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  • Team Foundation Server 2010 Unmapping

    - by LeeHull
    Any idea how to unmap a project? Here is what I am trying to do, I changed the location of a source control, completely removed it from TFS source control.. but now it is showing up wanting to add it.. And the other issue I'm having is.. when I try to Map the new project, it is giving this error.. thing is, I've completely deleted the files off my local PC, and I'm wanting to map and get latest version from source control, but giving error trying to map, rather not change the location, how do I remove the old binding and the project, when it was already deleted using TfsDeleteProject.exe

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  • Scanning FedEx labels into a visual basic program

    - by 0bfus
    I have a program that has tracking numbers entered into it and it stores them in a database and i would like to add a scanner to the mix. The scanner is acting like a keyboard and scannes just fine, the problem is scanning a FedEx number gives a 32 digit number and i am only iterested in the tracking number portion of it. I saw an example on the web for an excel macro and tried to modify it but it doesnt seem to work. Is there something i could do to just get the 12 digit number? This is what it looks like so far. Any help would be greatly appreciated. With BarcodeText If .Text < "1z99999999999999999" Then .Text = Mid(.Text, 17, 12) End If

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  • Cannot customize Solution Explorer project context menu in VS 2010

    - by mikoro
    I'm trying to customize that context menu which comes up when you right click the project in the Solution Explorer. When I goto: Tools - Customize - Commands - Context Menu (radio button) - Project and Solution Context Menus | Project (drop down) I get nothing in the "controls:" list. I can modify other context menus starting with "Project and Solution Context Menus" but none of them is the right one. Any ideas? Currently I have ReSharper, PowerTools and StyleCop installed, but I have installed and uninstalled bunch of other addins (dotTrace, CodeIt.Right, VisualHG, DevExpress, random stuff from Extension Manager).

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  • Trace the function implemented by DeviceioControl

    - by ame
    I am working with a WinCE device which has a radio manager driver written for it in MFC. In the code for the Radio GUI, I can see the function Deviceiocontrol with a specific IOCTL being called. However, I'm unable to trace the particular piece of code called by this function. Can someone tell me how Deviceiocontrol works?

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  • Visual C++ 2008 Intellisense is not displaying DocXml comments

    - by DavidTM
    In Visual C++ 2008, I have documented a method with DocXML: /// <summary>Function to generate and map channel.</summary> /// <param name="a_cfi">Raw CFI (1, 2 or 3)</param> /// <param name="a_ns">Slot number in frame</param> static void myFunc(unsigned a_cfi, unsigned a_ns); Intellisense displays this, but it displays the actual tags (i.e. precisely as shown above) instead of recognizing the tags and formatting the text accordingly. How can I fix this please?

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  • Need to show pages without logging in (asp.net)

    - by IrfanRaza
    Hello friends, I am using Every thing works fine except that, there are some pages like About Us, Contact Us, Privacy Policy etc, which do not need to login to view them. In my case i need to login to view all pages. I want these common pages to be viewable without having to log on. I have tested my application on local IIS as well as on deployment server, but same problem occurs. Please help! Thanks for sharing your valuable time.

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  • How to suppress the inclusion of the .Net framework in a installation package created with visual st

    - by Dabblernl
    I built a very simple installation package that only consists of some merge modules. The Setup project explorer shows no dependencies on .Net for these merge modules (and it should not). However, on building the .msi file a requierement for .Net is added to it. Can this be avoided, or do I have to use a third party .msi builder? (I tried the obvious unchecking of any checkbox in the requierements listbox.)

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  • Is it possible to create custom methods in entity classes in linq to sql

    - by doekman
    I have a table Site in SQL with (amongst others) three properties idReviewer1, idReviewer2, idReviewer3. Now I would like to create a methods on the entity class of Site to check if a user is a reviewer: partial class Site { public bool IsReviewer(int idUser) { return idReviewer1 == idUser || idReviewer2 == idUser || idReviewer3 == idUser; } } and I use it like this: return from s in db.Sites where s.IsReviewer(user) select s; However, Linq to SQL doesn't know how to translate this to SQL. I get the following error message: Method 'Boolean IsReviewer(Int32)' has no supported translation to SQL. I'd rather not write this: return from s in db.Sites where idReviewer1 == idUser || idReviewer2 == idUser || idReviewer3 == idUser select s; Is there any way to put this functionality in one place, without resorting to SQL?

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  • How do find line in a List

    - by Shonna
    I have a text file. I read each line with sr.readline(); as i read that line, i want to search for it in a List that it should have been added to previously, then add it to a NEW list. How do i do this?

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  • How i can Integrate my Compiler in VS2008?

    - by Mauricio
    I make a compiler of Tiger and I want integrate with VS2008, but I read a lot of stuff and don't say very well how i can made that. What is the type of the project that i need to make? How i register my Language/compiler in VS2008, I know that i need install the SDK, I know litle thing that i need to do but the steps more important, like What class i need to implement... Thanks for all

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  • Question about the ITextUndoHistory that gets returned from TryGetHistory

    - by Nick U
    Everytime the IWpfTextView's TextBuffer changes I am trying to get the history's redostack and undostack and simply checking the count. When doing this I am encountering a "Method not supported exception" when trying to access the two stacks. Am I retrieving the history incorrectly or does VS not want me seeing/editing the contents of the stacks? I can post the code if necessary... Thanks, Nick

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  • C# .net updates versus compile time debugging. How to stop the oddities?

    - by Fox Diller
    Are we reduced to ClickOnce to manage our application state for our users? We use Visual Patch currently. When our users update (we reproduced this) we get errors from the updated versions to our compiled versions. Since our developer state is not 'updated' with Visual Patch how can we monitor and eventual squash the various System.MethodNotFound, and System.NullReferenceException in our updated versions of our application?

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  • Run-Time Check Failure #2 - Stack around the variable 'indices' was corrupted.

    - by numerical25
    well I think I know what the problem is. I am just having a hard time debugging it. I am working with the directx api and I am trying to generate a plane along the x and z axis according to a book I have. The problem is when I am creating my indices. I think I am setting values out of the bounds of the indices array. I am just having a hard time figuring out what I did wrong. I am unfamiliar with the this method of generating a plane. so its a little difficult for me. below is my code. Take emphasis on the indices loop. #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = 0.0f; vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • Is it a bug???????????????/

    - by Knowing me knowing you
    I'm using VS2010 Ultimate. Having code: //file IntSet.h #include "stdafx.h" #pragma once /*Class representing set of integers*/ template<class T> class IntSet { private: T** myData_; std::size_t mySize_; std::size_t myIndex_; public: #pragma region ctor/dtor explicit IntSet(); virtual ~IntSet(); #pragma endregion #pragma region publicInterface IntSet makeUnion(const IntSet&)const; IntSet makeIntersection(const IntSet&)const; IntSet makeSymmetricDifference(const IntSet&)const; void insert(const T&); #pragma endregion }; //file IntSet_impl.h #include "StdAfx.h" #include "IntSet.h" #pragma region ctor/dtor template<class T> IntSet<T>::IntSet():myData_(nullptr), mySize_(0), myIndex_(0) { } template<class T> IntSet<T>::~IntSet() { } #pragma endregion #pragma region publicInterface template<class T> void IntSet<T>::insert(const T& obj) {/*IF I SET A BREAKPOINT HERE AND AFTER THAT I CHANGE SOMETHING IN THE BODY I'M GETTING MSG SAYING THAT THE BREAKPOINT WILL NOT CURRENTLY BE HIT, AFTER I REBUILD THE BREAKPOINT IS VALID AGAIN*/ /*Check if we are initialized*/ if (mySize_ == 0) { mySize_ = 1; myData_ = new T*[mySize_]; } /*Check if we have place to insert obj in.*/ if (myIndex_ < mySize_) { myData_[myIndex_++] = new T(obj); return; } /*We didn't have enough place...*/ T** tmp = new T*[mySize_];//for copying old to temporary basket std::copy(&myData_[0],&myData_[mySize_],&tmp[0]); delete myData_; auto oldSize = mySize_; mySize_ *= 2; myData_ = new T*[mySize_]; std::copy(&tmp[0],&tmp[oldSize],&myData_[0]); myData_[myIndex_] = new T(obj); ++myIndex_; } #pragma endregion Thanks.

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  • How to stop C# compile on first error in VS 2010 (VS 2008 macros don't work)!

    - by Ben Robbins
    At work we have a C# solution with over 80 projects. Is it possible in VS 2010 to automatically stop compilation as soon as an error is encountered rather than the default behaviour which 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). I'd also note that in VS 2008 we used macros similar to some of the answers below but they don't work in VS 2010 (at least I couldn't get them to as the environment events don't seem to fire in VS 2010).

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  • FileSystemWatcher surpassing Active Directory restrictions

    - by DevexPP
    While experimenting with FileSystemWatcher, I've found out that it somehow surpasses Active Directory's restrictions to files and folders, and will raise change events with information about what has changed in files and folders that you don't even have access to. I have two questions about that: 1) Why does this happen ? 2) Is this a problem in the AD configuration ? how do I fix it ? 3) Is there any way to gather these files, or even create a FileSystemInfo of them to get more info about the files (not only the changes made on them) ? As far as I've tried, only the FileSystemWatcher immune to the restrictions, I can't run any other thing over it, here's a list of what I've tried: File.Exists Directory.Exists FileInfo instance on found files DirectoryInfo instance on found files File.Copy File.Delete

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  • Device Emulator not recognized in windows when I press cradle

    - by JasperT
    Hi Experts, Who can help me with this: I am working on Win7 x64, with VS.net 2008. I am developping for pocketpc. When my application is deployed to the device emulator it can't connect to my computer / db server. Both de emulator as well the mobile device center are configured to use DMA. When I cradle the device using device manager, nothing happens. What can I try? Greets, Jasper

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  • NUnit - Multiple properties of the same name? Linking to requirements

    - by Ryan Ternier
    I'm linking all our our System Tests to test cases and to our Requirements. Every requirement has an ID. Every Test Case / System Tests tests a variety of requirements. Every module of code links to multiple requirements. I'm trying to find the best way to link every system test to its driving requirements. I was hoping to do something like: [NUnit.Framework.Property("Release", "6.0.0")] [NUnit.Framework.Property("Requirement", "FR50082")] [NUnit.Framework.Property("Requirement", "FR50084")] [NUnit.Framework.Property("Requirement", "FR50085")] [TestCase(....)] public void TestSomething(string a, string b...) However, that will break because Property is a Key-Value pair. The system will not allow me to have multiple Properties with the same key. The reason I'm wanting this is to be able to test specific requirements in our system if a module changes that touches these requirements. Rather than run over 1,000 system tests on every build, this would allow us to target what to test based on changes done to our code. Some system tests run upwards of 5 minutes (Enterprise healthcare system), so "Just run all of them" isn't a viable solution. We do that, but only before promoting through our environments. Thoughts?

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  • VS 2008 Code Snippet Indentation

    - by Daniel
    In VS 2008, there are XML code snippets that seem to be pretty awesome :) However, it seems that the snippets we created do not indent properly. For example if we have the following code: { ... { ... { InsertSnippet here. We get something like: { ... { ... { FirstLineofSnippet SecondLineOfSnippet ThirdLineOfSnippet Is there any way to make it so that all lines keep the same indentation?

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