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  • Can I set svn properties through ankhsvn?

    - by grungean
    I am using ankhsvn with VS2008. I am using a free repo hosting on the web. I am not using a svn client for this repo, but managing everything with ankhsvn (including adding solution file and project files to the new repo). I want to add the svn:needs-lock preperty to these files. I wonder if I can do this task using ankhsvn, or if I need to get another svn client for this purpose.

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  • How To Block The UserName After 3 Invalid Password Attempts IN ASP.NET

    - by shihab
    I used the following code for checking user name and password. and I want ti block the user name after 3 invalid password attempt. what should I add in my codeing MD5CryptoServiceProvider md5hasher = new MD5CryptoServiceProvider(); Byte[] hashedDataBytes; UTF8Encoding encoder = new UTF8Encoding(); hashedDataBytes = md5hasher.ComputeHash(encoder.GetBytes(TextBox3.Text)); StringBuilder hex = new StringBuilder(hashedDataBytes.Length * 2); foreach (Byte b in hashedDataBytes) { hex.AppendFormat("{0:x2}", b); } string hash = hex.ToString(); SqlConnection con = new SqlConnection("Data Source=Shihab-PC;Initial Catalog=test;User ID=SOMETHING;Password=SOMETHINGELSE"); SqlDataAdapter ad = new SqlDataAdapter("select password from Users where UserId='" + TextBox4.Text + "'", con); DataSet ds = new DataSet(); ad.Fill(ds, "Users"); SqlDataAdapter ad2 = new SqlDataAdapter("select UserId from Users ", con); DataSet ds2 = new DataSet(); ad2.Fill(ds2, "Users"); Session["id"] = TextBox4.Text.ToString(); if ((string.Compare((ds.Tables["Users"].Rows[0][0].ToString()), hash)) == 0) { if (string.Compare(TextBox4.Text, (ds2.Tables["Users"].Rows[0][0].ToString())) == 0) { Response.Redirect("actioncust.aspx"); } else { Response.Redirect("actioncust.aspx"); } } else { Label2.Text = "Invalid Login"; } con.Close(); }

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  • Access violation writing location, in my loop

    - by numerical25
    The exact error I am getting is First-chance exception at 0x0096234a in chp2.exe: 0xC0000005: Access violation writing location 0x002b0000. Windows has triggered a breakpoint in chp2.exe. And the breakpoint stops here for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); //<----- Right here vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } I am not sure what I am doing wrong. below is the code in its entirety #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 //The first line of code creates your identity matrix. Second line of code //second combines your camera position, target location, and which way is up respectively D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 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() { //dx will represent the width and the height of the spacing of each vector float dx = 1; //Below are the number of vertices //m is the vertices of each row. n is the columns DWORD m = 30; DWORD n = 30; //This get the width of the entire land //30 - 1 = 29 rows * 1 = 29 * 0.5 = 14.5 float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; float vertexsize = m * n; VertexPos vertices[80]; for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } int k = 0; DWORD indices[540]; for(DWORD i = 0; i < n-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = (i * n) + j; indices[k + 1] = (i * n) + j + 1; indices[k + 2] = (i + 1) * n + j; indices[k + 3] = (i + 1) * n + j; indices[k + 4] = (i * n) + j + 1; indices[k + 5] = (i + 1) * n + j+ 1; k += 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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  • Building SL4 + RIAServices app takes too long on VS2010.

    - by adlanelm
    Got a Win7 box with VS2010 Premium installed on it. Building desktop apps works just fine. But we got this solution with 15 SL4 and 21 desktop projects... Building the SL part of it takes too long. This is very irritating and encourages to drop TDD since every time I run a test it takes ~3 seconds for msbuild to find out that nothing changed and the project should be skipped. The projects are very small and there's nothing fancy in them and we hadn't any problems before we switched from VS2008+SL3. I've heard people complaining abound VS2010 speed in general, but nothing about SL4 build time. Is anyone experiencing same problems and is there any workaround for this?

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  • windows fails to allocate the amount of free physical memory returned by GlobalMemoryStatusEx

    - by avi
    hello! what i'm trying to do is get the free amount of physical memory allocate it and than manage it ( resizing it or delete it ) depending on what further calls to GlobalMemoryStatusEx return. and the problem : it works on 2 PCs with win 7 x64 one with 2G Ram ( on witch i was able to allocate like 1.3 GB) , the other has one 1GB RAM (max alloc was 630 MB). it fails on the third one with 3GB of ramm. I can't find the problem. !! i tried google!! any solution?

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  • "Access violation reading location" troubles retrieveing buffer from directx

    - by numerical25
    Below is my code... ID3D10Texture2D *pBackBuffer; hr = mpSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*) &pBackBuffer); and I get the following error chp1.exe': Unloaded 'C:\Windows\SysWOW64\oleaut32.dll' First-chance exception at 0x757ce124 in chp1.exe: Microsoft C++ exception: _com_error at memory location 0x0018eeb0.. First-chance exception at 0x757ce124 in chp1.exe: Microsoft C++ exception: _com_error at memory location 0x0018edd0.. First-chance exception at 0x757ce124 in chp1.exe: Microsoft C++ exception: _com_error at memory location 0x0018ef1c.. The thread 'Win32 Thread' (0xfc4) has exited with code 0 (0x0). 'chp1.exe': Unloaded 'C:\Windows\SysWOW64\D3D10Ref.DLL' First-chance exception at 0x00b71894 in chp1.exe: 0xC0000005: Access violation reading location 0x00000000. Unhandled ex ception at 0x00b71894 in chp1.exe: 0xC0000005: Access violation reading location 0x00000000. It appears that the error occurs in the last parameter. &pBackBuffer. I added this single line of code and the error occurs.

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  • Windows Mobile 6.5 flick (scrolling with inertia) not working

    - by GRR
    After upgrading to windows mobile 6.5, my ListView control does not work properly with custom items (rows with alternate colors) and the new gesture mechanism... On a mobile device, if the user initiates a flick or pan, after scrolling the first few items, the last items are not shown on the screen, but will show up if the user explicitly taps on them -- so basically the last screen is just white. The WM_DRAWITEM message is sent to all children though, but they just don't show up on the screen. Scrolling with a bar works fine. Any ideas? I have seen some reports of similar behavior from other users, but not sure if this is a bug in the listview control itself or if there is something else that needs to/can be implemented to support flick and pan actions. The application code currently doesn't handle WM_GESTURE messages, so the flick action is done with Microsoft's own code to support legacy applications. Thanks!

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  • using threads in menu options

    - by vbNewbie
    I have an app that has a console menu with 2/3 selections. One process involves uploading a file and performing a lengthy search process on its contents, whilst another process involves SQL queries and is an interactive process with the user. I wish to use threads to allow one process to run and the menu to offer the option for the second process to run. However you cannot run the first process twice. I have created threads and corrected some compilation errors but the threading options are not working correctly. Any help appreciated. main... Dim tm As Thread = New Thread(AddressOf loadFile) Dim ts As Thread = New Thread(AddressOf reports) .... While Not response.Equals("3") Try Console.Write("Enter choice: ") response = Console.ReadLine() Console.WriteLine() If response.Equals("1") Then Console.WriteLine("Thread 1 doing work") tm.SetApartmentState(ApartmentState.STA) tm.IsBackground = True tm.Start() response = String.Empty ElseIf response.Equals("2") Then Console.WriteLine("Starting a second Thread") ts.Start() response = String.Empty End If ts.Join() tm.Join() Catch ex As Exception errormessage = ex.Message End Try End While I realize that a form based will be easier to implement with perhaps just calling different forms to handle the processes.But I really dont have that option now since the console app will be added to api later. But here are my two processes from the menu functions. Also not sure what to do with the boolean variabel again as suggested below. Private Sub LoadFile() Dim dialog As New OpenFileDialog Dim response1 As String = Nothing Dim filepath As String = Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments) dialog.InitialDirectory = filepath If dialog.ShowDialog() = DialogResult.OK Then fileName = dialog.FileName ElseIf DialogResult.Cancel Then Exit Sub End If Console.ResetColor() Console.Write("Begin Search -- Discovery Search, y or n? ") response1 = Console.ReadLine() If response1 = "y" Then Search() ElseIf response1 = "n" Then Console.Clear() main() End If isRunning = False End Sub and the second one Private Shared Sub report() Dim rptGen As New SearchBlogDiscovery.rptGeneration Console.WriteLine("Tread Process started") rptGen.main() Console.WriteLine("Thread Process ended") isRunning = False End Sub

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  • SQL. Sorting by a field

    - by strakastroukas
    I have created a simple view consisting of 3 tables in SQL. By right clicking and selecting Design, in the Object explorer table, i modified my custom view. I just added sortby asc in a field. The problem is that the changes are not reflected in the outout of the View. After saving the view, and selecting Open view the sort is not displayed in output. So what is going on here?

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  • how to call windows paint event from child thread

    - by RAJ K
    If I am wrong then please correct me as I am new in this. I have one thread which display image captured from webcam on a windows created using CreateWindowEx() function. Now when i execute my program I can see that my paint code (in WindowProc()) in never reached (called InvalidateRect() from child thread to redraw), checked using breakpoint. Actually frame capture and display is being done in thread and I think because its in child thread and Window is in Main thread that is why its not able to call paint event. Can you help me on this

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  • How can I switch off exception handling in MSVC?

    - by Tamara
    Does anybody know how to switch off exception handling option in MSVC? I tried to set the option 'Enable C++ exceptions' to 'NO' and I got warning: warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc I would like to switch off the exception handler, too, but I don't know how. In my application I basically need more speer than stability, therefore I chose switching off the exception handling. I do not have any try/catch blocks, but I do use STL. When I switch the option 'Enable C++ exceptions' to 'NO' is there any way how to get rid of those warnings?

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  • Can I correctly debug assemblies loaded with the 'AssemblyResolve' event?

    - by Thiado de Arruda
    I'm experimenting with the AppDomain's 'AssemblyResolve' event by hidding the depedencies for an executable file in another folder. The assemblies seem to beloading and executing fine, however debugging seems to be crazy, sometimes it hits my break points, sometimes it doesnt , and sometimes it hits the same code twice(It seems absurd but I'm sure the code is executing only once). I don't understanding how debuggers works but I guess it has something to do with the PDB files. Anyone got an idea of what might be happening and how can I fix it? Edit: Let me add that I'm calling methods on the dynamically loaded assemblies using reflection, sometimes the method I'm stepping over throws an exception that only pops at a later time.

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  • Is there a way to capture a bitmap from a WPF window using native C++?

    - by Mike Caron
    Imagine a document window in a MDI application which contains a child WPF window, say a sidebar for example. How can one get a bitmap containing both the WPF pixels AND the GDI (non-wpf) pixels? I've discovered that when making my thumbnail preview for the Win7 taskbar app icon hover, I get black in the parts of the preview where the WPF pixels should be. My current method simply grabs a bitmap capture of the document window. Then I get a DC for the preview, make a memory DC from it and select my bitmap into it. Then I do some size adjustments and bitblt the memory dc to the real dc. I'm guessing that the BitBlt operation doesn't take into account the fact that the WPF pixels are hardware accelerated and therefore need to be grabbed from the graphics hardware. All the stuff in GDI is managed just fine, though and when there's no WPF child windows, the preview image looks fine. I'm wondering if it's at all possible to grab a bitmap of the WPF window from native C++. Then I can blt that onto the black area of the previous preview.

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  • How to add data to sql but for one id and more than one data ?

    - by Phsika
    i have one id and more filepaths.forexample: StudyInstanceUid:123456 FilePath: C:/a.jpg C:/b.jpg C:/c.jpg C:/d.jpg C:/e.jpg Result added table: 123456|C:/a.jpg 123456|C:/b.jpg 123456|C:/c.jpg 123456|C:/d.jpg 123456|C:/e.jpg How can i add more than one path for one id public bool AddDCMPath2(string StudyInstanceUid, string[] FilePath) { SqlConnection con = new SqlConnection("Data Source=(localhost);Initial Catalog=ImageServer; User ID=sa; Password=GENOTIP;"); SqlCommand cmd = new SqlCommand("INSERT INTO StudyDCM (StudyInstanceUid,FilePath) VALUES (@StudyInstanceUid,@FilePath)", con); try { con.Open(); cmd.CommandType = CommandType.Text; foreach (string filepath in FilePath) { cmd.Parameters.AddWithValue("@StudyInstanceUid", StudyInstanceUid); cmd.Parameters.AddWithValue("@FilePath", filepath); cmd.ExecuteNonQuery(); } } finally { if((con!=null)) con.Dispose(); if((cmd!=null)) cmd.Dispose(); } return true; }

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  • first major web app

    - by vbNewbie
    I have created a web app version of my previous crawler app and the initial form has controls to allow the client to make selections and start a search 'job'. These searches 'jobs' will be run my different threads created individually and added to a list to keep track of. Now the idea is to have another web form that will display this list of 'jobs' and their current status and will allow the jobs to be cancelled or removed only from the server side. This second form contains a grid to display these jobs. Now I have no idea if I should create the threads in the initial form code or send all user input to my main class which runs the search and if so how do I pass the the thread list to the second form to have it displayed on the grid. Any ideas really appreciated. Dim count As Integer = 0 Dim numThread As Integer = 0 Dim jobStartTime As Date Dim thread = New Thread(AddressOf ResetFormControlValues) 'StartBlogDiscovery) jobStartTime = Date.Now thread.Name = "Job" & jobStartTime 'clientName Session("Job") = "Job" & jobStartTime 'clientName thread.start() thread.sleep(50000) If numThread >= 10 Then For Each thread In threadlist thread.Join() Next Else numThread = numThread + 1 SyncLock threadlist threadlist.Enqueue(thread) End SyncLock End If this is the code that is called when the user clicks the search button on the inital form. this is what I just thought might work on the second web form if i used the session method. Try If Not Page.IsPostBack Then If Not Session("Job") = Nothing Then Grid1.DataSource = Session("Job") Grid1.DataBind() End If End If Finally

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  • RC2135 file not found error

    - by user333422
    Hi, I manually added code fro a new dialog box in my .rc file and I have started getting this error. error RC2135: file not found: 0 I don't understand this error as it is not specifying any filename. Any help is appreciated. Thanks, SG

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  • Different versions in manifest on different machines

    - by Terry777
    Hi guys, Have two machines, both with VS2005 SP1 installed and with the WinSXS showing the same things installed. When one machine builds a particular C++ .dll .vcproj it ends up with <assemblyIdentity type='win32' name='Microsoft.VC80.MFC' version='8.0.50727.762' processorArchitecture='x86' publicKeyToken='1fc8b3b9a1e18e3b' /> in its manifest file. But on the other machine it ends up with <assemblyIdentity type='win32' name='Microsoft.VC80.MFC' version='8.0.50608.0 processorArchitecture='x86' publicKeyToken='1fc8b3b9a1e18e3b' /> even though this machine does not have '8.0.50608.0' libraries listed in its WinSXS. The .dll built on this machine with the older version referenced has some problems. I have ensured both machines have the same latest source code and references etc.. What could be causing it to build with the different reference? Thanks! Terry

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  • Using LINQ to isolate a particular obect from a list of objects

    - by dezkev
    Hello All, I am trying my hand at making an invaders clone. there are 30 aliens arranged in a 5x 6 matrix on screen. I need to give the bottom most alien the ability to fire a shot. I am using LINQ to group the aliens into 5 groups based on Location.X and then sort the groups descending.I then need to choose one of the groups ( that gives me 5 groups) and select the First alien in the group and use it;s coordinate to fire a shot. My code below ,well ,works , but aliens in ANY row are merrily firing shots- not just the bottom most. Pl look at my code below and tell me whats wrong. (r = an instance of the Random class, all aliens are in a list called invaders). { var query = (from inv in invaders group inv by inv.Location.X into invgroup orderby invgroup.Key descending select invgroup).ToList(); var invfirst = query[r.Next(query.Count)].First(); invaderShots.Add(new Shot( new Point(invfirst.Area.X + invfirst.Area.Width / 2, invfirst.Area.Y + invfirst.Area.Height + 5), displayrect, Shot.Direction.Down)); }

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