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  • WPF: capturing XAML into subclassed control

    - by Sonic Soul
    hello, i narrowed down what i want my wpf button to look like using XAML. now i would like to create a sub classed button control that i can just re-use w/out having to write all that markup <Button Click="TestGridColumnButton_Click" Background="Transparent" Width="16" Height="16" Margin="0,0,0,0" Padding="0,0,0,0" BorderBrush="{x:Null}"> <Button.Template> <ControlTemplate> <Image HorizontalAlignment="Center" VerticalAlignment="Center" Style="{StaticResource SourceStyle}" /> </ControlTemplate> </Button.Template> </Button> how can i set all these properties using C# ?

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  • WPF Binding to Items within a collection? (or converter with parameters)

    - by Sonic Soul
    i am using a WPF DataGrid, and in my Details row, i would like to show separate objects within a sub collection of each grid item. Is it possible to have a finer control of Path? for example something like... Path=SubCollection['ItemX'] etc.. also, if i was to use a converter, i don't want to have to create a separate converter for each item.. so would there be a way to supply a parameter to a converter that could than determine which collection item to return??

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  • More Retro Games

    - by Matt Christian
    Last week I made 2 stops to my local game stores and spent a load of cash on a bunch of new retro games for my collection.  Here are the recent additions: NES - Mega Man 2 - The Adventures of Bayou Billy - Ducktales - Metal Gear - Super Mario Bros / Duck Hunt - Firestorm - Dragon's Lair - Bartman Meets Radioactive Man N64 - Superman 64 - Zelda: Ocarina of Time (in original box, box is in poor condition) Atari - Superman - Adventure - Donkey Kong - Raiders of the Lost Ark Dreamcast - Memory card with view screen - Space Channel 5 Genesis (all in case) - Jurassic Park - Sonic Spinball - Sonic the Hegehog 3 (missing manual) - Spiderman (also called Spiderman vs. The Kingpin) GameGear - Bart vs The Space Mutants Quite a large haul given it was all purchased in 2 days.  Although, Metal Gear I got for a great deal and almost considered buying their other copy simply to resale for more though I decided against it to let another lucky soul find it.  I may need to run over there again because I think they had TMNT 2 (NES) for around $6 and it usually sells for more than that.  I could have sworn I grabbed it and bought it but my receipt tells me differently. I also found my copy of Super Mario 3 and added that to my collection.  Unfortunately one of the corners of the label has begun to peel up pretty badly which sucks although it's still a good item for the collection. In other retro news, this weekend was Easter and while at my grandparents the cousins wanted to play on their NES which was not working.  Me being the retro NES nerd I am, grabbed a screw driver, some Windex, a few toothpicks, and a few cotton swabs and had it up and running under an hour (that includes eating dinner!).  The NES holds the games tighter, has a better connection, and works almost instantly.  I should do THAT for a living!

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  • What's a good Game development platform for a platformer game with these characteristics?

    - by Joe
    Yes, I know, the best way to make an indie game is to learn to code. I've got some scripting experience, but I want to do worldbuilding with already-existing tools (and communities surrounding those tools), and I've been really impressed with games like An Untitled Story that were made with pre-packaged toolsets at their core, like Game Maker. :) So I'm planning to make my game using either Game Maker or something like it. The basic parameters of my planned game: -2D platformer. -Physics/speed akin to Sonic the Hedgehog. -Large, non-linear world, flowing as seamlessly as possible -- think Super Metroid, but without the forced screen transitions. The first two points have me leaning toward Game Maker -- Plenty of 2D platformers have been made with it, and there are serviceable, openly available Sonic-the-Hedgehog-style physics engines for it that could be adapted to my needs with minimal muss and fuss. But the third makes me antsy -- from what limited information I hear, Game Maker has problems with large levels/boards/screens/whateveryoucallthem, thus necessitating transitions between screens. I want to avoid that if at all possible -- it would, I believe, fundamentally alter the flow of the game. I understand that generally speaking, the more you have loaded into memory the more things are going to chug (especially for a one-size-fits-all game development platform that isn't a model of efficient coding), but I'm hoping there are systems that can un-load objects that are sufficiently far offscreen and thus better produce seamlessness. Any thoughts, people? :) The sooner I can get a basic pre-fab physics engine and world-building program up and running, the sooner I can start prototyping areas and generally tooling around. Should I be looking at Game Maker, or elsewhere? (My current plan is to more-or-less build the game prototype-style, then worry about art and sound at the very end once the damn thing is playable.)

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  • ruby Test::Unit Command line options?

    - by Joe Soul-bringer
    Hi all, When running tests in Ruby's unit::test framework, is there a really easy way to specify, from the command-line, that only one test should be run (that is, specify the test class and test member variable)? If not, is there another framework that has this feature?

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  • Getting Argument Names In Ruby Reflection

    - by Joe Soul-bringer
    I would like to do some fairly heavy-duty reflection in the Ruby programming language. I would like to create a function which would return the names of the arguments of various calling functions higher up the call stack (just one higher would be enough but why stop there?). I could use Kernel.caller go to the file and parse the argument list but that would be ugly and unreliable. The function that I would like would work in the following way: module A def method1( tuti, fruity) foo end def method2(bim, bam, boom) foo end def foo print caller_args[1].join(",") #the "1" mean one step up the call stack end end A.method1 #prints "tuti,fruity" A.method2 #prints "bim, bam, boom" I would not mind using ParseTree or some similar tool for this task but looking at Parsetree, it is not obvious how to use it for this purpose. Creating a C extension like this is another possibility but it would be nice if someone had already done it for me. Edit2: I can see that I'll probably need some kind of C extension. I suppose that means my question is what combination of C extension would work most easily. I don't think caller+ParseTree would be enough by themselves. As far as why I would like to do this goes, rather than saying "automatic debugging", perhaps I should say that I would like to use this functionality to do automatic checking of the calling and return conditions of functions. Say def add x, y check_positive return x + y end Where check_positive would throw an exception if x and y weren't positive (obviously, there would be more to it than that but hopefully this gives enough motivation)

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  • How do you parse the XDG/gnome/kde menu/desktop item structure in c++??

    - by Joe Soul-bringer
    I would like to parse the menu structure for Gnome Panels (the standard Gnome Desktop application launcher) and it's KDE equivalent using c/c++ function calls. That is, I'd like a list of what the base menu categories and submenu are installed in a given machine. I would like to do with using fairly simple c/c++ function calls (with NO shelling out please). I understand that these menus are in the standard xdg format. I understand that this menu structure is stored in xml files such as: /home/user/.config/menus/applications.menu I've look here: http://www.freedesktop.org/wiki/Specifications/menu-spec?action=show&redirect=Standards%2Fmenu-spec but all they offer is the standard and some shell files to insert item entries (I don't want shell scripts, I don't want installation, I definitely don't want to create a c-library from the XDG specification. I want to find the existing menu structure). I've looked here: http://library.gnome.org/admin/system-admin-guide/stable/menustructure-13.html.en for more notes on these structures. None of this gives me a good idea of how determine the menu structures using a c/c++ program. The actual gnome menu structures seem to be a horrifically hairy things - they don't seem to show the menu structure but to give an XML-coded description of all the changes that the menus have gone through since installation. I assume gnome panels parses these file so there's a function buried somewhere to do this but I've yet to find where that function is after scanning library.gnome.org for a couple of days. I've scanned the Nautilus source code as well but Panels seem to exist elsewhere or are burried well. Thanks in advance

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  • I have made two template classes,could any one tell me if these things are useful?

    - by soul
    Recently i made two template classes,according to the book "Modern C++ design". I think these classes are useful but no one in my company agree with me,so could any one tell me if these things are useful? The first one is a parameter wrapper,it can package function paramters to a single dynamic object.It looks like TypeList in "Modern C++ design". You can use it like this: some place of your code: int i = 7; bool b = true; double d = 3.3; CParam *p1 = CreateParam(b,i); CParam *p2 = CreateParam(i,b,d); other place of your code: int i = 0; bool b = false; double d = 0.0; GetParam(p1,b,i); GetParam(p2,i,b,d); The second one is a generic callback wrapper,it has some special point compare to other wrappers: 1.This template class has a dynamic base class,which let you use a single type object represent all wrapper objects. 2.It can wrap the callback together with it's parameters,you can excute the callback sometimes later with the parameters. You can use it like this: somewhere of your code: void Test1(int i) { } void Test2(bool b,int i) { } CallbackFunc * p1 = CreateCallback(Test1,3); CallbackFunc * p2 = CreateCallback(Test2,false,99); otherwhere of your code: p1->Excute(); p2->Excute(); Here is a part of the codes: parameter wrapper: class NullType; struct CParam { virtual ~CParam(){} }; template<class T1,class T2> struct CParam2 : public CParam { CParam2(T1 &t1,T2 &t2):v1(t1),v2(t2){} CParam2(){} T1 v1; T2 v2; }; template<class T1> struct CParam2<T1,NullType> : public CParam { CParam2(T1 &t1):v1(t1){} CParam2(){} T1 v1; }; template<class T1> CParam * CreateParam(T1 t1) { return (new CParam2<T1,NullType>(t1)); } template<class T1,class T2> CParam * CreateParam(T1 t1,T2 t2) { return (new CParam2<T1,T2>(t1,t2)); } template<class T1,class T2,class T3> CParam * CreateParam(T1 t1,T2 t2,T3 t3) { CParam2<T2,T3> t(t2,t3); return new CParam2<T1,CParam2<T2,T3> >(t1,t); } template<class T1> void GetParam(CParam *p,T1 &t1) { PARAM1(T1)* p2 = dynamic_cast<CParam2<T1,NullType>*>(p); t1 = p2->v1; } callback wrapper: #define PARAM1(T1) CParam2<T1,NullType> #define PARAM2(T1,T2) CParam2<T1,T2> #define PARAM3(T1,T2,T3) CParam2<T1,CParam2<T2,T3> > class CallbackFunc { public: virtual ~CallbackFunc(){} virtual void Excute(void){} }; template<class T> class CallbackFunc2 : public CallbackFunc { public: CallbackFunc2():m_b(false){} CallbackFunc2(T &t):m_t(t),m_b(true){} T m_t; bool m_b; }; template<class M,class T> class StaticCallbackFunc : public CallbackFunc2<T> { public: StaticCallbackFunc(M m):m_m(m){} StaticCallbackFunc(M m,T t):CallbackFunc2<T>(t),m_m(m){} virtual void Excute(void){assert(CallbackFunc2<T>::m_b);CallMethod(CallbackFunc2<T>::m_t);} private: template<class T1> void CallMethod(PARAM1(T1) &t){m_m(t.v1);} template<class T1,class T2> void CallMethod(PARAM2(T1,T2) &t){m_m(t.v1,t.v2);} template<class T1,class T2,class T3> void CallMethod(PARAM3(T1,T2,T3) &t){m_m(t.v1,t.v2.v1,t.v2.v2);} private: M m_m; }; template<class M> class StaticCallbackFunc<M,void> : public CallbackFunc { public: StaticCallbackFunc(M method):m_m(method){} virtual void Excute(void){m_m();} private: M m_m; }; template<class C,class M,class T> class MemberCallbackFunc : public CallbackFunc2<T> { public: MemberCallbackFunc(C *pC,M m):m_pC(pC),m_m(m){} MemberCallbackFunc(C *pC,M m,T t):CallbackFunc2<T>(t),m_pC(pC),m_m(m){} virtual void Excute(void){assert(CallbackFunc2<T>::m_b);CallMethod(CallbackFunc2<T>::m_t);} template<class T1> void CallMethod(PARAM1(T1) &t){(m_pC->*m_m)(t.v1);} template<class T1,class T2> void CallMethod(PARAM2(T1,T2) &t){(m_pC->*m_m)(t.v1,t.v2);} template<class T1,class T2,class T3> void CallMethod(PARAM3(T1,T2,T3) &t){(m_pC->*m_m)(t.v1,t.v2.v1,t.v2.v2);} private: C *m_pC; M m_m; }; template<class T1> CallbackFunc *CreateCallback(CallbackFunc *p,T1 t1) { CParam2<T1,NullType> t(t1); return new StaticCallbackFunc<CallbackFunc *,CParam2<T1,NullType> >(p,t); } template<class C,class T1> CallbackFunc *CreateCallback(C *pC,void(C::*pF)(T1),T1 t1) { CParam2<T1,NullType>t(t1); return new MemberCallbackFunc<C,void(C::*)(T1),CParam2<T1,NullType> >(pC,pF,t); } template<class T1> CParam2<T1,NullType> CreateCallbackParam(T1 t1) { return CParam2<T1,NullType>(t1); } template<class T1> void ExcuteCallback(CallbackFunc *p,T1 t1) { CallbackFunc2<CParam2<T1,NullType> > *p2 = dynamic_cast<CallbackFunc2<CParam2<T1,NullType> > *>(p); p2->m_t.v1 = t1; p2->m_b = true; p->Excute(); }

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  • How to print 5 byte integer values?

    - by lost soul
    I've just started reading C and have a question about a macro. How can I print a 5 byte integer value (that happens to be defined in a macro)? For example: #define MAX 0xdeadbeaf12 int main(){ printf(" 0x %2x \n", MAX); } This code prints adbeaf12 but not deadbeaf12. How do I get all the bytes printed?

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  • como puedo hacer funcionar el subwoofer sonicmaster en mi asus n46vb ubuntu 12.04?

    - by Leonidas Franco Carranza Oliva
    soy nuevo en ubuntu y me compre hace poco el asus n46vb con ubuntu 12.04 y que viene con un subwoofer sonicmaster, pero parece que no esta configurado en el sistema y no lo reconoce cuando lo conecto, estuve leyendo y probé con esto No sound from external subwoofer "Sonic Master" on an Asus N76VM pero no me sirvió ya que hay un archivo que no existe y creo que debe ser por el modelo, en fin si, por favor si me pueden ayudar les estaré muy agradecido.

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  • Character Stats and Power

    - by Stephen Furlani
    I'm making an RPG game system and I'm having a hard time deciding on doing detailed or abstract character statistics. These statistics define the character's natural - not learned - abilities. For example: Mass Effect: 0 (None that I can see) X20 (Xtreme Dungeon Mastery): 1 "STAT" Diablo: 4 "Strength, Magic, Dexterity, Vitality" Pendragon: 5 "SIZ, STR, DEX, CON, APP" Dungeons & Dragons (3.x, 4e): 6 "Str, Dex, Con, Wis, Int, Cha" Fallout 3: 7 "S.P.E.C.I.A.L." RIFTS: 8 "IQ, ME, MA, PS, PP, PE, PB, Spd" Warhammer Fantasy Roleplay (1st ed?): 12-ish "WS, BS, S, T, Ag, Int, WP, Fel, A, Mag, IP, FP" HERO (5th ed): 14 "Str, Dex, Con, Body, Int, Ego, Pre, Com, PD, ED, Spd, Rec, END, STUN" The more stats, the more complex and detailed your character becomes. This comes with a trade-off however, because you usually only have limited resources to describe your character. D&D made this infamous with the whole min/max-ing thing where strong characters were typically not also smart. But also, a character with a high Str typically also has high Con, Defenses, Hit Points/Health. Without high numbers in all those other stats, they might as well not be strong since they wouldn't hold up well in hand-to-hand combat. So things like that force trade-offs within the category of strength. So my original (now rejected) idea was to force players into deciding between offensive and defensive stats: Might / Body Dexterity / Speed Wit / Wisdom Heart Soul But this left some stat's without "opposites" (or opposites that were easily defined). I'm leaning more towards the following: Body (Physical Prowess) Mind (Mental Prowess) Heart (Social Prowess) Soul (Spiritual Prowess) This will define a character with just 4 numbers. Everything else gets based off of these numbers, which means they're pretty important. There won't, however, be ways of describing characters who are fast, but not strong or smart, but absent minded. Instead of defining the character with these numbers, they'll be detailing their character by buying skills and powers like these: Quickness Add a +2 Bonus to Body Rolls when Dodging. for a character that wants to be faster, or the following for a big, tough character Body Building Add a +2 Bonus to Body Rolls when Lifting, Pushing, or Throwing objects. [EDIT - removed subjectiveness] So my actual questions is what are some pitfalls with a small stat list and a large amount of descriptive powers? Is this more difficult to port cross-platform (pen&paper, PC) for example? Are there examples of this being done well/poorly? Thanks,

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  • Immortal Kombat [Humorous Video]

    - by Asian Angel
    Sometimes the Grim Reaper’s job is quick and simple, but not this time as he comes to claim the soul of an avid gamer. Can they come to an amicable understanding or has this just evolved into Immortal Kombat? Note: Contains what may be considered to be inappropriate imagery just before video credits start. Immortal Kombat [via Dorkly] How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8 How to Banish Duplicate Photos with VisiPic

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  • Textual descriptions of 8-bit and 16-bit game engines

    - by ixtmixilix
    I found a good description of the engine in the Sonic games. It describes roughly how the engine works for people writing their own clones. In my case, I am simply interested in getting a general view of how the many 8-bit and 16-bit game engines worked on their respective consoles. So, this is a big-list style question asking, what other online descriptions of specific game engines have people found?

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  • Selecting the Common Threads Amongst the Search Engines

    To retain their effects applicable, almost all search engines need to have an understanding of the principal subject of the Site. You can aid the search engines come across your Website by simply preserving in mind the three major elements they are in search of: -Written content: Written content is the heart and soul of one's Internet site. It can be all the information your Site contains, not merely the text but additionally the Engagement Subjects (the illustrations or photos, movies, sound, interactive technologies, and so on that will constitute the visible space).

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  • Need For Advanced Search Engine Optimization

    Have you ever soul searched for reasons why your super dazzling website with persuasive content, nifty graphics, attractive layouts and most intuitive framework fails to deliver? Have you tried all the published tricks on the net about search engine optimization and yet failed to see your website popping up on top of the SERP (Search Engine Result Page)?

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  • G4 server running slow

    - by Abby Kach
    I have HP proliant ML 350 servers. We have 8 remote locations where users connect and log on to our server through DYNDNS to access our company ERP's to conduct day to day work. The base of our company ERP's is oracle for which we have a separate server.Now the problem is day by day the load on the server is increasing and the speed is getting slower and slower and users are facing a lot of issues . so I are planning to implement Sonic wall VPN. I conducted a demo of sonic wall but it was slower than the current speed of dyndns. the configuration of my server is as follows :- Linux HP ProLiant 370 Intel Xenon 3.20 GHZ 150 GB (72 * 2) 3 GB Suse Omega HP ProLiant 370 Intel Xenon 3.20 GHZ 300GB (72.8 * 4) Raid 5 4 GB Windows Server 2K3 Enterprise Edition Storage Box HP Storage Works 1400 Intel Xenon 2.00 GHZ 4 TB(1 TB * 4) Raid 5 2 GB Windows Server 2K8 Enterprise Edition Domain & Terminal HP ProLiant 350 Intel Xenon 3.20 GHZ 250 GB(72.8 * 3) Raid 5 4 GB Windows Server 2K3 Enterprise Edition Can some one help me as to how can i speed up my network at remote locations and reduce the problems of speed etc..

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  • Factory Method Pattern clarification

    - by nettguy
    My understanding of Factory Method Pattern is (Correct me if i am wrong) Factory Method Pattern "Factory Method allow the client to delegates the product creation (Instance Creation) to the subclass". There are two situation in which we can go for creating Factory Method pattern. (i) When the client is restricted to the product (Instance) creation. (ii) There are multiple products available.But a decision to be made which product instance need to be returned. If you want to create Abstract Method pattern You need to have abstract product Concrete Product Factory Method to return the appropriate product. Example : public enum ORMChoice { L2SQL, EFM, LS, Sonic } //Abstract Product public interface IProduct { void ProductTaken(); } //Concrete Product public class LinqtoSql : IProduct { public void ProductTaken() { Console.WriteLine("OR Mapping Taken:LinqtoSql"); } } //concrete product public class Subsonic : IProduct { public void ProductTaken() { Console.WriteLine("OR Mapping Taken:Subsonic"); } } //concrete product public class EntityFramework : IProduct { public void ProductTaken() { Console.WriteLine("OR Mapping Taken:EntityFramework"); } } //concrete product public class LightSpeed : IProduct { public void ProductTaken() { Console.WriteLine("OR Mapping Taken :LightSpeed"); } } public class Creator { //Factory Method public IProduct ReturnORTool(ORMChoice choice) { switch (choice) { case ORMChoice.EFM:return new EntityFramework(); break; case ORMChoice.L2SQL:return new LinqtoSql(); break; case ORMChoice.LS:return new LightSpeed(); break; case ORMChoice.Sonic:return new Subsonic(); break; default: return null; } } } **Client** Button_Click() { Creator c = new Creator(); IProduct p = c.ReturnORTool(ORMChoice.L2SQL); p.ProductTaken(); } Is my understanding of Factory Method is correct?

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  • In Linux, is there a way to get a warning if I forget to unplug my pendrive?

    - by missingno
    I forgot my pendrive plugged in when leaving the computer lab yesterday, and I would have lost it if it wasn't for a kind soul finding and returning it. I want to avoid this in the future and apparently there are some tools you can use in windows that warn you if you are leaving a pendrive behind when logging off or shutting down the computer. Is there anything similar that works on Linux? I need this to work on Fedora 17 (GNOME 3 shell), and preferably without requiring administrator privileges.

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  • Create a trailing, ghosting effect of a sprite

    - by Neeko
    I want to create a trailing, ghosting like effect of a sprite that's moving fast. Something very similar to this image of Sonic (apologies of bad quality, it's the only example I could find of the effect I'm looking to achieve) However, I don't want to do this at the sprite sheet level, to avoid having to essentially double (or possibly quadruple) the amount of sprites in my atlas. It's also very labor intensive. So is there any other way to achieve this effect? Possibly by some shader voodoo magic? I am using Unity and 2D Toolkit, if that helps.

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  • A C# Version of DotNetNuke

    Did you hear the news? You can get DotNetNuke in C# now! What? Say it aint so, DotNetNuke has abandoned VB.NET? Well not quite, the release and production version of DotNetNuke is still in VB.NET, though a kind soul has spent some time lately converting...(read more)...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • A C# Version of DotNetNuke

    - by Chris Hammond
    Did you hear the news? You can get DotNetNuke in C# now! What? Say it ain’t so, DotNetNuke has abandoned VB.NET? Well not quite, the release and production version of DotNetNuke is still in VB.NET, though a kind soul has spent some time lately converting DNN to C#. For all the details you can check out Scott’s blog post over on DotNetNuke.com Never fear VB lovers, DotNetNuke isn’t moving away from VB.NET anytime soon (afaik), but this C# port of the project is just another way for people to get involved...(read more)

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  • Visual Studio 2010 Type or namespace &lsquo;xyz&rsquo; does not exist in&hellip;

    - by Mike Huguet
    It pains me to write this post as I feel like an idiot for having wasted my time on this “problem.”  Hopefully in posting this, I can keep some other poor lost soul working at 4 AM in the morning from spending wasteful minutes scratching his head and getting frustrated.  The Visual Studio designer will work fine in resolving namespaces, but when you build you will get the “Type or namespace ‘xyz’ does not exist error.  If you see this error please take a look at your Errors List window and ensure that you have the “Warnings” option enabled.  It is very likely that you will see that there is a missing dependent reference.  Technorati Tags: Visual Studio

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