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  • XNA Xbox 360 Content Manager Thread freezing Draw Thread

    - by Alikar
    I currently have a game that takes in large images, easily bigger than 1MB, to serve as backgrounds. I know exactly when this transition is supposed to take place, so I made a loader class to handle loading these large images in the background, but when I load the images it still freezes the main thread where the drawing takes place. Since this code runs on the 360 I move the thread to the 4th hardware thread, but that doesn't seem to help. Below is the class I am using. Any thoughts as to why my new content manager which should be in its own thread is interrupting the draw in my main thread would be appreciated. namespace FileSystem { /// <summary> /// This is used to reference how many objects reference this texture. /// Everytime someone references a texture we increase the iNumberOfReferences. /// When a class calls remove on a specific texture we check to see if anything /// else is referencing the class, if it is we don't remove it. If there isn't /// anything referencing the texture its safe to dispose of. /// </summary> class TextureContainer { public uint uiNumberOfReferences = 0; public Texture2D texture; } /// <summary> /// This class loads all the files from the Content. /// </summary> static class FileManager { static Microsoft.Xna.Framework.Content.ContentManager Content; static EventWaitHandle wh = new AutoResetEvent(false); static Dictionary<string, TextureContainer> Texture2DResourceDictionary; static List<Texture2D> TexturesToDispose; static List<String> TexturesToLoad; static int iProcessor = 4; private static object threadMutex = new object(); private static object Texture2DMutex = new object(); private static object loadingMutex = new object(); private static bool bLoadingTextures = false; /// <summary> /// Returns if we are loading textures or not. /// </summary> public static bool LoadingTexture { get { lock (loadingMutex) { return bLoadingTextures; } } } /// <summary> /// Since this is an static class. This is the constructor for the file loadeder. This is the version /// for the Xbox 360. /// </summary> /// <param name="_Content"></param> public static void Initalize(IServiceProvider serviceProvider, string rootDirectory, int _iProcessor ) { Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); TexturesToDispose = new List<Texture2D>(); iProcessor = _iProcessor; CreateThread(); } /// <summary> /// Since this is an static class. This is the constructor for the file loadeder. /// </summary> /// <param name="_Content"></param> public static void Initalize(IServiceProvider serviceProvider, string rootDirectory) { Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); TexturesToDispose = new List<Texture2D>(); CreateThread(); } /// <summary> /// Creates the thread incase we wanted to set up some parameters /// Outside of the constructor. /// </summary> static public void CreateThread() { Thread t = new Thread(new ThreadStart(StartThread)); t.Start(); } // This is the function that we thread. static public void StartThread() { //BBSThreadClass BBSTC = (BBSThreadClass)_oData; FileManager.Execute(); } /// <summary> /// This thread shouldn't be called by the outside world. /// It allows the File Manager to loop. /// </summary> static private void Execute() { // Make sure our thread is on the correct processor on the XBox 360. #if WINDOWS #else Thread.CurrentThread.SetProcessorAffinity(new int[] { iProcessor }); Thread.CurrentThread.IsBackground = true; #endif // This loop will load textures into ram for us away from the main thread. while (true) { wh.WaitOne(); // Locking down our data while we process it. lock (threadMutex) { lock (loadingMutex) { bLoadingTextures = true; } bool bContainsKey = false; for (int con = 0; con < TexturesToLoad.Count; con++) { // If we have already loaded the texture into memory reference // the one in the dictionary. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); } if (bContainsKey) { // Do nothing } // Otherwise load it into the dictionary and then reference the // copy in the dictionary else { TextureContainer TC = new TextureContainer(); TC.uiNumberOfReferences = 1; // We start out with 1 referece. // Loading the texture into memory. try { TC.texture = Content.Load<Texture2D>(TexturesToLoad[con]); // This is passed into the dictionary, thus there is only one copy of // the texture in memory. // There is an issue with Sprite Batch and disposing textures. // This will have to wait until its figured out. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); Texture2DResourceDictionary.Add(TexturesToLoad[con], TC); } // We don't have the find the reference to the container since we // already have it. } // Occasionally our texture will already by loaded by another thread while // this thread is operating. This mainly happens on the first level. catch (Exception e) { // If this happens we don't worry about it since this thread only loads // texture data and if its already there we don't need to load it. } } Thread.Sleep(100); } } lock (loadingMutex) { bLoadingTextures = false; } } } static public void LoadTextureList(List<string> _textureList) { // Ensuring that we can't creating threading problems. lock (threadMutex) { TexturesToLoad = _textureList; } wh.Set(); } /// <summary> /// This loads a 2D texture which represents a 2D grid of Texels. /// </summary> /// <param name="_textureName">The name of the picture you wish to load.</param> /// <returns>Holds the image data.</returns> public static Texture2D LoadTexture2D( string _textureName ) { TextureContainer temp; lock (Texture2DMutex) { bool bContainsKey = false; // If we have already loaded the texture into memory reference // the one in the dictionary. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(_textureName); if (bContainsKey) { temp = Texture2DResourceDictionary[_textureName]; temp.uiNumberOfReferences++; // Incrementing the number of references } // Otherwise load it into the dictionary and then reference the // copy in the dictionary else { TextureContainer TC = new TextureContainer(); TC.uiNumberOfReferences = 1; // We start out with 1 referece. // Loading the texture into memory. try { TC.texture = Content.Load<Texture2D>(_textureName); // This is passed into the dictionary, thus there is only one copy of // the texture in memory. } // Occasionally our texture will already by loaded by another thread while // this thread is operating. This mainly happens on the first level. catch(Exception e) { temp = Texture2DResourceDictionary[_textureName]; temp.uiNumberOfReferences++; // Incrementing the number of references } // There is an issue with Sprite Batch and disposing textures. // This will have to wait until its figured out. Texture2DResourceDictionary.Add(_textureName, TC); // We don't have the find the reference to the container since we // already have it. temp = TC; } } } // Return a reference to the texture return temp.texture; } /// <summary> /// Go through our dictionary and remove any references to the /// texture passed in. /// </summary> /// <param name="texture">Texture to remove from texture dictionary.</param> public static void RemoveTexture2D(Texture2D texture) { foreach (KeyValuePair<string, TextureContainer> pair in Texture2DResourceDictionary) { // Do our references match? if (pair.Value.texture == texture) { // Only one object or less holds a reference to the // texture. Logically it should be safe to remove. if (pair.Value.uiNumberOfReferences <= 1) { // Grabing referenc to texture TexturesToDispose.Add(pair.Value.texture); // We are about to release the memory of the texture, // thus we make sure no one else can call this member // in the dictionary. Texture2DResourceDictionary.Remove(pair.Key); // Once we have removed the texture we don't want to create an exception. // So we will stop looking in the list since it has changed. break; } // More than one Object has a reference to this texture. // So we will not be removing it from memory and instead // simply marking down the number of references by 1. else { pair.Value.uiNumberOfReferences--; } } } } /*public static void DisposeTextures() { int Count = TexturesToDispose.Count; // If there are any textures to dispose of. if (Count > 0) { for (int con = 0; con < TexturesToDispose.Count; con++) { // =!THIS REMOVES THE TEXTURE FROM MEMORY!= // This is not like a normal dispose. This will actually // remove the object from memory. Texture2D is inherited // from GraphicsResource which removes it self from // memory on dispose. Very nice for game efficency, // but "dangerous" in managed land. Texture2D Temp = TexturesToDispose[con]; Temp.Dispose(); } // Remove textures we've already disposed of. TexturesToDispose.Clear(); } }*/ /// <summary> /// This loads a 2D texture which represnets a font. /// </summary> /// <param name="_textureName">The name of the font you wish to load.</param> /// <returns>Holds the font data.</returns> public static SpriteFont LoadFont( string _fontName ) { SpriteFont temp = Content.Load<SpriteFont>( _fontName ); return temp; } /// <summary> /// This loads an XML document. /// </summary> /// <param name="_textureName">The name of the XML document you wish to load.</param> /// <returns>Holds the XML data.</returns> public static XmlDocument LoadXML( string _fileName ) { XmlDocument temp = Content.Load<XmlDocument>( _fileName ); return temp; } /// <summary> /// This loads a sound file. /// </summary> /// <param name="_fileName"></param> /// <returns></returns> public static SoundEffect LoadSound( string _fileName ) { SoundEffect temp = Content.Load<SoundEffect>(_fileName); return temp; } } }

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  • Optimizing transition/movement smoothness for a 2D flash game.

    - by Tom
    Update 6: Fenomenas suggested me to re-create everything as simple as possible. I had my doubts that this would make any difference as the algorithm remains the same, and performance did not seem to be the issue. Anyway, it was the only suggestion I got so here it is: 30 FPS: http://www.feedpostal.com/test/simple/30/SimpleMovement.html 40 FPS: http://www.feedpostal.com/test/simple/40/SimpleMovement.html 60 FPS: http://www.feedpostal.com/test/simple/60/SimpleMovement.html 100 FPS: http://www.feedpostal.com/test/simple/100/SimpleMovement.html The code: package { import flash.display.Sprite; import flash.events.Event; import flash.events.KeyboardEvent; import flash.utils.getTimer; [SWF(width="800", height="600", frameRate="40", backgroundColor="#000000")] public class SimpleMovement extends Sprite { private static const TURNING_SPEED:uint = 180; private static const MOVEMENT_SPEED:uint = 400; private static const RADIAN_DIVIDE:Number = Math.PI/180; private var playerObject:Sprite; private var shipContainer:Sprite; private var moving:Boolean = false; private var turningMode:uint = 0; private var movementTimestamp:Number = getTimer(); private var turningTimestamp:Number = movementTimestamp; public function SimpleMovement() { //step 1: create player object playerObject = new Sprite(); playerObject.graphics.lineStyle(1, 0x000000); playerObject.graphics.beginFill(0x6D7B8D); playerObject.graphics.drawRect(0, 0, 25, 50); //make it rotate around the center playerObject.x = 0 - playerObject.width / 2; playerObject.y = 0 - playerObject.height / 2; shipContainer = new Sprite(); shipContainer.addChild(playerObject); shipContainer.x = 100; shipContainer.y = 100; shipContainer.rotation = 180; addChild(shipContainer); //step 2: install keyboard hook when stage is ready addEventListener(Event.ADDED_TO_STAGE, stageReady, false, 0, true); //step 3: install rendering update poll addEventListener(Event.ENTER_FRAME, updatePoller, false, 0, true); } private function updatePoller(event:Event):void { var newTime:Number = getTimer(); //turning if (turningMode != 0) { var turningDeltaTime:Number = newTime - turningTimestamp; turningTimestamp = newTime; var rotation:Number = TURNING_SPEED * turningDeltaTime / 1000; if (turningMode == 1) shipContainer.rotation -= rotation; else shipContainer.rotation += rotation; } //movement if (moving) { var movementDeltaTime:Number = newTime - movementTimestamp; movementTimestamp = newTime; var distance:Number = MOVEMENT_SPEED * movementDeltaTime / 1000; var rAngle:Number = shipContainer.rotation * RADIAN_DIVIDE; //convert degrees to radian shipContainer.x += distance * Math.sin(rAngle); shipContainer.y -= distance * Math.cos(rAngle); } } private function stageReady(event:Event):void { //install keyboard hook stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown, false, 0, true); stage.addEventListener(KeyboardEvent.KEY_UP, keyUp, false, 0, true); } private final function keyDown(event:KeyboardEvent):void { if ((event.keyCode == 87) && (!moving)) //87 = W { movementTimestamp = getTimer(); moving = true; } if ((event.keyCode == 65) && (turningMode != 1)) //65 = A { turningTimestamp = getTimer(); turningMode = 1; } else if ((event.keyCode == 68) && (turningMode != 2)) //68 = D { turningTimestamp = getTimer(); turningMode = 2; } } private final function keyUp(event:KeyboardEvent):void { if ((event.keyCode == 87) && (moving)) moving = false; //87 = W if (((event.keyCode == 65) || (event.keyCode == 68)) && (turningMode != 0)) turningMode = 0; //65 = A, 68 = D } } } The results were as I expected. Absolutely no improvement. I really hope that someone has another suggestion as this thing needs fixing. Also, I doubt it's my system as I have a pretty good one (8GB RAM, Q9550 QuadCore intel, ATI Radeon 4870 512MB). Also, everyone else I asked so far had the same issue with my client. Update 5: another example of a smooth flash game just to demonstrate that my movement definitely is different! See http://www.spel.nl/game/bumpercraft.html Update 4: I traced the time before rendering (EVENT.RENDER) and right after rendering (EVENT.ENTER_FRAME), the results: rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 24 ms rendering took: 18 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 232 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms The range is 12-16 ms. During these differences, the shocking/warping/flickering movement was already going on. There is also 1 peak of 232ms, at this time there was a relatively big warp. This is however not the biggest problme, the biggest problem are the continuous small warps during normal movement. Does this give anyone a clue? Update 3: After testing, I know that the following factors are not causing my problem: Bitmap's quality - changed with photoshop to an uglier 8 colours optimized graphic, no improvement at all. Constant rotation of image while turning - disabled it, no improvement at all Browser rendering - tried to use the flash player standalone, no improvement at all I am 100% convinced that the problem lies in either my code or in my algorithm. Please, help me out. It has been almost two weeks (1 week that I asked this question on SO) now and I still have to get my golden answer. Update 1: see bottom for full flex project source and a live demo demonstrating my problem. I'm working on a 2d flash game. Player ships are created as an object: ships[id] = new GameShip(); When movement and rotation information is available, this is being directed to the corresponding ship: ships[id].setMovementMode(1); //move forward Now, within this GameShip object movement works using the "Event.ENTER_FRAME" event: addEventListener(Event.ENTER_FRAME, movementHandler); The following function is then being run: private final function movementHandler(event:Event):void { var newTimeStamp:uint = UtilLib.getTimeStamp(); //set current timeStamp var distance:Number = (newTimeStamp - movementTimeStamp) / 1000 * movementSpeed; //speed = x pixels forward every 1 second movementTimeStamp = newTimeStamp; //update old timeStamp var diagonalChange:Array = getDiagonalChange(movementAngle, distance); //the diagonal position update based on angle and distance charX += diagonalChange[0]; charY += diagonalChange[1]; if (shipContainer) { //when the container is ready to be worked with shipContainer.x = charX; shipContainer.y = charY; } } private final function getDiagonalChange(angle:Number, distance:Number):Array { var rAngle:Number = angle * Math.PI/180; //convert degrees to radian return [Math.sin(rAngle) * distance, (Math.cos(rAngle) * distance) * -1]; } When the object is no longer moving, the event listener will be removed. The same method is being used for rotation. Everything works almost perfect. I've set the project's target FPS to 100 and created a FPS counter. According to the FPS counter, the average FPS in firefox is around 100, while the top is 1000 and the bottom is 22. I think that the bottom and top FPSs are only happening during the initialization of the client (startup). The problem is that the ship appears to be almost perfectly smooth, while it should be just that without the "almost" part. It's almost as if the ship is "flickering" very very fast, you can't actually see it but it's hard to focus on the object while it's moving with your eyes. Also, every now and then, there seems to be a bit of a framerate spike, as if the client is skipping a couple of frames, you then see it quickly warp. It is very difficult to explain what the real problem is, but in general it's that the movement is not perfectly smooth. So, do you have any suggestions on how to make the movement or transition of objects perfectly smooth? Update 1: I re-created the client to demonstrate my problem. Please check it out. The client: http://feedpostal.com/test/MovementTest.html The Actionscript Project (full source): http://feedpostal.com/test/MovementTest.rar An example of a smooth flash game (not created by me): http://www.gamesforwork.com/games/swf/Mission%20Racing_august_10th_2009.swf It took me a pretty long time to recreate this client side version, I hope this will help with solving the problem. Please note: yes, it is actually pretty smooth. But it is definitely not smooth enough.

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  • TreeGrid in GXT

    - by aTory
    Problem I'm trying to create an asynchronously updating TreeGrid in GXT but encountering issues. The first issue is that I believe the documentation is 'piss poor', at best.. therefore any chance of learning without using 'word of mouth' seems ridiculous. Instead of moaning any further, I shall inform you what I'd LIKE to do and then hopefully you can tell me if what i want is possible. Example knowledge of Football is recommended here I have a few Async services where: getLeagues() getTeams(League) getPlayers(League,Team) getPosition(League,Team,Player) I'd like to have a grid where once it renders, it makes a call to 'getLeagues', where by the server will respond with a bunch of leagues that are currently active on the server... these will be the 'root node' of the TreeGrid. Then, from here you can expand each league to show the teams, right down to the players and then their positions. I'd like to Create a TreeGrid which has a 'listener' on each node, waiting to asynchronously call the server on request and propogate the tree from here, however I'm not sure if this is possible. Can anybody advise? I'm finding all these Models, BaseTreeModels, TreeStores nauseating.

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  • RSACryptoServiceProvider CryptographicException System Cannot Find the File Specified under ASP.NET

    - by Will Hughes
    I have an application which is making use of the RSACryptoServiceProvider to decrypt some data using a known private key (stored in a variable). When the IIS Application Pool is configured to use Network Service, everything runs fine. However, when we configure the IIS Application Pool to run the code under a different Identity, we get the following: System.Security.Cryptography.CryptographicException: The system cannot find the file specified. at System.Security.Cryptography.Utils.CreateProvHandle(CspParameters parameters, Boolean randomKeyContainer) at System.Security.Cryptography.RSACryptoServiceProvider.ImportParameters(RSAParameters parameters) at System.Security.Cryptography.RSA.FromXmlString(String xmlString) The code is something like this: byte[] input; byte[] output; string private_key_xml; var provider = new System.Cryptography.RSACryptoServiceProvider(this.m_key.Key_Size); provider.FromXmlString(private_key_xml); // Fails Here when Application Pool Identity != Network Service ouput = provider.Decrypt(input, false); // False = Use PKCS#1 v1.5 Padding There are resources which attempt to answer it by stating that you should give the user read access to the machine key store - however there is no definitive answer to solve this issue. Environment: IIS 6.0, Windows Server 2003 R2, .NET 3.5 SP1

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  • VS2010 Ultimate - Unable to launch ASP.NET Development Server

    - by sohum
    I've worked with ASP.NET once before and had a project where it was potentially useful, so I started creating an ASP.NET website as part of a solution that contained several C# class libraries. I'm using Visual Studio 2010 Ultimate Edition and Windows 7 Professional x64. The issue is that when I try to debug my website project, I get the following error message: Unable to launch the ASP.NET Development Server There's no other information (it seems a popular variant is the "port in use" error). Interestingly, I can run single pages on the application by right-clicking on the ASPX and selecting "View in Browser". This does not allow me to debug into my breakpoints, though. I have no clue what the problem could be. I'm running VS2010 in Administrator mode. One of the questions that popped up here suggested I uncomment the "127.0.0.1 localhost" line from my HOSTS file, which I did, and restarted VS with no luck. I also tried both setting a static port for the web server to run on as well as let it dynamically generate one. Both do not help the situation. Any help? Thanks.

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  • Silverlight 4. Activator.CreateInstance uses a huge amount of memory

    - by Marco
    Hi, I have been playing a bit with Silverlight and try to port my Silverlight 3.0 application to Silverlight 4.0. My application loads different XAP files and upon a user request create an instance of a Xaml user control and adds it to the main container, in a sort of MEF approach in order I can have an extensible and pluggable application. The application is pretty huge and to keep acceptable the performances and the initial loading I have built up some helper classes to load in the background all pages and user controls that might be used later on. On Silverlight 3.0 everything was running smoothly without any problem so far. Switching to SL 4.0 I have noticed that when the process approaches to create the instances of the user controls using Activator.CreateInstance, the layout freezes unexpectedly for a minute and sometimes for more. Looking at the task manager the memory usage of IE jumps from 50MB to 400MB and sometimes to 1.5 GB. If the process won't take that much the layout is rendered properly and the memory falls back to 50 MB. Otherwise everything crashes due to out of memory exeption. Does anybody encountered the same problem? Or has anybody a solution about this tricky issue? Thans in advance Marco

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  • Combobox with collection view itemssource does not update selection box item on changes to the Model

    - by Vinit Sankhe
    Hello, Sorry for the earlier lengthy post. Here is my concise (!) description. I bind a collection view to a combobox as a itemsSource and also bind its selectedvalue with a property from my view model. I must keep IsSynchronizedWithCurrentItem="False". I change the source list ofr the view and then refresh the view. The changed (added, removed, edited) items appear correctly in the item list of the combo. But problem is with the selected item. When I change its property which is also the displaymember path of the combo, the changed property value does not reflect back on the selecton box of the combo. If you open the combo dropdown it appears correctly on the item list but not on the selection box. Now if I change the combobox tag to Listbox in my XAML (keeping all attributes as it is) then when selected item's displaymember property value is updated, the changes reflect back on the selected item of the list box . Why this issue? Just FYI: My View Model has properties EmployeeCollectionView and SelectedEmployeeId which are bound to combo as ItemsSource and SelectedValue resp. This VM implements the INotifyPropertyChanged interface. My core employee class (list of which is the source for the EmployeeCollectionView) is simply a Model class without INotifyPropertyChanged. DisplayMemberPath is "Name" property of employee Model class. I change this by some means and expect the combo selection box to update the value. I tried refreshing ther SelectedEmployeeId by setting it 0 (where it correctly selects the dummy "-- Select All --" employee entry from itemsSource) and old selected value back. But no use. The old value takes me back to the old label. Items collection has latest entry though. When I make combobox's IsEditable=True before the view's refresh and after refresh I make IsEditable=False then the things work out correctly! But this is a patch and is unnecessary. Thx Vinit Sankhe

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  • Binding TabControl ItemsSource to an ObservableCollection causes content to refresh on focus

    - by Brent
    I'm creating an WPF application using the MVVM framework, and I've adopted several features from Josh Smith's article on MVVM here... Most importantly, I'm binding a TabControl to an ObservableCollection of ViewModels. This means that am using a tabbed MDI interface that displays a UserControl as the content of a TabItem. The issue I'm seeing in my application is that when I have several tabs and I flip back and forth between tabs, the content is being refersh each time I change tabs. If you download Josh Smith's source code, you'll see that his app has the same problem. For example, click on the "View All Customers" button and scroll down to the bottom the ListView. Next click on the "Create New Customer" button. When you switch back to the All Customer view you'll notice that the ListView scrolls back to the top. If you switch back to the New Customer tab and place your cursor in one of the TextBoxes, then switch to All Customers tab and back, you'll notice that the cursor is now gone. I imagine that this is because I'm using an ObservableCollection, but I can't be sure. Is there any way to prevent the tab's content from refreshing when it receives the focus?

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  • jQuery $.ajax Not Working in IE8 but it works on FireFox & Chrome

    - by Sam3k
    I have the following ajax call which works perfectly in Firefox and Chrome but not IE: function getAJAXdates( startDate, numberOfNights, opts ) { var month = startDate.getMonth() + 1; var day = startDate.getDate(); var year = startDate.getFullYear(); var d = new Date(); var randNum = Math.floor(Math.random()*100000000); $.ajax({ type : "GET", dataType : "json", url : "/availability/ajax/bookings?rand="+randNum, cache : false, data : 'month='+month+'&day='+day+'&year='+year+'&nights='+numberOfNights, contentType : 'application/json; charset=utf8', success : function(data) { console.log('@data: '+data); insertCellData(data, opts, startDate); }, error:function(xhr, status, errorThrown) { console.log('@Error: '+errorThrown); console.log('@Status: '+status); console.log('@Status Text: '+xhr.statusText); } }); } I know for a fact that all the variables are passing the right content and $.ajax is indeed passing all the paramater/values. This is what I get on error: LOG: @Error: undefined LOG: @Status: parsererror LOG: @Status Text: OK I'm aware of the cache issue on IE and implemented a random paramater to clear it up. Finally these are the headers that are sent back from the backend: header('Content-Type: application/json; charset=utf8'); header("Cache-Control: no-cache"); header("Expires: 0"); header('Access-Control-Max-Age: 3628800'); header('Access-Control-Allow-Methods: GET, POST, PUT, DELETE');

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  • LINQ To SQL ignore unique constraint exception and continue

    - by Martin
    I have a single table in a database called Users Users ------ ID (PK, Identity) Username (Unique Index) I have setup a unique index on the Username table to prevent duplicates. I am then enumerating through a collection and creating a new user in the database for each item. What I want to do is just insert a new user and ignore the exception if the unique key constraint is violated (as it's clearly a duplicate record in that case). This is to avoid having to craft where not exists kind of queries. First off, is this going to be any more efficient or should my insert code be checking for duplicates instead? I'm drawn more to the database having that logic as this prevents any other type of client from inserting duplicate data. My other issue is related to LINQ To SQL. I have the following code: public class TestRepo { DatabaseDataContext database = new DatabaseDataContext(); public void Add(string username) { database.Users.InsertOnSubmit(new User() { Username = username }); } public void Save() { database.SubmitChanges(); } } And then I iterate over a collection and insert new users, ignoring any exceptions: TestRepo repo = new TestRepo(); foreach (var name in new string[] { "Tim", "Bob", "John" }) { try { repo.Add(name); repo.Save(); } catch { } } The first time this is run, great I have three users in the table. If I remove the second one and run this code again, nothing is inserted. I expected the first insert to fail with the exception, the second to succeed (as I just removed that item from the DB) and the third to then fail. What seems to be happening is that once the SqlException is thrown (even though the loop continues to iterate) all of the next inserts fail - even when there isn't a row in the table that would cause a unique violation. Can anyone explain this? P.S. The only workaround I could find was to instantiate the repo each time before the insert, then it worked exactly as excepted - indicating that it's something to do with the LINQ To SQL DataContext. Thanks.

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  • WCF, Metadata and BIGIP - Can I force the correct url for the WSDL items?

    - by Yossi Dahan
    We have a WCF service hosted on ServerA which is a server with no-direct Internet access and has a non-Internet routable IP address. The service is fronted by BIGIP which handles SSL encryption and decryption and forwards the unencrypted request to ServerA (at the moment it does NOT actually do any load balancing, but that is likely to be added in the future) on a specific port. What that means is that our clients would be calling the service through https://www.OurDomain.com/ServiceUrl and would get to our service on http://SeverA:85/ServiceUrl through the BIGIP device; When we browse to the WSDL published on https://www.OurDomain.com/ServiceUrl all the addresses contained in the WSDL are based on the http://SeverA:85/ServiceUrl base address We figured out that we could use the host headers setting to set the domain, but our problem is that while this would sort out the domain, we would still be using the wrong scheme – it would use http://www.OurDomain.com/ServiceUrl while we need it to be Https. Also – as we have other services (asmx based) hosted on that server we had some issues setting the host headers, and so we thought we could get away with creating another site on the server (using, say, port 82) and set the host header on that; now, on top of the http/https problem we have an issue as the WSDL contains the port number in all the urls, where BigIP works on port 443 (for the SSL) Is there a more flexible solution than implementing Host Headers? Ideally we need to retain flexibility and ease of supportability. Thanks for any help…

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  • VS2010 - How to automatically stop compile on first compile error

    - by Ben Robbins
    {rant}First I'd like to say that this IS NOT A DUPLICATE. I've asked this question previously but it got closed as a duplicate when it isn't. This question is SPECIFIC to VS 2010 and the answers to the so-called duplicate work in VS 2008 but not in VS 2010 (at least not for me or anyone I know). So before you go closing something as a duplicate how about you read the question carefully and try the answer for yourself and see if it actually works. Apologies for the rant but there is no obvious way to contact the SO police that closed the issue or get it reopened. {/rant} At work we have a C# solution with over 80 projects. In VS 2008 we use a macro to stop the compile as soon as a project in the solution fails to build (see this question for several options for VS 2005 & VS 2008: http://stackoverflow.com/questions/134796/how-to-automatically-stop-visual-c-build-at-first-compile-error). Is it possible to do the same in VS 2010? What we have found is that in VS 2010 the macros don't work (at least I couldn't get them to work) as it appears that the environment events don't fire in VS 2010. The default behaviour is to continue as far as possible and display a list of errors in the error window. I'm happy for it to stop either as soon as an error is encountered (file-level) or as soon as a project fails to build (project-level). Answers for VS 2010 only please. If the macros do work then a detailed explanation of how to configure them for VS 2010 would be appreciated. Thanks.

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  • DHTMLX Calendar onChange

    - by Sickaaron
    I am having an issue with the DHTMLX Calendar with the onChange in the input field. I am initialisating the code with the following: jQuery(document).ready(function($){ var calendar; calendar = new dhtmlXCalendarObject(["date"]); calendar.hideTime(); calendar.setDateFormat("%d/%m/%Y"); $('.lightbox').lightbox(); $('#slider').cycle(); }); function checkDate() { var date = $("[name='date']").val(); alert(date); } In the form i am using: <input type="text" name="date" id="date" onchange="checkDate();" /> How it should be (and was working with JQuery UI datepicker) once the date is entered into the input field the onchange function would fire. However in this case: the onchange with this calendar does nothing. I have tried changing the following to this: jQuery(document).ready(function($){ var calendar; calendar = new dhtmlXCalendarObject(["date"]); calendar.hideTime(); calendar.setDateFormat("%d/%m/%Y"); calendar.attachEvent("onChange",function(date, state){ checkDate(); }); $('.lightbox').lightbox(); $('#slider').cycle(); }); function checkDate() { var date = $("[name='date']").val(); alert(date); } But the onchange event happens before the date is entered, ie when i click on the input field. Reason for changing from JQuery UI to this DHTMLX is that JQuery UI Datepicker does not support all platforms (iPhones/iPads etc) and DHTMLX does.

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  • Hidden/Shown AsyncFileUpload Control Doesn't Fire Server-Side UploadedComplete Event

    - by Bob Mc
    I recently came across the AsyncFileUpload control in the latest (3.0.40412) release of the ASP.Net Ajax Control Toolkit. There appears to be an issue when using it in a hidden control that is later revealed, such as a <div> tag with visible=false. Example: Page code - <%@ Register Assembly="AjaxControlToolkit" Namespace="AjaxControlToolkit" TagPrefix="act" %> . . . <act:ToolkitScriptManager runat="server" ID="ScriptManager1" /> <asp:UpdatePanel runat="server" ID="upnlFileUpload"> <ContentTemplate> <asp:Button runat="server" ID="btnShowUpload" Text="Show Upload" /> <div runat="server" id="divUpload" visible="false"> <act:AsyncFileUpload runat="server" id="ctlFileUpload" /> </div> </ContentTemplate> </asp:UpdatePanel> Server-side Code - Protected Sub ctlFileUpload_UploadedComplete(ByVal sender As Object, ByVal e As AjaxControlToolkit.AsyncFileUploadEventArgs) Handles ctlFileUpload.UploadedComplete End Sub Protected Sub btnShowUpload_Click(ByVal sender As Object, ByVal e As System.EventArgs) Handles btnShowUpload.Click divUpload.Visible = True End Sub I have a breakpoint on the UploadedComplete event but it never fires. However, if you take the AsyncFileUpload control out of the <div>, making it visible at initial page render, the control works as expected. So, is this a bug within the AsynchUploadControl, or am I not grasping a fundamental concept (which happens regularly)?

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  • How to pass a parameter to jQuery UI dialog event handler?

    - by bebraw
    I am currently trying to hook up jQuery UI dialog so that I may use it to create new items to my page and to modify ones existing already on the page. I managed in the former. I'm currently struggling in the latter problem, however. I just cannot find a nice way to pass the item to modify to the dialog. Here's some code to illustrate the issue better. Note especially the part marked with XXX. The {{}} parts are derived from Django template syntax: $(".exercise").click(function() { $.post("{{ request.path }}", { action: "create_dialog", exercise_name: $(this).text() }, function(data) { $("#modify_exercise").html(data.content); }, "json" ); $("#modify_exercise").dialog('open'); }); $("#modify_exercise").dialog({ autoOpen: false, resizable: false, modal: true, buttons: { '{% trans 'Modify' %}': function() { var $inputs = $('#modify_exercise :input'); var post_values = {}; $inputs.each(function() { post_values[this.name] = $(this).val(); }); post_values.action = 'validate_form'; //XXX: how to get the exercise name here? post_values.exercise_name = 'foobar'; $.post('{{ request.path }}', post_values, function(data) { if( data.status == 'invalid' ) { $('#modify_exercise').html(data.content); } else { location.reload(); } }, "json" ); } } }); Here's some markup to show how the code relates to the structure: <div id="modify_exercise" class="dialog" title="{% trans 'Modify exercise' %}"> </div> <ul> {% for exercise in exercises %} <li> <a class="exercise" href="#" title="{{ exercise.description }}"> {{ exercise.name }} </a> </li> {% endfor %} </ul>

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  • Delicious API and Yahoo oAuth in .NET

    - by Khash
    The fact that Delicious has two sets of API authentications one with username and password and one with oAuth told me something about things I was going to experience and I wasn't wrong. Unfortunately I have to deal with both APIs now and am unsuccessful getting through the first hurdle of API v2 (Yahoo oAuth). Here is a code snippet (I'm using OpenSocial in this example http://code.google.com/p/opensocial-net-client) public static string GetRequestToken(string callbackUrl) { string normaluri; string normaluriparam; OAuthBase oAuth = new OAuthBase(); string nonce = oAuth.GenerateNonce(); string timeStamp = oAuth.GenerateTimeStamp(); string sig = oAuth.GenerateSignature(new Uri(TOKEN_URL), ConfigurationManager.AppSettings[CONSUMER_KEY], ConfigurationManager.AppSettings[SECRET_KEY], string.Empty, string.Empty, "GET", timeStamp, nonce, OAuthBase.SignatureTypes.HMACSHA1, out normaluri, out normaluriparam); sig = HttpUtility.UrlEncode(sig); string result = HttpClient.Get(TOKEN_URL, new { oauth_nonce = nonce, oauth_timestamp = timeStamp, oauth_consumer_key = ConfigurationManager.AppSettings[CONSUMER_KEY], oauth_signature_method = "HMAC-SHA1", oauth_signature = sig, oauth_version = "1.0", oauth_callback = callbackUrl }); return result; } It seems it doesn't matter if I follow instructions at http://delicious.com/help/oauthapi myself of leave it to OpenSocial, I get an "401 Unauthorized" from the server with no further info. I can see many people have the same issue but couldn't find any resolution.

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  • jqGrid disable sortablerows

    - by gurun8
    I'm trying to disable sortablerows functionality from a grid. I'd like to have the ability to toggle on/off the sortablerows functionality. Enabling the feature is pretty straightforward: jQuery("#list").jqGrid('sortableRows', { update: function(event, ui) { updateOrder() } }); But disabling the feature has proven to be a little bit harder. I've consulted the UI Integrations where sortableRows is documented in the jqGrid Wiki: www.trirand.com/jqgridwiki/doku.php?id=wiki:jquery_ui_methods And found that "The method is fully compatible with jQuery UI sortable widget." So I ventured off to the jQuery UI sortable documentation and found this: http://jqueryui.com/demos/sortable/ jQuery("#list").jqGrid('sortableRows', {disabled: true}); The code above simply disables the rows. So I moved onto the destroy method: jQuery("#list").jqGrid('sortableRows', {destroy: true}); but that doesn't do anything. Based upon the documentation the destroy method seems to be exactly what I need, so maybe my syntax is wrong but I can't seem to get it to work. Does anyone have experience with this same issue?

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  • UIImagePickerController weirdness ...

    - by John Michael Zorko
    Hello, all ... UIImagePickerController is easy to use, but i'm all of a sudden finding it exasperating when I didn't find it so before. What's happening is that sometimes the imagePickerController:didFinishPickingImage:editingInfo delegate method does not seem to work -- the image will not show in the UIImageView even after the assignment was made. Sometimes it will, sometimes not, and furthermore, every single bit of example code i've tried (from the web, from the "Beginning iPhone 3 Development" book, etc.) exhibits the same problem. I'm at a loss as to why, and the problem happens on both my iPhone 3G as well as my 3GS, so I doubt that it's a hardware issue. These devices are running OS 3.1.2. The view controller is loaded from a xib file that contains one button and the UIImageView. I'd really like someone to tell me what stupid thing i'm obviously doing wrong :-) Here is the code -- i've tried to make the smallest app I could that exhibits the problem: #import <UIKit/UIKit.h> #import <Foundation/Foundation.h> @interface imagepickerViewController : UIViewController <UINavigationControllerDelegate, UIImagePickerControllerDelegate> { IBOutlet UIButton *button; IBOutlet UIImageView *imageView; } @property (nonatomic, retain) UIImageView *imageView; - (IBAction)takepic; - (void)usePic:(UIImage *)pic; @end #import "imagepickerViewController.h" @implementation imagepickerViewController @synthesize imageView; - (IBAction)takepic { if ([UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypeCamera]) { UIImagePickerController *picker = [[UIImagePickerController alloc] init]; picker.sourceType = UIImagePickerControllerSourceTypeCamera; picker.delegate = self; [self presentModalViewController:picker animated:YES]; [picker release]; } } - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingImage:(UIImage *)image editingInfo:(NSDictionary *)info { [self usePic:image]; [picker dismissModalViewControllerAnimated:YES]; // after this method returns, the UIImageView should show the image -- yet very often it does not ... } - (void)imagePickerControllerDidCancel:(UIImagePickerController *)picker { [picker dismissModalViewControllerAnimated:YES]; } - (void)usePic:(UIImage *)picture { imageView.image = picture; } @end

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  • problem with radgrid in pageindexchange event

    - by user203127
    Hi, I Have radgrid in my page. When i turn off view state and in pageindexchanged event when click next page i am getting nothing. Simply a blank page. But when i turn on view state I am getting data in next pages. Is there any way to get the data. I cant turn on the view state due to performance issue. Please see the code below for the reference. .aspx <telerik:RadGrid ID="RadGrid1" OnSortCommand="RadGrid1_SortCommand" OnPageIndexChanged="RadGrid1_PageIndexChanged" AllowSorting="True" PageSize="20" ShowGroupPanel="True" AllowPaging="True" AllowMultiRowSelection="True" AllowFilteringByColumn="true" AutoGenerateColumns="false" EnableViewState="false" runat="server" GridLines="None" OnItemUpdated="RadGrid1_ItemUpdated" OnDataBound="RadGrid1_DataBound"> aspx.cs public partial class _Default : System.Web.UI.Page { protected void Page_Load(object sender, EventArgs e) { LoadData(); } private void LoadData() { SqlConnection SqlConn = new SqlConnection("uid=tempuser;password=tempuser;data source=USWASHL10015\\SQLEXPRESS;database=CCOM;"); SqlCommand cmd = new SqlCommand(); cmd.Connection = SqlConn; cmd.CommandType = CommandType.StoredProcedure; cmd.CommandText = "usp_testing"; SqlDataAdapter da = new SqlDataAdapter(cmd); DataSet ds = new DataSet(); da.Fill(ds); RadGrid1.DataSource = ds; RadGrid1.DataBind(); //RadGrid1.ClientSettings.AllowDragToGroup = true; } protected void RadGrid1_PageIndexChanged(object source, Telerik.Web.UI.GridPageChangedEventArgs e) { //RadGrid1.Rebind(); LoadData(); }

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  • JQuery tools.scrollable conflict with navbar Ajax in CakePHP

    - by user269098
    In our views/layout/default.ctp file we have an element that's used to implement a cascading combo select box which uses JQuery ajax to update the fields. This selector is part of our navbar and is loaded on every page of the site. The default.ctp has these includes in the : <?php echo $html->charset(); ?> <title><?php echo $title_for_layout; //if(Configure::read('debug')) //echo "cake: " . Configure::version(); ?></title> <?php echo $html->css('style'); echo $javascript->link('jquery', true); echo $javascript->link('jquery.form', true); echo $javascript->link('jquery.url', true); echo $javascript->link('navbar', true); echo $html->script('tools.expose-1.0.3.js', array('inline' => false)); //echo $scripts_for_layout; ?> On the views/cars/index.ctp page we have: echo $javascript->link('tools.tabs-1.0.1', true); echo $javascript->link('tools.overlay-1.0.4', true); echo $javascript->link('jquery.form', true); echo $javascript->link('tools.scrollable-1.0.5', true); The issue is that on every other page the navbar combo box selector works. However, on the cars/index.ctp it doesn't work. It only works when we comment out the 'tools.scrollable' include. Any ideas why there is this conflict? We have been stuck on this problem for months...

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  • Compiling scipy on Windows 32-bit: linker error with libf77blas.a

    - by Sridhar Ratnakumar
    Has anyone tried compiling SciPy 0.7.1 on Windows using numpy-1.3.0 that was built with the pre-built ATLAS libraries (atlas3.6.0_WinNT_P4SSE2.zip) linked in the installation document. I get the following linker error, and have no ideas as to how to fix this issue. $ python setup.py config --compiler=mingw32 build --compiler=mingw32 install --root=i [...] creating build\temp.win32-2.6\Release creating build\temp.win32-2.6\Release\scipy creating build\temp.win32-2.6\Release\scipy\integrate compile options: '-DNO_ATLAS_INFO=2 -I"C:\Documents and Settings\apy\Application Data\Python\Python26\site-packages\numpy\core\inc lude" -IC:\Python26\include -IC:\Python26\PC -c' gcc -mno-cygwin -O2 -Wall -Wstrict-prototypes -DNO_ATLAS_INFO=2 -I"C:\Documents and Settings\apy\Application Data\Python\Python26\ site-packages\numpy\core\include" -IC:\Python26\include -IC:\Python26\PC -c scipy\integrate\_odepackmo dule.c -o build\temp.win32-2.6\Release\scipy\integrate\_odepackmodule.o C:\MinGW\bin\g77.exe -g -Wall -mno-cygwin -g -Wall -mno-cygwin -shared build\temp.win32-2.6\Release\scipy\integrate\_odepackmodule .o -LC:\atlas3.6.0_WinNT_P4SSE2 -LC:\MinGW\lib -LC:\MinGW\lib\gcc\mingw32\3.4.5 -LC:\Python26\libs -LC:\Act ivePython32Python26\PCbuild -Lbuild\temp.win32-2.6 -lodepack -llinpack_lite -lmach -latlas -lcblas -lf77blas -llapack -lpython26 - lg2c -o build\lib.win32-2.6\scipy\integrate\_odepack.pyd C:\atlas3.6.0_WinNT_P4SSE2/libf77blas.a(ATL_F77wrap_daxpy.o):ATL_F77wrap_axpy.c:(.text+0x3c): undefined reference to `ATL _daxpy' C:\atlas3.6.0_WinNT_P4SSE2/libf77blas.a(ATL_F77wrap_dscal.o):ATL_F77wrap_scal.c:(.text+0x26): undefined reference to `ATL _dscal' C:\atlas3.6.0_WinNT_P4SSE2/libf77blas.a(ATL_F77wrap_dcopy.o):ATL_F77wrap_copy.c:(.text+0x3d): undefined reference to `ATL _dcopy' C:\atlas3.6.0_WinNT_P4SSE2/libf77blas.a(ATL_F77wrap_idamax.o):ATL_F77wrap_amax.c:(.text+0x1e): undefined reference to `AT L_idamax' C:\atlas3.6.0_WinNT_P4SSE2/libf77blas.a(ATL_F77wrap_ddot.o):ATL_F77wrap_dot.c:(.text+0x36): undefined reference to `ATL_d dot' collect2: ld returned 1 exit status error: Command "C:\MinGW\bin\g77.exe -g -Wall -mno-cygwin -g -Wall -mno-cygwin -shared build\temp.win32-2.6\Release\scipy\integrat e\_odepackmodule.o -LC:\atlas3.6.0_WinNT_P4SSE2 -LC:\MinGW\lib -LC:\MinGW\lib\gcc\mingw32\3.4.5 -LC:\Python 26\libs -LC:\Python26\PCbuild -Lbuild\temp.win32-2.6 -lodepack -llinpack_lite -lmach -latlas -lcblas -lf77blas -llap ack -lpython26 -lg2c -o build\lib.win32-2.6\scipy\integrate\_odepack.pyd" failed with exit status 1 Does anyone know what could have gone wrong here? Looking for ATL_daxpy, for example, in libf77blas.a resulted in: $ strings libf77blas.a | grep -i daxpy _daxpy_ _atl_f77wrap_daxpy_ ATL_F77wrap_daxpy.o/ daxpy.o/ 1081731936 1003 513 100755 420 ` daxpy.f _daxpy_ _atl_f77wrap_daxpy_ _atl_f77wrap_daxpy_ _ATL_daxpy There is _ATL_daxpy, but no ATL_daxpy.

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  • Getting "The WebResource.axd handler must be registered in the configuration to process this request

    - by rwponu
    I'm getting this error while running my ASP.NET app on IIS7. I've tried doing what it says to do but it doesn't help. The WebResource.axd handler must be registered in the configuration to process this request. > <!-- Web.Config Configuration File --> > > <configuration> > <system.web> > <httpHandlers> > <add path="WebResource.axd" verb="GET" type="System.Web.Handlers.AssemblyResourceLoader" validate="True" /> > </httpHandlers> > </system.web> > </configuration> I'm using a little bit of AJAX which is what I think is causing the issue. Has anyone encountered this before?

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  • Authenticating Windows 7 against MIT Kerberos 5

    - by tommed
    Hi There, I've been wracking my brains trying to get Windows 7 authenticating against a MIT Kerberos 5 Realm (which is running on an Arch Linux server). I've done the following on the server (aka dc1): Installed and configured a NTP time server Installed and configured DHCP and DNS (setup for the domain tnet.loc) Installed Kerberos from source Setup the database Configured the keytab Setup the ACL file with: *@TNET.LOC * Added a policy for my user and my machine: addpol users addpol admin addpol hosts ank -policy users [email protected] ank -policy admin tom/[email protected] ank -policy hosts host/wdesk3.tnet.loc -pw MYPASSWORDHERE I then did the following to the windows 7 client (aka wdesk3): Made sure the ip address was supplied by my DHCP server and dc1.tnet.loc pings ok Set the internet time server to my linux server (aka dc1.tnet.loc) Used ksetup to configure the realm: ksetup /SetRealm TNET.LOC ksetup /AddKdc dc1.tnet.loc ksetip /SetComputerPassword MYPASSWORDHERE ksetip /MapUser * * After some googl-ing I found that DES encryption was disabled by Windows 7 by default and I turned the policy on to support DES encryption over Kerberos Then I rebooted the windows client However after doing all that I still cannot login from my Windows client. :( Looking at the logs on the server; the request looks fine and everything works great, I think the issue is that the response from the KDC is not recognized by the Windows Client and a generic login error appears: "Login Failure: User name or password is invalid". The log file for the server looks like this (I tail'ed this so I know it's happening when the Windows machine attempts the login): If I supply an invalid realm in the login window I get a completely different error message, so I don't think it's a connection problem from the client to the server? But I can't find any error logs on the Windows machine? (anyone know where these are?) If I try: runas /netonly /user:[email protected] cmd.exe everything works (although I don't get anything appear in the server logs, so I'm wondering if it's not touching the server for this??), but if I run: runas /user:[email protected] cmd.exe I get the same authentication error. Any Kerberos Gurus out there who can give me some ideas as to what to try next? pretty please?

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  • MVC controller is being called twice

    - by rboarman
    Hello, I have a controller that is being called twice from an ActionLink call. My home page has a link, that when clicked calls the Index method on the Play controller. An id of 100 is passed into the method. I think this is what is causing the issue. More on this below. Here are some code snippets: Home page: <%= Html.ActionLink(“Click Me”, "Index", "Play", new { id = 100 }, null) %> Play Controller: public ActionResult Index(int? id) { var settings = new Dictionary<string, string>(); settings.Add("Id", id.ToString()); ViewData["InitParams"] = settings.ToInitParams(); return View(); } Play view: <%@ Page Title="" Language="C#" Inherits="System.Web.Mvc.ViewPage" %> (html <head> omitted for brevity) <body> <form id="form1" runat="server" style="height:100%"> Hello </form> </body> If I get rid of the parameter to the Index method, everything is fine. If I leave the parameter in place, then the Index method is called with 100 as the id. After returning the View, the method is called a second time with a parameter of null. I can’t seem to figure out what is triggering the second call. My first thought was to add a specific route like this: routes.MapRoute( "Play", // Route name "Play/{id}", // URL with parameters new {controller = "Play", action = "Index"} // Parameter defaults ); This had no effect other than making a prettier looking link. I am not sure where to go from here. Thank you in advance. Rick

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  • .NET Remoting Exception not handled Client-Side

    - by DanJo519
    I checked the rest of the remoting questions, and this specific case did not seem to be addressed. I have a .NET Remoting server/client set up. On the server side I have an object with a method that can throw an exception, and a client which will try to call that method. Server: public bool MyEquals(Guid myGuid, string a, string b) { if (CheckAuthentication(myGuid)) { logger.Debug("Request for \"" + a + "\".Equals(\"" + b + "\")"); return a.Equals(b); } else { throw new AuthenticationException(UserRegistryService.USER_NOT_REGISTERED_EXCEPTION_TEXT); } } Client: try { bool result = RemotedObject.MyEquals(myGuid, "cat", "dog"); } catch (Services.Exceptions.AuthenticationException e) { Console.WriteLine("You do not have permission to execute that action"); } When I call MyEquals with a Guid which causes CheckAuthentication to return false, .NET tries to throw the exception and says the AuthenticationException was unhandled. This happens server side. The exception is never marshaled over to the client-side, and I cannot figure out why. All of the questions I have looked at address the issue of an exception being handled client-side, but it isn't the custom exception but a base type. In my case, I can't even get any exception to cross the remoting boundary to the client. Here is a copy of AuthenticationException. It is in the shared library between both server and client. [Serializable] public class AuthenticationException : ApplicationException, ISerializable { public AuthenticationException(string message) : base(message) { } public AuthenticationException(SerializationInfo info, StreamingContext context) : base(info, context) { } #region ISerializable Members void ISerializable.GetObjectData(SerializationInfo info, StreamingContext context) { base.GetObjectData(info, context); } #endregion }

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