySize_; std::size_t myIndex_; public: #pragma region ctor/dtor explicit IntSet(); virtual ~IntSet(); #pragma endregion #pragma region publicInterface IntSet makeUnion(const IntSet&)const; IntSet makeIntersection(const IntSet&)const; IntSet makeSymmetricDifference(const IntSet&)const; void insert(const T&); #pragma endregion }; //file IntSet_impl.h #include "StdAfx.h" #include "IntSet.h" #pragma region ctor/dtor template<class T> IntSet<T>::IntSet():myData_(nullptr), mySize_(0), myIndex_(0) { } template<class T> IntSet<T>::~IntSet() { } #pragma endregion #pragma region publicInterface template<class T> void IntSet<T>::insert(const T& obj) {/*IF I SET A BREAKPOINT HERE AND AFTER THAT I CHANGE SOMETHING IN THE BODY I'M GETTING MSG SAYING THAT THE BREAKPOINT WILL NOT CURRENTLY BE HIT, AFTER I REBUILD THE BREAKPOINT IS VALID AGAIN*/ /*Check if we are initialized*/ if (mySize_ == 0) { mySize_ = 1; myData_ = new T*[mySize_]; } /*Check if we have place to insert obj in.*/ if (myIndex_ < mySize_) { myData_[myIndex_++] = new T(obj); return; } /*We didn't have enough place...*/ T** tmp = new T*[mySize_];//for copying old to temporary basket std::copy(&myData_[0],&myData_[mySize_],&tmp[0]); delete myData_; auto oldSize = mySize_; mySize_ *= 2; myData_ = new T*[mySize_]; std::copy(&tmp[0],&tmp[oldSize],&myData_[0]); myData_[myIndex_] = new T(obj); ++myIndex_; } #pragma endregion Thanks.

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  • Accented character regex

    - by user314573
    I'm trying to create a regex that will look for french words whether a user specifies the accented characters or not. So if the the user has searched for "déclaré" but types in declare instead I would like to be able to match the text still. I'm having difficulty making this more dynamic so that it can be matched on any french word... Closest example from another user from a different post was: d[eèéê]cl[aàáâ]r[eèéê] Is it even possible to write a regex for something like this? Any advice would be much appreciated.

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  • NUnit - Multiple properties of the same name? Linking to requirements

    - by Ryan Ternier
    I'm linking all our our System Tests to test cases and to our Requirements. Every requirement has an ID. Every Test Case / System Tests tests a variety of requirements. Every module of code links to multiple requirements. I'm trying to find the best way to link every system test to its driving requirements. I was hoping to do something like: [NUnit.Framework.Property("Release", "6.0.0")] [NUnit.Framework.Property("Requirement", "FR50082")] [NUnit.Framework.Property("Requirement", "FR50084")] [NUnit.Framework.Property("Requirement", "FR50085")] [TestCase(....)] public void TestSomething(string a, string b...) However, that will break because Property is a Key-Value pair. The system will not allow me to have multiple Properties with the same key. The reason I'm wanting this is to be able to test specific requirements in our system if a module changes that touches these requirements. Rather than run over 1,000 system tests on every build, this would allow us to target what to test based on changes done to our code. Some system tests run upwards of 5 minutes (Enterprise healthcare system), so "Just run all of them" isn't a viable solution. We do that, but only before promoting through our environments. Thoughts?

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

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

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  • How to write gSOAP server using VC++ (VS2008)?

    - by Falcon
    Hi, I have downloaded gSOAP2.8 from sourceforge. I want to use it for writting a gsoap based server. I need to be able to invoke my C++ code from PHP UI. E.g. My php page would show something like: $res = a + b = ? [Submit] When submit button is clicked I want these parameters to be passed to my c++ function lets say compute_sum() ... and this function should be invoked with these parameters, and the results given back to my php page. I want to write this gsoap based c++ server. Can someone please help me with getting started with it? I need to know: 1] What kind of c++ code it should it be? (Windows console app, or a windows service) 2] How do I launch this server? (Would it need to be a webservice, hosted over something like apache?) Please advise and guide. Regards, Falcon

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