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Silverlight 6 with Free ASP.NET Hosting - HostForLIFE.eu :: How to Create Web Service in SIlverlight

clock May 13, 2015 06:35 by author Rebecca

Have you ever wonder, how do you actually program on the server side to handle the requests by the client? And how do a client know that his uploading request has been complete before proceeding to the another one? There are several approaches for the solution. Here, I introduce how to create WCF (Windows Communication Foundation) web service in Silverlight, which involves lesser code.

 

How to Create a WCF Web Service:

a) Right-click your ASP.NET website, add the Silverlight-enabled WCF Service template.
b) Create a new method (with the OperationContract attribute)
c) Right-click your Silverlight project -> Add Service. Click Discover button. Then Click OK button.

After you have add a service reference, Visual Studio actually creates a proxy class that you can interface with the Web Service. The proxy class is named after the original Service class name + the world Client at the end.

How to use or call the WCF Web Service:

Import the namespace for the service reference. In Silverlight, all web services are asynchronous. That means after you have called the method to fire it, it returns immediately and proceed to the next line of code. When the response is received, you handle the event inside the MethodNameCompleted.

A standard order of using the web service is as follow:

    Service1Client myService = new Service1Client();
    myService.BeginUploadCompleted += new EventHandler<System.ComponentModel.AsyncCompletedEventArgs>(myService_BeginUploadCompleted);
    myService.BeginUploadAsync(...);

That's all, simple, right?

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Silverlight 6 with Free ASP.NET Hosting - HostForLIFE.eu :: How to Add Data into a DataGrid Dynamically

clock May 6, 2015 06:48 by author Rebecca

The DataGrid control in the Silverlight is one of the very important and useful controls. It is highly customizable with support of sorting, editing, grouping and paging. Here, this tutorial will talk about how to add data dynamically into the DataGrid. Specifically, it lets the user to input the Staff data during run time, as many as he/she likes.

Here the example of output in Silverlight that I have made:

Add a DataGrid by Drag and Drop, then add 3 columns

Note that each column has a binding path to the variable it displays.

    <sdk:DataGrid AutoGenerateColumns="False" Height="206" HorizontalAlignment="Left" Margin="12,65,0,0" Name="myDataGrid" VerticalAlignment="Top" Width="352" >
                <sdk:DataGrid.Columns>
                    <sdk:DataGridTextColumn Header="Name" Binding="{Binding Path=staffName, Mode=OneWay}" Width="120"></sdk:DataGridTextColumn>
                    <sdk:DataGridTextColumn Header="ID" Binding="{Binding Path=staffID, Mode=OneWay}" Width="100"></sdk:DataGridTextColumn>
                    <sdk:DataGridTextColumn Header="Age" Binding="{Binding Path=staffAge, Mode=OneWay}" Width="100"></sdk:DataGridTextColumn>
                </sdk:DataGrid.Columns>
            </sdk:DataGrid>

Create a class for the Data Object. Eg: Staff.cs

Define the variables which used in the data binding in the class

            public string staffName { get; set; }
            public string staffID { get; set; }
            public string staffAge { get; set; }

            public Staff(string _name, string _id, string _age)
            {
                staffName = _name;
                staffID = _id;
                staffAge = _age;
            }

Add Button

This is the button that fires the event assigning the values. Here, I use ObservableCollection<Staff> to store the data inside the DataGrid. (Define it as a global variable).

            private void AddButton_Click(object sender, RoutedEventArgs e)
            {
                //Get the text from the textboxes
                string _name = textBox1.Text;
                string _id = textBox2.Text;
                string _age = textBox3.Text;
              
                //Add them inside the ObservableCollection variable: collectionInRow
                collectionInRow.Add(new Staff(_name, _id, _age));

                //This is the Most Vital line: assign the Source of the dataGrid to the ObservableCollection
                myDataGrid.ItemsSource = collectionInRow;
            }

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Silverlight 6 Hosting Denmark - HostForLIFE.eu :: How to Get and Set the Control's Coordinate

clock April 29, 2015 06:40 by author Rebecca

Unlike normal C#, in Silverlight, you can't access a control's coordinate through the object.Location.X and object.Location.Y. Instead, it is more troublesome to get and set the values. So this tutorial will tell you wow to get and set the control's coordinate/location/position.

For example, if you want to add Label on the GUI through the code instead of XAML, you have to do the following codes:

          Label[] arrayScores = new Label[MAX_PLAYERS]; //MAX_PLAYERS = 4
          for (int i = 0; i < arrayScores.Length; i++)
                {
                    arrayScores[i] = new Label();
                    arrayScores[i].Name = "Scores" + i;
                    arrayScores[i].Width = 50;
                    arrayScores[i].Height = 30;
                }

But that's not enough, you haven't set the coordinates of the Labels. You might think that adding the remaining codes at anywhere can do the job. However, it does not. Remember to put the coordinates setting code 'AFTER' the page is loaded.

Step 1

Add this.Loaded event in the constructor after the InitializeComponent()

    public MainPage()
            {
                InitializeComponent();
                ...
                ...
                this.Loaded += new RoutedEventHandler(MainPage_Loaded);
            }

Step 2

Set coordinates using CANVAS: set position, then add into canvas.

void MainPage_Loaded(object sender, RoutedEventArgs e)
        {
            Canvas.SetLeft(arrayScores[0], SCORE_OFFSET_LEFT);
            Canvas.SetLeft(arrayScores[1], SCORE_OFFSET_LEFT);
            Canvas.SetLeft(arrayScores[2], SCORE_OFFSET_LEFT);
            Canvas.SetLeft(arrayScores[3], SCORE_OFFSET_LEFT);
            canvas1.Children.Add(arrayScores[0]);
            canvas2.Children.Add(arrayScores[1]);
            canvas3.Children.Add(arrayScores[2]);
            canvas4.Children.Add(arrayScores[3]);
        }

That's all! And you're done!

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Silverlight with Free ASP.NET Hosting - HostForLIFE.eu :: How to Make Silverlight Overlay Notification

clock April 22, 2015 07:01 by author Rebecca

Most of us do not like applications that continuosly bothering with popup messages to make us aware that something happened. Sometimes, a message box coming up saying "Changes were saved succesfully" right after pressing the save button, this condition is so bothering because our work can be interrupted by the unimportant notification box. Maybe, we better would like to be told that it worked if it allows us to keep going or you'd better be told if something went wrong.

For example, during Christmas a lot of messages full of best wishes are going around. You can sent one of those to one friend and after a while an Overlay Notification appeared at the bottom of your screen saying "Message received by [contact]". So, in this post, I will tell you how to make that kind of notification in Silverlight which isn't keep bothering you while you were working on something.

Step 1

First, let us create a User Control. The control will be the already mentioned Overlay Notification. You canl make it appear and disappear after a while without user interaction. This could be the XAML code:

 <UserControl x:Class="SilverlightTestApp.Controls.OverlayNotification"
    xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
    xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
    xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
    xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
    mc:Ignorable="d">
   
    <UserControl.Resources>
        <Storyboard x:Name="ShowMessage" Completed="ShowMessage_Completed">
            <DoubleAnimation
            Duration="00:00:06"
            From="0.00"
            To="1.00"
            AutoReverse="True"
            Storyboard.TargetName="Popup"
            Storyboard.TargetProperty="Opacity"/>           
        </Storyboard>       
    </UserControl.Resources>
   
    <Grid x:Name="LayoutRoot" Background="White" HorizontalAlignment="Center" >
        <Border BorderBrush="Black" BorderThickness="1" MinWidth="150" MaxWidth="550" MaxHeight="75"
                   CornerRadius="4" Background="Transparent" Visibility="Collapsed" Opacity="0" x:Name="Popup">
            <TextBlock x:Name="lblMessage" HorizontalAlignment="Center" TextWrapping="Wrap" MaxWidth="400" MaxHeight="75"></TextBlock>
        </Border>
    </Grid>   

</UserControl>

Step 2

You have a Storyboard that will be triggered whenever you want to show the Notification. It will last 6 seconds (plus another 6 because of the AutoReverse=true). And will change the Opacity of our notification area to give the impression that it fades in and out.

Then you already had a Border with rounded corners. You'll have to make it visible whenever you want to show the message and hide it when the Storyboard is done. Inside of this Border, you will have a Textblock where your message will be displayed.

Let's take a look at the code behind:

using System.Windows;
using System.Windows.Controls;
using System.Windows.Media;

namespace SilverlightTestApp.Controls
{
    public partial class OverlayNotification : UserControl
    {
        private string _message;
        public string Message
        {
            get
            {
                return _message;
            }
            set
            {
                _message = value;
                lblMessage.Text = value;
                Popup.Visibility = Visibility.Visible;
                ShowMessage.Begin();
            }
        }

        private System.Windows.Media.Color _color;
        public System.Windows.Media.Color Color
        {
            get
            {
                return _color;
            }
            set
            {
                _color = value;
                var newBrush = new SolidColorBrush();
                newBrush.Color = value;
                lblMessage.Foreground = newBrush;
            }
        }

        public OverlayNotification()
        {
            InitializeComponent();
        }

        private void ShowMessage_Completed(object sender, System.EventArgs e)
        {
            Popup.Visibility = Visibility.Collapsed;
        }
    }
}

You will expose at least the Message property (you also have the Color property for the font). Notice that everytime you set the Message property we update the Textblock's text, make the Border visible and trigger the Storyboard. Also noticed that you can handle the Storyboard's completed event to hide the Border.

To use it, just add this new User Control into the view where you want to use it in the same way that you would place a Textbox or any other control:

<my:OverlayNotification x:Name="myOverlayNotification"/>

Then, whenever you want to show a Notification, just set the Message property with the message you want to display:

 myOverlayNotification.Color = Colors.Red;
 myOverlayNotification.Message = "This is a test notification";

Feel free to play around with it modifying the layout and appeareance of the control in the XAML or adding more properties to be able to customize it more, for example, adding a BackgroundColor property.

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Silverlight 6 with Free ASP.NET Hosting - HostForLIFE.eu :: How to Create a Progress Bar while Uploading File

clock April 15, 2015 06:04 by author Rebecca

When you worked with Silverlight to create an GUI to let the user to upload the file, it is important to create a progress bar to make the user aware of the uploading progress.Today, I will show you how to create a progress bar while uploading a file.

Here is the sample of the progress bar that I've created:

Several resources can be obtained online, but the explaination is either not clear enough, or there are redundant codes confusing people. Here, the code is as simplest as possible, with the assumption that,
a) there is no connection lost between the client and the server during the process
b) there is no data corrupted during the transmission
c) small file size (can be edited)

Before we go with code, first you can observe that there are 4 UI components:
a) Browser button
b) Textbox shows file name (can be disabled)
c) Upload button
d) Progress bar + labels

Browser Button

Here's the code to create the browser button:

    OpenFileDialog dialog = new OpenFileDialog(); //OpenFileDialog will open a file dialog which allows the use to browser the wanted file.
    if ((bool)dialog.ShowDialog())
    {
          globalFileStream = dialog.File.OpenRead();
          ....
          ....
    }

Upload Button

An always updating progress bar means that, the upload progress has to be done 'Chunk' by 'Chunk'. To achieve this, we read the file stream 'Chunk' by 'Chunk and upload it.

Step 1 : Send First Chunck

    int steps = (int)(fileLength / (long)CHUNK_SIZE);
    progressBar1.Minimum = 0;               //set prograssbar info
    progressBar1.Maximum = steps;
    int read = 0;
    byte[] buffer = null;                                                                //buffer to store the file stream chunk by chunk
    if (globalFileStream.Length <= CHUNK_SIZE)                            //consider if the file size is smaller than the predefined chunk size
    {
          buffer = new byte[(int)globalFileStream.Length];
    }
    else
    {
          buffer = new byte[CHUNK_SIZE];
    }
    read = globalFileStream.Read(buffer, 0, buffer.Length);
    filePosition += read;
    myUpload.BeginUploadAsync(fileName, destinationFolder, buffer);       //begin upload the first chunk

Step 2: Sends second and subsequent chunk

    UpdateProgressBar(); //Update progress bar
    if (filePosition < fileLength)
    {
         int read = 0;
         int readSize = CHUNK_SIZE;
         byte[] buffer = null;
         long diff = fileLength - filePosition;
         if (diff < CHUNK_SIZE)
         {
               readSize = (int)diff;
         }
         buffer = new byte[readSize];
         globalFileStream.Seek(filePosition, SeekOrigin.Begin);
         read = globalFileStream.Read(buffer, 0, readSize);
         filePosition += read;
         myUpload.ContinueUploadAsync(theFileName, "here", buffer);

For your information, progress bar provided by Silverlight doesn't have the percentage displayed. Hence, I additionally put a label on top of the progress bar. The label contents are the percentage of the file stream sent to the server.

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Silverlight 5 Hosting Germany - HostForLIFE.eu :: How to Get and Set the Control's Coordinate

clock April 11, 2015 06:48 by author Rebecca

Unlike normal C#, in Silverlight, you cannot access a control's coordinate through the object.Location.X and object.Location.Y. Instead, it is more troublesome to get and set the values. An in this article, I'm gonna tell you how to get and set the control's coordinate/location/position.

For example, if you want to add Label on the GUI through the code instead of XAML, you need to do have the following codes:

          Label[] arrayScores = new Label[MAX_PLAYERS]; //MAX_PLAYERS = 4
          for (int i = 0; i < arrayScores.Length; i++)
                {
                    arrayScores[i] = new Label();
                    arrayScores[i].Name = "Scores" + i;
                    arrayScores[i].Width = 50;
                    arrayScores[i].Height = 30;
                }

But that's not nough, you haven't set the coordinates of the Labels. You might think that adding the remaining codes at anywhere can do the job. However, it does not. Remember to put the coordinates setting code AFTER the page is loaded.

1. Add this.Loaded event in the constructor after the InitializeComponent()

    public MainPage()
            {
                InitializeComponent();
                ...
                ...
                this.Loaded += new RoutedEventHandler(MainPage_Loaded);
            }

2. Set coordinates using CANVAS: set position, then add into canvas.


            void MainPage_Loaded(object sender, RoutedEventArgs e)
            {
                Canvas.SetLeft(arrayScores[0], SCORE_OFFSET_LEFT);
                Canvas.SetLeft(arrayScores[1], SCORE_OFFSET_LEFT);
                Canvas.SetLeft(arrayScores[2], SCORE_OFFSET_LEFT);
                Canvas.SetLeft(arrayScores[3], SCORE_OFFSET_LEFT);
                canvas1.Children.Add(arrayScores[0]);
                canvas2.Children.Add(arrayScores[1]);
                canvas3.Children.Add(arrayScores[2]);
                canvas4.Children.Add(arrayScores[3]);
            }

Happy coding!

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Silverlight 4 Hosting Italy - HostForLIFE.eu :: Create a basic Movement using Silverlight Animations

clock March 30, 2015 06:40 by author Rebecca

Do you want to make a game using Silverlight? At the first, you need something that moves around the screen. For example, you need at least four buttons that move a sprite in four directions. How do you do that? Well, there are multiple ways to accomplish this movement, some more flexible than others. Today, I’m going to tell you how to use Silverlight animations to do that job.

Silverlight animations are not hard to use, but what is hard to master are the dynamic animations, which require multiple classes to create and set up. You have to set up a storyboard, create an animation, and then set the target information. When it is all said and done, you will end up with something like this:

[silverlight width="400" height="300" src="aMovement1.xap" border="true"]

As with any Silverlight app, we need to start with some Xaml:

  <Canvas Height="300" Name="canvas1" Width="400" >
<Canvas.Resources>

<Storyboard x:Name="mySB"></Storyboard>

</Canvas.Resources>

<Ellipse x:Name="myEllipse" Width="50" Height="50" Canvas.Left="175"
>
<Canvas.Top="125" Fill="Black" />

</Canvas>

I know what you are thinking, maybe this is not enough XAML for animations. Well, this is what we’re going to do. We are actually creating all of the animations dynamically and adding them to the storyboard. Then, to start with, we need an event (a keyboard triggered event).

What we need is a Key Up event,  that only fires when we release a key, as opposed to pushing it down. Now I am using Visual Studio 2010 (which is currently under beta, so it is a free download), so I am not adding the event to the Canvas myself, but it is one line of code you can find. As I stated above, you need to setup a Key Up event. This event also has to be tied to the Canvas, so it works no matter where you click the application:

private void canvas1_KeyUp(object sender, KeyEventArgs e)
{

}

The first thing that we need to add to our event is key capturing. If you have ever done this before, you will recognize the code, if not it is extremely easy to do:

private void canvas1_KeyUp(object sender, KeyEventArgs e)
{

if (e.Key == Key.Left)

{

}

else if (e.Key == Key.Right)

{

}

else if (e.Key == Key.Up)

{

}

else if (e.Key == Key.Down)

{

}

}

What is going on here is that we are taking the key pressed, in this case a property of “e”, which is passed with the event. This gives up information about what key was pressed so we can compare it to key codes built into C#, which is given as an easy to use “e” num. As you can see, it is pretty obvious how to capture the right key.

Now we can start to setup some variables (movement speed and movement distance). Speed corresponds to how long it will take to travel a length equal to movement distance. For example we will set movement distance at 100 and speed at 0.5, making the animation travel 100 pixels in half a second. All we are doing right now is setting these variables, for later use:

private void canvas1_KeyUp(object sender, KeyEventArgs e)
{

Double mDist = 100.00;

Double mSpeed = 0.5;

if (e.Key == Key.Left)
{

}

else if (e.Key == Key.Right)

{

}

else if (e.Key == Key.Up)

{

}

else if (e.Key == Key.Down)

{

}

}

The next step is to start setting up the animation. To do this, we utilize a lot of different classes and methods like:

private void canvas1_KeyUp(object sender, KeyEventArgs e)
{

Double mDist = 100.00;

Double mSpeed = 0.5;
Double x = Canvas.GetLeft(myEllipse);
Double y = Canvas.GetTop(myEllipse);

DoubleAnimation animation = new DoubleAnimation();
animation.Duration = new Duration(TimeSpan.FromSeconds(mSpeed));

if (e.Key == Key.Left)
{

animation.From = x;

animation.To = x - mDist;

Storyboard.SetTargetProperty(

animation, new PropertyPath(Canvas.LeftProperty));

}

else if (e.Key == Key.Right)

{

animation.From = x;

animation.To = x + mDist;

Storyboard.SetTargetProperty(

animation, new PropertyPath(Canvas.LeftProperty))
}
else if (e.Key == Key.Up)

{

animation.From = y;

animation.To = y - mDist;

Storyboard.SetTargetProperty(

animation, new PropertyPath(Canvas.TopProperty));
}
else if (e.Key == Key.Down)

{

animation.From = y;

animation.To = y + mDist;

Storyboard.SetTargetProperty(

animation, new PropertyPath(Canvas.TopProperty));
}

Storyboard.SetTarget(animation, myEllipse);
mySB.Children.Add(animation);
mySB.Begin();
}

So starting from the top, the first thing we do is get the current position of our Ellipse. We can't really do very much without our object's current position. It is important to do this at a specific point, because the animation is of course going to change that position. Once we have the position, we begin to create the animation. Yes, there is a Double Animation object we can use, but that is not the only important object.

The first thing we do with our animation is set up its duration, which is done using the Duration object and Time span class. Using Time span's methods, we can set the duration to seconds, minutes, hours, or even days.

Now, it gets a little crazy when we get to the different movement directions. For each direction, we have to set the animation's To and From properties. Then we use some a static method in the Storyboard class called SetTargetProperty(), which allows us to tell the animation what property to animate on the target. For horizontal movement, that would be the LeftProperty, vertical the TopProperty. The tricky thing is that you have to use the Canvas class to get these properties. To make things even crazier, you have to pass it as an object called PropertyPath so you have to create that object as well. Then whole thing ends up being a web of objects and static methods.

Before we can finally add the animation to the storyboard, we have to set its target. In this case we are going to target our ellipse. We do this with the static method SetTargetin the Storyboard class. Once the target has been set, we add it to the storyboard, then start the animation.

If you ran the code we have now, you will notice one thing, it only works once. If you try to add the animation more than once, Silverlight doesn't really like it, so it fails. What we have to do is remove the current animation from the storyboard, or better yet, clear it entirely. This was the really tricky part.

In order to clear the storyboard, any animations attached have to be stopped. This is fine, but in order for things to work, we have to take the position of the ellipse before we clear the animations. So, we pause, take the position, then finally stop and clear the animations. But, one final step is setting the position of the ellipse. This has to do with animating only one axis at a time. While the animation is going, only one axis is truly updated, so we need to set the position to make sure we have the right coordinates for the animation. The final version will look something like so:

private void canvas1_KeyUp(object sender, KeyEventArgs e)
{
  Double mDist = 100.00;
  Double mSpeed = 0.5;
  mySB.Pause();
  Double x = Canvas.GetLeft(myEllipse);
  Double y = Canvas.GetTop(myEllipse);
  mySB.Stop();
  mySB.Children.Clear();
  Canvas.SetLeft(myEllipse, x);
  Canvas.SetTop(myEllipse, y);
  DoubleAnimation animation = new DoubleAnimation();
  animation.Duration = new Duration(TimeSpan.FromSeconds(mSpeed));
  if (e.Key == Key.Left)
  {
    animation.From = x;
    animation.To = x - mDist;
    Storyboard.SetTargetProperty(
      animation, new PropertyPath(Canvas.LeftProperty));
  }
  else if (e.Key == Key.Right)
  {
    animation.From = x;
    animation.To = x + mDist;
    Storyboard.SetTargetProperty(
      animation, new PropertyPath(Canvas.LeftProperty));
  }
  else if (e.Key == Key.Up)
  {
    animation.From = y;
    animation.To = y - mDist;
    Storyboard.SetTargetProperty(
      animation, new PropertyPath(Canvas.TopProperty));
  }
  else if (e.Key == Key.Down)
  {
    animation.From = y;
    animation.To = y + mDist;
    Storyboard.SetTargetProperty(
      animation, new PropertyPath(Canvas.TopProperty));
  }

  Storyboard.SetTarget(animation, myEllipse);
  mySB.Children.Add(animation);
  mySB.Begin();
 }

This gives us the animated movement we are looking for. Not a lot of code, but there is a lot going on. After using 3 separate key classes, and even more objects, we can dynamically create and use animations to move our ellipse around the screen.

Easy right?

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