Search Results

Search found 26167 results on 1047 pages for 'visual programming langua'.

Page 466/1047 | < Previous Page | 462 463 464 465 466 467 468 469 470 471 472 473  | Next Page >

  • C#: Accessing image added to project folder

    - by Petr
    Hi, I would like to know following: I added the folder "Graphics" into my project and placed one BMP to it. Now I would like to load the image from my code, but I cannot figure out how. I know its simple with resources but is there a way without adding the image into resources? Thanks

    Read the article

  • GridView CheckBox Disable

    - by zxc
    I have a gridview populated by checkbox using the code below Data Source Result: Branch,101,102,103,104,105,106,107,108,109,110 00001,null,null,null,null,null,null,null,null,null,null 00016,1,1,1,1,1,0,0,0,0,0 00244,1,1,1,1,1,1,1,1,1,1 <asp:TemplateField HeaderText="101"> <ItemTemplate> <asp:CheckBox runat="server" id="cb101" Checked='<%# Eval("101").ToString().Equals("1") %>' /> </ItemTemplate> </asp:TemplateField>... and so on It is properly working for checkbox if if the column is 0 and 1. Now what I need to do is if the column is null the checkbox should be disabled/readonly

    Read the article

  • How can I manually uninstall .NET Framework Beta 2?

    - by DannyAsher
    Uninstalled VS2010 Beta 2. Uninstalled .NET Framework 4 Extended Beta 2. On attempting to uninstall .NET Framework 4 Client Profile Beta 2. I get Blocking Issues: You must uninstall the .NET Framework 4 Extended Beta 2 before you uninstall the .NET Framework 4 Client Profile Beta 2. On attempting to reinstall Framework 4 Beta 2 I get: Details: Same or higher version of .NET Framework 4 Beta 2 has already been installed on this computer. Please help! Can I simply remove registry entries and the C:\WINDOWS\Microsoft.NET\Framework\v4.0.21006 directory?

    Read the article

  • Win2k3 password Authentication using LDAP in VC++

    - by user001
    Hi, I need to implement the Win2k3 password validation policy. As my application resides on Win2k3 cane we validate the password directly with windows domain password by using LDAP. This is because application design does not want to store 8/more password entry into DB and validate new password against that. As Windows already does same thing and using LDAP we can lookup into windows server. Can any one please let me know LDAP API to fulfill above requirement in VC++.

    Read the article

  • Using excel, how can I count the number of cells in a column containing the text "true" or "false"?

    - by Jay Elston
    I have a spreadsheet that has a column of cells where each cell contains a single work. I would like to count the occurrences of some words. I can use the COUNTIF function for most words, but if the word is "true" or "false", I get 0. A B 1 apples 2 2 true 0 3 false 0 4 oranges 1 5 apples In the above spreadsheet table, I have these formulas in cells B1, B2, B3 and B4: =COUNTIF(A1:A5,"apples") =COUNTIF(A1:A5,"true") =COUNTIF(A1:A5,"false") =COUNTIF(A1:A5,"oranges) As you can see, I can count apples, but not true or false. I have also tried this: =COUNTIF(A1:A5,TRUE) But that does not work either. Note -- I am using Excel 2007.

    Read the article

  • streaming to correct network interface

    - by robin hood
    I have IP cam that supports RTSP streaming. It's connected to router with 2 network cards with IP1 and IP2 addresses. I make 2 connections to IP cam by IP1 and IP2 addresses from the same IP and I need to receive corresponding streams thru correct network card, but both streams (RTP over UDP) go thru IP1. How this can be resolved? I don't know if RTSP server binds UDP sockets to corresponding IP and I don't know what IP stack is in IP cam (weak end system or strong end system). I haven't found anything interesting in router configuration. As I understand, routing table cannot help me cos I'm connected from the same IP, is it right? Also Sorry for incomplete info but it's all I have at the moment. Thanks for your time.

    Read the article

  • Avoiding dependency carrying

    - by dotnetdev
    When coding, I often come across the following pattern: -A method calls another method (Fine), but the method being called/callee takes parameters, so in the wrapping method, I pass in parameters. Problem is, this dependency carrying can go on and on. How could I avoid this (any sample code appreciated)? Thanks

    Read the article

  • When do I need to deallocate memory? C++

    - by extintor
    I am using this code inside a class to make a webbrowser control visit a website: void myClass::visitWeb(const char *url) { WCHAR buffer[MAX_LEN]; ZeroMemory(buffer, sizeof(buffer)); MultiByteToWideChar(CP_ACP, MB_ERR_INVALID_CHARS, url, strlen(url), buffer, sizeof(buffer)-1); VARIANT vURL; vURL.vt = VT_BSTR; vURL.bstrVal = SysAllocString(buffer); // webbrowser navigate code... VariantClear(&vURL); } Do I need to do some memory deallocation here?, I see vURL is being deallocated by VariantClear but should I deallocate memory for buffer? I've been told that in another bool I have in the same app I shouldn't deallocate anything because everything clear out when the bool return true/false, but what happens on this void?

    Read the article

  • Access DLL without instantiating

    - by user330635
    I wrote a simple dll with only 2 functions in it. Is there a way to access these functions without having to instantiate them on every page? Can't I add them to the web.config somehow as assemblies thus giving me access to them?

    Read the article

  • Additional concerns when compiling for x64

    - by dotnetdev
    I know that the additional consideratiosn when compiling for x64 is that some data types, like ints, can hold larger values. Are there any concerns? VS2010, released a few days ago, can support compiling for x64 and x32, just like VS2008. The app is x32/86 only. I keep thinking that the app needs to be 64 bit however. What am I missing? Obviously this is not the case. Thanks

    Read the article

  • Access violation writing location, in my loop

    - by numerical25
    The exact error I am getting is First-chance exception at 0x0096234a in chp2.exe: 0xC0000005: Access violation writing location 0x002b0000. Windows has triggered a breakpoint in chp2.exe. And the breakpoint stops here for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); //<----- Right here vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } I am not sure what I am doing wrong. below is the code in its entirety #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 //The first line of code creates your identity matrix. Second line of code //second combines your camera position, target location, and which way is up respectively D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 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() { //dx will represent the width and the height of the spacing of each vector float dx = 1; //Below are the number of vertices //m is the vertices of each row. n is the columns DWORD m = 30; DWORD n = 30; //This get the width of the entire land //30 - 1 = 29 rows * 1 = 29 * 0.5 = 14.5 float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; float vertexsize = m * n; VertexPos vertices[80]; for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } int k = 0; DWORD indices[540]; for(DWORD i = 0; i < n-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = (i * n) + j; indices[k + 1] = (i * n) + j + 1; indices[k + 2] = (i + 1) * n + j; indices[k + 3] = (i + 1) * n + j; indices[k + 4] = (i * n) + j + 1; indices[k + 5] = (i + 1) * n + j+ 1; k += 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; }

    Read the article

  • Can someone rid me of these turbulent T4 template editors?

    - by Will
    I'm using Tangible's editor and (no offense guys) it sucks. Its one painful step above notepad. But its (afaik) the only game in town. Does anybody have any tips/tricks on creating T4 templates in a non-painful way? For instance, I'm thinking about creating a T4 Template that essentially turns a class defined in a solution into a template generator. DTE, look for code that is marked with this or that attribute, run this or that method, and drop the results into a file. At least I'd get legit intellisense out of the deal...

    Read the article

  • Detect pointer arithmetics because of LARGEADDRESSAWARE

    - by Suma
    I would like to switch my application to LARGEADDRESSAWARE. One of issues to watch for is pointer arithmetic, as pointer difference can no longer be represented as signed 32b. Is there some way how to find automatically all instances of pointer subtraction in a large C++ project? If not, is there some "least effort" manual or semi-automatic method how to achieve this?

    Read the article

  • HowTo: Conditional Page Break in SSRS 2010 ?

    - by SwissCoder
    Hi there I just migrated a project from .NET 3.5 to 4.0, accordingly the reports now use SSRS included in .net 4.0/VS2010. Before conditionally setting a rectangles visibility did the trick for me. (inside the rectangle I put a rectangle with a pagebreak) But this stopped working now.. any help appreciated

    Read the article

  • "Access violation reading location" troubles retrieveing buffer from directx

    - by numerical25
    Below is my code... ID3D10Texture2D *pBackBuffer; hr = mpSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*) &pBackBuffer); and I get the following error chp1.exe': Unloaded 'C:\Windows\SysWOW64\oleaut32.dll' First-chance exception at 0x757ce124 in chp1.exe: Microsoft C++ exception: _com_error at memory location 0x0018eeb0.. First-chance exception at 0x757ce124 in chp1.exe: Microsoft C++ exception: _com_error at memory location 0x0018edd0.. First-chance exception at 0x757ce124 in chp1.exe: Microsoft C++ exception: _com_error at memory location 0x0018ef1c.. The thread 'Win32 Thread' (0xfc4) has exited with code 0 (0x0). 'chp1.exe': Unloaded 'C:\Windows\SysWOW64\D3D10Ref.DLL' First-chance exception at 0x00b71894 in chp1.exe: 0xC0000005: Access violation reading location 0x00000000. Unhandled ex ception at 0x00b71894 in chp1.exe: 0xC0000005: Access violation reading location 0x00000000. It appears that the error occurs in the last parameter. &pBackBuffer. I added this single line of code and the error occurs.

    Read the article

< Previous Page | 462 463 464 465 466 467 468 469 470 471 472 473  | Next Page >