should I use microsoft's portable library tools? - visual-studio-2010

I came across Microsoft's Portable Library Tools add-in for Visual Studio, but I see System.Xml.Linq is not in the supported list at this time (but does exist on my target platforms).
Knowing that I'm going to have to do some work myself to get multi-platform linq to xml support, does the PLT add-in do anything else for me?

The goal for portable library tools is to have the minimun set of dependencies in order to allow you to create a cool library for different type of projects. The idea is to not to have dependencies in this kind of library, just Dto, Model and some similar stuff are good examples of use

Related

Searching for a maintained binary diff/patch tool or library

I am looking for an executable (or a library that I might embed in C# or via Managed C++ into the C# project) to create binary diff files for two folders and their contents and a patch tool to apply those patch files as well targeting Windows.
This SO post refers to various tools such as bsdiff/bspatch which is highly dated. The 3rd party executable that is available here does not work when trying it out though. Another variant that is not compatible with the original is the following. Unfortunately it relies on bzlib and certain Linux headers and I wasn't really able to set it up accordingly under Visual Studio.
Anyways, all tools and posts are about 8-10 years old and I'd like to know which tools and libraries are currently maintained that I might take a look at.
I have been experimenting with Octodiff and I am impressed and will most likely be using it in production.

Which one to choose Shared Project or PCL for sharing code?

Just wanted to understand there are couple of code sharing strategies exist to achieve code reusable capability in Xamarin.
Which one should i use ?
Shared Project way OR Portable Class Library way ?
if you can explain with scenarios , it would be very helpful for me.
Thanks much.
Here is the Xamarin explanation.
The question is possibly duplicated but you ask specifically for scenarios.
If you ever wrote c cross platform projects, shared projects resemble the old-school way allowing you to use #if __IOS__ statements to run device platform code in your shared/common code files. A separate assembly is created for each target (say iOS or Android). They give advantages and disadvantages of each.
PCL generates one single assembly for the common code. PCL has some limited number .net features as shown here in this table. However, most of the important .net goodies are there as you can see.
Xamarin says that shared code method is easier but PCL is easier to compile a module and share or sell that with others.
When I make projects, I check what external plugins/components/ etc I want to use and make a decision based from. For example, you may want to use sqlite and there are different options for using shared and PCL projects.

How can I build a targetting pack for Portable Class Libraries?

I'm building some code with these portable class libraries at present.
I'm looking to target full .Net, WinRT Metro, Windows Phone, ... and then MonoTouch and MonoDroid. My experiments today show this can work - http://slodge.blogspot.co.uk/2012/04/experiments-with-portable-class.html
However, I have hit a fairly significant problem - MonoTouch and MonoDroid currently support these libraries in that you can consume PCLs as binary assemblies, but they don't allow linking between project files
e.g. I can reference MyLib.dll from a MonoDroid project, but I can't reference MyLib.csproj.
This is a problem as it means automated (resharper) refactoring doesn't work - and I seem to rely on this for most of my work!
I've seen that Microsoft publish targetting packs that allow you to extend class libraries, but I've not worked out where these install to or what they modify.
Here's the current Microsoft list: http://msdn.microsoft.com/en-us/hh487282.aspx
Does anyone have any knowledge about what these packs contain or how someone might make their own pack? If they're not too overly complex, then I would like to have a go at producing one for MonoTouch and/or MonoDroid.
This has come up a few times recently, so I wrote a blog post that should do what you want:
http://jpobst.blogspot.com/2012/04/mono-for-android-portable-libraries-in.html
Please let me know if have any issues!

How to use Windows Forms in a C/C++ application?

I have an existing project created using C/C++ under a development environment.
Currently we want to facelift the existing form using a Window Forms application but the problem is the existing project is using Common Runtime Library = No /CLR and Runtime Library = /MTd.
But the a Windows Forms application is using Common Runtime Library = /CLR and Runtime Library = /MDd.
Please advise if it possible to use a Windows Forms application to create a form in the existing project?
Is there any tutorial regarding this?
The comment from MSDN was:-
Caution Do not mix static and
dynamic versions of the run-time
libraries. Having more than one copy
of the run-time libraries in a process
can cause problems, because static
data in one copy is not shared with
the other copy. The linker prevents
you from linking with both static and
dynamic versions within one .exe file,
but you can still end up with two (or
more) copies of the run-time
libraries. For example, a dynamic-link
library linked with the static
(non-DLL) versions of the run-time
libraries can cause problems when used
with an .exe file that was linked with
the dynamic (DLL) version of the
run-time libraries. (You should also
avoid mixing the debug and non-debug
versions of the libraries in one
process.)
http://msdn.microsoft.com/en-us/library/2kzt1wy3(VS.71).aspx..
The simple answer is no. A more accurate answer is kind of, but you probably wouldn't want to.
It is possible to use Windows Forms (i.e. managed code) for your user interface and something else (e.g. non .NET/unmanaged code) for your domain logic. However I'd guess that if you're asking this question then that is going to be a bit much for you to do at the moment.
I suggest that you create a user interface with Windows Forms and then have that user interface call a native C/C++ DLL. Google for PInvoke on how to call an unmanaged dll (C/C++) from managed (.NET) code.
If you did that then you would be much better positioned to answer this question.
My company software often has to have modules which mix managed and unmanaged code and user interfaces. What we do is to separate the modules into their own executables and expose the functionality as COM localserver objects. This way, the unmanaged code can have a user interface written in managed code.
However, you need to do alot of plumbing to get it to work. We do it this way because our applications have been deployed in the field for years and it will take years to give the entire program a makeover into .NET

Find Programming Language Used

Whats the easiest way to find out what programming language an application was written in?
I would like to know if its vb or c++ or delphi or .net etc from the program exe file.
Try PEiD
of course if they used a packer, some unpacking will need to be done first :)
Start it up and check what run-time DLLs it uses with Process Explorer.
If that doesn't make it immediately obvious, search the web for references to those DLLs.
Most disassemblers (including Olly I think) can easily show you the text contained in an EXE or DLL, and that can also sometimes give a clue. Delphi types are often prefixed with T as in TMyClass.
If it's a small executable with no DLL references and no text you might be SOL. At that point you'd need to look for idioms of particular compilers, and it would be mostly guesswork.
There is an art to detecting what language a program was written in. It is possible but there are no hard and fast rules. It takes a lot of experience (and it also leads to the question "Why would you want to..." but here are a few ideas on how to go about it.
What you're looking for is a "signature". The signature could be a certain string that is included by the compiler, a reference to an API that is quite common in the programming tool being used, or even a style of programing that is common to the tools being used, visible in the strings contained in the application.
In addition, there are styles to how an application is deployed: various configuration files found in the deployment directory, dlls and assemblies and even images, directories or icons.
Java applications wrapped in a self-launching executable will contain references to java libs, and will likely have certain libraries or files included in the same directory that indicate that it's java.
As indicated in other answers a managed assembly will show certain signs as well: you can open it in Reflector etc. While it is correct that c# and VB are "interchangable" once compiled, it is not true that they are identical. If you use Reflector to disassemble VB code you will quite often see that the assembly references the Microsoft.VisualBasic.dll assembly. You'll be able to tell the difference between Mono applications because they will most likely contain references to the mono assemblies.
Many compilers assemble and link code in certain ways, and leave footprints behind. For example, examining a window executable using "strings: tab in Process Explorer, you'll see a lot of strings. Using these you may be able to determine programming styles, methods called, error or trace methods withint the exe.
An example is that compilers use different mechanisms for localization: Microsoft stores localized strings in XML files or resource files. Other compilers will use a different tactic.
Another example is c++ name mangling. The CodeWarrior compiler uses a different algorithm to mangle the names of the member variables and functions of a call than Visual Studio.
I suppose you could write a book on the subject of accurately determining the lineage of any executable. This subject would probably be called "programming archeology".
You could try using Depends to see what runtime dependancies it has, which might give some clues.
The easiest way is to ask the developer of the program. It does not require any knowledge and utility programs.
Determine Delphi Application
Use eda_preview270.exe (from here) or some other spy tool and check the window class names. If they read like TButton or TfrmBlubb, it's a VCL app. If there is an "Afx" in them, it's probably MFC.
Compiled languages (by this I mean no scripting languages, or Java, .NET, etc.) are compiled into CPU assembly instructions, which is essentially a one-way conversion. It is not usually possible to determine which language a program was written in. However, using a dependency walker, you could potentially determine which runtime library the program was loading (if any) and therefore determine which language it used (e.g. MS Visual C++ 9 uses msvcr90.dll).
you can check is that a .net assembly or not by trying to open with ildasm.exe tool
PE Detective works best for me.
In general, you can't.
If you can load it into Reflector, you know it is a managed assembly.
That's a good question. There isn't any general way to tell, but I bet most compilers and libraries leave a mark in the resulting EXE file. If you wanted to spend a lot of time on it, you could gather a bunch of EXEs written in known languages and scan for common strings. I would image you'd find some.
Dependancy Walker, which someone else mentioned would be a good way to look for telltale dependencies, like versions of MSVCRT, etc
i'd try running the .exe thru a 'strings' program to get assorted hints.
If I remember correctly PE Explorer Disassembler gives some information about compiler that creates given not .net and java binary, for .net use Reflector or ILDAsm tool
The easiest way that I found (at least in computer games) was to look in the "redist" folder nested within the game's main folder. It might be obvious to some of you that are more experienced in programming yourself, but the specific purpose of the MSI in this folder is to allow the setup.exe file to automatically install the prerequisites for the game itself.
For example:
In Empire Total War, there is an MSI called "vcredist_x86-sp1.exe". This indicates that the game/program was written in Microsoft's "Visual C 2005" in the .NET Framework (usually).
In fact, if you open the MSI/EXE, the installer should immediately indicate the language it's written in and which version.
The reason I'm familiar is because I code in C# and VB in the .NET Framework and we auto-install the prerequisites for our business app.
Hope this helps!

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