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  • where to find Microsoft.SqlServer.Dts.Pipeline

    - by CoffeeAddict
    I'm opening a 2005 SSIS pakage and also an old C# project..both are in this solution here. I'm missing namespaces and I can't find the assemblies to add back to my references folder for my C# Project Microsoft.SqlServer.Dts.Pipeline for example is not one I find in the list of references in the .NET references tab. So how the hell do I get these SQL Server assemblies? Do I have to install the SQL Server 2008 sdk? Lost.

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  • how to update database using datagridview?

    - by Sikret Miseon
    how do we update tables using datagridview? assuming the datagridview is editable at runtime? any kind of help is appreciated. Dim con As New OleDb.OleDbConnection Dim dbProvider As String Dim dbSource As String Dim ds As New DataSet Dim da As OleDb.OleDbDataAdapter Dim sql As String Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load dbProvider = "PROVIDER=Microsoft.ACE.OLEDB.12.0;" dbSource = "Data Source = C:\record.accdb" con.ConnectionString = dbProvider & dbSource con.Open() sql = "SELECT * FROM StudentRecords" da = New OleDb.OleDbDataAdapter(sql, con) da.Fill(ds, "AddressBook") MsgBox("Database is now open") con.Close() MsgBox("Database is now Closed") DataGridView1.DataSource = ds DataGridView1.DataMember = "AddressBook" End Sub

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  • VS2010 is removing code from designer without warning - causing issues

    - by schmoopy
    I have a WinForm with a pretty complex layout (has lots of controls, panels, etc.) Whenever i open the form the file is automatically checked out from source control and it removes anything in the designer file that refereces my menustrip or statusstrip ie: the following get removed (w/o warning) Me.MyMenuStip.SuspendLayout() Me.MyStatusStrip.SuspendLayout() Me.MyMenuStrip.ResumeLayout(False) Me.MyMenuStrip.PerformLayout() Me.MyStatusStrip.ResumeLayout(False) Me.MyStatusStrip.PerformLayout() The code still builds, but there are no Menu or Status items rendered. Any ideas on what i can do? I do not want to just remove/add the menustrip for instance cause i would loose all of my menu items (and there are a lot) Thanks in advance!

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  • Low overhead Java Web Services container?

    - by trojanfoe
    I want to provide a Java-based Web Service, but I don't require the features of a full-blown J2EE Application Server. I would like it to start as quickly as possible, though that's not a hard requirement. The Web Service will handle multiple connections and require access to an Oracle database so it will at least require a thread pool and database connection pool. I may want to put a JSP interface onto it later to provide an internal maintainence interface. I have looked at Jetty with an Apache CXF stack, but it looks like I'll have to do a fair amount configuration before even coding the web service - Will it be worth it? Will it even work? Should I forget about the complexity and simply go with JBoss/Weblogic/etc and put up with the bloat and extra start-up time?

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  • Adventures on Enterprise Library 5.0: Who moved my cheese (namespace)

    - by Junior Mayhé
    Jesus, Krishna, Budda! I've migrated to EntLib 5.0, but classes like ISymmetricCryptoProvider are not recognized anymore. Funny to say that Data, Logging and other blocks are working compiling fine. Here's the problematic class: using System; using System.Collections.Generic; using System.Text; using Microsoft.Practices.EnterpriseLibrary.Common.Configuration;//-->it's not working anymore using Microsoft.Practices.EnterpriseLibrary.Security.Cryptography;//-->it's not working anymore namespace MyClassLibrary.Security.EnterpriseLibrary { public sealed class Crypto { public static ISymmetricCryptoProvider MyProvider { get { //IConfigurationSource is not recognized either, neither SystemConfigurationSource IConfigurationSource cs = new SystemConfigurationSource(); SymmetricCryptoProviderFactory scpf = new SymmetricCryptoProviderFactory(cs); ISymmetricCryptoProvider p = scpf.CreateDefault(); return p; } } The references are fine on project too. I really don't know why this particular project it's causing too many trouble on VS2010! Older references were deleted, project was cleaned, rebuilt, but can't make it compile :-( The references are: Microsoft.Practices.EnterpriseLibrary.Common Microsoft.Practices.EnterpriseLibrary.Logging Microsoft.Practices.EnterpriseLibrary.Logging.Database Microsoft.Practices.EnterpriseLibrary.Security Microsoft.Practices.EnterpriseLibrary.Security.Cryptography Why some namespaces can be found while others can't?

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  • Stop sign icon in VS2005 Express solution explorer

    - by Andy Bisson
    What does a small stop sign icon on a file in solution explorer mean? Someone asked the same question a year ago Original Question but the answer provided is of no help. The icon looks like this: Suffice to say that the sign is not one presented in the VS documentation and is a UK Stop sign (red circle with a white horizontal bar) not a US one. The project is WebKit and the build process cannot find AuthenticationCF.h even though the file is present. I presume the sign might shed some light on this. Thanks, Andy

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  • Deploying a Web Application from the command line

    - by Grant
    Hi. Im looking to deploy a web application on a build server. It is a very small web app and so far i have written a nice little console app that checks out from SVN and then calls msbuild on the .sln file. This of course is not the same as publishing a web app and so far have not found a programatic way of publishing. So my question is this.. After msbuild has run can i simply delete all .cs and .vb files and then deploy? or Should i really try and find a way to publish programatically?

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  • What is the best way to detect Copy (Ctrl+C) event in an IWpfTextView?

    - by Nick U
    I am trying to detect a copy event in the text view and I have been researching the best way to do this. Is it to possibly hook into the StandardCommand Copy event somehow and detect it that way? Or is it possible to use the KeyProcessor(and simply detect Ctrl+C keypresses)? My extension is currently implementing the IWpfTextViewCreationListener; is there a way to somehow get access to the KeyProcessor or StandardCommand from the IWpfTextView that the listener is passing to me? If so, can you post a code sample that demonstrates this? Thanks, Nick

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  • Creating a good directory structure

    - by numerical25
    This might be a silly question but I am still learning. I have read several books on creating application and creating a good directory structure. When people talk about creating a directory structure, do they mean the folders you make within the solution explorer (folders you actually find inside of a .sln file) or do they mean setting up and creating folders that reside in the same folder as your .sln file or your compiled application (.exe). I figured the solution explorer folders are different from a typical windows folder cause the folders I create inside my .sln file are no where to be found on my windows system.

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  • Texture will not apply to my 3d Cube directX

    - by numerical25
    I am trying to apply a texture onto my 3d cube but it is not showing up correctly. I believe that it might some what be working because the cube is all brown which is almost the same complexion as the texture. And I did not originally make the cube brown. These are the steps I've done to add the texture I first declared 2 new varibles ID3D10EffectShaderResourceVariable* pTextureSR; ID3D10ShaderResourceView* textureSRV; I also added a variable and a struct to my shader .fx file Texture2D tex2D; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; I then grabbed the image from my local hard drive from within the .cpp file. I believe this was successful, I checked all varibles for errors, everything has a memory address. Plus I pulled resources before and never had a problem. D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); I grabbed the tex2d varible from my fx file and placed into my resource varible pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); And added the resource to the varible pTextureSR->SetResource(textureSRV); I also added the extra property to my vertex 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}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; as well as my struct struct VertexPos { D3DXVECTOR3 pos; D3DXVECTOR4 color; D3DXVECTOR3 normal; D3DXVECTOR2 texCoord; }; Then I created a new pixel shader that adds the texture to it. Below is the code in its entirety matrix Projection; matrix WorldMatrix; Texture2D tex2D; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; float2 Tex : TEXCOORD; }; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL, float2 Tex : TEXCOORD) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Normal = Normal; psInput.Tex = Tex; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } float4 textured( PS_INPUT psInput ) : SV_Target { return tex2D.Sample( linearSampler, psInput.Tex ); } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, textured() ) ); } } Below is my CPU code. It maybe a little sloppy. But I am just adding code anywhere cause I am just experimenting and playing around. You should find most of the texture code at the bottom createObject #include "MyGame.h" #include "OneColorCube.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; ID3D10EffectMatrixVariable* pWorldMatrixVarible = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; ID3D10EffectShaderResourceVariable* pTextureSR; 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 rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; D3DXMatrixIdentity(&rotationXMatrix); D3DXMatrixIdentity(&rotationYMatrix); // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); rotationAngleY += (float)D3DX_PI * 0.0008f; rotationAngleX += (float)D3DX_PI * 0.0005f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); pWorldMatrixVarible->SetMatrix((float*)&WorldMatrix); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // 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->Draw(36,0); } } //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() { //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}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //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; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; 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(); pWorldMatrixVarible = modelObject.pEffect->GetVariableByName("WorldMatrix")->AsMatrix(); pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); ID3D10ShaderResourceView* textureSRV; D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(1.0f, 1.0f, 1.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; pTextureSR->SetResource(textureSRV); //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; } And here is my cube coordinates. I actually only added coordinates to one side. And that is the front side. To double check I flipped the cube in all directions just to make sure i didnt accidentally place the text on the incorrect side //Create vectors and put in vertices // Create vertex buffer VertexPos vertices[] = { // BACK SIDES { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 2 FRONT SIDE { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,2.0)}, // 3 { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 4 { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 5 { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 6 {D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, };

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  • Where can we use "This" in Recursion methode...

    - by T_Geek
    Hi . I have a methode in a static class which try to convert bi*nar*y tre to list I'd like to make a recusion but I couldn't I've implemented some opertation in my class like add,delet,find.it's too easy to implement its . Here is the code class ARB { private: struct BT { int data; BT *l; BT *r; }; struct BT *p; public ARB(); ~ARB(); void del(int n); void add(int n); }; void ARB::del(int num) { //The code ,don't care about it }; main() { // BTR T; T.add(3); T.add(5); }; Here is what should we do to transfert the code from Benary tree tolist LLC ARB::changeit() { LLC x; while(this!=NULL) { x.add(this->data); // if(this.l==NULL) { x.print(); //To print the elemnts of List return(x); } else { x=changeit(this.l); } if(this.r!=NULL) { x.~LLC(); x=changeit(this.r); return(x); } } }

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  • New line or Carraige Return syntax problems

    - by Smoka
    Im pretty new to coding, heres my problem. Results->Text = "G55 > Y" + System::Convert::ToString(destY); "Results" is a System.Windows.Forms.Textbox "multiline btw", or so says VS. That line works fine, but i need a "new line or CR" at the end, so that i can repeat that line with different Literals and a different var in ToString. For days now ive tried different syntax's ive read about, and i cant get it to take any of them. Or even a complete different way to input text into Results-Text that would allow for tidy multiline use. Sidenote: since im using -Text and System::Convert::ToString in VC, would this code be considered just c++ or .net or CLI? to tighten my searches.

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  • Are there localization tools which spot content strings in xaml/wpf?

    - by Noel Kennedy
    When globalizing a wpf application with static resx classes, it's very easy to miss the odd label or button that has its Content property set to a hard coded string in a particular language, ie English. These should of course be moved off to a {x:Static ...} so they can be localised for each culture. Are there any tools which can spot this and warn you? Built in to VS would be ideal, but I'm thinking that 'style cop' type build tools would do the job as well.

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  • Can anyone reproduce this bug in VS2010 RC???

    - by Raj Aththanayake
    VS2010 RC - The opened documents do not close (At first time VS loaded) when clicking on "Close All Documents" More info... https://connect.microsoft.com/VisualStudio/feedback/details/541954/vs2010-rc-the-open-documents-do-not-close-when-click-on-close-all-documents Can anyone reproduce this bug in VS2010 RC??? You need Windows XP running.

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  • Sapi How to get text inside elements?

    - by code_wizard
    My sapi grammar file looks like <RULE NAME="SOUNDLOG" TOPLEVEL="ACTIVE"> <O> Please </O> <O> Enter</O> <P> Name </P> <P> <RULEREF REFID="VID_InputType" /> </P> </RULE> <RULE ID="VID_InputType"> <L PROPID="VID_InputType"> <P >John</P> <P>Jill</P> <P>Gary</P> </L> How do I get the name when it is recognized by sapi recognizer?

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  • Designing a Chart that expands as more data is entered in Excel

    - by Matt Ridge
    I have a worksheet that pulls data from another, it is designed to only show late jobs, and it works perfectly. I have it where it is broken down into quarters, and it gathers all this data and does everything I want. Except this one last bit... I want to have it where it shows charts, if there is data in said area the chart would self populate, otherwise it would be blank. If more data is entered into the range expand the chart accordingly. Attached is a simplified workbook with what it does, and what I'd like to see it do. I don't even know if this is possible... I thought if I wrote a script to make it so that the data changes with each addition it may fix my problem, but I'm not sure if that is the best way in this situation. https://dl.dropbox.com/u/3327208/Excel/Charts.xlsx

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  • I set a global bug catcher in my application for unhandled exceptions and it is picking up all exceptions

    - by user1632018
    I am trying to figure out why this is happing. In my vb.net application I set a global handler in the ApplicationEvents.vb which I thought would only pick up any unhandled exceptions, although it is picking up every exception that happens in my application whether or not they are handled with try catch blocks. Here is my code in applicationevents Private Sub MyApplication_UnhandledException(ByVal _ sender As Object, ByVal e As _ Microsoft.VisualBasic.ApplicationServices.UnhandledExceptionEventArgs) _ Handles Me.UnhandledException e.ExitApplication = _ MessageBox.Show(e.Exception.Message & _ vbCrLf & "The application has encountered a bug, would you like to Continue?", "An Error has occured.", _ MessageBoxButtons.YesNo, _ MessageBoxIcon.Question) _ = DialogResult.No End Sub In the rest of my application I set normal try catch blocks like this: Try Catch ex as exception End Try Can anyone tell me why this is happening?

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  • DrawString only works in top-left part of form vb.net

    - by WillumMaguire
    Here is my code Public Class Form1 Public MyFormObject As Graphics = Me.CreateGraphics Public objFont = New System.Drawing.Font("arial", 20) Public a, b As Integer Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click Randomize() For i = 1 To 10 a = CInt(Int(Rnd() * Me.Width)) b = CInt(Int(Rnd() * Me.Height)) MyFormObject.DrawString("text", objFont, System.Drawing.Brushes.Black, a, b) Next End Sub End Class As you can see, I have one button that draws the string "text" randomly in the form 10 times. My problem is that it will ONLY draw the string in the upper-left portion of the form, roughly 260x260 starting at 0,0. It literally cuts off the text if it goes beyond. Why is this? Shouldn't it work for the entire form?

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  • Entity Framework insert error ("The Version field is required.")

    - by Graham
    I am using Silverlight 4 and RIA services. When I try to insert into my database, I get the following error: "Submit operation failed validation. Please inspect Entity.ValidationErrors for each entity in EntitiesInError for more information." Upon inspecting the ValidationErrors, I see: "The Version field is required." Isn't the Version field updated and maintained by the framework? If so, why is it null? If not, how am I supposed to set it?

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