In the alpha versions of Angular 2.0 I worked with the files from DefinitelyTyped to use typings for TypeScript in Visual Studio. This was simple by just adding the d.ts files to the project. In the current beta stage this seems to be different since DefinitelyTyped no longer provides this file and they have been moved to the angular repo directly.
Problem is that I don't know which file to include to the project in the first place, including all of them throws tons of errors while compiling.
My setup is a DNN website with my VS project residing in the DesktopModules folder, meaning that my project is not the root of the website. I use SystemJS to load components from various locations within this site.
Is there a simple way to include one d.ts file or compose it so that TypeScript can compile correctly?
EDIT - To explain it more detailed:
When I was using import statementimport * as ng from 'angular2/angular2' in the alpha, the 'angular2/angular2' (path and JS file) was resolved by SystemJS and Visual Studio knew about it because of the definition file that was declaring a module. How do I achieve that Visual Studio will know about that again? I tried many hours without success, except using the old Alpha stage .d.ts file and changing it slightly to declare it as angular2/core.
How can this problem be resolved without using the new project system of ASP.NET 5?
Since TypeScript has introduced the "exclude" section in tsconfig.json the preferable way of setting up project is instead of manually including every file that is a part of your project using "files" section of tsconfig, you exclude unwanted ones and everything else will be automatically considered part of your project.
Angular2 comes with typings as its part. You no longer need to manually add them via tsd/typings. Your IDE should be able to automatically resolve them.
Make sure though that you will exclude at least "node_modules" folder in tsconfig.json so compiler will not try to compile its contents and you will not end up with tons of "duplicate identifier" errors.
For more details you can follow sample walkthrough specifically for VS: Starting Angular 2 in ASP.NET 5 with TypeScript using Visual Studio 2015
I came up with a very simple solution. I can accept this workaround because it is only needed at development time.
First of all, in order to make all the magic work you have to use the GitHub source code of DNN and include your projects to the solution.
For Visual Studio to find the typings I just copied the angular2 folder from my JSPM location to the root of the website (rxjs is needed in addition). In this case the statement import * as ng from 'angular2/core' will let Visual Studio search in the root of the website for a folder called angular2 and a file named core. By doing this, everything is compiling fine, all errors are gone and IntelliSense is working again.
This is no problem at runtime because all script files are loaded through SystemJS from the location where your JSPM packages reside (in other words those newly copied folders are not needed, it's just for VS to find the typings).
I also wanna mention that this no problem with Angular itself, TypeScript just does not know anything about JSPM and therefore can not find the right location to load the typings from. There is a discussion on the TypeScript repo on GitHub which can give you more details on that. In future versions there could be a way to tell TypeScript some paths to lookup, or maybe even an integration of JSPM and TypeScript.
https://github.com/Microsoft/TypeScript/issues/6012
I have found that the real important include in VS is the typescript.d.ts file. This is in the node-modules\typescript\lib folder. I also include the js files in the index.html, but that is only to get rid of the red squigles.
Related
I'm a bit of a noob on that topic so I'm searching for help. I need to install this library (https://github.com/twcclegg/libphonenumber-csharp) for a unity project where I need to check phone numbers.
But as I always made simple games in unity I really don't know how to do that and I don't really know either what to search to find an answer.
If anyone of you knows how to do it, it will really make my day.
Thank you
Once do a build on a project you want to use in Unity, then find the DLL output from the build. I recommend you do Release Builds, but for now if you are not familiar with Visual Studio just use what you were able to build. If there are multiple directories then you only need one - the best one to use would be any labelled ".NET Standard" which it seems you have a .net standard 2.0 directory.
Go to your Unity project in the Assets folder, and if there isn't already a Plugins folder create one. Then in Assets/Plugins create a folder named whatever you want for the library - in this case PhoneNumber would be fine. So you would have Assets/Plugins/PhoneNumber and you would copy/paste the contents of your NetStandard2 folder there.
In the end you should have Assets/Plugins/PhoneNumber/PhoneNumber.dll
As soon as you have that dll, you can switch back to Unity and see if it worked by checking the Unity Console for any Errors. You might receive errors saying it could not load the DLL. Almost always if it can not load the DLL it is because of missing dependent DLLs - which is why I said to copy the entire folder contents inside the "NetStandard2" folder since it may contain more than just PhoneNumber.dll - it may have it's necessary dependent dlls also.
If not, you can read the error output and hopefully get a clue as to what dependent dlls are missing. You can also expand the Dependencies in Visual Studio.
Typically the DLL failing to be loaded in Unity is because of missing dependent DLLs. Expanding the Dependencies, which is found under the project name in the Solution Explorer window on the right side of Visual Studio, will show you what libraries it requires. Most of what you see under dependencies (if not all) will require a similarly named dll. Under the netstandard2.0 dependency I see System.Collections.Immutable - so you may need a System.Collections.Immutable.dll which should (usually) be in the output folder when you build the project. You would also need that dll in Unity in your PhoneNumber folder along with PhoneNumber.dll
I am trying to add a barcode scanner plugin to my phonegap/cordova project for windows phone. I searched a lot but couldnt find any docs on adding external plugins to visual studio. I am using 'Visual studio 2010 Express for Windows Phone'. I got the phonegap plugin from here. Even thought the plugin is depreciated, I had success in using it in eclipse for building the android version.
Maybe check this out or this
Application developers use the CLI's plugin add command (discussed in The Command-Line Interface) to apply a plugin to a project. The argument to that command is the URL for a git repository containing the plugin code.
PhoneGap-WP7 maintains the plugability of other platforms via a command pattern, to allow developers to add functionality with minimal fuss, simply define your C# class in the WP7GapClassLib.PhoneGap.Commands namespace and derive your class from BaseCommand.
For .cs file you just need to add it to your VS project
For .js file you need to add it to correct folder (to be a part of VS project), for example to 'www' and THEN add reference to this .js file in your html page (this step seems to be missed in your case).
Optional. For some libraries you will also need to add additional dlls, but you can't miss this step since there will be compilation issues.
Hope this help u
I am using Visual Studio 2012 to create a class library project that will also include a number of TypeScript (.ts) files, as well as their generated .js and .js.map files. All of these files need to be included in the assembly as embedded resources, so that they can be exposed to a consuming ASP.NET MVC application via a custom VirtualPathProvider.
Note: although only the generated JavaScript files are essential for the production environment, the .ts and .js.map files must also be accessible to the web application, for debugging.
This presents a conflict, since TypeScript files are usually assigned the TypeScriptCompile build action but I also need them to be assigned EmbeddedResource.
Is there any way to assign multiple build actions to a VisualStudio project component? Alternatively, is there another way to get TypeScript to compile files that are not explicitly marked as TypeScriptCompile or to get Visual Studio to embed files that are not marked as EmbeddedResource?
Thanks for your suggestions,
Tim
If you had a TypeScript file that referenced all of the others, only it would need to have the TypeScriptCompile type as the compiler should walk all the dependencies and compile all the rest too.
So creating a file that acts as the compilation target and that references all of your other files might allow you to change all the rest to EmbeddedResource.
First off, let me start by saying that Nuget is awesome. I love it. That being said, there is one thing about it that I have just discovered which is really getting very annoying.
We have an in-house framework which we use for almost all of our projects. So, I recently created a Visual Studio project template for it, along with the VSIX.. had a few problems along the way due to Nuget.. it wouldn't create the new project from a template when the template was referencing the framework.. because the framework was using Nuget and it couldn't find the nuget folders in the new project created from the template. So, solution was to remove nuget from the framework project and only use Nuget for the other projects (anything but the framework). Okay, great.. that solves the problem!
However, now with every Nuget managed project that I open, it automatically adds these 2 lines back into the .csproj of the framework:
<RestorePackages>true</RestorePackages>
and
<Import Project="$(SolutionDir)\.nuget\nuget.targets" />
This is frustrating because we now need to either stop using Nuget altogether OR to keep removing these lines from our framework's .csproj file every time we want to rebuild the template.
Is there any way I can tell Nuget to ignore one project in the solution? In my case, to ignore the framework project...
With a suggestion from Nailuj and also from what I found here: http://samritchie.net/2012/09/17/nuget-packages-in-vs2012-templates/, I tried something that I thought would work, but it didn't serve my needs; that method is just for including the packages in with the new project, which for me is not helpful and doesn't solve the problem (error about missing .nuget targets folders). So, I played with it a bit and came up with something that is not ideal, but is acceptable:
Remove anything and everything to do with Nuget from the project which is to serve as a template. This then causes a problem with the referenced framework, because the framework project is expecting to be managed by Nuget and from this solution it's not, so error occurs... so:
Remove the framework project from the solution and only reference the DLL so it will build, but not complain about missing nuget folders
Rebuild
Export to template
Build VSIX using exported template
Install template
Create a new project from the newly installed template
Enable Nuget package restore on solution of new project
Open Package Manager Console
Notice message about missing packages and agree to download and install them (about 1 minute)
Remove framework DLL reference and replace with actual project (Right-click, Add Existing Project)
Rebuild and run
Celebrate!
I hope this helps anyone else who may find themselves in this predicament. If anyone has a better idea, please let me know. The bounty is still open for another 6 days, so I won't mark this as answer yet.
I'm using visual studio 2010, Qt add-in etc all ok, then create new project using Qt add-in... when doubleclicking *.ui (the actual form) file in VS it opens Qtdesigner, then I put some controls on, but that does not change my code at all :/
Qt form is changed it contains those controls but source files are the same as before even after building my project.
I'm I missing something?
I think Qtdesinger shoult put some code for objects which I created using Qtdesigner.
cos without that we must write all the code as if there were no Qtdesigner so Qtdesinger is useles in Visual studio, the same thing we could just do by hand-coding a form interface.
thanks alot.
EDIT:
OK
I've copied this from Qt site:
You are referencing objects from a .ui file...
The Visual Studio code model parser only parses C++ sources, meaning
that widgets or objects defined in .ui files will not be accessible.
To workaround the problem, the Qt Visual Studio Add-in automatically
generates C++ code from the .ui file by saving the file and running
uic on it. This step is done everytime the project is built. If the
code completion does not work, try to rebuild the project. It is
possible that you have to wait some time, before code completion fully
works after updating an .ui file. For more information, you can refer
to the Modifying Project Properties section. It still does not work...
You should refresh the code model, Intellisense. This is done by
opening the solution explorer, invoking the context menu of the
project and activating the item Update Intellisense.
now it looks that I'm having such problems but this does not help at all, update intelisece. I can't see such option in visual studio,
it looks my visual studio add-in isn't working.
it says "You should refresh the code model" Woot? can someone explain me how to do that please.
here are some output warnings when building my project:
Warning 1 warning : No resources in 'C:\Users\Admin\documents\visual
studio
2010\Projects\VisualStudio\test\test.qrc'. C:\Users\Admin\documents\visual
studio 2010\Projects\VisualStudio\test\RCC Warning 2 warning LNK4099:
PDB 'vc100.pdb' was not found with 'qtmaind.lib(qtmain_win.obj)' or at
'C:\Users\Admin\documents\visual studio
2010\Projects\VisualStudio\vc100.pdb'; linking object as if no debug
info C:\Users\Admin\documents\visual studio
2010\Projects\VisualStudio\test\qtmaind.lib(qtmain_win.obj)
I'm going to explain a little bit how things work and the relationships between the files, and hopefully this will solve your problem.
When you edit the ui file using the designer all changes are made to the ui file itself. Then when you build a couple of things will happen.
First... a custom build step will be run on the ui file. This build step runs "uic" as Macke said, and will generate a file called "ui_thenameofyouruifile.h". Where this file is located depends on your project settings, but if you look in your project you should see a folder called Generated Files in your project.
If you look in there you should see the newly generated file. This is the code that is "changed" when you make changes to your form. Now if this file is not updated, or does not exist at all, then somehow your project settings got messed up. In this case I would remove your .ui file from the project and re-add it. The add-in should do it's magic and add all the stuff you need. Build again and it should work. (I assume that is probably your problem)
The second thing that should happen when you build, is that the class that uses your ui file should recompile. Generally when you create a ui file, you also create an accompanying .h and .cpp file. This is where we do any of the fun logic that we might need in our window. The Qt designer will never ever change this class.
In the header file we refer to the ui file by doing this:
namespace Ui {
class thenameofyouruifile;
}
#include "ui_thenameofyouruifile.h"
and then we add a member variable
Ui::thenameofyouruifile UI;
There are a couple of ways to do this, but basically that's the idea. The add-in is supposed to configure your project so that the directory where the generate files go is included in the "additional include directories" in your project settings, but that is another place to check to make sure that your code is really linking with the correct generated file.
If Qt Add-In installed properly, it should generate the custom build step for Qt related files (.ui or moc file). I have not tried Qt Add-in with VS 2010, but with VS 2008 it's okay.
The work-around for your problem, you need to add manually the custom build step for each ui file you have in the project. To do this, the step is:
Right clicked the ui file, and click the properties (I'm using VS-2008 to do this step, and expect this may not be much different in VS 2010).
Under custom build step, add this in the command line: "$(QTDIR)\bin\uic.exe" -o ".\GeneratedFiles\ui_$(InputName).h" "$(InputPath)"
And add this under output: ".\GeneratedFiles\ui_$(InputName).h"
And this under additional dependencies: $(QTDIR)\bin\uic.exe. Then click apply / ok.
If this is done, the ui file is compilable, (when you right click it, it can be compiled), so when the ui file content change, the new ui code (.h) file is regenerated.
Alternatively, to reset the VS project file (vcprojx) you can create Qt project in Qt creator, (or if you have already one), and then convert the Qt creator project (.pro) into vcproj using this command line:
qmake -spec win32-msvc2010 -tp vc
This will create the vcproj with the proper custom build step for you (in case you have many ui files, then you don't need to do the first approach).
If you've created a Qt widget using the new class wizard, stuff should work as expected.
I.e. your .ui files are compiled by Qt's uic to .cpp files, i.e. you need to build your project to get these changes into the ui-class.
So, the .ui files should be added to the project, and have some special build rules that invoke 'uic' on them. If that's not the case, try and re-add them to your project (that way, the Qt add-in should configure the build rules)
Normally, you have a class that inherits QWidget which then includes the compiled cpp-class, by one way or another, usually as a member variable (but inheritance is an option too).
Adding an .ui-file straight up should work too (if you're in a Qt project, which you are..), but obviously something is wrong.
Does the example projects work as expected?