Team Build - Get Workspace - get latest from specific paths, NOT everything - build

I have a simple build definition which I want to use to build just one project, and every time I choose to run this build, I want to get latest from the branch/directories that pertain only to the project in question. How do I do that? The call to "Get Workspace" gets everything from source control, and I do not want to (or need to, for that matter) get latest from everything for various reasons.
I hope I am not asking for much.
Thanks in advance.

Check the workspace mapping in the build definition. The build only gets the items that you have specified over there. If you want to exclude some folders within the path that you are mapping, you can choose to cloak some folders.

You can adjust your ItemsToBuild in Process Tab in Required section

Related

Where to put assets in xcode? [duplicate]

This question have been asked numerous times, but I have not managed to get an answer that I am happy with. Probably because the most answers is of "how do I do this?" type and also get "this way you do this" answers.
The problem I have is that I need to use absolute paths when I want to reference to images in Xcode (version 6.0.1). I am quite sure that I could place the images in my working directory which is something like:
/Users/patrikek/Library/Developer/Xcode/DerivedData/ChessGame-
ftpbqerfsenxxbfvneyzfwdmtwjk/Build/Products/Debug
Then add the file to some Xcode group in project navigator (eg. images/myImg.png) and I would be able to reference the file as myImg.png (since I have not foldered the image inside my working directory). I am also quite sure that the project navigator stuff would not b required for this to work.
And after this introduction comes the questions:
1) Is it necessary to place all images and other resources in the current working directory? Also, if not what is the best way to store folders in a program and is it necessary to name the folder containing images to Resources?
2) Is it possible to arrange files using the project navigator? What I am after is to use the project navigator only and let Xcode worry about the details of copying files and so. It seems somehow unnecessary to have a project navigator, when the physical files are not packaged in the same way. It does also seem error prone to update the project navigator and the physical hierarchy independently of each other.
An example:
I create a folder images in the Project navigator, inside that folder am I placing a reference to the image using the usual way in the project navigator. Is it now possible to make Xcode arrange so that I can do a call images/myImg.png when I want to load the image in some function (without me doing anything, since if I move many images to my working directory I may forget one and I may also spell images wrong by mistake if I create another folder in my working space). Also what have happened inside Xcode when this action was done?
Since I am not at all familiar with Xcode yet I may have got something wrong here, but the core of this problem is to find out where the files physical location must/should be and if there is some way to let Xcode do this by using the project navigator.
BR Patrik
Xcode does not manage images the way you have presumed that it does. Take a look at the 2013 WWDC "What's New in Xcode" video to see how Xcode 5 and Xcode 6 organize and manage images for any given project. When you have configured the asset catalogues for your project correctly, it wouldn't matter where the original images live on disk. As long as you have dragged the right assets into the right catalogues, your projects will work. The good news is that you only need to configure images once and change only the ones that change once done. For details, see this wwdc video: http://devstreaming.apple.com/videos/wwdc/2013/400xex2xbskwa5bkxr17zihju9uf/400/ref.mov
Once an image is configured in the asset catalogue, you can refer to it with or without it's file extension. For example, you can refer to "example.png" as "example" in your code. Hence, "myImg.png" can be "myImg" or "myImg.png" in code. No need to worry about which subdirectory contains it.
Now if your question has to do with runtime assets, again your development system directory structure would not matter. If that is the case, then you might have to re-ask your question. I would be glad to help you there as well--if that's what you want to know.

How to register Shell Thumbnail handlers

I am trying to define 2 custom filetypes that I want them to feature thumbnail previews within windows explorer and I used this code sample (https://code.msdn.microsoft.com/CppShellExtThumbnailHandler-32399b35) to register the new shell extension but I can only make one of them work at a time.
The moment I try to register the second one it seems it replaces the IThumbnailProvider's Handler Subkey {E357FCCD-A995-4576-B01F-234630154E96} and breaks the first filetype's registration. If anyone has some experience with this, my question is,
can I register more than 1 filetypes at a time using this code sample?
Is there an alternative?
Thank you!
I managed to register more than 1 custom files, but the way I did it leaves me baffled... So if anyone could take the time to explain it to me I d sure appreciate it.
I copied the c++ project/solution to a new folder, changed the custom filetype parameters inside the code to match my 2nd custom filetype needs, build this new project and registered the resulting .dll.
So basically, what made it work, is that when you build the project/ solution the files that are being produced (the .dll being just one of them) are essential for the thumbnail handler to work.
And this is what baffles me.
I would expect that after you register the .dll, the new filetype is established and that I could even get rid off the aforementioned files. But apparently not only you have to register the .dll, but also make sure you keep the other files that are being produced upon built, unchanged in everyway.
So that basically means, 1 project/solution per custom filetype, nicely saved in its own folder :)
Is this the right way to do this, or am I just hacking it here?

How to reference to images and other objects in Xcode and where to place them physically?

This question have been asked numerous times, but I have not managed to get an answer that I am happy with. Probably because the most answers is of "how do I do this?" type and also get "this way you do this" answers.
The problem I have is that I need to use absolute paths when I want to reference to images in Xcode (version 6.0.1). I am quite sure that I could place the images in my working directory which is something like:
/Users/patrikek/Library/Developer/Xcode/DerivedData/ChessGame-
ftpbqerfsenxxbfvneyzfwdmtwjk/Build/Products/Debug
Then add the file to some Xcode group in project navigator (eg. images/myImg.png) and I would be able to reference the file as myImg.png (since I have not foldered the image inside my working directory). I am also quite sure that the project navigator stuff would not b required for this to work.
And after this introduction comes the questions:
1) Is it necessary to place all images and other resources in the current working directory? Also, if not what is the best way to store folders in a program and is it necessary to name the folder containing images to Resources?
2) Is it possible to arrange files using the project navigator? What I am after is to use the project navigator only and let Xcode worry about the details of copying files and so. It seems somehow unnecessary to have a project navigator, when the physical files are not packaged in the same way. It does also seem error prone to update the project navigator and the physical hierarchy independently of each other.
An example:
I create a folder images in the Project navigator, inside that folder am I placing a reference to the image using the usual way in the project navigator. Is it now possible to make Xcode arrange so that I can do a call images/myImg.png when I want to load the image in some function (without me doing anything, since if I move many images to my working directory I may forget one and I may also spell images wrong by mistake if I create another folder in my working space). Also what have happened inside Xcode when this action was done?
Since I am not at all familiar with Xcode yet I may have got something wrong here, but the core of this problem is to find out where the files physical location must/should be and if there is some way to let Xcode do this by using the project navigator.
BR Patrik
Xcode does not manage images the way you have presumed that it does. Take a look at the 2013 WWDC "What's New in Xcode" video to see how Xcode 5 and Xcode 6 organize and manage images for any given project. When you have configured the asset catalogues for your project correctly, it wouldn't matter where the original images live on disk. As long as you have dragged the right assets into the right catalogues, your projects will work. The good news is that you only need to configure images once and change only the ones that change once done. For details, see this wwdc video: http://devstreaming.apple.com/videos/wwdc/2013/400xex2xbskwa5bkxr17zihju9uf/400/ref.mov
Once an image is configured in the asset catalogue, you can refer to it with or without it's file extension. For example, you can refer to "example.png" as "example" in your code. Hence, "myImg.png" can be "myImg" or "myImg.png" in code. No need to worry about which subdirectory contains it.
Now if your question has to do with runtime assets, again your development system directory structure would not matter. If that is the case, then you might have to re-ask your question. I would be glad to help you there as well--if that's what you want to know.

Wix multi-disc layout requirement - Caching and locating media

First time asking a question here, and might not be my last. This is in regards to WiX 3.8
My company is starting to go into the installer business, and one of the requirements I have been tasked to do is to create a multi-disc installation for our product. I have used WiX before for simple patches, but now we want to create a full installation. Some of the requirements include:
Creating external cab files for multiple discs [Which I enabled with setting the 'EmbedCab' property in the media tag to 'no' and setting the disc ID's to each file element with Compression to low]
The finished build will have the 5 discs in separate folders, with the respected external cab files in each [Media tag 'layout' set to destination]
Executing the .msi file inside the 'Disc1' folder [Which works...almost]
The problem I am running into is that when the .msi file is located on the hard disk, either outside the Disc layouts or inside the 'Disc1' subfolder, it cannot find the other .cab files. The requirement I have is that I need to find a way to be able to only prompt for a disc if and only if after searching inside the next subfolder 'Disc2' and finding the next .cab file to install. Therefore it can not only look in the root where the .msi is located, but also check the subfolders for the required cab files. (This almost mimic's InstallShield, but I REALLY don't want to go that route.)
The second issue I have is regards to the bootstrapper. The .exe file needs to embed the .msi file as per the requirement. However, even when disabling caching of the msi file, the bootstrapper seems to start caching all the other .cab files (we are talking about a 20GB installation). Even disabling repair and rollback, the bootstrapper continues to try to cache the cab files into the PackageCache area on my system.
I've looked online and read the WiX books to help find a solution, but I seem to finally hit a dead end. Can anyone give me any thoughts or insight to help with this issue?
Some things I have tried so far:
- Using a custom action (C++) to perform a 'ResolveSource' to try to change the 'SourceDir' property to continue installation
- Thought about making a custom bootstrapper to disable the package caching event entirely, but I have no idea where to start.
Any advice, direction or even a sample to help would be greatly appreciated.
Thanks!

VS2010 does not find #include via environmental variable

I'm currently running into a problem that drives me a little bit mad. I hope it's a little stupid mistake on my side.
For convenience, I added an environmental variable in Windows 7, VS_BOOST_INCLUDE_HEADER with the value set to D:\01_Programs\boost_1_55_0\. My VC C++ include directories contain $(VS_BOOST_INCLUDE_HEADER).
Remark: I changed that variable this morning, but I've rebooted my computer since than multiple times.
Now my VS project complains it can't find any of the boost includes anymore, e.g. <boost/asio.hpp>. If I add the whole path manually to the include paths (adding D:\01_Programs\boost_1_55_0\ as text to my VC C++ include directories), everything works as expected.
To avoid a simple typo, I added a post-build event:
echo $(VS_BOOST_INCLUDE_HEADER)
That works as expected:
1>PostBuildEvent:
1> D:\01_Programs\boost_1_55_0\
All my other environmental variables still work as expected, even those that were renamed this morning as well.
Any ideas?
What am I doing wrong?
Maybe I'm late to the party, but a possible scenario is when you
run VS as administrator
adjusted a User environment variable
Then it would make some sense for VS to see the System environment only and still use the old value.
If you decide to use property sheets the msdn has clear docs
"If you have a common, frequently used set of properties that you want
to apply to multiple projects, you can use Property Manager to capture
them in a reusable property sheet file"
Under the view menu, chose property manager and add a new sheet.
You can then make your project inherit its settings from this property sheet, thereby just setting this in one place.