|
I want to know, is it possible to create and use .dbf file in c# without using foxpro or c.
|
|
|
|
|
Should be, yes - via Jet or Ace and OleDB: how to read .dbf file in Visual C#.Net?[^]
Sent from my Amstrad PC 1640
Never throw anything away, Griff
Bad command or file name. Bad, bad command! Sit! Stay! Staaaay...
AntiTwitter: @DalekDave is now a follower!
|
|
|
|
|
Yes.
1. Figure out the file format. There are multiple sources for that. You must decided on the version DBF that you are targeting of course.
2. Write C# do manipulate it or find and existing library that does so. You mind need to alter the second if it doesn't fully handle what you need.
As for 2, if it is unknown to you, you can write and read 'binary' data from a file. That is different than 'text' data and it involves more care.
You can do the same it many other programming languages also. I have done so in Java.
|
|
|
|
|
Hi,
How can i vector based 2D line drawing in C#. I want to get smooth line when i get printout, so i don't want to pixel based drawing. Whats is the easiest way?
many thanks...
|
|
|
|
|
Sorry?
You need to explain yourself in a reasonable amount of detail to get any real help - we only get exactly what you type to work from: we can't see your screen, access your HDD, or read your mind.
What are you printing? what are you printing on? when you say "smooth line" what do you mean? Statistically smoothed, antialiased? Approximated to a particular curve?
What have you tried? What did it do that you didn't want, or not do that you did?
What help do you need?
The better your question, the better the help we can give: conversely, the less information you give, the less help we can provide.
Sent from my Amstrad PC 1640
Never throw anything away, Griff
Bad command or file name. Bad, bad command! Sit! Stay! Staaaay...
AntiTwitter: @DalekDave is now a follower!
|
|
|
|
|
Actually I want to draw cross line use with X - Y coordinates and save as PDF format.
For example
FROM
New Point(x: 10, y: 10)
TO
New Point(x: 15, y: 5)
AND DRAW LINE. If I use GDI+ library, this line shown pixel. I want to smooth line.
MS Paint Pixel based drawing program, If I draw cross line on MS Paint, will be shown pixel.
If I use Inkscape (its vector graphics software) and draw cross line after save as PDF file so line will be smooth.
|
|
|
|
|
So draw it directly onto the PDF rather than onto a bitmap.
What code are you using at the moment to draw it into the PDF file?
Sent from my Amstrad PC 1640
Never throw anything away, Griff
Bad command or file name. Bad, bad command! Sit! Stay! Staaaay...
AntiTwitter: @DalekDave is now a follower!
|
|
|
|
|
|
Thanks for reply, bu i dont want to render image, i just;
want to draw line from x-y point to x-y point
GDI+ Sample;
Pen myPen = new Pen(Color.Blue, 2);
Point myStartPoint = new Point(10, 10);
Point myEndPoint = new Point(15, 5);
myGraphics.DrawLine(myPen, myStartPoint, myEndPoint);
But its created pixel by pixel.
Real example;
If I use MS Paint and i draw cross line, line will be shown pixel by pixel
If I use Inkscape (its vector graphics software) and i draw cross line, line will be shown smooth.
thanks...
|
|
|
|
|
dataminers wrote: If I use MS Paint and i draw cross line, line will be shown pixel by pixel Aight; do that on a 100x100 pixel canvas. Draw a line from (0,0) to (100,100). Now zoom in. The pixels "grow", yes? Traditionally, we save a picture by describing each pixel*.
If you save a set of drawing-instructions, like "line (0,0) (x-max, y-max)", then you will always get the smoothest line possible. The line itself is still pixels toggeling, because that is what your screen is showing you: pixels that form a screen.
If you look up the resolution of your monitor, then that is expressed in "dots per inch", because dots is what make up your image. As long as we use dots to display stuff, we will have pixels to draw on.
--edit
The "SVG" filetype is a way of saving graphics in said form; it will look "sharp" when importing in PDF. That's the format Inkscape is using too.
Bastard Programmer from Hell
If you can't read my code, try converting it here[^]
"If you just follow the bacon Eddy, wherever it leads you, then you won't have to think about politics." -- Some Bell.
modified 21-Nov-18 13:14pm.
|
|
|
|
|
Ummm....Unless you have a vector monitor (think arcade games like Asteroids and Tempest), you have no choice. Those games are drawn on screen by directly controlling the electron gun in the display tube using analog signals. That simply isn't possible in modern monitors. They use completely different technology to render (and scan) the entire screen instead of just what's drawn on it.
You're going to use pixel-based display technology no matter what. So, I think what you're looking for is to avoid the "jaggies" when drawing lines. Well, you can minimize the jaggies, but you cannot eliminate them. Commonly, that's done using anti-aliasing techniques, but exactly what you do is dependent on your application and what you're doing in it.
|
|
|
|
|
Actually I want to draw cross line use with X - Y coordinates and save as PDF format.
For example;
FROM New Point(x: 10, y: 10) TO New Point(x: 15, y: 5) AND DRAW LINE.
If I use GDI+ library, this line shown pixel. I want to smooth line.
MS Paint Pixel based drawing program, If I draw cross line on MS Paint, will be shown pixel.
If I use Inkscape (its vector graphics software) and draw cross line after save as PDF file so line will be smooth.
|
|
|
|
|
dataminers wrote: i get printout,
All printers generally available are pixel based. Thus there is no absolute way to produce a 'line'. There might be expensive line based printers. There used to be but that was when pixel based printing was very rough or even non-existent.
What one does these days is to craft a pixel based output that looks like a line. Which should be fairly easy to do now given how small the pixels are these days.
There are articles about how to do line approximation using pixels which you can google for.
|
|
|
|
|
|
You need somebody?
Ignoring The Beatles, what help do you need?
This is not a good question - we cannot work out from that little what you are trying to do.
Remember that we can't see your screen, access your HDD, or read your mind - we only get exactly what you type to work with.
The better your question, the better the answer - and the converse is also true. If you try to type as little as possible, then we get almost nothing to work from, and really can't help you at all!
Think about it as a car: you break down in the middle of nowhere, and call your local garage. The answer, you say "Help!" and put the phone down. How long do you think it will be before they work out who you are, where you are, what your car is, what happened to it, what parts they need to fix it, and drive out to get you going again?
That's what you have done here!
Sent from my Amstrad PC 1640
Never throw anything away, Griff
Bad command or file name. Bad, bad command! Sit! Stay! Staaaay...
AntiTwitter: @DalekDave is now a follower!
|
|
|
|
|
Member 14060452 wrote: help Two obvious options; either you Google for "wrok mvc example", or you panic early.
Bastard Programmer from Hell
If you can't read my code, try converting it here[^]
"If you just follow the bacon Eddy, wherever it leads you, then you won't have to think about politics." -- Some Bell.
|
|
|
|
|
c# i don't really understand the logic behind bit shifting when encoding to base 64
char[] source;
int length, length2, length3;
int blockCount;
int paddingCount;
public Base64Decoder(char[] input)
{
int temp = 0;
source = input;
length = input.Length;
for (int x = 0; x < 2; x++)
{
if (input[length - x - 1] == '=')
temp++;
}
paddingCount = temp;
blockCount = length / 4;
length2 = blockCount * 3;
}
public byte[] GetDecoded()
{
byte[] buffer = new byte[length];
byte[] buffer2 = new byte[length2];
for (int x = 0; x < length; x++)
{
buffer[x] = char2sixbit(source[x]);
}
byte b, b1, b2, b3;
byte temp1, temp2, temp3, temp4;
for (int x = 0; x < blockCount; x++)
{
temp1 = buffer[x * 4];
temp2 = buffer[x * 4 + 1];
temp3 = buffer[x * 4 + 2];
temp4 = buffer[x * 4 + 3];
b = (byte)(temp1 << 2);
b1 = (byte)((temp2 & 48) >> 4);
b1 += b;
b = (byte)((temp2 & 15) << 4);
b2 = (byte)((temp3 & 60) >> 2);
b2 += b;
b = (byte)((temp3 & 3) << 6);
b3 = temp4;
b3 += b;
buffer2[x * 3] = b1;
buffer2[x * 3 + 1] = b2;
buffer2[x * 3 + 2] = b3;
}
length3 = length2 - paddingCount;
byte[] result = new byte[length3];
for (int x = 0; x < length3; x++)
{
result[x] = buffer2[x];
}
return result;
}
private byte char2sixbit(char c)
{
char[] lookupTable = new char[64]
{ 'A','B','C','D','E','F','G','H','I','J','K','L','M','N','O','P','Q','R','S','T','U','V','W','X','Y','Z',
'a','b','c','d','e','f','g','h','i','j','k','l','m','n','o','p','q','r','s','t','u','v','w','x','y','z',
'0','1','2','3','4','5','6','7','8','9','+','/'};
if (c == '=')
return 0;
else
{
for (int x = 0; x < 64; x++)
{
if (lookupTable[x] == c)
return (byte)x;
}
return 0;
}
}
}
}
|
|
|
|
|
First off, Base64 is not encryption, it's translation. It doesn't provide any significant security at all, and can be translated back by anyone who can read the Base64 string.
It's a way to transfer binary data (which is eight bits wide) over a text based communications medium such as an email or HTML page. Text based data can accept a much, much smaller range of data characters - normally A-Z, a-z, 0-9, plus a small handful of special punctuation characters, many of which have special meanings in HTML or other transport documents.
So Base64 uses just 64 of those characters: A-Z, a-z, 0-9, + and /.
The reason for the decision to use just 64 characters is simple: it fits in exactly 6 bits, so it';s easy to pack 8 bits data into.
You do it by taking the least significant 6 bits of the first byte, and mapping it to the Base64 character set. You then take the other two bits, shift them 6 places right so they are in the bottom two bits, than add the least significant four bits of the second byte (by shifting them two places to the left). Translate that via the map, then shift the other four bits of byte 2 right four places to they are in the least significant bits, and add the least significant two bits of byte 3 (shifting them 4 places left), translate via the map. Finally, take the remaining 6 bits of Bytes 3, shift them right two places and map them.
You now have 4 bytes from three, which are in Base64. Repeat the process until you run out of input bytes!
Reassembly is the reverse of disassembly!
Sent from my Amstrad PC 1640
Never throw anything away, Griff
Bad command or file name. Bad, bad command! Sit! Stay! Staaaay...
AntiTwitter: @DalekDave is now a follower!
|
|
|
|
|
|
Hey guys. I created a multiple client/server application using sockets in c#. Everything works just fine. Now can you please help me create a code that will allow a client to check if another client is connected to the server(By IP)? I have an idea but I don't know how to implement it. I want something like that:
Client #1 has connected.
Client #2 has connected.
Client #1 sends to server: "check 45.56.128.20"
if client #2 is connected, do nothing. Else:
Server sends to Client #1: "The client is not connected".
My server size code:
http://pastebin.com/vmwJFxFt
My client side code:
http://pastebin.com/YD28bNCg
(I did not write the server&client codes)
Thank you!
|
|
|
|
|
You need to look at the code and work out how it works: we are not here to wade though two complete apps and fix them to do what you wanted.
So far, your total effort on this is a quick google, download, compile, and then try to get someone else to do the hard bits. That's not development: you need to understand code, not just grab it and call it yours. If you don't understand code you download, how do you know that it doesn't do things you really don't want, like introduce ransomware to your computer, or worse your clients?
Sent from my Amstrad PC 1640
Never throw anything away, Griff
Bad command or file name. Bad, bad command! Sit! Stay! Staaaay...
AntiTwitter: @DalekDave is now a follower!
|
|
|
|
|
You are wrong. The codes I showed you are just to show the socket type I use, I improved them and added 200 lines of code but I don't want people to see the source code. I am a software deveploment student and I don't want other people to do the job for me. I just aaked a simple question because I searched all over the internet and couldn't find a solution. If you don't want to help din't help but at least don't say things you don't know.
|
|
|
|
|
I'll just quote your original message:
Quote:
My server size code:
http://pastebin.com/vmwJFxFt
My client side code:
http://pastebin.com/YD28bNCg
(I did not write the server&client codes) So you want us to modify code you don't show us, don't mention in your original post, and then get shirty because we assume you haven't done anything ...
Sent from my Amstrad PC 1640
Never throw anything away, Griff
Bad command or file name. Bad, bad command! Sit! Stay! Staaaay...
AntiTwitter: @DalekDave is now a follower!
|
|
|
|
|
I am not asking you to modify anything bro, I just asked for help. I have a list named _clientSockets in server and all I am looking for is a way to get the IP Addresses from that list as it is a Socket, and compare it to a specific ip address so I can send a message to the IP. I really don't want you guys to do it for me. I am just tired searching, ive been trying for a week.
|
|
|
|
|
When a client connects, add the complete address (socket & port) to a list. When a client disconnects, remove them from said list. When a client requests whether someone is connected, look in the list and return the answer.
nakash wrote: (I did not write the server&client codes) Doesn't matter; if you want to change the code, than I will expect you to understand each and every instruction in there.
Bastard Programmer from Hell
If you can't read my code, try converting it here[^]
"If you just follow the bacon Eddy, wherever it leads you, then you won't have to think about politics." -- Some Bell.
|
|
|
|
|