I have multiple projects in a solution and I'd like them all to share one pool of graphics resources. I've tried this:
1 - Created project1, made its resource file public, added some graphics to it.
2 - Created project2, Alt+dragged Resources.resx from project1\Properties to project2 (not in the Properties folder)
3 - Add reference in project2 to project1
So, now all the images from project1 are available in project2. So far, so good. I can use them at design time just fine.
But, when I want to access them at runtime, I try this (in project2)...
Image img = project1.Properties.Resources.image14;
And that crashes with a MissingManifestResourceException.
What am I doing wrong here? Is there a better way I could approach this? All I'm trying to do is maintain all my graphics in one place, so if I add a resource, it becomes available to all projects in the solution.
Just built an example following these steps:
Create a class library do hold the resources (Project 1)
Create the consumer project (Project 2)
Add a resource file (GlobalResources.resx) in the Project 1 and add a resource item Information
Change the BuildAction of the resource file to Embedded Resource
Change the Do not copy of the resource file to False
Check if the Custom Tool of the resource file is set to PublicResXFileCodeGenerator
Add a reference to the class library (Project 1) to the consumer project (Project2).
Add the resource namespace reference wherever you want to use it.
Finally it is working: GlobalResources.Information
It should be simple.
Edit:
You are concerned about using an external resource file inside the design time property editor. Sorry to inform that there is no standard support for this :(
However, if you think that the benefits are greater than the effort:
Issue with shared WinForms resources across projects in Visual Studio
How do I get the Windows Forms Designer to use resources from external assembly?
Hope it helps.
Choose the referenced file in your solution explorer, then properties, then see what the "copy to output" property looks like. I suspect it's not set to "Copy Always" or "Copy if Newer" of which either should be fine.
Once it's being copied, let's also check to see where it's being copied. Is the output path for that particular item the same as where the program ultimately expects? Is it being copied to the bin\Debug of the correct project?
Make sure it's being copied to the path where the MissingManifestResourceException says it's failed to find the resource.
Finally, given additional information in our comments, I would also suggest you verify the following:
culture the resources are targeting. Check spelling and capitalization.
any culture settings of your build xml or publish xml.
culture setting(s?) of your host system that's running this code.
Related
While using Java in Eclipse IDE, one can add a folder to the "Build Path" using the "Add Class Folder" option in the "Libraries" tab, which allows the resources in that folder to get compiled inside the application's jar file, rather than outside or not at all.
.
With this, one can get the resources inside the folder as a URL via the Class.getResource(String name)method. I am already informed about C#'s equivalent: Assembly.GetManifestResourceStream(string name) or Assembly.GetManifestResourceInfo(string resourceName) methods, but I am not aware of C#'s "Build Path" equivalence in Visual Studio (I am using 2019, if you wished to know). Could somebody please explain how I would accomplish Java's build path resource folder in C#?
(Note that I am looking to create a resource folder where anything put inside the folder would be considered an application resource. I am not looking for a way to add one or more resource files individually.)
Any replies would be greatly appreciated! :)
After a little research, I had found a solution for this problem. There are in fact two possible solutions to this issue.
.NET Core Solution
The first involves editing the .csproj file of your C# project. This solution is only available in .Net Core.
You can add this code snippet to your file and change the {PATH_TO_RESOUCE_FOLDER_HERE} folder to your desired folder.
<ItemGroup>
<EmbeddedResource Include="{PATH_TO_RESOUCE_FOLDER_HERE}\**" />
</ItemGroup>
Now any item placed in that folder will be considered an embedded resource Assembly.GetManifestResourceStream(string name) method.
Regular .NET Solution
The second method involves using a .resx file to encapsulate all of your resources
In Visual Studio 2019, you can create a .resx file by right clicking on the location in your project where you wish to add the file to, and navigating to Add > New Item (you may also press Ctrl+Shift+A). You can now navigate to the item that quotes "Resources File" and select it. You can now use this GUI to insert your resources (for a deeper explanation, click on this or this link. For use cases, see this MSDN).
The "Resources File" option
Note that this solution will also work in .NET Core.
I hope this answer helped you as much as it did me! :)
You just create a folder and name it as you like it, say 'Resources'. Add any file you want in there to be treated as a resource by your application.
Then navigate to the properties of every resource file (you can press F4) and in the menu you can choose what you want the compiler do with that file (Compile Action is the option name if I remember well). There you select the type as a resource, the namespace (your Build Path), and whether you like the file to be copied every time you compile your application, and so on.
Is it possible to change the references build folder? I want my dlls when i compile to be in a /bin/Debug/Data and not in /bin/Debug.
Thank you
Update 1: Is it possible when i build the references dlls are posted in another folder?
You can use Post-build Event in project properties.
Using this event you can copy dll file any other place or directory after build
but dll project must be added in this project.
Go to Projct properties. Tab "Build". Change Output path
If I am not wrong I believe you can using Element . You can do this in app.config file The following example shows how to specify application base subdirectories the runtime should search for assemblies.
Personally I have not tested this. I found this in here: https://msdn.microsoft.com/en-us/library/823z9h8w.aspx
This article demonstrating Setting a Custom Reference Path
Add the following line before the main Form is initialized
AppDomain.CurrentDomain.AppendPrivatePath(#"bin\Data");
I have this simple line of code in DotSpatial
var raster = Raster.OpenFile("X://Data//4mr_project.tif");
Why raster just getting null value??
I also have .aux, .ovr, .tfw files in the same directory.
EDITED:
I found that the line below works fine:
var featureSet = FeatureSet.Open("X:\\Test Data\\shap\\edited.shp")
because Dotspatial have capability to load .shp file by default. But loading raster data .tif format, Dotspatial need GDAL extensions. Now the question is how to load GDAL extensions manually in Dotspatial using C#.
GDAL extensions can be supported in your own application through the use of the AppManager component. You can drag and drop this onto your form. This allows for support from the GDAL data extensions, and will also gives support to other plug-ins. Here is a basic walk through for adding the AppManager to a new project that just has a Map on the form.
1) From the Visual Studio Toolbox, right click and click on "Choose Items"
2) From the dialog, choose "Browse" and browse to the DotSpatial.Controls.dll library.
3) Click Ok as needed to close the dialogs and get back to the Toolbox.
4) Find the AppManager component you just added in the Toolbox.
5) Drag the AppManager component onto your form. (not on the map, but on the form). A new instance should appear below your form in the non-visual components list.
6) Select this component to view it's properties in the Properties Dialog.
7) Set the map for the appManager (or other components if you are using them).
8) The GDAL component does not even require the Map to be defined in order to work, it should just work. But you will need the GDAL extension. You can find the DotSpatial.Data.Rasters.GdalExtension in the "Windows Extensions" folder. Ensure that you have a similar folder in your output directory with the necessary GdalExtension. One method is just to ensure that this is in your final distribution folder manually.
9) (Optional) One trick you can use, to ensure you have the GDAL plugin in your release folders is to add the libraries as content. This way, regardless if you are working on a debug version or a release version, it will ensure that the GDAL data extension makes it to the output folders.
10) Ensure that the directory you are using (like "Windows Extensions") is listed in the Directories property of the AppManager. The image below shows the default folders which are "Application Extensions" and "Plugins". I think it originally was "Application Extensions" but got updated to "Windows Extensions" later. Unfortunately, I don't think they updated the default folder.
11) In the code somewhere (probably in the form constructor) you need to call appManager1.LoadExtensions(); If you don't call this, it will not actually load the GDAL extension even if you have the GDAL library as part of your project.
12) Add a SpatialDockManager, SpatialHeaderManager, SpatialStatusStrip to the project. Then assign these to the properties on the AppManager, the same way you did the map. For reasons that are beyond me and were implemented after I left, the previously open ended design structure has changed, and now it will throw message box errors if the program does not include these things but you try to use Extensions. The "ProgressHandler" property takes the SpatialStatusStrip.
After following all 12 of these steps (and running the project in x86 mode) the raster code you posted in the initial question works, and you can open geotifs. I also pushed the GDAL extension into the root "Application Extensions" directory while trying to get it to work, but I don't think you have to do that. It should work if it is in a subfolder.
Sorry to be that late (hopefully, it's never too late), but if you wish to use the plugin without using AppManager, because you may be composing something custom and do not want to depend on the main DotSpatial application framework (note that the AppManager utilizes some slightly advanced "magic" to make it all work together), you can do yourself the following few simple tasks:
1) Add a reference to the file
(DotSpatial Release Folder)\Windows
Extensions\DotSpatial.Data.Rasters.GdalExtension.dll
to your project (this is the main GdalExtension Plugin output file).
NOTE: To make sure this step is done correctly, make sure that building your library (the one that references the GdalExtension.dll) ends up copying to this project's output directory the additional files from the same folder (i.e. gdal_csharp.dll etc.).
2) This same folder also contains a gdal subfolder. Copy the folder itself, as-is, to your output path (usually ...\bin\Release\\ or ...\bin\Debug\\, depending on your configuration). Of course in your final project, you would probably like to use a post-build copy event to automate the process, or just include the folder as content in your application build output, as Ted also mentions in step 9 of his answer.
NOTE: By output folder, I am referring to the Application Output Path, not the library output path. If your application is using a library, which undertakes the task of loading rasters (through GdalExtension), the gdal folder does not need to be in the output folder of this library. It needs to end up in your final application's output folder. The reason is that the various dll files are loaded dynamically, so they have to be found in the executing application folder.
3) As early as possible in your codebase, create a new GdalRasterProvider, which should now be referenced by the dll file added in step 1. This means, add something like the following line to your project
var grp = new DotSpatial.Data.Rasters.GdalExtension.GdalRasterProvider();
Thereafter, the first line of code in your post should work as expected. So, technically, the answer to the original question is that the DefaultDataManager class did not find any suitable provider to perform the task of actually loading the Raster file. Therefore, you are left with a null variable.
Interestingly, you don't need to hold the reference anywhere (i.e. do anything with variable grp). If you check the source code, the constructor itself undertakes the task of adding itself to the DefaultDataProvider.PreferredProviders dictionary, which is eventually invoked behind the scenes in the call to Raster.Open(string) method. The only "tough-to-figure-out" part is simply to copy the gdal folder in your application output path, because the GDAL extension loads a number of references located therein upon instantiation of any provider, and the loading is based on a "gdal" subfolder located in whichever folder your application resides and is executed from.
(Note that the Plugin also contains two more providers (GdalImageProvider and OgrDataProvider). To make these two work, you need to instantiate them but also to manually add them to the PreferredProviders dictionary of the DefaultDataProvider, typically also up early in your application code)
I'm trying to get localization to work in my application. I can follow the typical example online and get it to work in a sample project. (ie. setting the Localizable property and the cultures).
When I try to use it in my application, it always uses the default resource file no matter what language I choose.
EDIT: If I go to the properties of my startup project, select Debug, and set the Start Action to Start Project, it will work. If I run the executable that gets created when building by selecting it in "Start external program", it will not work. Any idea why?
EDIT: When I use the Start External Program, the executable I am pointing to is not pointing to the bin/Debug folder of the project. I have a post build event to copy it elsewhere and am pointing to that. Because of this, maybe it is not able to see the reference files that are in the Debug folder?
When you localize a form, it creates a folder per language in the build's output path that holds a resource file projectname.resources.dll.
I have a post build command that puts our .dlls elsewhere. I needed to change the command to also push out the resource files so that they were in the same directory. Once I did this, I was able to get it to work.
I'm new about code developing with Visual Studio 2010 and I would like to ask you a simple question about something after build a project.
I have a C# project and when I build It in Release mode some file are created and some of them copied from another in to \output\bin\Release\ folder. My question is that How can I manage that which created dll or created file will be in \output\bin\Release\ folder.
I tried to take a look at build properties of project but I could not find any option about it.
Thank you.
Actually I do not need this dll in my project output folder because I
add this dlls as a reference to my project
And this is exactly why this file appear in output folder.
There are several ways to "put" file in output folder. For normal files in the project you can set property Copy to Output Directory.
If we talking about dll's, (as mentioned Hans), there is Copy Local property for each assembly in References.
By default VS set this according to our GAC, so if you are using 3rd part assembly or from another project VS will set this property to True and file will be copied to output folder.
If you don't want to put this file in output folder, just set this property to False. But remember, at run time this assembly should exist.
For more information: How to: Set the Copy Local Property of a Reference
Another explanation: you just messed up with Output path in the project properties and two project has the same output folder. :)
I suggest that you ignore the extra files that are created. One way to do this is to configure the destination of these to a different location.
I use this:
property pages->General
- Output Directory = $(SolutionDir)..\link\
- Intermediate Directory = c:\temp\vc10\$(SolutionName)\$(Configuration)\
Use the same settings for debug and release.