How to turn on Automatic Closing Brace in VS-11 - c#

I recently installed VS-11 on Windows 8 because my hard drive crashed, so I figured I'd go ahead and update from Win7 / VS10. I would swear that the first time I started coding in VS-11 (C#), it automatically closed the braces, but then I changed some settings, and it stopped. I can't find what setting I changed that made the difference. Can anyone shed some light for me? Thanks!

As far as I know they still have not added this. You have to be using ReSharper or Microsoft's Productivity Power Tools
Edit: As far as I can see, the Power Tools is only supported on vs2010 right now, cant find any documentation for vs11

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Default references will only be applied in edit mode?

It's been a long time since I did something in unity3d but today I opened an old project of mine to build an apk-file from a game I did about a year ago. But as soon as I had opened the project I saw that every reference in my c# scripts were set to None. I can't change them back and my project doesn't work without them. Below that there is an info box which says "Default references will only be applied in edit mode". I really don't know what to do because, like I already said, I didn't worked with unity for a year and I'm not so familiar with all the things. To show you what I mean I added a screenshot below.
It would be awesome if anyone could help me. Thanks in advance.
Screenshot from the reference section in the Inspector of a c# script in Unity3d
Usually the problem get fixed if you open your project with the same version of unity you've been working with a year ago maybe earlier. At this point the damage might already be done, but do you have a back-up for your project? You can start over with that earlier unity version, it will work if you haven't work with it since.
I am considering this only a message, or hint. Once you run the application, the references are getting assigned in the inspector automatically. They even stay when stopping the application, but not after saving or after relaunching unity. Weird behavior.

Building a UWP app coded in xamarin.forms in release mode results in Internal compiler error: Specified cast is not valid

I've something really annoying happening im my code.
I've built an app in Xamarin.Forms after battling for months with the framework just to find that when I'm now done, I cannot build my app in release mode to deploy it to the Store.
The app works well in debug mode, but does not build in release mode in the UWP project. I have been struggling to find a way to build my app in release mode for 5 days. but no matter which solution I see in all the forums and the stackoverflow questions I encounter, this error won't even blink.
The error which the IDE shows when I build the app in release mode is:
Internal compiler error: Specified cast is not valid.
It does not tell me anything more than that. The IDE doesn't give me any additional error message. I have struggled for days applying solutions I find to similar to this online, but nothing works.
I have updated IDE
Updated all packages
Deleted custom renderers on the UWP project
I went through every portion of code to find where I may have made a bad cast
I tried all I could find online, but nothing works.
I usually don't ask questions on forums unless it becomes critical.
If I don't get any solution, I'll be forced to delete this project and waste the months of coding I did, and abandon Xamarin for ever and move to Flutter which has a better reputation when it comes to tooling.
First of all, please don't fume so much. We understand you are frustrated, but Caps Lock just doesn't help to make us take it more seriously. Also I know Flutter is the new "cool guy in town", but it also has its set of issues. Cross-platform development is not simple and Flutter does support only two platforms, while Xamarin.Forms have a wider reach, which is bound to bring a bit more complexity.
My first suggestion would be to change the build output more verbose in Visual Studio Options, because that could uncover the actual issue here. When it comes to release mode, the problems usually come from types which are used for reflection but the compiler does not see as used and hence throws them away. Usually these errors show up at runtime however. In your case I would suggest a few following things:
First and foremost - try to delete bin and obj folders in your project. That might help, as they sometimes get cluttered with older libraries and create conflicts.
If you have been building with a source control like Git (I hope you did), I would suggest going back to some early commits and then try to build release mode there. If the project builds, jump forward to some newer commit and try again. If it does not, try an even earlier commit. The goal of this is to pinpoint when in time was the error introduced, which should significantly help you in searching where the problem comes from.
If you didn't use any source control - first remember to do so next time. However, this time you will have to do it "the old way". Create a new project and slowly as little code from the original project, trying to do release build at each step. Hopefully this will allow you to find the culprit code and then you will be able to fix it in the original project
You can definitely post your findings here and we will be happy to help you further - like pinpointing the actual problem in the code file once you narrow it down.
I suspect your problem is coming from auto-generated XAML, so definitely make sure to focus on the .xaml files adding them one by one.

Hand cursor not showing up in windows 10 using kinect 2

i am using xbox one to developo my app in windows 10 using kinect sdk 2.0 .The problem is Hand cursor not showing up.
After a couple hour of research on internet, found nothing :(
but finally I solved the solution posted on many forum. Guys here is the solution.
"Controls Basics-WPF" code run without showing any problem on windows 8, we can move around the hand cursor and so on.. but the problem was in windows 10. no hand cursor no fun at all... just extra work to solved out the problem. i was about to install windows 8 as i am working at Kinect Fitting Room APP in WPF.
but thank God finally I solved out the problem and thought to help out you guys.
A little Magic trick. Its already in the app but we never tried it :D
In Debug or Release mode select either x86 or any cpu, no problem at all.
Just go to "Engagement and Cursor Setting" in the app. leave just first option of Engagement style which is set by default. the first option for Engagement style is not working at all in windows 10 (system hand open/ still).
select option Manual (hand over head) or (hand on screen) and there we can get our hand cursor working exactly as in windows 8.
and the magic works :D
Glad to help who are still stuck.

Bricked Netduino 3 WIFI & Netduino Plus 2

I hope someone here can help me. I've managed to brick two Netduinos today. It happens when I run the following code: http://pastebin.com/DjUbM3hN
I found the code example here and from what people say, it should be working just fine. I don't know if my hardware setup can have caused any issues?
But the problem is, when I run the code, then Visual Studio isnt able to find the debugger engine, and after that I cant do anything on either device. I've tried to ping it with MFDeploy, but no luck there either. I am really unsure what happened and what to do from here.
Let me know if anymore details are needed in order to help me. Any help is highly appreciated!
I found a solution here. Really easy. Takes about 2 minutes to reset it with this guide: http://forums.netduino.com/index.php?/topic/11842-how-to-recover-non-responding-netduino-3/#entry62928

Feedback/Experiences with Monodevelop on the Mac?

I use a Mac at home and love it, but in my work environment/career path I work with C# mostly. I've tried using Monodevelop a few times but in my experience I've found it to be very buggy and just not a pleasant experience. So I'm using Windows in Boot Camp so I can use the Visual Studio environment. Has anyone else had bad experiences with Mono or better yet - does anyone have suggestions on how I might make better use of it on my Mac in regard to setup/configuration? I know it's a bit broad, but I prefer my Mac environment and would love to make coding in C# as easy as possible and avoid constantly switching between OS's or running in VMWare. Thanks in advance!
/matt
I have had similar experiences (buginess/instability in MD on Mac OS X). About a month ago on Twitter I connected with some of the folks who maintain it (specifically Michael Hutchinson and Miguel de Icaza). I found them to be very willing to address concerns. Apparently there are a number of severe issues with the GUI toolkit that the Mac version uses (GTK#). I found that there are other bugs too, which need to be dealt with.
You can click back up through one of my conversations to see how that went: http://twitter.com/mjhutchinson/statuses/2506771429
He recommended filing bugs for a couple of the issues that I brought up. He fixed one issue within minutes. AFAIK, the other bug hasn't been touched since then. As I see it that is the only way it is going to get better: continue to bug issues and continue to express interest in the product. I personally would love a stable native Mac OS X dev environment. Until that happens the Mac isn't a viable platform for .NET development for me.
Bug filing is done through Novel: http://monodevelop.com/Developers#Reporting_Bugs

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