Silerverlight dragdrop problem - silverlight-3.0

Hi am using silverlight 3 with VS 2010. I am using controlsToolkit:TreeViewDragDropTarget along with drag and drop functionality. I found that Oct 09 release of silverlight toolkit added drag drop feature. but i could not download the same form anywhere. i downloaded the latest tool kit from http://silverlight.codeplex.com/releases/view/43528 but when i try to add following property
mswindows:DragDrop.AllowDrop="True"
it says AllowDrop not found in type DragDorp.
Anyone encountered the same?

In the later version it is just AllowDrop not mswindows:DrapDrod.AllowDrop

Now i copied the controls toolkit released in 2009 November from another machine and using it. It works fine with that version.. ! No idea whether it is removed in later version.

Related

Visual Studio 2019 editor fails to select modules in the editor

I have a problem with VS 2019 editor for a while, but it became a real problem lately.
Specifically, with the editor open, I cannot navigate to objects / classes and their methods or properties
You can see example in the screencast below.
https://www.screencast.com/t/0ceZ4C3TabY
I have the latest version, 16.10.2
This happens on two different PC's.
The problem started in a previous update, but I don't know which. I noticed it few times ago, but I didn't paid attention.
Does anyone else encountered it, and knows any solution?
Thank you
The problem was finally fixed in 16.10.3

Problem using the Find References (Inno Setup) feature in Visual & Installer

Let us say that I want to find all instances of where AddFileForDownload in used in my script to Visual & Installer in Visual Studio.
When I do it to usual way:
And it produces results as I expect:
But when I try to use the bespoke feature in Visual & Installer:
I end up with this:
If I drag the pane out it then looks like this:
I am using:
Visual Studio 2019 (16.6.2)
Visual & Installer (1.0.4.8)
This is an issue in VS 2019 which is caused by blocking any extension from synchronously autoloading since 16.1, see: https://devblogs.microsoft.com/visualstudio/updates-to-synchronous-autoload-of-extensions-in-visual-studio-2019/
In V&I this applies to Suggestions (Light Bulb actions - Add File(s) / Add Folder into script) and the References window. Both must be reworked/fixed for VS 2019.
The Suggestions are already done and we are currently working on the References window.
Both will be ready in next V&I release.
Update 27-11-2020: The transparent (blank) controls in References windows are caused by changes in .net DPI awareness: https://blog.jetbrains.com/dotnet/2019/06/11/blank-tool-windows-resharper-visual-studio-2019-net-framework-4-8-per-monitor-dpi-awareness/
Temporary solution is to uncheck Optimize rendering for screens with different pixel densities via Tools | Options, then Environment | General.
Update 2020-11-30: Today we have released an updated version of this tool where we have fixed this issue (it is necessary to reinstall the extension in Visual Studio 2019).
See the details and get latest version from official website: http://visual-installer.com/changelog.html#10410

DirectX Install Directory

So, I tried installing Microsoft DirectX 2010, when I was setting the directory of in the installer I put it to the wrong directory that I wanted it in. Now, every time I open the installer, it doesn't give me an option to change the directory, it just says continue and install. If anyone has a solution to this that would be really nice.
EDIT: Also forgot to note that when I installed it on my D: drive (its supposed to be on C: ) I get the error code S1023
The S1023 issue is detailed in this post. Because the setup just outright failed, and it's built on ancient pre-MSI technology, you need to clean out the old installation manually.
Delete the failed install directory
Using regedit to delete HKCU\Software\Microsoft\DirectX SDK, HKLM\Software\Microsoft\DirectX SDK. If you are on a x64 system (which I hope you are), also delete HKLM\SOFTWARE\WOW6432Node\Microsoft\DirectX SDK.
Edit your system environment variables and remove the entry for DXSDK_DIR.
The DirectX SDK is deprecated. If you are using VS 2012 or later -or- the Windows 8.0 SDK or later, and you are using DirectX 11 or DirectX 12, then you don't need it. See Microsoft Docs.
There are a few cases where it's still legitimate to use the legacy DirectX SDK as covered in The Zombie DirectX SDK, but for the most part you should avoid using it for new projects.
If you are trying to get an old game to work, try installing the latest DXSETUP/DXWSETUP but keep in mind that it doesn't actually install DirectX at all. See Not So Direct Setup
UPDATE: There are now really no reasons to use the legacy DirectX SDK at all. See Where is the DirectX SDK (2021 Edition)? for the overall status and details.
For legacy D3DX9/D3DX10/D3DX11, use the Microsoft.DXSDK.D3DX NuGet package per this blog post. No need for the legacy DirectX SDK or to use legacy DXSETUP for this solution.
For XAudio2 on Windows 7, use the Microsoft.XAudio2.Redist NuGet package per Microsoft Docs.

DirectX Sample using DXUT Failed to create Direct3D device (Debug only)

Quite a strange problem I have here, I am trying to run the DXUT DirectX 10/11 tutorials from DirectX sample browser. They build fine, but cannot be run in Debug mode, as this triggers the error warning "Failed to create the Direct3D device". This is strange as I can run them in release mode. The strangest thing however is that they use to run in Debug mode, and I swear I changed nothing in the day it ran, and the next day that it didn't. A friend also has the same exact problem, which happened around the same time.
Has anyone ran into this problem and know of a solution, or perhaps know why its happening beyond the obvious, I have a DirectX 11 capable card if you didn't pick that up.
Thanks.
I literally just spent all day trying to fix this exact same problem. Here is the solution which should hopefully fix yours too...
I managed to find this article explaining that a recent update, (26th February 2013 to be exact), caused the older version to mess up:
http://blogs.msdn.com/b/chuckw/archive/2013/02/26/directx-11-1-and-windows-7-update.aspx
That explains why it was working fine a few weeks ago, and now it just suddenly stopped working I guess!
Following their advice, I downloaded a trial version of Visual Studio 2012, and after an hour and a half of installation time, and a system restart, you should have all the new DirectX SDK files that you need.
NOTE: You don't even have to use Visual Studio 2012. The new files should fix your issues for Visual Studio 2010 and older versions I presume!
(Before doing this I also installed all the latest drivers, but I don't think that did anything to help, but it's worth upgrading drivers whenever you can, as that has fixed a similar issue I had before).
Hope this helps!!! :)
Somewhere in your code you probably have something along the line of this
#if defined(DEBUG) || defined(_DEBUG)
createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
#endif
If you do take a look at the D3D10_CREATE_DEVICE_DEBUG; on the msdn you will see this
To use this flag, you must have D3D11_1SDKLayers.dll installed;
otherwise, device creation fails.
You should check that you do have that dll in your system or you should reinstall the DirectX SDK.
The automatic IE10 update is what caused my issue of automatic non support of directx development. Simplest solution is downloading standalone win8 sdk at...
http://msdn.microsoft.com/en-us/windows/desktop/hh852363
The directx debug layer dll has to be updated.

Using DirectX Effect11 with Visual Studio 2012

I recently updated to Visual Studio 2012 Ultimate. I was programming previously with DirectX 11 June 2010 SDK and want to continue to do so using Visual Studio 2012. However, I discovered that VS2012 comes with its own DirectX SDK (in Windows Kit 8.0) and I've been trying to migrate my code using the newer versions of d3d11. Everything went fine until I try to use effect files in my project (.fx files). I had to compile the Effects11 Sample in the DirectX SDK using VS2012 and link the lib file in my project. That went fine too. However, when I compile my project the function D3DX11CreateEffectFromMemory returns a E_NOINTERFACE error (no such interface is supported). Can anyone tell me why is that? Note that I'm using the d3d11.lib from the Windows Kit and the d3dx11.lib from the DirectX SDK. Perhaps I shouldn't mix them? However, everything else works fine when I mix them, except for the effect file creation.
Any help would be appreciated.
P.S. I don't know if this is helpful but just so you know, if I add an additional library directory in the project settings of "DirectXSDKInstallPath\lib\x86\" it works. Why is that? Does it mean I'm using the older version of the libraries? This will give a ton of warnings about redefined headers in winerror.h
D3DX Library has been deprecated for the newest version of DirectX 11 (Windows 8). See http://msdn.microsoft.com/en-us/library/windows/desktop/bb172965(v=vs.85).aspx
Effects are now handled a different way. You can program your own library to load effects or use DirectX Tool Kit (DirectXTK): http://directxtk.codeplex.com/
Microsoft has recommended this tool kit on their web site, see http://msdn.microsoft.com/en-us/library/windows/desktop/ee663275.aspx for more information.
Effect11 has moved to https://fx11.codeplex.com/, you need to compile it and link yourself.
DirectXTK does not provide the effect11 interface, but only simplified effects
This is probably caused by d3d library conflicts.
Make sure what d3d libraries you are using.Because there are 2 different d3d libraries.
One in DXSDK_DIR\Lib\x86 or \x64,and one in c:\program files(x86?)\Microsoft SDKs.
If you are using DXSDK, then pass $(DXSDK_DIR)Include $(DXSDK_DIR)Lib\x86 ahead of Microsoft SDKs' includes,libs directory in the Include directories and Library directories fields respectively.
In the previous version of Direct3D, the effects framework worked out of the box once you linked with the D3D10 library. In Direct3D 11, the effects framework has been moved to the D3DX library, and you have to include a separate header file (d3dx11Effect.h) and link with a separate library (D3DX11Effects.libfor release builds and D3DX11EffectsD.libfor debug builds).
Furthermore, in Direct3D 11, they give you the full source code for the effects library code (DirectX SDK\Samples\C++ \Effects11). Thus, you could modify the effects framework for your own needs. In this book, we will only be using the effects framework as is, without modification. In order to use the library, you need to first build the Effects11project in both release and debug mode to generate the D3DX11Effects.lib and D3DX11EffectsD.libfiles; you will only need to do this once unless the effects framework is updated (e.g., a new version of the DirectX SDK may update these files, so you may want to rebuild the .lib files to get the latest version). The d3dx11Effect.h header file can be found in DirectX SDK\Samples\C++\Effects11\Inc.
For our sample projects, we place the d3dx11Effect.h, D3DX11EffectsD.lib, and D3DX11Effects.libfiles in the Commondirectory that all of our projects share code from (see the “Introduction” for a description of the sample project organization).

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