private string GetConnectionString(string connectionString) { DataLinksClass dataLinks = new DataLinksClass(); _Connection connection = null; if (String.IsNullOrEmpty(connectionString)) { connection = dataLinks.PromptNew() as _Connection; if (connection == null) { return(""); } return(connection.ConnectionString); } connection = new ConnectionClass(); connection.ConnectionString = connectionString; object objConnection = connection; if (dataLinks.PromptEdit(ref objConnection)) { return(connection.ConnectionString); } return(connectionString); }
public static string PromptEdit(string connectionString) { var inputConnection = new ConnectionClass(); try { inputConnection.ConnectionString = connectionString; var dataLinks = new DataLinksClass(); try { object connectionRef = inputConnection; if (dataLinks.PromptEdit(ref connectionRef)) { _Connection outputConnection = (_Connection)connectionRef; try { return(outputConnection.ConnectionString); } finally { Marshal.ReleaseComObject(connectionRef); } } return(null); } finally { Marshal.ReleaseComObject(dataLinks); } } finally { Marshal.ReleaseComObject(inputConnection); } }
private void btnConnectString_Click(object sender, EventArgs e) { var dlDlg = new DataLinksClass(); _Connection con = null; con = (_Connection)dlDlg.PromptNew(); if (con == null) { return; } var str = con.ConnectionString; if (!str.Contains(MULTI)) { str = str + MULTI; } tbConnectionString.Text = str; }
public virtual void Update() { if (Application.isPlaying) { return; } if (connectTo != null && connectToNothingPreviously) { _Connection connection = Instantiate(connectionPrefab); connection.start = this; connection.end = connectTo; connection.Update(); connectTo = null; } connections = GetComponentsInChildren <_Connection>(); image.color = color; text.text = title; text.color = textColor; gameObject.name = title; connectToNothingPreviously = connectTo == null; }
void ev_connectionfailed(_Connection connection) { lock (_lock) { if (_isdisposed) return; _connections.Remove(connection); } }
void ev_accept(IAsyncResult r) { Socket socket; try { lock (_lock) { if (_isdisposed) return; ev_debug("accepting connection"); socket = _listensock.EndAccept(r); socket.NoDelay = true; _AcceptLoop(); var connection = new _Connection(this, socket); _connections.Add(connection); } } catch (IOException) { _AcceptLoop(); } catch (SocketException) { _AcceptLoop(); } catch (ObjectDisposedException) { return; } catch (Exception e) { ev_error("Error accepting connection", e); } }
internal ResponseBodyBuffer(_Connection connection) { _connection = connection; }
internal RequestBodyBuffer(_Connection connection) { _connection = connection; }
public DALClass() { getConn = new _Connection(); }