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  • T-SQL Where statement - OR

    - by Zyphrax
    Sorry for the vague title but I really didn't know what title to give to this problem: I have the following result set: ID Data Culture 1 A nl-NL 2 B nl-NL 3 C nl-NL 4 A en-GB 5 B en-GB 6 A en 7 B en 8 C en 9 D en 10 A nl I would like to mimic the ASP.Net way of resource selection, user Culture (nl-NL) SELECT Data FROM Tbl WHERE Culture = 'nl-NL' Or when there are no results for the specific culture, try the parent Culture (nl) SELECT Data FROM Tbl WHERE Culture = 'nl' Or when there are no results for the parent culture, try the default Culture (en) SELECT Data FROM Tbl WHERE Culture = 'en' How can I combine these SELECT-statements in one T-SQL statement? I'm using LINQ so a LINQ expression would be even greater. The OR-statement won't work, because I don't want a mix of cultures. The ORDER BY-statement won't help, because it returns multiple records per culture.

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  • How do I handle all the exceptions in a C# class where both ctor and finalizer throw exceptions?

    - by Frank
    How can I handle all exceptions for a class similar to the following under certain circumstances? class Test : IDisposable { public Test() { throw new Exception("Exception in ctor"); } public void Dispose() { throw new Exception("Exception in Dispose()"); } ~Test() { this.Dispose(); } } I tried this but it doesn't work: static void Main() { Test t = null; try { t = new Test(); } catch (Exception ex) { Console.Error.WriteLine(ex.Message); } // t is still null } I have also tried to use "using" but it does not handle the exception thrown from ~Test(); static void Main() { try { using (Test t = new Test()) { } } catch (Exception ex) { Console.Error.WriteLine(ex.Message); } } Any ideas how can I work around?

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  • Use trackball for scrolling in Android ListView

    - by gartenkralleb
    hi, i have a ListView, whose content should not be selectable. i set the ListView to choiceMode="none" and set a transparent listSelector. for touch mode it acts as desired. a problem is the use of the trackball. if i try to use it for scrolling, the scroll starts after the 10th push to "down". this is caused by the invisible listSelector, which scrolls down the list until the 10th list item is "invisibily" selected. i try to override dispatchTrackballEvent and do the scrolling with scrollBy, but i did not finished this approach yet, to have a look on alternative suggestions. is there a simple solution for my problem?

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  • Unable to reverse seemingly simple rails migration - getting "altered_table.column may not be NULL"

    - by brad
    I have a table 'invoices' in my development database (sqlite3) populated with a small amount of test data. I wanted to add a column 'invoice_number' to it and set up a migration like so: class AddInvoiceNumberColumnToInvoices < ActiveRecord::Migration def self.up add_column :invoices, :invoice_number, :integer end def self.down remove_column :invoices, :invoice_number end end I ran rake db:migrate and it seemed to migrate just fine. However, when I tried to access this column through ActiveRecord it didn't seem to be there. I decided to undo this migration and try again (not sure what I was going to try but I thought I'd start by undoing it) with rake db:migrate VERSION='whatever_the_migration_before_this_one_was_called'. This failed with the error message == AddInvoiceNumberColumnToInvoices: reverting =============================== -- remove_column(:invoices, :invoice_number) rake aborted! An error has occurred, this and all later migrations canceled: altered_invoices.invoice_number may not be NULL I can't find any documentation of this error. Is anyone able to explain what I have done wrong, and more importantly how I can fix this?

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  • random numbers in C

    - by Sergey
    for(i = 0; i < n; i++){ srand(time(NULL)); printf("%d ", time(NULL)); for(j = 0; j < (n-1); j++){ a[i,j] = rand(); } } I try to generate random numbers, but they are the same... I try srand(i * time(NULL)). No matter.. What should i do?

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • console windows not close after stopping program

    - by robUK
    Hello, Visual Studio 2005 C++ Windows XP Pro I have a sample application that I am testing, that links with boost libraries. However, the program runs ok. However, when I try and stop the program by clicking the 'Stop Debugging' button. The program ends, but the console window remains open. So I have many of them, as during my testing I am starting and stopping the application. Even when I try and close it by clicking the close button it has no affect. And it doesn't seem to appear under task manager when the program ends. The only way I can close them if I reboot windows. I am thinking it might be a thread that has not closed, and maybe that is keeping the console windows open. Many thanks for any advice,

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  • Avoiding Mixup of Language Details

    - by DarenW
    Today someone asked me what was wrong with their source code. It was obvious. "Use double equals in place of that single equal in that if statement. Um, i think..." As i remember some languages actually take a single equals for comparison. Since i sometimes forget or mix up the syntax details among the several languages i use, i stepped over to my laptop to try a quickie experiment... It costs a bit of time and is a break in the flow to try "quick" experiments (though maybe the practice is good for memory.) What tips do you have for keeping straight in your mind the syntax (and other) details of multiple languages? (And nowadays, this applies just as well to the many wiki-like markups!)

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  • Converting raw bytes into audio sound

    - by Afro Genius
    In my application I inherit a javastreamingaudio class from the freeTTS package then bypass the write method which sends an array of bytes to the SourceDataLine for audio processing. Instead of writing to the data line, I write this and subsequent byte arrays into a buffer which I then bring into my class and try to process into sound. My application processes sound as arrays of floats so I convert to float and try to process but always get static sound back. I am sure this is the way to go but am missing something along the way. I know that sound is processed as frames and each frame is a group of bytes so in my application I have to process the bytes into frames somehow. Am I looking at this the right way? Thanx in advance for any help.

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  • framework not found OpenGL

    - by idober
    first of all, I am very new to mac and Iphone development. I have a project, that uses the OpenGL framework. In order to try to get some other aspect of the project to work, I may have fiddled around the developer libraries (it was more then a week ago so i don't remember exactly what I did). now when I try to build the project I get "framework not found OpenGL". I have already uninstall xcode completely: sudo /Developer/Library/uninstall-devtools –mode=all and reinstalled it, but stil the same error.

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  • ado.net managing connections

    - by madlan
    Hi, I'm populating a listview with a list of databases on a selected SQL instance, then retrieving a value from each database (It's internal product version, column doesn't always exist) I'm calling the below function to populate the second column of the listview: item.SubItems.Add(DBVersionCheck(serverName, database.Name)) Function DBVersionCheck(ByVal SelectedInstance As String, ByVal SelectedDatabase As String) Dim m_Connection As New SqlConnection("Server=" + SelectedInstance + ";User Id=sa;Password=password;Database=" + SelectedDatabase) Dim db_command As New SqlCommand("select Setting from SystemSettings where [Setting] = 'version'", m_Connection) Try m_Connection.Open() Return db_command.ExecuteScalar().trim m_Connection.Dispose() Catch ex As Exception 'MessageBox.Show(ex.Message) Return "NA" Finally m_Connection.Dispose() End Try End Function This works fine except it's creating a connection to each database and leaving it open. My understanding is the close()\dispose() releases only the connection from the pool in ado rather than the actual connection to sql. How would I close the actual connections after I've retrieved the value? Leaving these open will create hundreds of connections to databases that will probably not be used for that session.

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  • Classes missing if application runs for a long time

    - by Rogach
    I have a funny problem - if my application runs for a long time ( 20h), then sometimes I get NoClassDefFound error - seems like JVM decided that the class is not going to be used anyway and GCd it. To be a bit more specific, here's an example case: object ErrorHandler extends PartialFunction[Throwable,Unit] { def isDefinedAt(t: Throwable) = true def apply(e: Throwable) =e match { // ... handle errors } } // somewhere else in the code... try { // ... long running code, can take more than 20 hours to complete } catch (ErrorHandler) And I get the following exception: Exception in thread "main" java.lang.NoClassDefFoundError: org/rogach/avalanche/ErrorHandler$ If that try/catch block runs for smaller amounts of time, everything works as expected. If anyone is interested, here is the codebase in question: Avalanche I need to note that I saw this and similar problems only on Cent OS 5 machines, using JRE 6u26 and Scala 2.9.1 / 2.9.2. What could be the cause of this problem?

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  • .NET Impersonate not working!

    - by Jagd
    I have a webpage that allows a user to upload a file to a network share. When I run the webpage locally (within VS 2008) and try to upload the file, it works! However, when I deploy the website to the webserver and try to upload the file through the webpage, it doesn't work! The error being returned to me on the webserver says "Access to the path '\05prd1\emp\test.txt' is denied. So, obviously, this is a permissions issue. The network share is configured to allow full access both to me (NT authentication) and to the NETWORK SERVICE (which is .NET's default account and what we have set in our IIS application pool as the default user for this website). I have tried this with and without authentication, and neither one works on the webserver, yet both ways works on my local machine. The code that does the file upload is below. Please note that the code below includes impersonation, but like I said above, I've tried it with and without impersonation and it's made no difference. if (fuCourses.PostedFile != null && fuCourses.PostedFile.ContentLength > 0) { System.Security.Principal.WindowsImpersonationContext impCtx; impCtx = ((System.Security.Principal.WindowsIdentity)User.Identity).Impersonate(); try { lblMsg.Visible = true; // The courses file to be uploaded HttpPostedFile file = fuCourses.PostedFile; string fName = file.FileName; string uploadPath = "\\\\05prd1\\emp\\"; // Get the file name if (fName.Contains("\\")) { fName = fName.Substring( fName.LastIndexOf("\\") + 1); } // Delete the courses file if it is already on \\05prd1\emp FileInfo fi = new FileInfo(uploadPath + fName); if (fi != null && fi.Exists) { fi.Delete(); } // Open new file stream on \\05prd1\emp and read bytes into it from file upload FileStream fs = File.Create(uploadPath + fName, file.ContentLength); using (Stream stream = file.InputStream) { byte[] b = new byte[4096]; int read; while ((read = stream.Read(b, 0, b.Length)) > 0) { fs.Write(b, 0, read); } } fs.Close(); lblMsg.Text = "File Successfully Uploaded"; lblMsg.ForeColor = System.Drawing.Color.Green; } catch (Exception ex) { lblMsg.Text = ex.Message; lblMsg.ForeColor = System.Drawing.Color.Red; } finally { impCtx.Undo(); } } Any help on this would be very appreciated!

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  • .NET and Closing SQL Server connections

    - by user307076
    I am having a hard time figuring out why the following constructor will not close connnections. When I view the active connections. Here is the code that I have. Public Sub New(ByVal UserID As Integer) Dim oConn As New SqlConnection(ConfigurationManager.ConnectionStrings("connStr").ToString()) Dim cmd As New SqlCommand("stored proc", oConn) Dim sdr As SqlDataReader cmd.CommandType = CommandType.StoredProcedure cmd.Parameters.AddWithValue("@userID", UserID) oConn.Open() sdr = cmd.ExecuteReader() Try If Not sdr.HasRows Then sdr.Close() If Not oConn Is Nothing Then If oConn.State <> ConnectionState.Closed Then oConn.Close() End If End If cmd.Dispose() Exit Sub End If 'User has account in WATS, proceed to load account information While sdr.Read _firstname = Convert.ToString(sdr("First Name")) _lastname = Convert.ToString(sdr("Last Name")) End While Catch ex As Exception 'Throw New Exception("User Error: " + ex.Message) Finally sdr.Close() If Not oConn Is Nothing Then If oConn.State <> ConnectionState.Closed Then oConn.Close() End If End If cmd.Dispose() End Try End Sub

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  • What is your ratio Bug fixing vs Enhancements ?

    - by Newtopian
    In the spirit of this question I wanted to have a sense of what is the proportion of time split between fixing bugs and implementing new features. If possible try to give an estimate for the product as a whole as opposed to individual developer stats and try to make an average over the course of a typical year. Do provide a general descriptive of the product/project to allow comparison. Specifically : Maturity of project Is it still actively developed or strictly in maintenance ? Size estimate of the product/project Size of team developing it (all inclusive) What is your team score on the Joel test. Ex : approx 80% time spent bug fixes 20% new stuff Mature software (20 years old) Actively developed 1.5M Line of Text, approx 700k - 900k LOC 12-15 actively coding in it. we got 5/12 for sure, some would say 7/12.

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  • How to salvage SQL server 2008 query from KILLED/ROLLBACK state?

    - by littlegreen
    I have a stored procedure that inserts batches of millions of rows, emerging from a certain query, into an SQL database. It has one parameter selecting the batch; when this parameter is omitted, it will gather a list of batches and recursively call itself, in order to iterate over batches. In (pseudo-)code, it looks something like this: CREATE PROCEDURE spProcedure AS BEGIN IF @code = 0 BEGIN ... WHILE @@Fetch_Status=0 BEGIN EXEC spProcedure @code FETCH NEXT ... INTO @code END END ELSE BEGIN -- Disable indexes ... INSERT INTO table SELECT (...) -- Enable indexes ... Now it can happen that this procedure is slow, for whatever reason: it can't get a lock, one of the indexes it uses is misdefined or disabled. In that case, I want to be able kill the procedure, truncate and recreate the resulting table, and try again. However, when I try and kill the procedure, the process frequently oozes into a KILLED/ROLLBACK state from which there seems to be no return. From Google I have learned to do an sp_lock, find the spid, and then kill it with KILL <spid>. But when I try to kill it, it tells me SPID 75: transaction rollback in progress. Estimated rollback completion: 0%. Estimated time remaining: 554 seconds. I did find a forum message hinting that another spid should be killed before the other one can start a rollback. But that didn't work for me either, plus I do not understand, why that would be the case... could it be because I am recursively calling my own stored procedure? (But it should be having the same spid, right?) In any case, my process is just sitting there, being dead, not responding to kills, and locking the table. This is very frustrating, as I want to go on developing my queries, not waiting hours on my server sitting dead while pretending to be finishing a supposed rollback. Is there some way in which I can tell the server not to store any rollback information for my query? Or not to allow any other queries to interfere with the rollback, so that it will not take so long? Or how to rewrite my query in a better way, or how kill the process successfully without restarting the server?

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  • How do I get secure AuthSub session tokens in PHP ?

    - by robertdd
    I am using the Google/YouTube APIs to develop web application which needs access to a users YouTube account. Normal unsecure requests work fine and I can upgrade one time tokens to session tokens without any hassle. The problem comes when I try and upgrade a secure token to a session token, I get: ERROR - Token upgrade for CIzF3546351vmq_P____834654G failed : Token upgrade failed. Reason: Invalid AuthSub header. Error 401 i use this: function updateAuthSubToken($singleUseToken) { try { $client = new Zend_Gdata_HttpClient(); $client->setAuthSubPrivateKeyFile('/home/www/key.pem', null, true); $sessionToken = Zend_Gdata_AuthSub::AuthSubRevokeToken($sessionToken, $client); $client->setAuthSubToken($sessionToken); } catch (Zend_Gdata_App_Exception $e) { print 'ERROR - Token upgrade for ' . $singleUseToken . ' failed : ' . $e->getMessage(); return; } $_SESSION['sessionToken'] = $sessionToken; generateUrlInformation(); header('Location: ' . $_SESSION['homeUrl']); }

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  • Using VRaptor3 with Tomcat UnpackWARs property setted to false

    - by VinTem
    Hi there, I have to deploy my web app to a tomcat container with the unpackWARs property defined to false. When I do that, although the application is successfully deployed, when I try to access my url I always got a 404 error. I just don't receive that error when I try to access a direct file like index.html for instance. But I can't do that, the VRaptor framework is responsible for routing my url to the jsp file. Does anyone know if I have do anything else? Thanx

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  • Catch database exception in Kohana

    - by danilo
    I'm using Kohana 2. I would like to catch a database exception to prevent an error page when no connection to the server can be established. The error displayed is system/libraries/drivers/Database/Mysql.php [61]: mysql_connect() [function.mysql-connect]: Lost connection to MySQL server at 'reading initial communication packet', system error: 110 The database server is not reachable at all at this point. I'm doing this from a model. I tried both public function __construct() { // load database library into $this->db try { parent::__construct(); } catch (Exception $e) { die('Database error occured'); } } as well as try { $hoststatus = $this->db->query('SELECT x FROM y WHERE z;'); } catch (Exception $e) { die('Database error occured'); } ...but none of them seemed to work. It seems as if no exception gets passed on from the main model. Is there another way to catch the database error and use my own error handling?

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  • JPA : Inheritance - Discriminator value not taken into account in generated SQL

    - by Julien
    I try to use this mapping : @Entity @Table(name="ecc.\"RATE\"") @Inheritance(strategy=InheritanceType.SINGLE_TABLE) @DiscriminatorColumn(name="DISCRIMINATOR", discriminatorType= DiscriminatorType.STRING) public abstract class Rate extends GenericBusinessObject { ... } @Entity @DiscriminatorValue("E") public class EntranceRate extends Rate { @ManyToOne @JoinColumn(name = "\"RATES_GRID_ID\"") protected RatesGrid ratesGrid; ... } @Entity @Table(name="ecc.\"RATES_GRID\"") public class RatesGrid extends GenericBusinessObject { /** */ @OneToMany(mappedBy = "ratesGrid", targetEntity = EntranceRate.class, fetch=FetchType.LAZY) private List<EntranceRate> entranceRates; } When I try to access my entranceRates list from a ratesGrid object, I get this error : Object with id: 151 was not of the specified subclass: com.ecc.bo.rate.EntranceRate (loaded object was of wrong class class com.ecc.bo.rate.AnnualRate) Looking at the sql generated, I found no trace of "discriminator=" in the where clause. What am I doing wrong ? I use a PostGreSQL database and a Hibernate as JPA provider.

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  • File size and mime-type before upload

    - by Marcos Placona
    Hi, I've scavenged on every single topic on this forum to try and find an answer before I posted this. Most people say you should simply use SWFUpload, some others mention Activex, and it keeps going. I know this is do-able, as Google does it with gMail when you try to upload a file that's bigger than 25mb, or executable. My question is, how can I determine the file size and mime-type before the file actually hits my server. I primarily thought it was an impossible task, but Google proves me wrong. Could anyone give me a definitive answer on how to accomplish such task? Thanks

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  • printf field width : bytes or chars?

    - by leonbloy
    The printf/fprintf/sprintf family supports a width field in its format specifier. I have a doubt for the case of (non-wide) char arrays arguments: Is the width field supposed to mean bytes or characters? What is the (correct-de facto) behaviour if the char array corresponds to (say) a raw UTF-8 string? (I know that normally I should use some wide char type, that's not the point) For example, in char s[] = "ni\xc3\xb1o"; // utf8 encoded "niño" fprintf(f,"%5s",s); Is that function supposed to try to ouput just 5 bytes (plain C chars) (and you take responsability of misalignments or other problems if two bytes results in a textual characters) ? Or is it supposed to try to compute the length of "textual characters" of the array? (decodifying it... according to the current locale?) (in the example, this would amount to find out that the string has 4 unicode chars, so it would add a space for padding).

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  • Creating VSTO Excel Template fails

    - by Phil.Wheeler
    I have been trying for ages in all sorts of ways (short of ritual incantations and sacrifices) to get Visual Studio Team Edition 2008 to allow me to create Office 2003 solutions, whether those be templates or documents. No matter what I try, I'm always presented with an error which basically says "You've got the wrong version of Office installed. Try installing something compatible". I have the complete installation of Office 2003 Pro installed along with the Office 2003 Primary Interop Assemblies (which I put on after I installed Office) and then VS2008TE as already mentioned. There has to be some reason why this refuses to work, but I'm out of ideas. Help appreciated.

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  • Django admin causes high load for one model...

    - by Joe
    In my Django admin, when I try to view/edit objects from one particular model class the memory usage and CPU rockets up and I have to restart the server. I can view the list of objects fine, but the problem comes when I click on one of the objects. Other models are fine. Working with the object in code (i.e. creating and displaying) is ok, the problem only arises when I try to view an object with the admin interface. The class isn't even particularly exotic: class Comment(models.Model): user = models.ForeignKey(User) thing = models.ForeignKey(Thing) date = models.DateTimeField(auto_now_add=True) content = models.TextField(blank=True, null=True) approved = models.BooleanField(default=True) class Meta: ordering = ['-date'] Any ideas? I'm stumped. The only reason I could think of might be that the thing is quite a large object (a few kb), but as I understand it, it wouldn't get loaded until it was needed (correct?).

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