When debugging Windows store app with Visual studio 2013, I can't seem to evaluate ref class properties in Watch and Immediate Window.
eg)
_inputGrid = ref new XEditTransform();
_inputGrid->HorizontalAlignment = Windows::UI::Xaml::HorizontalAlignment::Left;
_inputGrid->VerticalAlignment = Windows::UI::Xaml::VerticalAlignment::Top;
And I want to find the value of _inputGrid->VerticalAlignment I get following errors in the Watch Window.
_inputGrid->VerticalAlignment::get() name followed by '::' must be a class or namespace name
_inputGrid->VerticalAlignment Implicit function evaluation of properties is not supported.
Does anyone know how to debug with ref class properties? I'm getting tired of adding debug code snippets everytime I want to check the property.
Related
Does anyone have experience with using resource for styles. I'm working on a program for which we created a custom Style. We saved it as .style and as .vsf. Because we don't want the user to see/change the style of the programm we want to include it in our resource file (.res) This is done as explained in next Link: Customizing and Creating VCL Styles Afterwards the created file (Tested with .style and .vsf) is placed in the Resourcefile as RC Data.
Thats the preparation, now what didn't work. (tWinMain)
TStyleManager::SetStyle(TStyleManager::LoadFromResource((unsigned int)HInstance, "StyleName", RT_RCDATA));
This also doesn't work:
TStyleManager::LoadFromResource((unsigned int)HInstance, "StyleName", RT_RCDATA);
TStyleManager::SetStyle("StyleName");
also not working
TStyleManager_TStyleServicesHandle MyStyle;
MyStyle = TStyleManager::LoadFromResource((unsigned int)HInstance, "StyleName", RT_RCDATA);
TStyleManager::SetStyle(MyStyle);
All three methodes resulting in the error message: Invalid Style-handle
Loading the same style from a file works:
TStyleManager::LoadFromFile(stylePath + "StyleName.vsf");
TStyleManager::SetStyle("StyleName");
I had the same problem in Delphi (DX10.3) and the following worked for me
Basically the same call of "TStyleManager::LoadFromResource", but without the specification of the optional parameter "RT_RCDATA".
MyStyle = TStyleManager::LoadFromResource((unsigned int)HInstance, "StyleName");
TStyleManager::SetStyle(MyStyle);
But then the resource type "VCLSTYLE" is necessary to load the style correctly. When adding the resource in the IDE, with [Project] > [Resources and Pics...] you can only specify RCDATA in the dialog, which is bad. But you can enter the resource type directly manual with the keyboard as "VCLSTYLE". The IDE remembers this setting and now the resource is available as the correct type. As said before, it works with Delphi 10.3, with the Builder it depends on one try.
Resource-type manual input in IDE dialog
Best regards, Matthias
I have two files in a Unity3d project. One is a test script that runs in edit mode. The other is a single class with static functions that I'd like to call from the test scripts.
here's my test script:
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
public class NewTestScript
{
[Test]
public void TestAnotherStaticFunction()
{
int a = NewBehaviourScript.FunctionUnderTest(1);
int b = 1;
// Use the Assert class to test conditions.
Assert.IsTrue(a == b);
}
}
here's my function under test:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
/// <summary>
/// the stupidest function in the world,
/// used to verify tests.
/// </summary>
public static int FunctionUnderTest(int a)
{
return a;
}
}
This gives me the error from the Unity compiler (I'm not building outside of Unity):
Assets/TestS/NewTestScript.cs(12,17): error CS0103: The name `NewBehaviourScript' does not exist in the current context
These are running in edit-mode.
I've tried adding and removing the SuperTestNameSpace namespace from the function under test and the calling code.
I've attempted adding/removing files from the .asmdef file that was autogenerated by unity, although this usually leads to other compile errors.
My previous unit test experience is largely in Visual Studio or VSCode, and I'm trying to get my unity3d test experience to match my prior test environment experiences.
Is there a fundamentally limited functionality in the edit-mode tests, or am I missing something stupid?
Further elaboration on the assemblies involved. It looks like there are two assemblies at play here: Assembly-CSharp.dll contains my code under test and TestS.dll contains my testing code. I believe my questions boils down to: how do I add a reference from the TestS.dll assembly to the Assembly-CSharp.dll. I'd know how to do this in Visual Studio (either via the context menu in VS or directly editing the csproj file), however I don't see how to do it in Unity3d. Any edit I make to the csproj file is frequently overwritten by unity, and while there is a 'references' section in the inspector (see picture) I can't add Assembly-CSharp.dll as a reference.
These are the inspector settings for TestS.asmdef. While there's an option to add references, I can't add a reference to Assembly-CSharp.dll, which is where my code-under-test lives.
Ok, I figured this out. There were two things going on:
Editor tests need to be underneath a folder called editor. It's really annoying that the unity editor doesn't do this for you.
You need to have an assembly definition for the code under test and add a reference from the test code to the newly created assembly definition. This must be done in the Unity editor UI.
by default, unity adds your script code to an assembly called Assembly-CSharp.dll, and, for reasons unknown, this assembly isn't referenced by my edit mode test code. I'm not sure if this is a bug in Unity or if it's by design, but explicitly creating and referencing the assembly definition has cleared things up.
The main issue is currently you are trying to call the
NewBehaviourScript(1);
constructor which does not exist...
instead of the method
using SuperTestNameSpace;
//...
NewBehaviourScript.FunctionUnderTest(1);
or alternatively with the namespace in the call directly
SuperTestNameSpace.NewBehaviourScript.FunctionUnderTest(1);
Also make sure the filename matches exactly the class name. So in your case it should be
NewBehaviourScript.cs
Note that the .cs is not printed by Unity in the Project view so there it should say NewBehaviourScript.
Why does it not compile with the using SuperTestNameSpace;? What is the error?
If that exception
Assets/TestS/NewTestScript.cs(14,17): error CS0103: The name `NewBehaviourScript' does not exist in the current context
is only shown in VisualStudio but the script compiling fine in Unity especially after adding a new script it helps to simply close and restart VS.
In some cases it also helps to close Unity and VS, remove all files and folders except Assets and ProjectSettings (and if you are under version control anything that belongs to it like e.g. .git, .gitignore, .gitattributes etc) in particular delete the Library, .vs folder and all .csproj and .sln files.
Than open Unity again and let it recompile everything.
Make sure the file that contains your NewBehaviourScript class IS NOT inside an Editor folder.
Move both the scripts in the Assets (root) folder and try again.
I have built google gflags in windows using visual studio 2015.
The built is a Debug build (so Program Database (/Zi) is set) and I'm stepping through the gflags_unittest_main.cc.
The unit test passes successfully. However, while debugging I can't see the contents of the FLAGS_## variables.
For example, line 1515 of gflags_unittest_main.cc is
FLAGS_changed_bool2 = true;
I can't see the value of FLAGS_changed_bool2 in the watch window. I have tried adding the google:: and gflags:: namespaces in front of FLAGS_changed_bool2 but it just says identifier is undefined. Here it says you can access these flags just as a normal variables.
Why can't I see the values of these variables while debugging? What can I do to see them? maybe some build option?
I'm trying to understand the code of another open source library that uses gflags and has hundreds of FLAGS_ variables. Not being able to see the contents of these variables makes the task more difficult.
I found a workaround for this. Each of the FLAGS_ variables are created inside namespaces which include a short identifier for the type (see DEFINE_VARIABLE macro in gflags.h). For example, fLI for integer, fLB for bool, fLS for String, etc.
So if I add to the watch window the following:
fLB::FLAGS_changed_bool2
fLI64::FLAGS_this_is_an_int64_variable
I can see their values.
The DEFINE_VARIABLE macro adds a using statement
using fL##shorttype::FLAGS_##name
after the definition of the variable inside the fL##shorttype, which allows the user code to refer to FLAGS_##name directly. However the Visual Studio debugger ignores this using and needs the namespace for each of these variables. I guess the next question is how to get visual studio to use this using statements, so that I can hover my mouse pointer over the variable a see its value.
I'm trying to launch an image using WinRT API WIndows::System::Launcher::LaunchFileAsync().
Code snippet is as follows:
RoInitialize(RO_INIT_MULTITHREADED);
String^ imagePath = ref new String(L"C:\\Users\\GoodMan\\Pictures\\wood.png");
auto file = Storage::StorageFile::GetFileFromPathAsync(imagePath);
Windows::System::Launcher::LaunchFileAsync(file);
I'm getting this error from the LaunchFileAsync() API:
error C2665: 'Windows::System::Launcher::LaunchFileAsync' : none of
the 2 overloads could convert all the argument types
Can I please get help how to solve this. I'm very new to WinRT C++ coding .
The method GetFileFromPathAsync does not return a StorageFile, but it returns IAsyncOperation<StorageFile>^. What you have to do is convert the latter to the former, as follows:
using namespace concurrency;
String^ imagePath = ref new String(L"C:\\Users\\GoodMan\\Pictures\\wood.png");
auto task = create_task(Windows::Storage::StorageFile::GetFileFromPathAsync(imagePath));
task.then([this](Windows::Storage::StorageFile^ file)
{
Windows::System::Launcher::LaunchFileAsync(file);
});
Generally all Windows Store app framework methods that end in Async will return either an IAsyncOperation, or a task. These methods are what are known as asynchronous methods, and require some special handling. See this article for more info: Asynchronous programming in C++ .
So now everything is great, correct? Well, not quite. There is another issue with your code. It is that when you run the code above, you will get an access-denied error. The reason is that Windows Store Apps are sandboxed, and you cannot generally access just any file on the filesystem.
You are in luck, though, because you are trying to access a file in your Pictures folder. The Pictures folder is a special folder that Windows Store apps have access to. You can get at it using the KnownFolders class:
using namespace concurrency;
Windows::Storage::StorageFolder^ pictures =
Windows::Storage::KnownFolders::PicturesLibrary;
auto task = create_task(pictures->GetFileAsync("wood.png"));
task.then([this](Windows::Storage::StorageFile^ file)
{
Windows::System::Launcher::LaunchFileAsync(file);
});
Note that in order to access the Pictures folder your application has to declare it in the project manifest. To do so, double click on the Package.appmanifest file in the project "tree" in Visual Studio, and select the Capabilities tab. Then under Capabilities, check Pictures Library.
I want to get the binary name of a C++ Project with a Visual Studio C# Addin.
I googled and found, that the the EnvDTE.Configuration.properties should have a element called "AssemblyName" but C++ projects do not seem to have this element.
Did somebody know where could I get this information inside a visual studio addin?
For VC++ projects you need to get access to the VCConfiguration object which you should be able to get at from the EnvDTE.Project's Object property like:
EnvDTE.Project project = ...
VCProject vcProj = (VCProject)project.Object;
IVCCollection configs = (IVCCollection)vcProj.Configurations;
VCConfiguration config = (VCConfiguration)configs.Item(configName); // like "Debug"
At that point with the VCConfiguration how exactly to get at the correct properties depends on your set up. You can access the the VCLinkerTool from the Tools property and get at the OutputFile and other properties. Or, if you use the newer inherited property sheets you may access those through the Rules property.
IVCCollection tools = (IVCCollection)config.Tools;
VCLinkerTool linkTool = (VCLinkerTool)tools.Item("Linker Tool");
string outputFile = linkTool.OutputFile;
// -------
IVCRulePropertyStorage ruleStorage = config.Rules.Item(ruleName);
string outputFile = ruleStorage.GetEvaluatedPropertyValue("TargetName");
In order to get the complete path of the binary, follow the steps as #Chadwick said to get the VCConfiguration object. And then, just use the following line of code:
//returns the complete binary name including path as a string
var primaryOutput = config.PrimaryOutput;