Run Custom Tool at build in VS - visual-studio-2010

I'm creating an internal VS template to create new versions of a multilingual website with custom fields filled by a wizard. All is going well, until I try and run the program. Upon running, I receive...
Could not find any resources appropriate for the specified culture or the neutral culture. Make sure "<My Namespace>.Global.resources" was correctly embedded or linked into assembly "<My program>" at compile time, or that all the satellite assemblies required are loadable and fully signed.
If I open up the resx files and save them, or choose to run a custom tool before building, it works fine, but if I try to build immediately after creating the project, I receive that error.
My settings on all of my resx files are...
Build Action - Embedded Resource
Copy to Output Directory - Do not coopy
Custom Tool - PublicResXFileCodeGenerator
Custom Tool Namespace - <My Namespace>
Mostly, I'm just looking for a way to run the custom tool at build. This does need to work as I've described it. This is a large company, and non-programmers/non-experts work here.
Thanks in advance,
Andrew

Related

React Native - multiple targets

I'm creating a RN app that is meant to be some kind of wrapper. It should have multiple targets (like in Xcode) and all its content (images, text, etc.) should be target dependent. Unfortunately, I cannot find any useful informations about how to achieve this without opening Xcode or Android Studio project and create those targets manually (like here). Is there any other solutions for this?
I was still struggling with described problem but I finally found a solution. It's not easy, needs writing a bit of boilerplate code and looks more like a workaround but I hope it will help someone in the future. What I did is I have completed my wrapper app with the resources for one of my targets so I can have visual effect. In the project's root directory I've created a folder with subfolders for each target. Inside each I have put files (images, source code files, other assets) that are target-dependent. Then I've created bash script that takes one argument - target's name. Based on it, it replaces all the target-dependent files from target's subfolder to the original file's destination in the project structure. In this proces all meta-data informations are also replaced so after firing .sh file I can build the app and upload it to both stores. It's really time consuming to create all these apps separately and publish them and it's maybe not the best solution, but at least it works!
On android, you can edit build.gradle files, java or properties, without having to launch Android Studio (which simply uses Gradle)
You can build different type flavours by only changing app/build.gradle
On iOS, that's another story. Project file (.pbxproj) is a mess,and other Workspace/Scheme files are not easy to read or script. So XCode is the way to Go.
I tried to have dynamic target & Info.plist, there are tools to script that like PlistBuddy
in the end, I saw there are many ways to launch a React Native app for developpers. Some prefer the command line, and only VSCode.
Others want to play with native IDE.
By the way, native IDEs are VERY useful.
e.g. : you want to fine-tune your application performance, using XCode view hierarchy debugger or android Studio Layout Inspector (and be sure you don't use to many views), or use any other performance tools these IDEs offer...
In the end, I used react-native-config along with multiple almost similar configs (Info.plist < target < Scheme for each), here's a post giving an overview of the setup.

Golang web app automatically build and run

I'm currently developing a simple web application.
But I find it tedious to rebuild my app whenever I update my source files.
Is there any way to automatically build and run my web app whenever i update my source files?
There is a very handy tool called pilu/fresh you might wanna check it out. We are personally using it on our project to automatically rebuild our code.
It's a very nice tool because it allows you to customize the file types to watch, and ignore files inside specified directories.
Hope this is what you're looking for.

VB6 Registration - DEP file

I have an app that I am moving to another server. It is complaining that it is missing TABCTL32.OCX. I have located this file on another server and I want to copy and paste it across.
I have discovered that there is also a file called TABCTL32.DEP on the server I am moving from. Do I have to copy both files across or is the dependency file optional?
I have tried it with an without the DEP. The app works in both cases. It is a production server so I want to be sure.
Those .DEP (depdendency) files are instructions about a library meant to be used by packaging tools. These files have no run-time significance, containing only development metadata. They are text files.
They contain the preferred ("designed") location to install the library, sub-dependencies of the library including optional localization "satellite" resource DLLs, version information, etc.
See articles such as INFO: How Setup Wizard and PDW Use Dependency Files.
This is information a packager should use along with other "rules databases" such as VB6DEP.ini. Programmers are also supposed to create them if they expect other developers to use their libraries.
If you are using an "impaired" 3rd party packaging technology that is ignorant of .DEP files it is up to you to read them and incorporate the information they contain in your build process. You are also responsible as a developer to keep your dev machine's .DEP files and VB6DEP.ini file up to date, since they often are not updated by Microsoft anymore.
You can't just copy files willy-nilly from one machine to another. Go find this program's installer and run it on the new machine.
A .dep file is a file used by the Visual Basic Setup Wizard to determine what dependencies your ocx file have. You can open the file with Windows Notepad to view the contents.
Unless you are using the Visual Basic Package and Deploy Wizard, you can ignore this file.
For more info, see INFO: How Setup Wizard and PDW Use Dependency Files

Run a Visual Studio custom tool at build time

I have a script that will convert a text file into a resource file, so that I can have multiple language support by having text files for different languages converted into different resources. Once I run the script to get the resx file, I then have to run a custom build tool (as described here:Link to Code Project) in order to create the Designer.cs files to use the new files.
In keeping with the philosophy that I should be able to build the entire project with a single button click, how can I remove the step where I have to explicitly call the custom build tool in order to make the codebehind files?
I've tried automatically deleting the Designer.cs files as a pre-build step, since I would think that the custom build tool would automatically run if there were no Designer.cs files, but no dice.
So, I want my build script in Visual Studio/msbuild to do:
1) convert text to resx (done)
2) move resx files to appropriate directory (done)
3) create designer.cs files using a custom build tool (not done)
It's that last step...
Unfortunately I don't think there's an easy way of doing this. Custom Build Tools only run from within VS.NET - they don't run when you build your project using MSBuild from the command line.
In general, if you have the choice of writing a build tool as a Customer Build Tool or an MSBuild Task then choose the MSBuild Task every time as these Tasks will run in VS.NET and from the command line.
The designer.cs files for resources are there to support your coding. They give you the strongly typed access into the resource file. So, as long as you create your culture invariant resources in VS.NET (and let it create the .designer.cs files) then adding additional language support later (additional .resx files) should work fine.
If, however, your text files are your primary resource files, and you're adding new resource strings into these text files first, then you'll need to find another way of generating .cs files that allow you to code against those resources. If you HAD to, generating the .designer.cs file yourself (or somethign similar) wouldn't be that difficult. Using CodeDom or T4 you could create the helper class, using an existing .designer.cs file as a template.
There is a way to generate the *.Designer.cs for *.resx as part of the build process. There is a built-in MSBuild task GenerateResource, which basically a wrapper around the SDK tool resgen.exe. Here you can find an example how to use it.
Another thing you would find useful, if the generated *.Designer.cs version is not correct, basically, GenerateResource task is not calling the desired version of resgen.exe, setting property SdkToolsPath might help you.
Have you tried adding a Exec step in Before/AfterBuild step in your csproj? You have to manually edit the file for this, but that should solve your problem.
I'm not fully clear on if you want this done before or after the build. If you need it done sometime after Pass1/Pass2, you can hook into the targets directly. Try looking into Microsoft.Build.Common.Targets to get a feel for how to do this.

Best way to configure build directory structure for a windows application

I am writing a small application at the moment and am trying to organise my build output to be a little closer to the finished product. The application is made up of a number of different projects. There is a core library that contains most of the functionality, a GUI app and a command line app that both reference the Core Dll, and a number of Plugin Dlls that are loaded at runtime and implement different data sources, these all reference core.dll, these also may include some other third party dlls. There are also a number of peripheral files such as a readme. And finally the core.dll and the datasource plugins are unit tested.
I would like to configure my build so that everything is output into directories as I would expect it to be when installed. I want debug and release builds to be built into different directories but otherwise have the same directory structure. I only want tests to be built for debug builds, and want them to be runnable, but seperated (I guess all test dlls would get output into a seperate directory). Here is how I imagine the structure will be.
Code/
solutions etc here
Debug/
Project.Core.dll
Project.Gui.exe
Project.Cli.exe
readme.txt
lib/
ThirdParty1.dll
ThirdParty2.dll
DataSource/
DataSource1.dll
DataSource2.dll
Tests/
Project.Core.Tests.dll
DataSource1.Tests.dll
Release/
same as Debug but without tests.
Is there any way of getting a solution to build like this? I'm beginning to think it will be difficult to build the plugins and the app all from one solution, and probably not even wise, but as they will all be distributed together it would be nice. I am open to using Nant or another build tool if that will make it simpler.
It is possible. Just modify OutputPath tag manually in each .csproj in both Debug and Release file to something like this
<OutputPath>..\$(Configuration)\any_subdirs</OutputPath>
You can disable tests building for Release using Configuration manager.
Modifying each project every time you create a new one is annoying.
Here's the solution:
Locate the real vs project, it'll be somewhere under ("%programfiles(x86)%\Microsoft Visual Studio 10.0\Common7\IDE\ProjectTemplates*")
Copy it locally somewhere.
Extract it.
Edit the contents making changes that better suit your project layout style. Make sure you update the project name, the name is what you see when looking for the project in the new project dialogue box. It's xml tag is Name, you'll find it in the {something}.vstemplate file.
Compress the content again. (Note: the contents must NOT be in a sub folder, so /* and NOT /{somefolder}/*).
Place your custom project under ("%USERPROFILE%\Documents\Visual Studio 2010\Templates\ProjectTemplates*").
Add a new project is Visual Studio, selecting your custom one, and enjoy!

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