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  • SQLite NHibernate configuration with .Net 4.0 and vs 2010

    - by Berryl
    I am having way too much trouble getting my environment straight after switching to 2010 and .net 4.0, so I'd like to break the whole process down once and for all. 1) Which SQLite dll?? I think it is SQLite-1.0.65.1-vs2010rc-net4-setup.zip. Yes? 2) I ran the installer so the dll is in the GAC but I usually find there are less problems if I can just reference the dll stand alone. Is there any reason it needs to be in the GAC, and if not, what's the best way to uninstall it from the GAC (I can get to the GAC folder but it says I need permission to delete the files; should I leave the SQLite Designer dll's there?)? 3) x64. There is an x64 dll in the download. I had problems with SQLite in the past though that I could only resolve by compiling to x86. Can I safely reference the x64 dll and compile to Any CPU now? 4) what is the right NHib config? I have been using the one below, but since the error I get says "Could not create the driver from NHibernate.Driver.SQLite20Driver." that configuration is guilty until proven innocent too? 5) could FNH be a problem too? I don't use the pre-configured fluent SQLite method but FNH has to provide a reference to it for that to work, no? TIA & Cheers, Berryl <hibernate-configuration xmlns="urn:nhibernate-configuration-2.2"> ... <property name="dialect">NHibernate.Dialect.SQLiteDialect</property> <property name="connection.driver_class">NHibernate.Driver.SQLite20Driver</property> <property name="connection.connection_string">Data Source=:memory:;Version=3;New=True;</property> .... </hibernate-configuration>

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  • is there any easy way to auto generated code like this?

    - by Kevin Yang
    i have a file which will be used across many app projects. the only difference of these files is the webserice referrence name. code like this: public void Test(){ Kevin.ServiceReference1.Service1Client client = new Kevin.ServiceReference1.Service1Client(); // do something.... } like code above, the 'Kevin.ServiceReference1' will be replace by specified app project namespace. so, according to DRY(dont repeat yourself), i shouldn't just copy the file to many projects and rename the specified part manually. is there any way i can easily replace some parts of my template file to something related to the project?

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  • Issues with HLSL and lighting

    - by numerical25
    I am trying figure out whats going on with my HLSL code but I have no way of debugging it cause C++ gives off no errors. The application just closes when I run it. I am trying to add lighting to a 3d plane I made. below is my HLSL. The problem consist when my Pixel shader method returns the struct "outColor" . If I change the return value back to the struct "psInput" , everything goes back to working again. My light vectors and colors are at the top of the fx file // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader cbuffer Variables { matrix Projection; matrix World; float TimeStep; }; struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float3 Normal : TEXCOORD0; float3 ViewVector : TEXCOORD1; }; float specpower = 80.0f; float3 camPos = float3(0.0f, 9.0, -256.0f); float3 DirectLightColor = float3(1.0f, 1.0f, 1.0f); float3 DirectLightVector = float3(0.0f, 0.602f, 0.70f); float3 AmbientLightColor = float3(1.0f, 1.0f, 1.0f); /*************************************** * Lighting functions ***************************************/ /********************************* * CalculateAmbient - * inputs - * vKa material's reflective color * lightColor - the ambient color of the lightsource * output - ambient color *********************************/ float3 CalculateAmbient(float3 vKa, float3 lightColor) { float3 vAmbient = vKa * lightColor; return vAmbient; } /********************************* * CalculateDiffuse - * inputs - * material color * The color of the direct light * the local normal * the vector of the direct light * output - difuse color *********************************/ float3 CalculateDiffuse(float3 baseColor, float3 lightColor, float3 normal, float3 lightVector) { float3 vDiffuse = baseColor * lightColor * saturate(dot(normal, lightVector)); return vDiffuse; } /********************************* * CalculateSpecular - * inputs - * viewVector * the direct light vector * the normal * output - specular highlight *********************************/ float CalculateSpecular(float3 viewVector, float3 lightVector, float3 normal) { float3 vReflect = reflect(lightVector, normal); float fSpecular = saturate(dot(vReflect, viewVector)); fSpecular = pow(fSpecular, specpower); return fSpecular; } /********************************* * LightingCombine - * inputs - * ambient component * diffuse component * specualr component * output - phong color color *********************************/ float3 LightingCombine(float3 vAmbient, float3 vDiffuse, float fSpecular) { float3 vCombined = vAmbient + vDiffuse + fSpecular.xxx; return vCombined; } //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float3 Normal : NORMAL) { PS_INPUT psInput; float4 newPosition; newPosition = Pos; newPosition.y = sin((newPosition.x * TimeStep) + (newPosition.z / 3.0f)) * 5.0f; // Pass through both the position and the color psInput.Pos = mul(newPosition , Projection ); psInput.Color = Color; psInput.ViewVector = normalize(camPos - psInput.Pos); return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// //Anthony!!!!!!!!!!! Find out how color works when multiplying them float4 PS(PS_INPUT psInput) : SV_Target { float3 normal = -normalize(psInput.Normal); float3 vAmbient = CalculateAmbient(psInput.Color, AmbientLightColor); float3 vDiffuse = CalculateDiffuse(psInput.Color, DirectLightColor, normal, DirectLightVector); float fSpecular = CalculateSpecular(psInput.ViewVector, DirectLightVector, normal); float4 outColor; outColor.rgb = LightingCombine(vAmbient, vDiffuse, fSpecular); outColor.a = 1.0f; //Below is where the error begins return outColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } } Below is some of my c++ code. Reason I am showing this is because it is pretty much what creates the surface normals for my shaders to evaluate. for the lighting for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } and below is my c++ code, in it's entirety. showing the drawing and also calling on the passes #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) // timer variables LARGE_INTEGER timeStart; LARGE_INTEGER timeEnd; LARGE_INTEGER timerFreq; double currentTime; float anim_rate; // Variable to hold how long since last frame change float lastElaspedFrame = 0; // How long should the frames last float frameDuration = 0.5; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } // Get the timer frequency QueryPerformanceFrequency(&timerFreq); float freqSeconds = 1.0f / timerFreq.QuadPart; lastElaspedFrame = 0; 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(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); pTimeVariable = NULL; 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); pTimeVariable->SetFloat((float)currentTime); // 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() { // Get the start timer count QueryPerformanceCounter(&timeStart); currentTime += anim_rate; DX3dApp::Render(); QueryPerformanceCounter(&timeEnd); anim_rate = ( (float)timeEnd.QuadPart - (float)timeStart.QuadPart ) / timerFreq.QuadPart; } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = (float)(rand() % CELL_HEIGHT); vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY * 6]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 28, 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(); pTimeVariable = modelObject.pEffect->GetVariableByName("TimeStep")->AsScalar(); //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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  • Proxy problems when adding Service Reference in VS 2010

    - by DanyW
    Hi everyone, I was able to add a Service Reference in VS2008 with no problems at all. However, on the same machine within the same network, I couldn't do that in VS2010. It got a (407) response, Proxy Authentication Required. Has anyone else encountered this problem before? Are there new settings in VS2010 that need tweaking? Thanks, D.

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  • Is there any documentation on IdentityUnmarshal interface?

    - by sharptooth
    Whenever I put my component into COM+ and call CoCreateInstance() on the client the following happens: the runtime instantiates the objecs (calls IClassFactory::CreateInstance()) the runtime calls QueryInterface() for the interface specified in teh CoCreateInstance() call the runtime calls QueryInterface() for IdentityUnmarshal interface ({0000001b-0000-0000-c000-000000000046}) The only thing I can find is the declaration in comdef.h that there exists IdentityUnmarshal interface with that interface id. Is there any more information on it?

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  • channel factory null on debug?

    - by Garrith
    When I try to invoke a GetData contract using wcf rest in wcf test client mode I get this message: The Address property on ChannelFactory.Endpoint was null. The ChannelFactory's Endpoint must have a valid Address specified. at System.ServiceModel.ChannelFactory.CreateEndpointAddress(ServiceEndpoint endpoint) at System.ServiceModel.ChannelFactory`1.CreateChannel() at System.ServiceModel.ClientBase`1.CreateChannel() at System.ServiceModel.ClientBase`1.CreateChannelInternal() at System.ServiceModel.ClientBase`1.get_Channel() at Service1Client.GetData(String value) This is the config file for the host: <system.serviceModel> <services> <service name="WcfService1.Service1" behaviorConfiguration="WcfService1.Service1Behavior"> <!-- Service Endpoints --> <endpoint address="http://localhost:26535/Service1.svc" binding="webHttpBinding" contract="WcfService1.IService1" behaviorConfiguration="webHttp" > <!-- Upon deployment, the following identity element should be removed or replaced to reflect the identity under which the deployed service runs. If removed, WCF will infer an appropriate identity automatically. --> <identity> <dns value="localhost"/> </identity> </endpoint> <endpoint address="mex" binding="mexHttpBinding" contract="IMetadataExchange"/> </service> </services> <behaviors> <serviceBehaviors> <behavior name="WcfService1.Service1Behavior"> <!-- To avoid disclosing metadata information, set the value below to false and remove the metadata endpoint above before deployment --> <serviceMetadata httpGetEnabled="true"/> <!-- To receive exception details in faults for debugging purposes, set the value below to true. Set to false before deployment to avoid disclosing exception information --> <serviceDebug includeExceptionDetailInFaults="false"/> </behavior> </serviceBehaviors> <endpointBehaviors> <behavior name="webHttp"> <webHttp/> </behavior> </endpointBehaviors> </behaviors> </system.serviceModel> </configuration> Code: [ServiceContract(Namespace = "")] public interface IService1 { //[WebInvoke(Method = "POST", UriTemplate = "Data?value={value}")] [OperationContract] [WebGet(UriTemplate = "/{value}")] string GetData(string value); [OperationContract] CompositeType GetDataUsingDataContract(CompositeType composite); // TODO: Add your service operations here } public class Service1 : IService1 { public string GetData(string value) { return string.Format("You entered: {0}", value); }

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  • Upgrade to Azure 2.2 SDK is causing roles to fail

    - by Jon Leach
    I have 3 worker roles and a web role in my project and I upgraded it to the new 2.2 SDK (required in VS2013). Ever since the upgrade, all of the worker roles are failing and they instantly recycle as soon as they're started. When the roles start, I'm getting these messages: Microsoft.WindowsAzure.ServiceRuntime Information: 200 : Role entrypoint . CALLING OnStart() Microsoft.WindowsAzure.ServiceRuntime Information: 202 : Role entrypoint . COMPLETED OnStart() The thread 0x441c has exited with code 259 (0x103). Microsoft.WindowsAzure.ServiceRuntime Information: 203 : Role entrypoint . CALLING Run() Microsoft.WindowsAzure.ServiceRuntime Warning: 204 : Role entrypoint . COMPLETED Run() ==> ROLE RECYCLING INITIATED Microsoft.WindowsAzure.ServiceRuntime Information: 503 : Role instance recycling is starting The thread 0x2684 has exited with code 259 (0x103) Two things draw my attention: I've started to see a bunch of errors "Cannot find or open the PDB file." But I don't know that this is directly relevant. I'm using VS 2013 and while the project lists the SDK as 2.2, the references within the roles are the 2.1 versions. Do I need to upgrade the components? Why wouldn't the project upgrade these automatically when I pulled the project into VS as it only support 2.2? Any thoughts on how to attach this are appreciated.

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  • Debuging CUDA kernels called from .NET code in VS2008, emulation mode

    - by Danny Varod
    CUDA has an option to compile code in emulation mode, which is supported in the .rules file they provide. I have C# .NET 3.5 SP1 code that calls a native dll, using DllImport, the native dll is compiled via VS2008 using nvcc and its function is to transfer memory from and to CUDA and to invoke CUDA kernels. When the CUDA kernels are correct, everything runs fine, but when there is a bug, I can only step in to the code until the title of the kernels and see the parameters they receive. (I enabled debugging native code in the startup-project's debug options.) I have tried compiling with emulation mode, however I get the CUDA error "mixed device execution" when calling the CUDA memcopy host--device. I tried switching the alloc+dealloc+memcopy with their equivalent non-CUDA versions, but then the same error occurs when invoking the kernels. What did I do wrong in my attempt to using the debug-emulation mode? P.S. I tried this on Vista x64 SP1 + VS2008, with the same solution complied in both x86 and x64, neither worked in emulation mode, both worked in non-emulation mode.

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  • Find Control in Grid

    - by Eric
    I have a RadGrid with radio buttons on the inside of a FormTemplate. I want hide the panels below or show the panels below on checkchanged of the radio button. However, my issue is that i don't know how to access the panels oncheckchanged. Any help would be appreciate. Thanks in advance. protected void RadioButtonCompany_CheckChanged(object sender, EventArgs e) { RadioButton RadioButtonCompany = (RadioButton)sender; Panel pnlPerson = (Panel)RadGridInjuries.Items[1].FindControl("pnlPerson"); Panel pnlcomp = (Panel)RadGridInjuries.MasterTableView.FindControl("pnlComp"); if (RadioButtonCompany.Checked) { pnlPerson.Visible = false; pnlcomp.Visible = true; } else { pnlPerson.Visible = true; pnlcomp.Visible = false; } } <telerik:RadGrid ID="RadGridInjuries" DataSourceID="DSource"> <GroupingSettings CaseSensitive="false" /> <SelectedItemStyle CssClass="Cursor" /> <ItemStyle CssClass="Cursor" /> <MasterTableView TableLayout="Auto" CssClass="Cursor" CanRetrieveAllData="true" CommandItemDisplay="Top" ShowHeadersWhenNoRecords="false" GridLines="Both" runat="server"> <ItemStyle CssClass="Cursor" /> <EditFormSettings EditFormType="Template" > <FormTemplate> <table id="Table2" width="100%" border="0" rules="none" style="border-collapse: collapse;background:#F0F0F0"> <tr> <td style="font-size: medium;color:Blue"> <b>Provider Details Information</b></td> </tr> <tr><td><br /></td></tr> <tr> <td> <asp:RadioButton ID="RadioButtonCompany" OnCheckedChanged="RadioButtonCompany_CheckChanged" runat="server" Text="Company" GroupName="Type" AutoPostBack="true" /> <asp:RadioButton ID="RadioButtonPerson" runat="server" Text="Person" GroupName="Type" AutoPostBack="true" /> </td> </tr> <tr><td><br /></td></tr> <tr> <td align="center"> <asp:Panel ID="pnlPerson" runat="server" Visible="false"> //stuff in here <asp:/Panel> <asp:Panel ID="pnlCompany" runat="server" Visible="false"> //stuff in here <asp:/Panel> </FormTemplate> </EditFormSettings> </MasterTableView> <ClientSettings EnableRowHoverStyle="true" EnablePostBackOnRowClick="false"> <Selecting AllowRowSelect="True" EnableDragToSelectRows="true" /> <ClientEvents /> </ClientSettings> </telerik:RadGrid>

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  • Program and debugger quit without indication of problem

    - by spender
    OK, not quite a Heisenbug but similar in nature. I'm developing a WPF application. When debugging, the logic reaches a certain point, then the application quits for no reason. VS debugger catches nothing and the only indication of a problem is the following in the output window: The program '[6228] SomeApp.vshost.exe: Managed (v4.0.30319)' has exited with code 1073741855 (0x4000001f). When debugging the release version, or indeed running the debug build out of the debugger (in fact all combos that aren't running the debug version in debugger), everything works fine. I'm trying to catch unhandled exceptions with the following code: AppDomain .CurrentDomain .UnhandledException += (sender, e) => { Debug.WriteLine("Unhandled Exception " + e.ExceptionObject); }; Application .Current .DispatcherUnhandledException += (sender1, e1) => { Debug.WriteLine("DispatcherUnhandledException " + e1.Exception); }; ...but I'm not catching anything. I'm considering peppering the app with debug output statements, but it's highly asynchronous so reading this will be both arduous and tedious. So tell me, if you can... how do I start figuring WTF is going on?

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  • Combine multiple dataset columns to one dataset

    - by Matt
    I have multiple datasets that I would like to combine into one. There is a common ID field that can be associated to each row. Calling Merge on the dataset will add additional rows to the dataset, but I would like to combine the additional columns. There are too many fields to do this in one query and therefore would make it unmanageable. Each individual query would be able to handle ordering to ensure the data is placed in the correct row. For Example lets say I have two queries resulting in two datasets: SELECT ID, colA, colB SELECT colC, colD The resulting dataset would look like ID colA colB colC colD 1 a b c d 2 e f g h Any ideas on ways to accomplish this?

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  • Tab Controls effecting other Controls.

    - by VBeginner
    Hopefully I've explained myself good enough this time. Can't seem to get a real answer. Trying to make it so when I select certain tabs, certain controls on the left will disappear or reappear. http://img43.imageshack.us/img43/7533/scrnshotg.jpg Also, when "Stats" is selected, I need it to auto-select "Frequency" Ex. On click/focus/select (whatever, nothing seems to work)... ComboBox.Visible = True Thank you.

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  • Share c# class source code between several projects

    - by phq
    I have written a class that will handle internal logging in my application. Now I want to use this class in another new and totally separate project. I could simply copy the file to the new project folder, but I would like to only have one copy of it to maintain so that all changes in it will apply to both projects over time. I can use the "add existing file", but where do I put the file so that the next developer knows that it is required. I have once had a "shared" folder for this but one time that folder was not brought into the next development computer. What is the best way to organize this so that it makes most sense for new maintainers and minimizes the risk for broken links in projects.

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  • RDLC - Adding a Data Source in VS2010

    - by Kezzer
    Greetings. I have an RDLC file and am wanting to add a data source to it, although without any luck so far. The data source is a custom class written by myself (just to add, we do this all the time). We recently converted over to the VS2010 RDLC format which caused some problems, but we've made some changes to our implementation that workaround the more major issues. So, back to the issue at hand, when I attempt to add my data source to the DummyDataSource list in the RDLC view in VS2010 it just does nothing, however it does add the data source to the list of data sources, but you can't select it from the drop-down list in the RDLC view which means I can't add the data source at all. Has anyone come across this problem? Is there anything I need to check? I've searched with fervour and had no luck.

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  • C++ reading and writing and writing files

    - by user320950
    Write a program that processes a list of items purchased with a receipt List in itemlist.txt just items different numbers Prices in pricelist.txt have items and prices in them, different # Make file output file that has receipt Print message saying program ran- have not done If item not in pricelist, report error, count errors display at end Don't know how many items or prices Close file and clear because of running many these files many times This program wont write to the files like so the above is what i have to do #include<iostream>`enter code here` #include<fstream> #include<cstdlib> #include<iomanip> using namespace std; int main() { ifstream in_stream; // reads itemlist.txt ofstream out_stream1; // writes in items.txt ifstream in_stream2; // reads pricelist.txt ofstream out_stream3;// writes in plist.txt ifstream in_stream4;// read recipt.txt ofstream out_stream5;// write display.txt double price=' ',curr_total=0.0; int wrong=0; int itemnum=' '; char next; in_stream.open("ITEMLIST.txt", ios::in); // list of avaliable items out_stream1.open("listWititems.txt", ios::out); // list of avaliable items in_stream2.open("PRICELIST.txt", ios::in); out_stream3.open("listWitdollars.txt", ios::out); in_stream4.open("display.txt", ios::in); out_stream5.open("showitems.txt", ios::out); in_stream.setf(ios::fixed); while(!in_stream.eof()) { in_stream >> itemnum; cin.clear(); cin >> next; } out_stream1.setf(ios::fixed); while (!out_stream1.eof()) { out_stream1 << itemnum; cin.clear(); cin >> next; } in_stream2.setf(ios::fixed); in_stream2.setf(ios::showpoint); in_stream2.precision(2); while (!in_stream2.eof()) // reads file to end of file { while((price== (price*1.00)) && (itemnum == (itemnum*1))) { in_stream2 >> itemnum >> price; itemnum++; price++; curr_total= price++; in_stream2 >> curr_total; cin.clear(); // allows more reading cin >> next; return itemnum, price; } } out_stream3.setf(ios::fixed); out_stream3.setf(ios::showpoint); out_stream3.precision(2); while (!out_stream3.eof()) // reads file to end of file { while((price== (price*1.00)) && (itemnum == (itemnum*1))) { out_stream3 << itemnum << price; itemnum++; price++; curr_total= price++; out_stream3 << curr_total; cin.clear(); // allows more reading cin >> next; return itemnum, price; } } in_stream4.setf(ios::fixed); in_stream4.setf(ios::showpoint); in_stream4.precision(2); while (!in_stream4.eof()) { in_stream4 >> itemnum >> price >> curr_total; cin.clear(); cin >> next; } out_stream5.setf(ios::fixed); out_stream5.setf(ios::showpoint); out_stream5.precision(2); out_stream5 <<setw(5)<< " itemnum " <<setw(5)<<" price "<<setw(5)<<" curr_total " <<endl; // sends items and prices to receipt.txt out_stream5 << setw(5) << itemnum << setw(5) <<price << setw(5)<< curr_total; // sends items and prices to receipt.txt out_stream5 << " You have a total of " << wrong++ << " errors " << endl; in_stream.close(); // closing files. out_stream1.close(); in_stream2.close(); out_stream3.close(); in_stream4.close(); out_stream5.close(); system("pause"); }

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  • error: unable to open database file, SQLiteException was unhandled

    - by rose
    My project has a reference to SQLite.Interop.066.dll and even after putting in the correct path to the SQLite database, the application is still unable to find it. A SQLiteException was unhandled is returned. SQLiteConnection conn = new SQLiteConnection(); //SQLiteDataAdapter da; SQLiteCommandBuilder cb; DataTable dt=new DataTable(); int row = 0; conn.ConnectionString = "Data Source=C:\\database\\info"; conn.Open(); DataRow dr = dt.NewRow(); dr["name"] = txtName.Text; dr["address"] = txtAddress.Text; dr["phone"] = txtPhone.Text; dr["position"] = txtPosition.Text; dt.Rows.Add(dr); da.Update(dt); row = dt.Rows.Count - 1; txtName.Text = dt.Rows[row]["name"].ToString(); txtAddress.Text = dt.Rows[row]["address"].ToString(); txtPhone.Text = dt.Rows[row]["phone"].ToString(); txtPosition.Text = dt.Rows[row]["position"].ToString(); da.Fill(dt); cb = new SQLiteCommandBuilder(da); conn.Dispose(); conn.Close(); The exception occur at line: conn.Open(); sorry for the mistake title error before...

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  • Force WPF to Commit Changes on Focused Element

    - by John L.
    I'm working with VS2010, WPF and EF. I've placed controls on my window by dragging an entity out of the Data Sources toolwindow. I used the "details" setting so my entity is represented by several labels and textboxes. I've also added a button with the following code: _context.SaveChanges(); When I'm editing data, the changes in whichever textbox has focus are not committed back to the DB. Everything else commits just fine. If I shift focus to another element prior to hitting the save button, it commits as well. I've experienced the same thing with the DataGrid. I know I'm missing something simple, but I can figure it out. Any ideas on what I'm missing? Thanks!

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  • Structuring projects & dependencies of large winforms applications in C#

    - by Benjol
    UPDATE: This is one of my most-visited questions, and yet I still haven't really found a satisfactory solution for my project. One idea I read in an answer to another question is to create a tool which can build solutions 'on the fly' for projects that you pick from a list. I have yet to try that though. How do you structure a very large application? Multiple smallish projects/assemblies in one big solution? A few big projects? One solution per project? And how do you manage dependencies in the case where you don't have one solution. Note: I'm looking for advice based on experience, not answers you found on Google (I can do that myself). I'm currently working on an application which has upward of 80 dlls, each in its own solution. Managing the dependencies is almost a full time job. There is a custom in-house 'source control' with added functionality for copying dependency dlls all over the place. Seems like a sub-optimum solution to me, but is there a better way? Working on a solution with 80 projects would be pretty rough in practice, I fear. (Context: winforms, not web) EDIT: (If you think this is a different question, leave me a comment) It seems to me that there are interdependencies between: Project/Solution structure for an application Folder/File structure Branch structure for source control (if you use branching) But I have great difficulty separating these out to consider them individually, if that is even possible. I have asked another related question here.

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  • Coded UI Test - How to change the exe it runs

    - by Vaccano
    I created a Coded UI Test from a Microsoft Test Manager recording. The exe it runs is the one the tester recorded against. I want this to be a test I run with my build. How do I change the exe that the coded UI test uses to be the output of: The TFS Build when a TFS Build is being run The local build when the test is being run on my machine.

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  • WinForm partial classes

    - by nivlam
    I have a WinForm project that contains a form called MainUI. You can see that the automatically generated partial class shows up as a node under MainUI.cs. Is there a way to "move" my self created partial class MainUI.Other.cs under MainUI.cs so that it'll show as another node?

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  • How do I implement IDataServiceMetadataProvider and tell my Data Service to use that custom provider

    - by Pwninstein
    There's no obvious entry point for implementing a custom provider for an ADO.NET Data Service using IDataServiceMetadataProvider, and then telling a Data Service to use that provider. Has anyone had any luck in this area? I've tried implementing this interface on my Data Source class, but none of my breakpoints are hit. There is also no (obvious) way to set the provider from the Data Service's DataServiceConfiguration parameter passed in to the InitializeService function. Any help would be appreciated. Thanks! Data Services Providers (ADO.NET Data Services) IDataServiceMetadataProvider Members

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  • MSBuild 2010 - how to publish web app to a specific location (nant)?

    - by Mr. Flibble
    I'm trying to get MSBuild 2010 to publish a web app to a specific location. I can get it to publish the deployment package to a particular path, but the deployment package then adds it's own path that changes. For example: if I tell it to publish to C:\dev\build\Output\Debug then the actual web files end up at C:\dev\build\Output\Debug\Archive\Content\C_C\code\sawadee\frontend\IPP-FrontEnd\Source\ControllersViews\obj\Debug\Package\PackageTmp And the C_C part of the path changes (not sure how it chooses this part of the path). This means I can't just script a copy from the publish location. I'm using this nant/msbuild command at the moment: <target name="compile" description="Compiles"> <msbuild project="${name}.sln"> <property name="Platform" value="Any CPU"/> <property name="Configuration" value="Debug"/> <property name="DeployOnBuild" value="true"/> <property name="DeployTarget" value="Package"/> <property name="PackageLocation" value="C:\dev\build\Output\Debug\"/> <property name="AutoParameterizationWebConfigConnectionStrings" value="false"/> <property name="PackageAsSingleFile" value="false"/> </msbuild> Any ideas on how to get it to send the web files directly to a specific location?

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