SELECT t.name AS table_name, SCHEMA_NAME(schema_id) AS schema_name, c.name AS column_name FROM sys.tables AS t INNER JOIN sys.columns c ON t.OBJECT_ID = c.OBJECT_ID WHERE c.name LIKE '%Your_Field_Name%' ORDER BY schema_name, table_name
1. Add the using reference to the top of your pages .cs file
2. In your Page_Load function of the .cs file add
((HtmlGenericControl) this.Page.Master.FindControl("PageBody")).Attributes.Add("onload", "load()");
3. Make sure your master page BODY has the the matching id from above. in this case: ID="PageBody" runat="server"
4. In your aspx file, add you load function. something like
Here is a quick look at the Bezier Curve editor I made in XNA that uses the function from my prior blog . Note there are circular Paths each withe 3 segments. Each segment is a 4 point Bezier calculation.
The basic tricks in getting this to be a smooth curve across the whole path is to:
p3 of the each segment is in common to p0 of next each segment.
To make the circular, p3 of last segment must be same as p0 of 1st segment.
p2 and p3 of each segment must be on a strait line with p0 and p1 or the next segment. So this means
If a path point was moved by user, you must also move left and right control handler points by same deltas
If left handler moved, must also move corresponding path point so it intersects line to other handler at mid point
If right handler moved, must also move corresponding path point so it intersects line to other handler at mid point
The function below is a C# implementation of the formula return the X and Y coordinates for Time (t) given the 4 points that define the Bezier Curve. You can extend this to 3D very easily. Include this function in your c# projects to create smooth curves and multi-segment paths. In a future post I will show how to implement multi-segment paths and circular paths using Bezier Curves. I used this function and technique in my XNA game projects that required smooth paths for my objects. I was also able to create a multi-segment curve editor which I will try to cover later on.
To use the function, simply pass in the 4 point and a time (between 0 and 1). At t=0 you will be at p0, and at t=1 you will be at p3. To draw the curve, try calling this function from a for loop that looks something like this:
// preset your p0,p1,p2,p3
for (float t = 0; t <= 1.0f; t += 0.01f)
PlotPoint = GetPoint(t, p0, p1, p2, p3);
// now call some function to plot the PlotPoint