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Since you're trying to connect to the SQL server on your machine, try specifying 127.0.0.1 or "(local)" as the Data Source in your connection string.
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I'm working on a web service which uses public key encryption to transfer files to and from a web server. I've run into an issue that I'm hoping someone can help with. I can download files just fine since I can specify the public key as one of the parameters of the Web method and then decrypt the returned byte array. However I'm not sure how to upload an encrypted file. Since I need the public key of the server to encrypt the file on the client side, I created a web methiod which just returns the server's public key. But when I then encrypt the file on the client side and call another web method to send the byte array, the server's instance of the encryption class has changed and the previously used public key is no longer valid. Any thoughts on a possible solution ?
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Don't change the public key, persist it somewhere. If you want to have temporary key then the only thing I can suggest is to create a temporary lookup table which associates the public key with the primary key. If the file hasn't started to be uploading within say a day then delete the key from the lookup table, any subsequent attempts to use that key should be redirected to receive a new key.
Of course the simplest solution would be to keep use the same public / private key combination for all transfers, as long as you can store it securly on the server.
Just Google it.
Failing that try phoning
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Hello
How did you get Bob in your signature? Also sometimes I see other emoticons on the forums that aren't available on the smiley page of CodeProject like badger or picture of a cup. Where do you find them?
Regards
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Hello everyone!
OK, I want to port this from C++:
while (true)<br />
{<br />
float newTime = (float) SDL_GetTicks();<br />
<br />
float deltaTime = newTime - currentTime;<br />
currentTime = newTime;<br />
<br />
accumulator += deltaTime;<br />
<br />
while (accumulator >= dt)<br />
{<br />
game.Respond();<br />
t += dt;<br />
accumulator -= dt;<br />
}<br />
<br />
game.Render();<br />
<br />
SDL_Delay(10);<br />
}
But there's a little problem... I put all of the event getting in game.Respond. But now in C# they have events, so I can't do that... Help? Thanks!
Windows Calculator told me I will die at 28.
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Hello
You can Use these event handlers to set variable flags -like Left = true, Right = true, etc...- and check them in the Respond() as you did in C++, or a neater way is to devide your Respond() code in the handlers accordingly.
Regards
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That's what I'm doing... I'm setting the keys in the KeyboardDown and unsetting them in KeyboardUp... But this piece of code makes it so that the game will run at the same speed on any computer... And it doesn't work... Any more ideas? Thanks!
Windows Calculator told me I will die at 28.
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Lord Kixdemp wrote: And it doesn't work
I don't understand what exactly that doesn't work? More details would be very helpful.
Regards
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Well... OK, what I posted in the first post was my main game loop... See the second while loop? Well, that's when I'm supposed to get user input through SDL events (non-.NET, just a switch statement)... That's done so that the game runs at the same speed on any computer it runs on (it runs faster at 2.8GHz than at 1.4GHz...). So, now I have the events loop, it's out of my control (SDL.NET), the events only raise when that specific... event happens. So now I want to do the same thing I did in C++ in C#. Thanks!
Windows Calculator told me I will die at 28.
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1- Forgive my ignorance, but what is SDL?
2- Do you have the source code of game.Respond()?
3- SDL.Net is that another language? How does it handle events?
4- The speed control of the game. Did you write its algorithm or is it a 3rd party library?
5- Even in C++ events were simply messages sent to the game. If so then your C++ code should still be able to process these messages or otherwise you simply kick these messages to it manually.
Regards
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So I guess that when the user presses a key, there is an SDL event that will be fired? Well, I still don't see aproblem:
1- Make a thread fro the game loop
2- Make flags for each Key to be pressed
3- Raise that flag in the KeyDown, and make it false in KeyUp events -whether windows or SDL events-
4- On each loop render the game accordingly -change the position of the spirit if the key is pressed otherwise stay on course for example-
5- You will still be able to control the speed of excution in the thread by many ways includeing the Thread.Sleep() and specify the interval of sleep based on the speed of excution -you can get the speed of excution by many ways like Timers-.
I hope that was what you were looking for, but somehow i think you already did all this. Where is your problem?
Regards
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Why do you make things complicated for yourself. Simply use the KeyUp/KeyDown events to raise flags. Omit the CanRespond flag as it is very error brone. Now only raise flags in the KeyUp/KeyDown event and process them when you can in the loop thread. Of course you put this loop on another thread right? And why is Loop() public? It should be a private method in your form.
Anyway all I'm saying that omit the canResond totally. If the user presses a key while you are rendering it won't really hurt. Process that key when you see fit.
Regards
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Well, I don't understand much of the code as it's a library that I haven't worked with. Yet about the timer issue and about the processing speed you can make something like a speed factor. Make a few statements, say a while loop that makes a small computation. Now make a long variable that will take the DateTime.Ticks before excuting the loops, and another one after excuting that loop. Take the excution speed as the speed factor of your machine and determine the sleep interval of each target machine dynamically at runtime using the speed factor of each machine. I hope I make sense here!!
To sum up.
1- Make the loop to work best on your computer.
2- Take the SpeedFactor of you computer and the sleep interval as default values in the code.
3- Make that dummy speed test loop -with any statments-, to test the speed of excution.
4- Depending on the SpeedFactor at runtime the sleep interval should be changed -along with any other time dependant factor-.
I hope that worked.
Regards
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Lord Kixdemp wrote: But now in C# they have events, so I can't do that...
Why can't you ?
Christian Graus - Microsoft MVP - C++
Metal Musings - Rex and my new metal blog
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But I don't see any events being handled here ? A game rendering loop looks like this precisely so that it renders as many FPS as the processor can handle.
You can handle the WndProc in .NET if you want to. You can also set event handlers on your window which store the result for your main rendering loop, or call that loop.
Christian Graus - Microsoft MVP - C++
Metal Musings - Rex and my new metal blog
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i have a dataset it includes one table ,i would like to add a computed column in this table to calculate 2 fields
thanks for help
MD_NADA
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Hello
md_nada wrote: i would like to add a computed column in this table
Use DataTable.Columns.Add() method to add columns to your DataTable.
md_nada wrote: to calculate 2 fields
What do you mean by fields? Maybe you mean the values in another two columns of the same row like MyColumn = Column1 + Column2?
Regards
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Sounds like the LPARAM contains two values. The way to get the part you want is to use LOWORD and HIWORD.
Christian Graus - Microsoft MVP - C++
Metal Musings - Rex and my new metal blog
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