Cannot suppress certain warning globally - visual-studio-2013

I have VS2013 with Code Analysis turned on. I want to suppress one type of message globally, so I have following code in GlobalSuppressions.cs
[assembly: System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Naming", "CA1707:IdentifiersShouldNotContainUnderscores", Scope = "namespace", Target = "MyProject.MyNamespace")]
But my function name contains underscore still got warned/errored by VS.
[TestMethod()]
public void Do_Something_Successfully_Test()
{
}
Any idea why?

Related

Error on all Program.cs files on eShopOnContainers, microsoft microsevice based implmentation

Severity Code Description Project File Line Suppression State Error CS0260 Missing partial modifier on declaration of type 'Program'; another partial declaration of this type exists WebStatus D:\GitHub\eShopOnContainers\src\Web\WebStatus\Program.cs 123 Active
...
(int httpPort, int grpcPort) GetDefinedPorts(IConfiguration config)
{
var grpcPort = config.GetValue("GRPC_PORT", 5001);
var port = config.GetValue("PORT", 80);
return (port, grpcPort);
}
public class Program
{
public static string Namespace = typeof(Startup).Namespace;
public static string AppName
=Namespace.Substring(Namespace.LastIndexOf('.',Namespace.LastIndexOf('.') - 1) + 1);
}
this is the program found in Program.cs, look that it doesn't have a defined namespace, there are a bunch of functions defined as 'GetDefinedPorts'. I am following the Microsoft microservice implementation example https://github.com/dotnet-architecture/eShopOnContainers
This looks like a bug in Visual Studio 2022. It doesn't happen in 2019. They are also in the middle of converting the solution to dot net 6 so things may get a little more stable after that work is complete.

Unity cannot build GRPC Project for UWP with IL2CPP Backend

Here, or here for a complete version, you can find a sample GRPC "Hello World" project for Unity. Only the first version, that is built for Unity and wrapped in a DLL is working perfectly fine in Unity IDE and on Standalone build. The Raw Grpc.Core files are referencing everything correctly in IDE but they have Marshaling problem.
Unfortunately, it cannot get build for UWP with IL2CPP backend. Unity builds the project and creates a .sln project. But Visual Studio always gives LNK2001 for GRPC properties on the final compilation.
Here are first error codes:
LNK2001 unresolved external _grpccsharp_init#0
LNK2001 unresolved external _grpccsharp_shutdonw#0
LNK2001 unresolved external _grpccsharp_version_string#0
...
Ok, thanks to #Sunius, I digged into it a little bit more. There are some points, I am going to add to the question:
There are two methods regarding referencing extern methods in GRPC C# package. They are named static and shared libs.
internal class DllImportsFromStaticLib
{
private const string ImportName = "__Internal";
[DllImport(ImportName)]
public static extern void grpcsharp_init();
[DllImport(ImportName)]
public static extern void grpcsharp_shutdown();
...
}
and
internal class DllImportsFromSharedLib
{
private const string ImportName = "grpc_csharp_ext";
[DllImport(ImportName)]
public static extern void grpcsharp_init();
[DllImport(ImportName)]
public static extern void grpcsharp_shutdown();
...
}
I tried to test it with the shared one, I got another linking error file which is a little bit different.
LNK2001 unresolved external _dlopen#8
LNK2001 unresolved external _dlsym#8
...
In two separate methods, extern methods are getting connected to the internal interface:
public NativeMethods(DllImportsFromStaticLib unusedInstance)
{
this.grpccsharp_init = DllImportsFromStaticLib.grpccsharp_init;
this.grpccsharp_shutdown = DllImportsFromStaticLib.grpccsharp_shutdonw;
...
}
and
public NativeMethods(DllImportsFromSharedLib unusedInstance)
{
this.grpccsharp_init = DllImportsFromSharedLib.grpccsharp_init;
this.grpccsharp_shutdown = DllImportsFromSharedLib.grpccsharp_shutdonw;
...
}
And which method will get called is defined here:
private static NativMethods LoadNativeMethodsUnity()
{
switch(PlatformApis.GetUnityRuntimePlatform())
{
case "IPhonePlayer":
return new NativeMethods(new NativeMethods.DllImportsFromStaticLib());
default:
return new NativeMethods(new NativeMethods.DllImportsFromSharedLib());
}
}
Some updates:
Thanks to #jsmouret, there is Stub.c file in his Grpc Github with fake methods, so Linker does not complain about Grpc_init methods anymore.
Next Error: dlopen, dlsym, dlerror:
First, I tried to use the same, Stub technique, but it did not help in this case, or maybe I did it wrong.
Thanks to #Sunius, I commented out all of "__Internal" dll import codes. So I am not getting any dlopen, dlsym, and dlerror errors.
Next Error: It happens from inside application, not the visual studio debugger. It tells me: "exception: to marshal a managed method, please add an attribute named 'MonoPInvokeCallback' to the method definition."
exception: error loading the embedded resource "Grpc.Core.roots.pem"
and
exception: To marshal a managed method, please add an attribute named 'MonoPInvokeCallback' to the method definition.
After I googled it, I know my options, but the question it, for which method should I do that?!
Thanks to my colleague Alice, #Sunius and #jsmouret, at the end, grpc works on UWP on Unity Platform through this steps:
Download Grpc.Core folder from Google Grpc Github.
Download Grpc Unity plugin from their official site.
Copy the runtime folder to your Grpc.Core folder. Please remove Grpc.Core.dll that you get from Grpc Unity Plugin, since we are using their source code.
Grpc should be in a folder called, Plugins in Unity, otherwise it will not be recognized.
Include this file in your runtime folder.
Include the Stub also from the Unity Plugin Inspector for WSA.
Find runtime .dll for Windows and include them in WSA from Unity Plugin Inspector.
By now, you should be getting _dlopen error.
Search through your Unity Solution with an IDE for "__Internal". There are not so many places, but comment them out. Also some methods that are depended on "__Internal"s, like dlopen and dlsym.
By now, you are not getting anymore build error but you need to make Grpc work.
Search for something like "DefaultSslRootsOverride" and comment out like below:
internal static class DefaultSslRootsOverride
{
const string RootsPemResourceName = "Grpc.Core.roots.pem";
static object staticLock = new object();
/// <summary>
/// Overrides C core's default roots with roots.pem loaded as embedded resource.
/// </summary>
public static void Override(NativeMethods native)
{
lock (staticLock)
{
//var stream = typeof(DefaultSslRootsOverride).GetTypeInfo().Assembly.GetManifestResourceStream(RootsPemResourceName);
//if (stream == null)
//{
// throw new IOException(string.Format("Error loading the embedded resource \"{0}\"", RootsPemResourceName));
//}
//using (var streamReader = new StreamReader(stream))
//{
// var pemRootCerts = streamReader.ReadToEnd();
// native.grpcsharp_override_default_ssl_roots(pemRootCerts);
//}
}
}
}
Search for something like "static void HandWrite" and add an attribute like something in below:
[MonoPInvokeCallback(typeof(GprLogDelegate))]
private static void HandleWrite(IntPtr fileStringPtr, int line, ulong threadId, IntPtr severityStringPtr, IntPtr msgPtr)
{
try
{
var logger = GrpcEnvironment.Logger;
string severityString = Marshal.PtrToStringAnsi(severityStringPtr);
string message = string.Format("{0} {1}:{2}: {3}",
threadId,
Marshal.PtrToStringAnsi(fileStringPtr),
line,
Marshal.PtrToStringAnsi(msgPtr));
switch (severityString)
{
case "D":
logger.Debug(message);
break;
case "I":
logger.Info(message);
break;
case "E":
logger.Error(message);
break;
default:
// severity not recognized, default to error.
logger.Error(message);
break;
}
}
catch (Exception e)
{
Console.WriteLine("Caught exception in native callback " + e);
}
}
I guess, you are done. In case, it did not work for your UWP, let me know, maybe I can help. :)
It looks like your plugin uses "__Internal" P/Invoke to call those native functions:
https://github.com/grpc/grpc/blob/befc7220cadb963755de86763a04ab6f9dc14200/src/csharp/Grpc.Core/Internal/NativeMethods.Generated.cs#L542
However, the linker cannot locate those functions and thus fails. You should change that code to either specify the DLL file name where the functions are implemented, or drop the source files with definitions for those functions into your Unity project. Or, if that code path isn't actually invoked (since you said it works on the standalone player), #ifdef it out from UWP build.
You can find more information about "__Internal" P/Invoke here:
https://docs.unity3d.com/Manual/windowsstore-plugins-il2cpp.html

Resolve actual Reference path using Microsoft.Build.Evaluation

I'm doing some introspection and analysis of csproj files using the Microsoft.Build.Evaluation tools in a small C# console app. I want to locate the actual location of Reference items, using the same heuristics as MSBuild itself ie the locations described here. I'm heading towards auto conversion of build artifacts into packages, similar to what's outlined on the JetBrains blog here
The only examples I can find expect the HintPath to be correct, for example this project, and I know there are some HintPaths that are not currently correct, I don't want to trust them. This project very close what I'm trying to do, with the added complication that I want to use real resolution behaviour to find dependencies.
I have an instance of a Microsoft.Build.Evaluation.Project object for my csproj, and I can't see any methods available on it that could exersize the resolution for me. I think what I'm hoping for is a magic Resolve() method for a Reference or a ProjectItem, a bit like this method.
I can probably find an alternative by constraining my own search to a set of limited output paths used by this build system, but I'd like to hook into MSBuild if I can.
The reference resolution is one of the trickiest parts of MSBuild. The logic of how assemblies are located is implemented inside the a standard set of tasks:
ResolveAssemblyReference, ResolveNativeReference, etc. The logic is how this works is very complicated, you can see that just by looking at number of possible parameters to those tasks.
However you don't need to know the exact logic to find the location of referenced files. There are standard targets called "ResolveAssemblyReferences", "ResolveProjectReferences" and some others more specialized for native references, COM references. Those targets are executed as part of the normal build. If you just execute those targets separately, you can find out the return values, which is exactly what you need. The same mechanism is used by IDE to get location of refereces, for Intellisense, introspection, etc.
Here is how you can do it in code:
using Microsoft.Build.BuildEngine;
using Microsoft.Build.Execution;
using Microsoft.Build.Framework;
using System;
using System.Collections.Generic;
class Program
{
static int Main(string[] args)
{
if (args.Length < 1)
{
Console.WriteLine("Usage: GetReferences.exe <projectFileName>");
return -1;
}
string projectFileName = args[0];
ConsoleLogger logger = new ConsoleLogger(LoggerVerbosity.Normal);
BuildManager manager = BuildManager.DefaultBuildManager;
ProjectInstance projectInstance = new ProjectInstance(projectFileName);
var result = manager.Build(
new BuildParameters()
{
DetailedSummary = true,
Loggers = new List<ILogger>() { logger }
},
new BuildRequestData(projectInstance, new string[]
{
"ResolveProjectReferences",
"ResolveAssemblyReferences"
}));
PrintResultItems(result, "ResolveProjectReferences");
PrintResultItems(result, "ResolveAssemblyReferences");
return 0;
}
private static void PrintResultItems(BuildResult result, string targetName)
{
var buildResult = result.ResultsByTarget[targetName];
var buildResultItems = buildResult.Items;
if (buildResultItems.Length == 0)
{
Console.WriteLine("No refereces detected in target {0}.", targetName);
return;
}
foreach (var item in buildResultItems)
{
Console.WriteLine("{0} reference: {1}", targetName, item.ItemSpec);
}
}
}
Notice, the engine is called to invoke specific targets in the project. Your project usually does not build, but some targets might be invoked by pre-requisite targets.
Just compile it and will print a sub-set of all dependencies. There might be more dependencies if you use COM references or native dependencies for your project. It should be easy to modify the sample to get those as well.

Java debugger can't call some default method implementations

I'm coding in IntelliJ IDEA. When debugging my application, I can't use some default method implementations in Watches.
Here is a condensed example:
public class Friendship {
interface Friend {
default void sayHiTo(Friend friend) {
System.out.println("Hi, " + friend.hashCode());
}
default int amountOfHands() {
return 2;
}
}
public static class BasicFriend implements Friend {
int numberOfFaces() {
return 1;
}
}
public static void main(String[] args) {
System.out.println("Put a breakpoint here");
}
}
In main() method I put a breakpoint and set up three watches:
// Default interface method with dependency
new BasicFriend().sayHiTo(new BasicFriend())
// Default interface method without dependency
new BasicFriend().amountOfHands()
// Class method
new BasicFriend().numberOfFaces()
The first watch throws NoSuchMethodException complaining that method Friendship$BasicFriend.sayHiTo() doesn't exist.
The second watch runs successfully, but strangely it reports a boxed object
{java.lang.Integer#537} "2" instead of just a primitive 2.
The third watch reports a primitive 1, just as expected.
Why is the first watch not working? Is this a bug? Is this actually IDE related? Is it because of some conceptual flaw of default methods? Should it be working as I want it to in the first place? Is the strange result of the second watch somehow related to the issue in the first watch?
Prior to JDK 8u40, default and static interface methods were not supported by JDI (Java Debugger Interface), JDWP (Java Debugger Wire Protocol) and JDB (the standard Java debugger). This is bug JDK-8042123, which is recorded as fixed in 8u40 and a corresponding blurb appears in the 8u40 release notes.
Update to 8u40 or later to fix this issue, at least on the JDK side.
From the bug description, it looks like debugger-side changes are also required, to avoid casting com.sun.jdi.InterfaceType objects to com.sun.jdi.ClassType, but instead call InterfaceType.invokeMethod() directly.
In the specific case of IntelliJ, Suseika confirmed in a comment that 14.1.2 has mostly fixed the issue (except the unexpected boxing), though Mike Kobit still experiences this problem on that version with a ClassCastException suggestive of the incorrect cast above.

Disable warning for calls to one function

I'm getting the Code Analysis Warning CA1303: Microsoft.Globalization, "Do not pass literals as localized parameters" when I use a function like this:
Logger.Log("blabla");
I use this call in lots of places, but don't want to get the warning for this calls and still get it for other calls using literals as parameters, so disabling the warning in the project properties is not an option.
I can disable the warning for concrete calls with
[SuppressMessage("Microsoft.Globalization", "CA1303:DoNotPassLiteralsAsLocalizedParameters")]
but I would need to use it in every call to Logger.Log().
Is there a way to mark the Log() function to not trigger this warning?
class Logger{
[Don't trigger CA1303 on calls to this function]
static void Log(String message){
...
}
}
This can be avoided by decorating either the method or the parameter with a [System.ComponentModel.LocalizableAttribute][1] that specifies that it is not localizable. e.g.:
public static void Log([Localizable(false)] string message)
{
//...
}

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