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  • Using Linq2Sql to insert data into multiple tables using an auto incremented primary key

    - by Thomas
    I have a Customer table with a Primary key (int auto increment) and an Address table with a foreign key to the Customer table. I am trying to insert both rows into the database in one nice transaction. using (DatabaseDataContext db = new DatabaseDataContext()) { Customer newCustomer = new Customer() { Email = customer.Email }; Address b = new Address() { CustomerID = newCustomer.CustomerID, Address1 = billingAddress.Address1 }; db.Customers.InsertOnSubmit(newCustomer); db.Addresses.InsertOnSubmit(b); db.SubmitChanges(); } When I run this I was hoping that the Customer and Address table automatically had the correct keys in the database since the context knows this is an auto incremented key and will do two inserts with the right key in both tables. The only way I can get this to work would be to do SubmitChanges() on the Customer object first then create the address and do SubmitChanges() on that as well. This would create two roundtrips to the database and I would like to see if I can do this in one transaction. Is it possible? Thanks

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  • GetRolesForUser tries to get Roles on old username?

    - by Xaisoft
    I have a section on a page where a user can change their username. This is basically the code for that: user.UserName = txtNewUserName.Text; user.Save(); user is a class in my dbml and Save calls SubmitChanges on the data context. The name is changed in the database, so when it calls the following method, it fails because it is trying to get the user with the old username instead of the one that is in the database now. public override string[] GetRolesForUser(string username) { return dc.Users.Where(u => u.UserName== username) .SingleOrDefault().Roles .Select(r => r.RoleName).ToArray<string>(); }

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  • Is there an easy way to compare if 2 XDocuments are equal ignoring element/attribute order?

    - by Davy8
    Unit testing my serialization code I found one failed because I had attributes listed in a different order (I'm just comparing the XDocument.ToString() values) and while I could fix that, it really doesn't matter to me in what order the elements or attributes appear as long as they're all there with the right name at the right level of hierarchy. I could probably write a method do this, but I'm wondering if there's an easy built in way I'm not aware of.

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  • ASP.NET GridView Sort?

    - by Curtis White
    I'm performing a query with a sort in the Selecting event of the LinqDataSource. I'm then casting my query to a list and assigning it to the result. I'm using this data source in an ASP.NET gridview. I can see the list is sorted but when the ASP.NET gridview does not seem to be respecting the sort order. How can I get the gridview to respect my default sort order?

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  • c#: Clean way to fit a collection into a multidimensional array?

    - by Rosarch
    I have an ICollection<MapNode>. Each MapNode has a Position attribute, which is a Point. I want to sort these points first by Y value, then by X value, and put them in a multidimensional array (MapNode[,]). The collection would look something like this: (30, 20) (20, 20) (20, 30) (30, 10) (30, 30) (20, 10) And the final product: (20, 10) (20, 20) (20, 30) (30, 10) (30, 20) (30, 30) Here is the code I have come up with to do it. Is this hideously unreadable? I feel like it's more hacky than it needs to be. private Map createWorldPathNodes() { ICollection<MapNode> points = new HashSet<MapNode>(); Rectangle worldBounds = WorldQueryUtils.WorldBounds(); for (float x = worldBounds.Left; x < worldBounds.Right; x += PATH_NODE_CHUNK_SIZE) { for (float y = worldBounds.Y; y > worldBounds.Height; y -= PATH_NODE_CHUNK_SIZE) { // default is that everywhere is navigable; // a different function is responsible for determining the real value points.Add(new MapNode(true, new Point((int)x, (int)y))); } } int distinctXValues = points.Select(node => node.Position.X).Distinct().Count(); int distinctYValues = points.Select(node => node.Position.Y).Distinct().Count(); IList<MapNode[]> mapNodeRowsToAdd = new List<MapNode[]>(); while (points.Count > 0) // every iteration will take a row out of points { // get all the nodes with the greatest Y value currently in the collection int currentMaxY = points.Select(node => node.Position.Y).Max(); ICollection<MapNode> ythRow = points.Where(node => node.Position.Y == currentMaxY).ToList(); // remove these nodes from the pool we're picking from points = points.Where(node => ! ythRow.Contains(node)).ToList(); // ToList() is just so it is still a collection // put the nodes with max y value in the array, sorting by X value mapNodeRowsToAdd.Add(ythRow.OrderByDescending(node => node.Position.X).ToArray()); } MapNode[,] mapNodes = new MapNode[distinctXValues, distinctYValues]; int xValuesAdded = 0; int yValuesAdded = 0; foreach (MapNode[] mapNodeRow in mapNodeRowsToAdd) { xValuesAdded = 0; foreach (MapNode node in mapNodeRow) { // [y, x] may seem backwards, but mapNodes[y] == the yth row mapNodes[yValuesAdded, xValuesAdded] = node; xValuesAdded++; } yValuesAdded++; } return pathNodes; } The above function seems to work pretty well, but it hasn't been subjected to bulletproof testing yet.

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  • Liqn to sql null-able value in query

    - by msony
    I need get all items what have no categories int? categoryId = null; var items=db.Items.Where(x=>x.CategoryId==categoryId); this code generate in where: where CategoryId=null instead of where CategoryId is null ok, when i write var items=db.Items.Where(x=>x.CategoryId==null); in my sql profiler it works: where CategoryId is null BUT when i do this HACK it doesn't: var items=db.Items.Where(x=>x.CategoryId==(categoryId.HasValue ? categoryId : null)); so what's the problem? is there by in L2S?

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  • If I select from an IQueryable then the Include is lost

    - by Connor Murphy
    The include does not work after I perform a select on the IQueryable query. Is there a way arround this? My query is public IQueryable<Network> GetAllNetworks() { var query = (from n in _db.NetworkSet .Include("NetworkContacts.Contact") .Include("NetworkContacts.Contact.RelationshipSource.Target") .Include("NetworkContacts.Contact.RelationshipSource.Source") select (n)); return query;; } I then try to populate mya ViewModel in my WebUI layer using the following code var projectedNetworks = from n in GetAllNetworks() select new NetworkViewModel { Name = n.Name, Contacts = from contact in networkList .SelectMany(nc => nc.NetworkContacts) .Where(nc => nc.Member == true) .Where(nc => nc.NetworkId == n.ID) .Select(c => c.Contact) select contact, }; return projectedNetworks; The problem now occurs in my newly createdNetworkViewModel The Contacts object does include any loaded data for RelationshipSource.Target or RelationshipSource.Source The data should is there when run from the original Repository IQueryable object. However the related include data does not seem to get transferred into the new Contacts collection that is created from this IQueryable using the Select New {} code above. Is there a way to preserve this Include data when it gets passed into a new object?

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  • How can i return IEnumarable data from function in GridView with Entity FrameWork?

    - by programmerist
    protected IEnumerable GetPersonalsData() { // List personel; using (FirmaEntities firmactx = new FirmaEntities()) { var personeldata = (from p in firmactx.Personals select new { p.ID, p.Name, p.SurName }); return personeldata.AsEnumerable(); } } i wan to send GetPersonelData() into GridView DataSource. Like That: gwPersonel.DataSource = GetPersonelData(); gwPersonel.DataBind(); it monitored to me on : gwPersonel.DataBind(); this error: "The ObjectContext instance has been disposed and can no longer be used for operations that require a connection."

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  • Can I serialize an object if I didn't write the class used to instantiate that object?

    - by Richard77
    Hello, I've a simple class [Serializable] public class MyClass { public String FirstName { get; set: } public String LastName { get; set: } //Bellow is what I would like to do //But, it's not working //I get an exception ContactDataContext db = new ContactDataContext(); public void Save() { Contact contact = new Contact(); contact.FirstName = FirstName; contact.LastName = LastName; db.Contacts.InsertOnSubmit(contact); db.SubmitChanges(); } } I wanted to attach a Save method to the class so that I could call it on each object. When I introduced the above statement which contains ContactDataContext, I got the following error "In assembly ... PublicKeyToken=null' is not marked as serializable" It's clear that the DataContext class is generated by the framework (). I checked and did not see where that class was marked serialize. What can I do to overcome that? What's the rule when I'm not the author of a class? Just go ahead and mark the DataContext class as serializable, and pretend that everything will work? Thanks for helping

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  • Can't return a List from a Compiled Query.

    - by Andrew
    I was speeding up my app by using compiled queries for queries which were getting hit over and over. I tried to implement it like this: Function Select(ByVal fk_id As Integer) As List(SomeEntity) Using db As New DataContext() db.ObjectTrackingEnabled = False Return CompiledSelect(db, fk_id) End Using End Function Shared CompiledSelect As Func(Of DataContext, Integer, List(Of SomeEntity)) = _ CompiledQuery.Compile(Function(db As DataContext, fk_id As Integer) _ (From u In db.SomeEntities _ Where u.SomeLinkedEntity.ID = fk_id _ Select u).ToList()) This did not work and I got this error message: Type : System.ArgumentNullException, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 Message : Value cannot be null. Parameter name: value However, when I changed my compiled query to return IQueryable instead of List like so: Function Select(ByVal fk_id As Integer) As List(SomeEntity) Using db As New DataContext() db.ObjectTrackingEnabled = False Return CompiledSelect(db, fk_id).ToList() End Using End Function Shared CompiledSelect As Func(Of DataContext, Integer, IQueryable(Of SomeEntity)) = _ CompiledQuery.Compile(Function(db As DataContext, fk_id As Integer) _ From u In db.SomeEntities _ Where u.SomeLinkedEntity.ID = fk_id _ Select u) It worked fine. Can anyone shed any light as to why this is? BTW, compiled queries rock! They sped up my app by a factor of 2.

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  • Problems Allocating Objects of Derived Class Where Base Class has Abstract Virtual Functions

    - by user1743901
    I am trying to get this Zombie/Human agent based simulation running, but I am having problems with these derived classes (Human and Zombie) who have parent class "Creature". I have 3 virtual functions declared in "Creature" and all three of these are re-declared AND DEFINED in both "Human" and "Zombie". But for some reason when I have my program call "new" to allocate memory for objects of type Human or Zombie, it complains about the virtual functions being abstract. Here's the code: definitions.h #ifndef definitions_h #define definitions_h class Creature; class Item; class Coords; class Grid { public: Creature*** cboard; Item*** iboard; int WIDTH; int HEIGHT; Grid(int WIDTHVALUE, int HEIGHTVALUE); void FillGrid(); //initializes grid object with humans and zombies void Refresh(); //calls Creature::Die(),Move(),Attack(),Breed() on every square void UpdateBuffer(char** buffer); bool isEmpty(int startx, int starty, int dir); char CreatureType(int xcoord, int ycoord); char CreatureType(int startx, int starty, int dir); }; class Random { public: int* rptr; void Print(); Random(int MIN, int MAX, int LEN); ~Random(); private: bool alreadyused(int checkthis, int len, int* rptr); bool isClean(); int len; }; class Coords { public: int x; int y; int MaxX; int MaxY; Coords() {x=0; y=0; MaxX=0; MaxY=0;} Coords(int X, int Y, int WIDTH, int HEIGHT) {x=X; y=Y; MaxX=WIDTH; MaxY=HEIGHT; } void MoveRight(); void MoveLeft(); void MoveUp(); void MoveDown(); void MoveUpRight(); void MoveUpLeft(); void MoveDownRight(); void MoveDownLeft(); void MoveDir(int dir); void setx(int X) {x=X;} void sety(int Y) {y=Y;} }; class Creature { public: bool alive; Coords Location; char displayletter; Creature() {Location.x=0; Location.y=0;} Creature(int i, int j) {Location.setx(i); Location.sety(j);} virtual void Attack() =0; virtual void AttackCreature(Grid G, int attackdirection) =0; virtual void Breed() =0; void Die(); void Move(Grid G); int DecideSquare(Grid G); void MoveTo(Grid G, int dir); }; class Human : public Creature { public: bool armed; //if armed, chances of winning fight increased for next fight bool vaccinated; //if vaccinated, no chance of getting infected int bitecount; //if a human is bitten, bite count is set to a random number int breedcount; //if a human goes x steps without combat, will breed if next to a human int starvecount; //if a human does not eat in x steps, will die Human() {displayletter='H';} Human(int i, int j) {displayletter='H';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed(Grid G); //will breed after x steps and next to human int DecideAttack(Grid G); }; class Zombie : public Creature { public: Zombie() {displayletter='Z';} Zombie(int i, int j) {displayletter='Z';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed() {} //does nothing int DecideAttack(Grid G); void AttackCreature(Grid G, int attackdirection); }; class Item { }; #endif definitions.cpp #include <cstdlib> #include "definitions.h" Random::Random(int MIN, int MAX, int LEN) //constructor { len=LEN; rptr=new int[LEN]; //allocate array of given length for (int i=0; i<LEN; i++) { int random; do { random = rand() % (MAX-MIN+1) + MIN; } while (alreadyused(random,LEN,rptr)); rptr[i]=random; } } bool Random::alreadyused(int checkthis, int len, int* rptr) { for (int i=0; i<len; i++) { if (rptr[i]==checkthis) return 1; } return 0; } Random::~Random() { delete rptr; } Grid::Grid(int WIDTHVALUE, int HEIGHTVALUE) { WIDTH = WIDTHVALUE; HEIGHT = HEIGHTVALUE; //builds 2d array of creature pointers cboard = new Creature**[WIDTH]; for(int i=0; i<WIDTH; i++) { cboard[i] = new Creature*[HEIGHT]; } //builds 2d array of item pointers iboard = new Item**[WIDTH]; for (int i=0; i<WIDTH; i++) { iboard[i] = new Item*[HEIGHT]; } } void Grid::FillGrid() { /* For each creature pointer in grid, randomly selects whether to initalize as zombie, human, or empty square. This methodology can be changed to initialize different creature types with different probabilities */ int random; for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { Random X(1,100,1); //create a single random integer from [1,100] at X.rptr random=*(X.rptr); if (random < 20) cboard[i][j] = new Human(i,j); else if (random < 40) cboard[i][j] = new Zombie(i,j); else cboard[i][j] = NULL; } } //at this point every creature pointer should be pointing to either //a zombie, human, or NULL with varying probabilities } void Grid::UpdateBuffer(char** buffer) { for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { if (cboard[i][j]) buffer[i][j]=cboard[i][j]->displayletter; else buffer[i][j]=' '; } } } bool Grid::isEmpty(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; } return 1; } char Grid::CreatureType(int xcoord, int ycoord) { if (cboard[xcoord][ycoord]) //if there is a creature at location xcoord,ycoord return (cboard[xcoord][ycoord]->displayletter); else //if pointer at location xcoord,ycoord is null, return null char return '\0'; } char Grid::CreatureType(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); } //if function hasn't returned by now, square being looked at is pointer to null return '\0'; //return null char } void Coords::MoveRight() {(x==MaxX)? (x=0):(x++);} void Coords::MoveLeft() {(x==0)? (x=MaxX):(x--);} void Coords::MoveUp() {(y==0)? (y=MaxY):(y--);} void Coords::MoveDown() {(y==MaxY)? (y=0):(y++);} void Coords::MoveUpRight() {MoveUp(); MoveRight();} void Coords::MoveUpLeft() {MoveUp(); MoveLeft();} void Coords::MoveDownRight() {MoveDown(); MoveRight();} void Coords::MoveDownLeft() {MoveDown(); MoveLeft();} void Coords::MoveDir(int dir) { switch(dir) { case 1: MoveUp(); break; case 2: MoveUpRight(); break; case 3: MoveRight(); break; case 4: MoveDownRight(); break; case 5: MoveDown(); break; case 6: MoveDownLeft(); break; case 7: MoveLeft(); break; case 8: MoveUpLeft(); break; case 0: break; } } void Creature::Move(Grid G) { int movedir=DecideSquare(G); MoveTo(G,movedir); } int Creature::DecideSquare(Grid G) { Random X(1,8,8); //X.rptr now points to 8 unique random integers from [1,8] for (int i=0; i<8; i++) { int dir=X.rptr[i]; if (G.isEmpty(Location.x,Location.y,dir)) return dir; } return 0; } void Creature::MoveTo(Grid G, int dir) { Coords OldLocation=Location; Location.MoveDir(dir); G.cboard[Location.x][Location.y]=this; //point new location to this creature G.cboard[OldLocation.x][OldLocation.y]=NULL; //point old location to NULL } void Creature::Die() { if (!alive) { delete this; this=NULL; } } void Human::Breed(Grid G) { if (!breedcount) { Coords BreedLocation=Location; Random X(1,8,8); for (int i=0; i<8; i++) { BreedLocation.MoveDir(X.rptr[i]); if (!G.cboard[BreedLocation.x][BreedLocation.y]) { G.cboard[BreedLocation.x][BreedLocation.y])=new Human(BreedLocation.x,BreedLocation.y); return; } } } } int Human::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': break; case 'Z': return attackdir; case '\0': break; default: break; } } return 0; //no zombies! } int AttackRoll(int para1, int para2) { //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten Random X(1,100,1); int roll= *(X.rptr); if (roll < para1) return 1; else if (roll < para2) return 2; else return 3; } void Human::AttackCreature(Grid G, int attackdirection) { Coords AttackLocation=Location; AttackLocation.MoveDir(attackdirection); int para1=33; int para2=33; if (vaccinated) para2=101; //makes attackroll > para 2 impossible, never gets infected if (armed) para1-=16; //reduces chance of zombie winning fight int roll=AttackRoll(para1,para2); //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten switch(roll) { case 1: alive=0; //human (this) dies return; case 2: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; return; //zombie dies case 3: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; //zombie dies Random X(3,7,1); //human is bitten bitecount=*(X.rptr); return; } } int Zombie::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': return attackdir; case 'Z': break; case '\0': break; default: break; } } return 0; //no zombies! } void Zombie::AttackCreature(Grid G, int attackdirection) { int reversedirection; if (attackdirection < 9 && attackdirection>0) { (attackdirection<5)? (reversedirection=attackdirection+4):(reversedirection=attackdirection-4); } else reversedirection=0; //this should never happen //when a zombie attacks a human, the Human::AttackZombie() function is called //in the "reverse" direction, utilizing that function that has already been written Coords ZombieLocation=Location; Coords HumanLocation=Location; HumanLocation.MoveDir(attackdirection); if (G.cboard[HumanLocation.x][HumanLocation.y]) //if there is a human there, which there should be G.cboard[HumanLocation.x][HumanLocation.y]->AttackCreature(G,reversedirection); } void Zombie::Attack(Grid G) { int attackdirection=DecideAttack(G); AttackCreature(G,attackdirection); } main.cpp #include <cstdlib> #include <iostream> #include "definitions.h" using namespace std; int main(int argc, char *argv[]) { Grid G(500,500); system("PAUSE"); return EXIT_SUCCESS; }

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  • XDocument holding onto Memory?

    - by Jon
    I have an appplication that does a XDocument.Load from a 20mb file and then gets passed to a form to view its contents: openFileDialog1.FileName = ""; if (openFileDialog1.ShowDialog() == DialogResult.OK) { AuditFile = XDocument.Load(openFileDialog1.FileName); fmAuditLogViewer AuditViewer = new fmAuditLogViewer(); AuditViewer.ReportDocument = AuditFile; AuditViewer.Init(); AuditViewer.ShowDialog(); AuditViewer.Dispose(); AuditFile.RemoveNodes(); AuditFile = null; } In Task Manager I can see the memory being used by my application shoot up when I open this file. When I have finished viewing this file in my application I call : myXDocument.RemoveNodes(); myXDocument = null; However the memory use in Task Manager is still pretty high against my app. Is the XDocument still being held in memory and can I decrease the memory usage by my app?

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  • Read from XML > Add to Listview

    - by Zubirg
    I have some problems getting the data that i read from XML split into seperate columns. Any help this new C# coder would get would be appreciated. XDocument xmlDoc = XDocument.Load("emails.xml"); var t = from c in xmlDoc.Descendants("dt") select (string)c.Element("name") + (string)c.Element("email"); foreach (string item in t) { listView.Items.Add(item); }

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  • Proper way to format date from database using javascript/jquery

    - by Darcy
    Hi all, I am calling my database which contains a datetime datatype. The date looks like this: 2005-05-23 16:06:00.000 I would like to display this in a table when a user selects a certain item from a list. I call my controller action and return Json of all the times and put them in a table. The problem is the date is completely wrong. What is displayed is this: /Date(1255470180000)/ The date that is returned isn't even parsable (which I don't want to do anyway) so I can't even get the data if I wanted to. Any ideas?

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  • C# Expression Tree Simple Arithmetic

    - by Richard Adnams
    Hello, I've been trying to figure out how to achieve some simple maths using the Expression class. What I'm trying to do is this (1 + 10 * 15) When I try to do this via Expression.Add and Expression.Constant but the result I get is this ((1 + 10) * 15) Which is not right as it evaluates the 1 + 10 first instead of 10 * 15. Is there a way to combine Expression.Add/Multiply etc.. without it creating the brackets? I assume there is but I just can't find where or how! The test code I have is this var v1 = Expression.Constant(1, typeof(int)); var v2 = Expression.Constant(10, typeof(int)); var v3 = Expression.Constant(15, typeof(int)); var a1 = Expression.Add(v1, v2); var m2 = Expression.Multiply(a1, v3); Thanks for your time, Richard.

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  • Query Problem.Please help

    - by Ritz
    hello all, i want to use this in my application but i m getting an error for GetByLatest().Cast(); Please suggest me a solution IList news = new Trytable().GetByLatest().Cast(); return new RssResult(news, "William Duffy - Glasgow Based ASP.NET Web Developer", "The latest news on ASP.NET, C# and ASP.NET MVC "); Thanks Ritz

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  • Databinding Error when Recreating object

    - by Maxim Gershkovich
    Hi All, Figure there is a simple solution to this problem but I have been unable to find it. I have databinding in an ASP.Net application to a GridView. This gridview is bound to an ObjectDataSource as per standard usage. The problem I have is that one of my bound fields uses the property DataFormatString="{0:C}" and due to the currency format being displayed when an update is attempted and the object recreated I get a error as such "$13.00 is not a valid value for Decimal." Clearly this is a result of the column using a FormatString and then attempting to bind it back to a decimal property I have in my object called UnitPrice. I am assuming there is some markup I can set that can specify how the value is translated back? Thanks in advance for any help.

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