When working with a .NET Core app in Visual Studio 2019 for Windows I have options to publish app as a Windows, Linux or Mac package, framework-dependent or self-contained. I must be missing something obvious, but how do I do the same in Visual Studio for Mac? It's just publishes stuff without asking for any options.
I tried manually edit publishing profile to include last 2 lines:
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<WebPublishMethod>FileSystem</WebPublishMethod>
<PublishProvider>FileSystem</PublishProvider>
<LastUsedBuildConfiguration>Release</LastUsedBuildConfiguration>
<LastUsedPlatform>AnyCPU</LastUsedPlatform>
<publishUrl>../../dist</publishUrl>
<ExcludeAppData>False</ExcludeAppData>
<DeleteExistingFiles>true</DeleteExistingFiles>
<TargetFramework>netcoreapp3.1</TargetFramework>
<RuntimeIdentifier>linux-64</RuntimeIdentifier>
<SelfContained>true</SelfContained>
</PropertyGroup>
</Project>
but they seem to have no effect.
I ended up doing this in .NET CLI
dotnet publish -o dist/ -r linux-x64 src/
If you specify the runtime identifier - by default it builds self-contained package.
So I have a solution with 70ish projects that I updated to use a Directory.build.props file to use a single bin folder to make our CI process cleaner. Works great and now everything is in 1 locaction
BUT the problem now is when I open Visual Studio 2017 it creates a bunch of extra project folders now that NEVER get used. Anyway to disable this? It's just confusing to people and clutters up everyone's dev repo.
Example:
%sourceroot%\bin\release\ (this is where all the projects get happily binplaced)
%sourceroot%\bin\project1Neverused\ (unwanted folders that just clutter my dev box up)
%sourceroot%\bin\project2neverUsed\
%sourceroot%\bin\project1Neverused\
%sourceroot%\bin\project2neverUsed\
Here's my Directory.build.props file:
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<SolutionDir>$(MSBuildThisFileDirectory)</SolutionDir>
<OutputPath>$(SolutionDir)bin\$(Configuration)\$(MSBuildProjectName)</OutputPath>
<OutDir>$(OutputPath)</OutDir>
</PropertyGroup>
</Project>
Now open the sln file in Visual studio and if you look VS will have auto generated those folders even though you haven't built anything yet. I want that to be disabled because it's just generating junk folders that aren't used. Since we use a props file for msbuild to binplace we didn't update each project file from the default of "bin\debug"
Yes, Visual Studio will create those bin/obj folder by default when you create a new project/solution. It seems that there is no direct setting to prevent Visual Studio from generating these folders.
As a workaround, you can try to add a delete task in Directory.build.props file to delete the those folder:
<Target Name="CleanFolder" AfterTargets="Build">
<RemoveDir Directories="$(BaseIntermediateOutputPath)" />
<RemoveDir Directories="$(ProjectDir)bin" />
</Target>
Hope this helps.
I have some F# project files generated using visual studio.
On my computer, which has several F# versions installed, it seems to pick the latest one.
However, I want to use a specific F# compiler - the one installed using version 3.1.2.
How do I do so?
I'm using a similar setup, just that I'm consuming the F# compiler from its nuget package - this works nicer in shared build environments.
You will need a .props file to be included in all of your F# projects, I've called it fsharp_project.props. By changing that props file, you can update the compiler version for all of your F# projects. Its contents should be as follows:
<?xml version="1.0" encoding="utf-8"?>
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<PackageRoot>C:\packages\Fsharp.Compiler.Tools.Nuget</PackageRoot>
<FscToolPath>$(PackageRoot)\tools</FscToolPath>
<FSharpVersion>v3.0</FSharpVersion>
</PropertyGroup>
<ItemGroup>
<Reference Include="FSharp.Core">
<HintPath>$(PackageRoot)\tools\fsharp.core.dll</HintPath>
</Reference>
</ItemGroup>
</Project>
You need to adjust the path to your local version of the F# compiler, and also to the core libraries that you wish to use.
Then, modify your .fsproj file to consume that file as follows:
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<Import Project="C:\whereever\fsharp_project.props"/>
...
Further down in your .fsproj file you will see a reference of FSharp.Core.dll. Remove that - in the props file, there is already a reference to the version of the core libraries that come with the compiler.
Re-load your project and re-build, it will print out the full path of the fsc.exe that it is using.
As a side note: The same trick with .props files is also incredibly helpful for referencing the right version of FSharp.Core.dll in C# consumers of your F# code - that's a frequent source of runtime errors. Include a props file that only references FSharp.Core.dll in each .csproj, and you will be able to switch all C# projects to a new version of the core libraries by just updating the `.props' file.
From a brand new console application template in visual studio, I edited the .csproj to build another project like this:
...
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Target Name="BeforeBuild">
<MSBuild Projects=".\other.mproj"/>
</Target>
...
Where other.mproj is:
<?xml version="1.0" encoding="utf-8"?>
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003" DefaultTargets="Build">
<Target Name="Build">
<Message Text="kikou" />
</Target>
</Project>
After a while I discovered that modifying the content of other.mproj (for instance, by introducing errors or changing text kikou to something else) would not be taken into account unless unloading/reloading the project in visual studio.
Building from the command line with 'msbuild myproj.csproj' immediatly detect changes in 'other.mproj'. So it all looks like visual studio is working from a cached version of other.mproj file.
Why is visual studio caching this other script (which is even not included to the project), and how can I solve this issue ?
Update: I also tried this UseHostCompilerIfAvailable, it doesn't work.
NB1: I didn't add other.mproj as a project reference in the .csproj because it is not a .NET project at all (it just creates resources files for the .csproj from other inputs before the build)
NB2: I'm using VS2010 (10.0.10219.1SP1Rel + MSBuild 4.0.30319.1)
Visual Studio caches all MSBuild files, this is done for performance reasons. You will not be able to have an MSBuild only way around this. It may be possible to achieve this via a VS add-in but I'm not 100% sure of that.
I've got an x86 Visual Studio solution with many project files in it. Some of the DLL files are designed to work as plug-ins to other applications on a user's system.
We're expanding some of the DLL files to be able to support 64-bit applications. I'd like to set up the solution/projects so that just hitting "Build" will build both the x86 and x64 versions of those DLL
files. The solution contains both C++ and C# projects.
I realize that "Batch Build" is capable of building both, though it would be more convenient if developers could just click the same button as they have previously and have all of the output DLL files generated.
Here are a couple of the modifications that I've tried to a test project, but that I haven't gotten to work:
I've tried modifying the <Target Name="AfterBuild"> to try:
<Target Name="AfterBuild" Condition=" '$(Platform)' == 'x86' ">
<PropertyGroup>
<Platform>x64</Platform>
<PlatformTarget>x64</PlatformTarget>
</PropertyGroup>
<CallTarget Targets="Build"/>
</Target>
But that results in the following error:
C:\Windows\Microsoft.NET\Framework\v3.5\Microsoft.Common.targets(565,5): error MSB4006: There is a circular dependency in the target dependency graph involving target "Build".
I think my conditions will prevent infinite recursion, but I understand how MSBuild could not see it that way.
I've also tried:
<Project DefaultTargets="MyBuild86;MyBuild64" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
...
<Target Name="MyBuild86">
<PropertyGroup>
<Platform>x86</Platform>
<PlatformTarget>x86</PlatformTarget>
</PropertyGroup>
<CallTarget Targets="Build"/>
</Target>
<Target Name="MyBuild64">
<PropertyGroup>
<Platform>x64</Platform>
<PlatformTarget>x64</PlatformTarget>
</PropertyGroup>
<CallTarget Targets="Build"/>
</Target>
But my DefaultTargets appears to be ignored from within the Visual Studio IDE.
Last, I've tried creating a separate project that imports the first project:
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform>x64</Platform>
<PlatformTarget>x64</PlatformTarget>
<ProductVersion>9.0.30729</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<OutputPath>..\$(Configuration)\x64\</OutputPath>
<ProjectGuid>{A885CAC3-2BBE-4808-B470-5B8D482CFF0A}</ProjectGuid>
</PropertyGroup>
<Import Project="BuildTest.csproj" />
</Project>
And this so far has shown the most promise. However, Visual Studio seems to ignore my OutputPath setting from this new project and instead outputs the EXE/DLL file to the path specified in the original project. There isn't any PropertyGroup block that I can see that is being executed in the original project to override this, so I'm not sure what's happening.
We do something similar to build core assemblies for .NET Compact Framework.
Try this:
<Target Name="AfterBuild">
<MSBuild Condition=" '$(Platform)' == 'x86' " Projects="$(MSBuildProjectFile)" Properties="Platform=x64;PlatFormTarget=x64" RunEachTargetSeparately="true" />
</Target>
Importing a project in such manner works for me in Visual Studio 2010:
TestProject64.vcxproj
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="TestProject.vcxproj" />
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{B7D61F1C-B413-4768-8BDB-31FD464AD053}</ProjectGuid>
</PropertyGroup>
</Project>
TestProject64.vcxproj.filters
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="TestProject.vcxproj.filters" />
</Project>
TestProject.vcxproj has two configurations defined inside: Release|x86 and Release|x64. As you can see, TestProject64.vcxproj has only the Release|x64 configuration. Defining of at least one configuration in TestProject64.vcxproj is necessary, otherwise Visual Studio will not be able to add TestProject64.vcxproj to a solution.
Now it's possible to include both TestProject.vcxproj and TestProject64.vcxproj to the same solution and build Release|x86 and Release|x64 at the same time.
I think the best way of doing this is to invoke MSBuild from the command line. It shouldn't need editing of MSBuild files. Just run
msbuild myproj.sln /p:Configuration="Debug|Win32"
msbuild myproj.sln /p:Configuration="Debug|x64"
I assume that if a developer is using Visual Studio then they'll only be generating the DLL files so they can debug with them, and that you have a separate build process if you're actually deploying the DLL files.
For C++, and if it's a project whose files/settings don't change often, one way to do it is create two projects within the solution, with both projects referring to the same source files. Then, in x64 builds, set one project to build 64-bit and the other 32-bit. (In x86 builds, set one as 32-bit and turn off the other.)
We've been using this for a while and it works fine.
Of course, you have to be careful that any changes you make to one are also made to its copy. i.e. if you add/remove a file or change its build setting, you have to do it in two places. Source-code changes still only need to be done once, because there's still only one copy of each source file.
And, of course, you may decide that doing this is more complex/risky than switching away from using the IDE. In our case it's worked really well, though.
You are not going to be able to do this with the UI of Visual Studio. For this you will need to hack the MSBuild files.
Try this link from MSDN for MSBuild Overview
I would suggest to create a dummy C++ Makefile project and then invoke MSBuild twice from it:
msbuild myproj.sln /p:Configuration="Debug|Win32"
msbuild myproj.sln /p:Configuration="Debug|x64"
Perhaps I've missed the point of this discussion.
Using Visual Studio, go to menu Build → Configuration Manager. In the Active Solution Platform drop down, select "New...", and a New Solution Platform dialog appears. Select x64 and accept the default Copy From. Close the dialog and the Configuration Manager.
Now open menu Build → Batch Build. Check those configurations you want to build and build them. You will find the x64 build executables separate from the Win32 executable files.
You can verify that these are what was intended by right clicking on the executable files, selecting Properties, and select the Compatibility tab. In the dropdown window you can check to see what operating systems the executable file can be run in.
Obviously, there may be some other tweaking you might have to do to get all the output files in their proper places, but this method seem somewhat simpler than fooling with build than those described above.
I ran into this problem with a project running in Visual Studio 2008 (on Windows XP) (32-bit) and also Visual Studio 2010 (on Windows 7) (64-bit).
The solution I used was to use the $(PROGRAMFILES) variable. It resolved correctly on both machines.