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  • Force WPF to Commit Changes on Focused Element

    - by John L.
    I'm working with VS2010, WPF and EF. I've placed controls on my window by dragging an entity out of the Data Sources toolwindow. I used the "details" setting so my entity is represented by several labels and textboxes. I've also added a button with the following code: _context.SaveChanges(); When I'm editing data, the changes in whichever textbox has focus are not committed back to the DB. Everything else commits just fine. If I shift focus to another element prior to hitting the save button, it commits as well. I've experienced the same thing with the DataGrid. I know I'm missing something simple, but I can figure it out. Any ideas on what I'm missing? Thanks!

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  • Issues with HLSL and lighting

    - by numerical25
    I am trying figure out whats going on with my HLSL code but I have no way of debugging it cause C++ gives off no errors. The application just closes when I run it. I am trying to add lighting to a 3d plane I made. below is my HLSL. The problem consist when my Pixel shader method returns the struct "outColor" . If I change the return value back to the struct "psInput" , everything goes back to working again. My light vectors and colors are at the top of the fx file // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader cbuffer Variables { matrix Projection; matrix World; float TimeStep; }; struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float3 Normal : TEXCOORD0; float3 ViewVector : TEXCOORD1; }; float specpower = 80.0f; float3 camPos = float3(0.0f, 9.0, -256.0f); float3 DirectLightColor = float3(1.0f, 1.0f, 1.0f); float3 DirectLightVector = float3(0.0f, 0.602f, 0.70f); float3 AmbientLightColor = float3(1.0f, 1.0f, 1.0f); /*************************************** * Lighting functions ***************************************/ /********************************* * CalculateAmbient - * inputs - * vKa material's reflective color * lightColor - the ambient color of the lightsource * output - ambient color *********************************/ float3 CalculateAmbient(float3 vKa, float3 lightColor) { float3 vAmbient = vKa * lightColor; return vAmbient; } /********************************* * CalculateDiffuse - * inputs - * material color * The color of the direct light * the local normal * the vector of the direct light * output - difuse color *********************************/ float3 CalculateDiffuse(float3 baseColor, float3 lightColor, float3 normal, float3 lightVector) { float3 vDiffuse = baseColor * lightColor * saturate(dot(normal, lightVector)); return vDiffuse; } /********************************* * CalculateSpecular - * inputs - * viewVector * the direct light vector * the normal * output - specular highlight *********************************/ float CalculateSpecular(float3 viewVector, float3 lightVector, float3 normal) { float3 vReflect = reflect(lightVector, normal); float fSpecular = saturate(dot(vReflect, viewVector)); fSpecular = pow(fSpecular, specpower); return fSpecular; } /********************************* * LightingCombine - * inputs - * ambient component * diffuse component * specualr component * output - phong color color *********************************/ float3 LightingCombine(float3 vAmbient, float3 vDiffuse, float fSpecular) { float3 vCombined = vAmbient + vDiffuse + fSpecular.xxx; return vCombined; } //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float3 Normal : NORMAL) { PS_INPUT psInput; float4 newPosition; newPosition = Pos; newPosition.y = sin((newPosition.x * TimeStep) + (newPosition.z / 3.0f)) * 5.0f; // Pass through both the position and the color psInput.Pos = mul(newPosition , Projection ); psInput.Color = Color; psInput.ViewVector = normalize(camPos - psInput.Pos); return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// //Anthony!!!!!!!!!!! Find out how color works when multiplying them float4 PS(PS_INPUT psInput) : SV_Target { float3 normal = -normalize(psInput.Normal); float3 vAmbient = CalculateAmbient(psInput.Color, AmbientLightColor); float3 vDiffuse = CalculateDiffuse(psInput.Color, DirectLightColor, normal, DirectLightVector); float fSpecular = CalculateSpecular(psInput.ViewVector, DirectLightVector, normal); float4 outColor; outColor.rgb = LightingCombine(vAmbient, vDiffuse, fSpecular); outColor.a = 1.0f; //Below is where the error begins return outColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } } Below is some of my c++ code. Reason I am showing this is because it is pretty much what creates the surface normals for my shaders to evaluate. for the lighting 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; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } and below is my c++ code, in it's entirety. showing the drawing and also calling on the passes #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) // timer variables LARGE_INTEGER timeStart; LARGE_INTEGER timeEnd; LARGE_INTEGER timerFreq; double currentTime; float anim_rate; // Variable to hold how long since last frame change float lastElaspedFrame = 0; // How long should the frames last float frameDuration = 0.5; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } // Get the timer frequency QueryPerformanceFrequency(&timerFreq); float freqSeconds = 1.0f / timerFreq.QuadPart; lastElaspedFrame = 0; 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(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); pTimeVariable = NULL; 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); pTimeVariable->SetFloat((float)currentTime); // 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() { // Get the start timer count QueryPerformanceCounter(&timeStart); currentTime += anim_rate; DX3dApp::Render(); QueryPerformanceCounter(&timeEnd); anim_rate = ( (float)timeEnd.QuadPart - (float)timeStart.QuadPart ) / timerFreq.QuadPart; } 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 = (float)(rand() % CELL_HEIGHT); vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY * 6]; 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; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; 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}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 28, 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(); pTimeVariable = modelObject.pEffect->GetVariableByName("TimeStep")->AsScalar(); //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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  • Debuging CUDA kernels called from .NET code in VS2008, emulation mode

    - by Danny Varod
    CUDA has an option to compile code in emulation mode, which is supported in the .rules file they provide. I have C# .NET 3.5 SP1 code that calls a native dll, using DllImport, the native dll is compiled via VS2008 using nvcc and its function is to transfer memory from and to CUDA and to invoke CUDA kernels. When the CUDA kernels are correct, everything runs fine, but when there is a bug, I can only step in to the code until the title of the kernels and see the parameters they receive. (I enabled debugging native code in the startup-project's debug options.) I have tried compiling with emulation mode, however I get the CUDA error "mixed device execution" when calling the CUDA memcopy host--device. I tried switching the alloc+dealloc+memcopy with their equivalent non-CUDA versions, but then the same error occurs when invoking the kernels. What did I do wrong in my attempt to using the debug-emulation mode? P.S. I tried this on Vista x64 SP1 + VS2008, with the same solution complied in both x86 and x64, neither worked in emulation mode, both worked in non-emulation mode.

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  • Program and debugger quit without indication of problem

    - by spender
    OK, not quite a Heisenbug but similar in nature. I'm developing a WPF application. When debugging, the logic reaches a certain point, then the application quits for no reason. VS debugger catches nothing and the only indication of a problem is the following in the output window: The program '[6228] SomeApp.vshost.exe: Managed (v4.0.30319)' has exited with code 1073741855 (0x4000001f). When debugging the release version, or indeed running the debug build out of the debugger (in fact all combos that aren't running the debug version in debugger), everything works fine. I'm trying to catch unhandled exceptions with the following code: AppDomain .CurrentDomain .UnhandledException += (sender, e) => { Debug.WriteLine("Unhandled Exception " + e.ExceptionObject); }; Application .Current .DispatcherUnhandledException += (sender1, e1) => { Debug.WriteLine("DispatcherUnhandledException " + e1.Exception); }; ...but I'm not catching anything. I'm considering peppering the app with debug output statements, but it's highly asynchronous so reading this will be both arduous and tedious. So tell me, if you can... how do I start figuring WTF is going on?

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  • RDLC - Adding a Data Source in VS2010

    - by Kezzer
    Greetings. I have an RDLC file and am wanting to add a data source to it, although without any luck so far. The data source is a custom class written by myself (just to add, we do this all the time). We recently converted over to the VS2010 RDLC format which caused some problems, but we've made some changes to our implementation that workaround the more major issues. So, back to the issue at hand, when I attempt to add my data source to the DummyDataSource list in the RDLC view in VS2010 it just does nothing, however it does add the data source to the list of data sources, but you can't select it from the drop-down list in the RDLC view which means I can't add the data source at all. Has anyone come across this problem? Is there anything I need to check? I've searched with fervour and had no luck.

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  • Tab Controls effecting other Controls.

    - by VBeginner
    Hopefully I've explained myself good enough this time. Can't seem to get a real answer. Trying to make it so when I select certain tabs, certain controls on the left will disappear or reappear. http://img43.imageshack.us/img43/7533/scrnshotg.jpg Also, when "Stats" is selected, I need it to auto-select "Frequency" Ex. On click/focus/select (whatever, nothing seems to work)... ComboBox.Visible = True Thank you.

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  • How do I implement IDataServiceMetadataProvider and tell my Data Service to use that custom provider

    - by Pwninstein
    There's no obvious entry point for implementing a custom provider for an ADO.NET Data Service using IDataServiceMetadataProvider, and then telling a Data Service to use that provider. Has anyone had any luck in this area? I've tried implementing this interface on my Data Source class, but none of my breakpoints are hit. There is also no (obvious) way to set the provider from the Data Service's DataServiceConfiguration parameter passed in to the InitializeService function. Any help would be appreciated. Thanks! Data Services Providers (ADO.NET Data Services) IDataServiceMetadataProvider Members

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  • Upgrade to Azure 2.2 SDK is causing roles to fail

    - by Jon Leach
    I have 3 worker roles and a web role in my project and I upgraded it to the new 2.2 SDK (required in VS2013). Ever since the upgrade, all of the worker roles are failing and they instantly recycle as soon as they're started. When the roles start, I'm getting these messages: Microsoft.WindowsAzure.ServiceRuntime Information: 200 : Role entrypoint . CALLING OnStart() Microsoft.WindowsAzure.ServiceRuntime Information: 202 : Role entrypoint . COMPLETED OnStart() The thread 0x441c has exited with code 259 (0x103). Microsoft.WindowsAzure.ServiceRuntime Information: 203 : Role entrypoint . CALLING Run() Microsoft.WindowsAzure.ServiceRuntime Warning: 204 : Role entrypoint . COMPLETED Run() ==> ROLE RECYCLING INITIATED Microsoft.WindowsAzure.ServiceRuntime Information: 503 : Role instance recycling is starting The thread 0x2684 has exited with code 259 (0x103) Two things draw my attention: I've started to see a bunch of errors "Cannot find or open the PDB file." But I don't know that this is directly relevant. I'm using VS 2013 and while the project lists the SDK as 2.2, the references within the roles are the 2.1 versions. Do I need to upgrade the components? Why wouldn't the project upgrade these automatically when I pulled the project into VS as it only support 2.2? Any thoughts on how to attach this are appreciated.

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  • error: unable to open database file, SQLiteException was unhandled

    - by rose
    My project has a reference to SQLite.Interop.066.dll and even after putting in the correct path to the SQLite database, the application is still unable to find it. A SQLiteException was unhandled is returned. SQLiteConnection conn = new SQLiteConnection(); //SQLiteDataAdapter da; SQLiteCommandBuilder cb; DataTable dt=new DataTable(); int row = 0; conn.ConnectionString = "Data Source=C:\\database\\info"; conn.Open(); DataRow dr = dt.NewRow(); dr["name"] = txtName.Text; dr["address"] = txtAddress.Text; dr["phone"] = txtPhone.Text; dr["position"] = txtPosition.Text; dt.Rows.Add(dr); da.Update(dt); row = dt.Rows.Count - 1; txtName.Text = dt.Rows[row]["name"].ToString(); txtAddress.Text = dt.Rows[row]["address"].ToString(); txtPhone.Text = dt.Rows[row]["phone"].ToString(); txtPosition.Text = dt.Rows[row]["position"].ToString(); da.Fill(dt); cb = new SQLiteCommandBuilder(da); conn.Dispose(); conn.Close(); The exception occur at line: conn.Open(); sorry for the mistake title error before...

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  • Where is cmcfg32.lib?

    - by Doo Dee
    Hello! I found a source code on MSDN about how to enable/disable privileges in C++ According to the source code, the linker must include cmcfg32.lib, but it can't be found... I tried to compile without including that lib, it compiles without any error, but when I launch my program, it crashes with a fatal error. So please, if you know which SDK contains cmcfg32.lib, let me know ;) Thanks!

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  • MSBuild 2010 - how to publish web app to a specific location (nant)?

    - by Mr. Flibble
    I'm trying to get MSBuild 2010 to publish a web app to a specific location. I can get it to publish the deployment package to a particular path, but the deployment package then adds it's own path that changes. For example: if I tell it to publish to C:\dev\build\Output\Debug then the actual web files end up at C:\dev\build\Output\Debug\Archive\Content\C_C\code\sawadee\frontend\IPP-FrontEnd\Source\ControllersViews\obj\Debug\Package\PackageTmp And the C_C part of the path changes (not sure how it chooses this part of the path). This means I can't just script a copy from the publish location. I'm using this nant/msbuild command at the moment: <target name="compile" description="Compiles"> <msbuild project="${name}.sln"> <property name="Platform" value="Any CPU"/> <property name="Configuration" value="Debug"/> <property name="DeployOnBuild" value="true"/> <property name="DeployTarget" value="Package"/> <property name="PackageLocation" value="C:\dev\build\Output\Debug\"/> <property name="AutoParameterizationWebConfigConnectionStrings" value="false"/> <property name="PackageAsSingleFile" value="false"/> </msbuild> Any ideas on how to get it to send the web files directly to a specific location?

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  • Combine multiple dataset columns to one dataset

    - by Matt
    I have multiple datasets that I would like to combine into one. There is a common ID field that can be associated to each row. Calling Merge on the dataset will add additional rows to the dataset, but I would like to combine the additional columns. There are too many fields to do this in one query and therefore would make it unmanageable. Each individual query would be able to handle ordering to ensure the data is placed in the correct row. For Example lets say I have two queries resulting in two datasets: SELECT ID, colA, colB SELECT colC, colD The resulting dataset would look like ID colA colB colC colD 1 a b c d 2 e f g h Any ideas on ways to accomplish this?

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  • WinForm partial classes

    - by nivlam
    I have a WinForm project that contains a form called MainUI. You can see that the automatically generated partial class shows up as a node under MainUI.cs. Is there a way to "move" my self created partial class MainUI.Other.cs under MainUI.cs so that it'll show as another node?

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  • Structuring projects & dependencies of large winforms applications in C#

    - by Benjol
    UPDATE: This is one of my most-visited questions, and yet I still haven't really found a satisfactory solution for my project. One idea I read in an answer to another question is to create a tool which can build solutions 'on the fly' for projects that you pick from a list. I have yet to try that though. How do you structure a very large application? Multiple smallish projects/assemblies in one big solution? A few big projects? One solution per project? And how do you manage dependencies in the case where you don't have one solution. Note: I'm looking for advice based on experience, not answers you found on Google (I can do that myself). I'm currently working on an application which has upward of 80 dlls, each in its own solution. Managing the dependencies is almost a full time job. There is a custom in-house 'source control' with added functionality for copying dependency dlls all over the place. Seems like a sub-optimum solution to me, but is there a better way? Working on a solution with 80 projects would be pretty rough in practice, I fear. (Context: winforms, not web) EDIT: (If you think this is a different question, leave me a comment) It seems to me that there are interdependencies between: Project/Solution structure for an application Folder/File structure Branch structure for source control (if you use branching) But I have great difficulty separating these out to consider them individually, if that is even possible. I have asked another related question here.

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  • Caspol, VMs, Mapped Drives, VS2010

    - by Simon Woods
    Hi I have a VM (Win7 32 bit) with VS2010 installed. I have a drive mapped into it from the host machine (VM 64 bit), when I have some of my VS2010 projects and to where I am building them. One of my projects is looking to load an assembly. If I copy that assembly to a local drive, the program ruins fine. If I leave it on the mapped drive, then I get an error Exception is: FileLoadException - Could not load file or assembly 'file:///Z:\BusinessTier\bin\Debug\BusinessTier.dll I am unsure whether or not I need to run Caspol. There is another post on SO which pointed me to a post which indicated that VS2008 SP1+ removed the need for caspol wrt network drives, but I wondered if I still needed to because I am in a VM. I have tried running the following on the host machine in an attempt to give permissions to VS inside the VM, but to no avail C:\Windows\Microsoft.NET\Framework\v4.0.30128>caspol -m -ag 1.2 -url file://g:\* FullTrust where g:* is the drive being mapped into the VM (as drive z:) What am I missing (apart from understanding!) Thx Simon

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  • std::iostream link error vs2010 rc1

    - by Martin Beckett
    I'm converting a project from vs2008 to vs2010 and getting linker errors for std:ifstream/ofstream error LNK2001: unresolved external symbol "__declspec(dllimport) public: bool __thiscall std::basic_ofstream<char,struct std::char_traits<char> >::is_open(void)const " (__imp_?is_open@?$basic_ofstream@DU?$char_traits@D@std@@@std@@QBE_NXZ) Building static (/MT) or dll (/MD) with unicode or standard and release/debug gives the same error. Manually adding libcpmtd.lib (static) or msvcprtd.lib (dll) to the linker doesn't help. Has anyone else seen this?

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  • Trying to run WCF web service on non-domain VM, Security Errors

    - by NealWalters
    Am I in a Catch-22 situation here? My goal is to take a WCF service that I inherited, and run it on a VM and test it by calling it from my desktop PC. The VM is in a workgroup, and not in the company's domain. Basically, we need more test environments, ideally one per developer (we may have 2 to 4 people that need this). Thus the idea of the VM was that each developer could have his own web server that somewhat matches or real environment (where we actually have two websites, an external/exposed and internal). [Using VS2010 .NET 4.0] In the internal service, each method was decorated with this attribute: [OperationBehavior(Impersonation = ImpersonationOption.Required)] I'm still researching why this was needed. I think it's because a webapp calls the "internal" service, and either a) we need the credentials of the user, or b) we may doing some PrinciplePermission.Demands to see if the user is in a group. My interest is creating some ConsoleTest programs or UnitTest programs. I changed to allowed like this: [OperationBehavior(Impersonation = ImpersonationOption.Allowed)] because I was getting this error in trying to view the .svc in the browser: The contract operation 'EditAccountFamily' requires Windows identity for automatic impersonation. A Windows identity that represents the caller is not provided by binding ('WSHttpBinding','http://tempuri.org/') for contract ('IAdminService','http://tempuri.org/'. I don't get that error with the original bindings look like this: However, I believe I need to turn off this security since the web service is not on the domain. I tend to get these errors in the client: 1) The request for security token could not be satisfied because authentication failed - as an InnerException of "SecurityNegotiation was unhandled". or 2) The caller was not authenticated by the service as an InnerException of "SecurityNegotiation was unhandled". So can I create some configuration of code and web.config that will allow each developer to work on his own VM? Or must I join the VM to the domain? The number of permutations seems near endless. I've started to create a Word.doc that says what to do with each error, but now I'm in the catch-22 where I'm stuck. Thanks, Neal Server Bindings: <bindings> <wsHttpBinding> <binding name="wsHttpEndpointBinding" maxBufferPoolSize="2147483647" maxReceivedMessageSize="500000000"> <readerQuotas maxDepth="2147483647" maxStringContentLength="2147483647" maxArrayLength="2147483647" maxBytesPerRead="2147483647" maxNameTableCharCount="2147483647" /> <!-- <security mode="None" /> This is one thing I tried --> <security> <message clientCredentialType="Windows" /> </security> </binding> </wsHttpBinding> </bindings> <behaviors> <serviceBehaviors> <behavior name="ABC.AdminService.AdminServiceBehavior"> <!-- To avoid disclosing metadata information, set the value below to false and remove the metadata endpoint above before deployment --> <serviceMetadata httpGetEnabled="true" /> <!-- To receive exception details in faults for debugging purposes, set the value below to true. Set to false before deployment to avoid disclosing exception information --> <serviceDebug includeExceptionDetailInFaults="true" /> <serviceCredentials> </serviceCredentials> <!--<serviceAuthorization principalPermissionMode="UseAspNetRoles" roleProviderName="AspNetWindowsTokenRoleProvider"/>--> <serviceAuthorization principalPermissionMode="UseWindowsGroups" impersonateCallerForAllOperations="true" /> </behavior> <behavior name="ABC.AdminService.IAdminServiceTransportBehavior"> <!-- To avoid disclosing metadata information, set the value below to false and remove the metadata endpoint above before deployment --> <serviceMetadata httpGetEnabled="true" /> <!-- To receive exception details in faults for debugging purposes, set the value below to true. Set to false before deployment to avoid disclosing exception information --> <serviceDebug includeExceptionDetailInFaults="false" /> <serviceCredentials> <clientCertificate> <authentication certificateValidationMode="PeerTrust" /> </clientCertificate> <serviceCertificate findValue="WCfServer" storeLocation="LocalMachine" storeName="My" x509FindType="FindBySubjectName" /> </serviceCredentials> </behavior> </serviceBehaviors> </behaviors> <serviceHostingEnvironment multipleSiteBindingsEnabled="true" /> CLIENT: <system.serviceModel> <bindings> <wsHttpBinding> <binding name="WSHttpBinding_IAdminService" closeTimeout="00:01:00" openTimeout="00:01:00" receiveTimeout="00:10:00" sendTimeout="00:01:00" bypassProxyOnLocal="false" transactionFlow="false" hostNameComparisonMode="StrongWildcard" maxBufferPoolSize="524288" maxReceivedMessageSize="65536" messageEncoding="Text" textEncoding="utf-8" useDefaultWebProxy="true" allowCookies="false"> <readerQuotas maxDepth="32" maxStringContentLength="8192" maxArrayLength="16384" maxBytesPerRead="4096" maxNameTableCharCount="16384" /> <reliableSession ordered="true" inactivityTimeout="00:10:00" enabled="false" /> <security mode="Message"> <transport clientCredentialType="Windows" proxyCredentialType="None" realm="" /> <message clientCredentialType="Windows" negotiateServiceCredential="true" algorithmSuite="Default" /> </security> </binding> </wsHttpBinding> </bindings> <client> <endpoint address="http://192.168.159.132/EC_AdminService/AdminService.svc" binding="wsHttpBinding" bindingConfiguration="WSHttpBinding_IAdminService" contract="svcRef.IAdminService" name="WSHttpBinding_IAdminService"> <identity> <dns value="localhost" /> </identity> </endpoint> </client> </system.serviceModel>

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  • Coded UI Test - How to change the exe it runs

    - by Vaccano
    I created a Coded UI Test from a Microsoft Test Manager recording. The exe it runs is the one the tester recorded against. I want this to be a test I run with my build. How do I change the exe that the coded UI test uses to be the output of: The TFS Build when a TFS Build is being run The local build when the test is being run on my machine.

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  • Resharper Live Template Macro that changes variable name upon exit

    - by Luhmann
    I would like to create a Resharper Live Template that changes all spaces to underscores ind my "fact" Live template variable $testname$: <Fact()> _ Public Sub $testnames$() ' Arrange $END$ ' Act ' Assert End Sub I have this: [Macro("applyRegex", ShortDescription = "Run on {#0:variable}", LongDescription = "")] class ApplyRegexMacro : IMacro { public string EvaluateQuickResult(IHotspotContext context, IList<string> arguments) { return Regex.Replace(arguments[0], " ", "_", RegexOptions.IgnoreCase); } public HotspotItems GetLookupItems(IHotspotContext context, IList<string> arguments) { return null; } public string GetPlaceholder() { return "placeholder"; } public bool HandleExpansion(IHotspotContext context, IList<string> arguments) { return false; } public ParameterInfo[] Parameters { get { return new[] { new ParameterInfo(ParameterType.String), new ParameterInfo(ParameterType.String), new ParameterInfo(ParameterType.VariableReference) }; } } } But this only runs when i press tab. I want the macro to run after I tab out of $testname$. I want to be able to just write the test name in a single line of text with spaces, and then the Macro turns all the spaces into underscores. Is this possible?

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  • Ole atomation in c#

    - by Xaver
    I write vbs that create ole atomation object On Error Resume Next dim objShell dim objFolder if not objFolder is nothing then objFolder.CopyHere "ftp://anonymous:[email protected]/bussys" WScript.Sleep 100 end if set objShell = nothing set objFolder = nothing How to do that on C# (or do that without ole automation just use com) ? Or do that on c++ without MFC.

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  • msbuild TransformWebConfig task - doesn't work for App.configs?

    - by Jeff D
    I have a windows service that will need to have the same kind of transformations that the web.configs would use, but VS 2010 doesn't seem to support that. I've tried manually adding the App.Release.Config files, and then using msbuil [PROJ] /T:TransformWebConfig /p:Configuration=Release but no transformation is performed. I got a TransformWebConfig folder createed in my obj subdirectory, but that's it. Is this thing hardcoded to only work with web.configs?

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  • CA2104 annoyance.

    - by acidzombie24
    With the code below i get a CA2104 (DoNotDeclareReadOnlyMutableReferenceTypes) warning public readonly ReadOnlyCollection<char> IllegalChars; with part of the error message change the field to one that is an immutable reference type. If the reference type 'ReadOnlyCollection' is, in fact, immutable, exclude this message. I am sure ReadOnlyCollection is immutable but my question is is there a type can i use to not have this message appear?

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