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  • How does msbuild decide whether it needs to rebuild a C# library or not?

    - by Peter Mounce
    Per subject, how does msbuild decide whether it needs to rebuild a library (ie, invoke csc), or not, when it is run against a C# project file? I imagine (but want to confirm): If there's no output directory, rebuild (duh :) ) If a C# file has changed, rebuild If an included file marked copy-always has changed, rebuild or is it smart enough to not rebuild, but just copy the file to the existing output? If an included file marked copy-if-newer has changed, rebuild same question as above

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  • Who plans to go back to using Web Applications in ASP.NET 4.0?

    - by Banzor
    So, it looks like Microsoft has gone back to pushing Web Application Projects* in ASP.NET 4.0. If you are like me, you converted to Website Projects in 2.0 and have never looked back. I recently spent some time trying to convert a Website Project to Web Application Project and was surprised at how tedious it was. So I am wondering what everyone is planning to do in VS 2010? Also, feel free to mention what you use now. Maybe I am the only sucker that converted to using Website Projects in 2.0... *Excluding MVC since it is the only option there

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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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  • "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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  • How to Find and Replace the Enter character?

    - by karikari
    How to Find and Replace the 'Enter' characters in the text file? Here is my code: string searchString( "\r" ); // <------- how to look for ENTER chars? string replaceString( "XXXX" ); assert( searchString != replaceString ); string::size_type pos = 0, pos3 =0; while ( (pos = test.find(searchString, pos)) != string::npos ) { test.replace( pos, searchString.size(), replaceString ); pos++; }

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  • C#: Accessing image added to project folder

    - by Petr
    Hi, I would like to know following: I added the folder "Graphics" into my project and placed one BMP to it. Now I would like to load the image from my code, but I cannot figure out how. I know its simple with resources but is there a way without adding the image into resources? Thanks

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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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  • how run Access 2007 module in Vb6?

    - by Mahmoud
    I have created a module in access 2007 that will update linked tables, but I wanted to run this module from vb6. I have tried this code from Microsoft, but it didnt work. Sub AccessTest1() Dim A As Object Set A = CreateObject("Access.Application") A.Visible = False A.OpenCurrentDatabase (App.Path & "/DataBase/acc.accdb") A.DoCmd.RunMacro "RefreshLinks" End Sub What I am aiming to do, is to allow my program to update all linked tables to new links, in case the program has been used on other computer In case you want to take a look at the module program, here it is: Sub CreateLinkedJetTable() Dim cat As ADOX.Catalog Dim tbl As ADOX.Table Set cat = New ADOX.Catalog ' Open the catalog. cat.ActiveConnection = CurrentProject.Connection Set tbl = New ADOX.Table ' Create the new table. tbl.Name = "Companies" Set tbl.ParentCatalog = cat ' Set the properties to create the link. tbl.Properties("Jet OLEDB:Link Datasource") = CurrentProject.Path & "/db3.mdb" tbl.Properties("Jet OLEDB:Remote Table Name") = "Companies" tbl.Properties("Jet OLEDB:Create Link") = True ' To link a table with a database password set the Link Provider String ' tbl.Properties("Jet OLEDB:Link Provider String") = "MS Access;PWD=Admin;" ' Append the table to the tables collection. cat.Tables.Append tbl Set cat = Nothing End Sub Sub RefreshLinks() Dim cat As ADOX.Catalog Dim tbl As ADOX.Table Set cat = New ADOX.Catalog ' Open the catalog. cat.ActiveConnection = CurrentProject.Connection Set tbl = New ADOX.Table For Each tbl In cat.Tables ' Verify that the table is a linked table. If tbl.Type = "LINK" Then tbl.Properties("Jet OLEDB:Link Datasource") = CurrentProject.Path & "/db3.mdb" ' To refresh a linked table with a database password set the Link Provider String 'tbl.Properties("Jet OLEDB:Link Provider String") = "MS Access;PWD=Admin;" End If Next End Sub

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  • How to Read texfile etch.. from Application folder where Application is Installed?

    - by Crimsonland
    I Added textfile on my Application Folder where the application is also located. I having a problem where to locate and read the content of the texfile regarding what location the users specify the application to be installed. Example: CASE 1: If Application Installed on C Get the path of: C:\Textfile.txt CASE 2:If Application Installed on Program files Get the path of C:\Program Files\Default Company Name\Textfile.Text Thanks in Regards.

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  • Add a Message Bar or Info Bar to Word using interop or vsto

    - by Aaron
    I have VS 2010 and Word 2010. In Word 2010 there is sometimes a message/warning bar that pops up under the ribbon but above the body of the document that allows the user to do an action. It looks something like this... Can I programmatically though VSTO or Interop create a custom bar that allows the user to click a button and then it executes some code. If not, is there an alternative popup or dialog box that will do something like this? Thanks, A

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  • Load Empty Database table

    - by john White
    I am using SQLexpress and VS2008. I have a DB with a table named "A", which has an IdentitySpecification column named ID. The ID is auto-incremented. Even if the row is deleted, the ID still increases. After several data manipulation, the current ID has reached 15, for example. When I run the application if there's at least 1 row: if I add a new row, the new ID is 16. Everything is fine. If the table is empty (no row): if I add a new row, the new ID is 0, which is an error (I think). And further data manipulation (eg. delete or update) will result in an unhandled exception. Has anyone encountered this? PS. In my table definition, the ID has been selected as follow: Identity Increment = 1; Identity Seed =1; The DB load code is: dataSet = gcnew DataSet(); dataAdapter->Fill(dataSet,"A"); dataTable=dataSet->Tables["A"]; dbConnection->Open(); The Update button method dataAdapter->Update(dataSet,"tblInFlow"); dataSet->AcceptChanges(); dataTable=dataSet->Tables["tblInFlow"]; dataGrid->DataSource=dataTable; If I press Update: if there's at least a row: the datagrid view updates and shows the table correctly. if there's nothing in the table (no data row), the Add method will add a new row, but from ID 0. If I close the program and restart it again: the ID would be 16, which is correct. This is the add method row=dataTable->NewRow(); row["column1"]="something"; dataTable->Rows->Add(row); dataAdapter->Update(dataSet,"A"); dataSet->AcceptChanges(); dataTable=dataSet->Tables["A"];

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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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  • 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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  • 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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  • Detect pointer arithmetics because of LARGEADDRESSAWARE

    - by Suma
    I would like to switch my application to LARGEADDRESSAWARE. One of issues to watch for is pointer arithmetic, as pointer difference can no longer be represented as signed 32b. Is there some way how to find automatically all instances of pointer subtraction in a large C++ project? If not, is there some "least effort" manual or semi-automatic method how to achieve this?

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