What T4 editing tools exist? - visual-studio-2010

I don't use T4 templates often; usually when I do it is editing those of other projects (specifically SubSonic & T4MVC). The experience is always quite unpleasant (and this is certainly why I don't use them more often).
These are the tools I know of, and neither of them quite fit the bill.
Clarius Visual T4.
Does not support Visual Studio 2010. Their blog mentions work ongoing, but that was 2 months ago with no updates since. Their support forum is filled with spam and questions about when VS2010 will be supported.
Most of the projects I work on are in Visual Studio 2010, and the templates I deal with require themselves to be run in the Visual Studio host (as they access project information through VS's automation object model). This is why I am looking for a VS2010 compatible editor.
Tangible T4 Editor
The first time I attempted to use this, I thought Visual Studio 2010 had crashed. Turns out I didn't wait long enough (it took over 2 minutes for the editor window to appear). Call me picky, but this alone puts me off of this tool.
I have a modified T4MVC template that works. After I install Tangible's T4 editor, the template fails with several errors. If I then uninstall Tangible's T4 editor, the template works again. So it would seem something about the editor changes the behavior of T4 in Visual Studio. Perhaps obviously, that's entirely unacceptable.
Are there any other T4 editors I missed? Does anyone else use these tools, encounter these same issues, and successfully work with them?
I should also say, the most important feature for me is simply to distinguish between code that runs as part of the template and code/text that gets output. Everything else is gravy.

DevArt has released a T4 editor add on for Visual Studio. It is free and it works well. They do not appear to have a version for Visual Studio 2012 yet, however.
I have also come across a ReSharper plugin for editing T4 files, but I have not used it and cannot comment on how well it works (or does not).

Check out the T4 Toolbox.

Related

Can someone tell me the difference between visual studio and visual studio code? [duplicate]

Microsoft recently released Visual Studio Code and I am a little confused about its usage, since Visual Studio has lot of functional similarities with it.
Visual Studio (full version) is a "full-featured" and "convenient" development environment.
Visual Studio (free "Express" versions - only until 2017) are feature-centered and simplified versions of the full version. Feature-centered meaning that there are different versions (Visual Studio Web Developer, Visual Studio C#, etc.) depending on your goal.
Visual Studio (free Community edition - since 2015) is a simplified version of the full version and replaces the separated express editions used before 2015.
Visual Studio Code (VSCode) is a cross-platform (Linux, Mac OS, Windows) editor that can be extended with plugins to your needs.
For example, if you want to create an ASP.NET application using Visual Studio Code you need to perform several steps on your own to setup the project. There is a separate tutorial for each OS.
Visual Studio Code is an editor while Visual Studio is an IDE.
Visual Studio Code is cross-platform and fast, while Visual Studio is not fast.
Note that Visual Studio for Mac is available now but is a different product compared to Visual Studio (Windows). It's based on Xamarin Studio and lacks support for some older .NET project types. It does successfully build solutions created in Visual Studio 2017. Visual Studio for Mac has a more limited UI (for example, no customizable toolbar). So for cross-platform work, Visual Studio Code may still be preferable.
I will provide a detailed differences between Visual Studio and Visual Studio Code below.
If you really look at it the most obvious difference is that .NET has been split into two:
.NET Core (Mac, Linux, and Windows)
.NET Framework (Windows only)
All native user interface technologies (Windows Presentation Foundation, Windows Forms, etc.) are part of the framework, not the core.
The "Visual" in Visual Studio (from Visual Basic) was largely synonymous with visual UI (drag & drop WYSIWYG) design, so in that sense, Visual Studio Code is Visual Studio without the Visual!
The second most obvious difference is that Visual Studio tends to be oriented around projects & solutions.
Visual Studio Code:
It's a lightweight source code editor which can be used to view, edit, run, and debug source code for applications.
Simply it is Visual Studio without the Visual UI, majorly a superman’s text-editor.
It is mainly oriented around files, not projects.
It does not have any scaffolding support.
It is a competitor of Sublime Text or Atom on Electron.
It is based on the Electron framework, which is used to build cross platform desktop application using web technologies.
It does not have support for Microsoft's version control system; Team Foundation Server.
It has limited IntelliSense for Microsoft file types and similar features.
It is mainly used by developers on a Mac who deal with client-side technologies (HTML, JavaScript, and CSS).
Visual Studio:
As the name indicates, it is an IDE, and it contains all the features required for project development. Like code auto completion, debugger, database integration, server setup, configurations, and so on.
It is a complete solution mostly used by and for .NET related developers.
It includes everything from source control to bug tracker to deployment tools, etc. It has everything required to develop.
It is widely used on .NET related projects (though you can use it for other things). The community version is free, but if you want to make most of it then it is not free.
Visual Studio is aimed to be the world’s best IDE (integrated development environment), which provide full stack develop toolsets, including a powerful code completion component called IntelliSense, a debugger which can debug both source code and machine code, everything about ASP.NET development, and something about SQL development.
In the latest version of Visual Studio, you can develop cross-platform application without leaving the IDE. And Visual Studio takes more than 8 GB disk space (according to the components you select).
In brief, Visual Studio is an ultimate development environment, and it’s quite heavy.
Reference: https://www.quora.com/What-is-the-difference-between-Visual-Studio-and-Visual-Studio-Code
Visual Studio
IDE
Except for free editions, it is a paid IDE.
It is quite heavy on CPU and lags on lower end PCs.
It is mostly used for Windows software development including DirectX programs, Windows API, etc.
Advanced IntelliSense (best one ever; Visual Studio Code's IntelliSense extension takes second place)
It features built-in debuggers, easy-to-configure project settings (though developers tend to not use the GUI ones)
Microsoft support (more than Visual Studio Code)
Mostly used for C/C++ (Windows), .NET and C# projects along with SQL Server, database, etc.
Extreme large download size, space utilization and the slow downs over time.
It is the only con that forces me to use Visual Studio Code for smaller projects*
Includes tools to generate dependency graphs. Refactoring tools have great support for Visual Studio.
Has a VYSIWYG editor for VB.NET, C++.NET, and C#. (It is easy enough for first time users instead of getting through windows.h)
Visual Studio Code
Free open source text editor
Has IntelliSense (but it doesn't work out of box if Visual Studio is not installed, need to configure to point to MinGW, etc.)
Smaller download size and RAM requirements. With IntelliSense it requires around 300 MB RAM. (Edit : Some header files tend to blow up memory requirements to 7-8 GBs eg. OpenGL and GLM Libraries)
It works on lower-end PCs. (it is still slow to start up especially if PowerShell is used instead of CMD)
Lower support (open source, so you can modify it yourself)
Build tasks are project specific. Even if you want to build it in a vanilla configuration.
Mostly used for web development (this applies to all free text editors). They tend to show off JavaScript / HTML support over C/C++. Visual Studio shows off Visual Basic/C++ over other languages.
Lack of good extensions (it's still new though)
Gives you a hard time to reconfigure your project/workspace settings. I prefer the GUI way.
Cross platform
Has an integrated terminal (PowerShell is too slow at startup though)
It is best for smaller projects and test code (you know if you are bored and want to print "Hello, World!", it does not make sense to wait 3-5 minutes while Visual Studio loads up, and then another minute or 2 at project creation and then finally getting it to print "Hello, World!").
Complementing the previous answers, one big difference between both is that Visual Studio Code comes in a so called "portable" version that does not require full administrative permissions to run on Windows and can be placed in a removable drive for convenience.
For Unity3D users ...
VSCode is incredibly faster than VS. Files open instantly from Unity in VSCode. Whereas VS is extremely slow.
VS can literally compile code, build apps and so on, it's a huge IDE like Unity itself or XCode. VSCode is indeed "just" a full-featured text editor. VSCode is NOT a compiler: VSCode is literally "just a text editor".
With VSCode, you DO need to install in projects the "Visual Studio Code" package.
When you first download and install VSCode, simply open any C# file on your machine. It will instantly prompt you to install the needed C# package. This is harmless and easy.
Unfortunately VSCode generally has only one window! To open another window is a fuss.
In VS, it is all-but impossible to change the editor font, etc. In contrast, VSCode has FANTASTIC preferences - dead simple, never a problem.
As far as I can see, every single feature in VS which you use in Unity is present in VSCode. (So, code coloring, jump to definitions, it understands/autocompletes every single thing in Unity, it opens from Unity, double clicking something in the Unity console opens the file to that line, etc etc)
If you are used to VS. And you want to change to VSCode. It's always hard changing editors, they are so intimate, but it's pretty similar; you won't have a big heartache.
In short if you're a VS for Unity3D user,
and you're going to try VSCode...
VSCode is on the order of 19 trillion times faster in every way. It will blow your mind.
It does seem to have every feature.
Basically VS is the world's biggest IDE and application building system: VSCode is just an editor. (Indeed, that's exactly what you want with Unity, since Unity itself is the IDE.)
Don't forget to just click to install the relevant Unity package.
If I'm not mistaken, there is no reason whatsoever to use VS with Unity.
Unity is an IDE so you just need a text editor, and that is what VSCode is. VSCode is hugely better in both speed and preferences. The only possible problem - multiple-windows are a bit clunky in VSCode!
That horrible "double copy" problem in VS ... solved!
If you are using VS with Unity. There is an infuriating problem where often VS will try to open twice, that is you will end up with two or more copies of VS running. Nobody has ever been able to fix this or figure out what the hell causes it. Fortunately, this problem never happens with VSCode.
Installing VSCode on a Mac - unbelievably easy.
There are no installers, etc etc etc. On the download page, you download a zipped Mac app. Put it in the Applications folder and you're done.
Folding! (Mac/Windows keystrokes are different)
Bizarrely there's no menu entry / docu whatsoever for folding, but here are the keys:
https://stackoverflow.com/a/30077543/294884
Setting colors and so on in VSCode - the critical tips
Particularly for Mac users who may find the colors strange:
Priceless post #1:
https://stackoverflow.com/a/45640244/294884
Priceless post #2:
https://stackoverflow.com/a/63303503/294884
Meta files ...
To keep the "Explorer" list of files on the left tidy, in the Unity case:
As of 2021 I believe the main differences are:
Visual Studio Code is a completely new codebase (based on Electron) than the "old" Visual Studio, it is open source and is actively developed "in the open" (on github)
Visual Studio is more focused on "traditional" Windows GUI apps development, and it is battery-included for that, including WYSIWYG programming style of the GUI ("visual")
Visual Studio Code, while pretty "nude" on its own, had attracted lots of community development for extensions to do the most crazy things. Community developed extensions exist to use it as a base for an integrated development editor for almost any programming language (for example I use it for Julia)
Out of the box, Visual Studio can compile, run and debug programs.
Out of the box, Visual Studio Code can do practically nothing but open and edit text files. It can be extended to compile, run, and debug, but you will need to install other software. It's a PITA.
If you're looking for a Notepad replacement, Visual Studio Code is your man.
If you want to develop and debug code without fiddling for days with settings and installing stuff, then Visual Studio is your man.
One huge difference (for me) is that Visual Studio Code is one monitor only.
With Visual Studio you can use multi-screen setups.
Visual Studio Code is for more of a pure code development tool while VS2019/VS2017 etc. is for more of a non-coding approach for developing programs. In VS you while get button tools and window toolbar tools and all that fancy stuff. In VSC you have to code the whole thing from scratch. I recommend VSC for people who are just learning to code but VS for advanced devs.
Visual Studio Code is integrated with a command prompt / terminal, hence it will be handy when there is switching between IDE and terminal / command prompt required, for example: connecting to Linux.
For me, Visual Studio on Mac doesn't support Node.js (editing and debugging) whereas Visual Studio Code does this very well.
In short, VSCode heavily promotes (Microsoft's) TypeScript compiler, and bundles first-class support for the language, which makes the editor web-centric, while Visual Studio is primarily used for Microsoft's native, C-family, Windows/XBox stuff.
As VS Code has been heavily developed every month, A new answer is worth.
I'm an ASP.net developer in Visual Studio for ten years. When I see in the Stackoverflow survey (https://insights.stackoverflow.com/survey/2021#section-most-popular-technologies-integrated-development-environment) that VS Code is the the first IDE of choice, I decided to give it a try by using it as my main develop environment, and here's the result after one month:
I can say if only VS Code has an scalable and stable intellisense like VS has, I would keep it as my first choice of IDE for dotnet. Omnisharp (VS Code C# intellisense) is satisfying for small projects but as the workspace becomes bigger (for example when you have more than one projects in your workspace) the instability starts to becomes a problem.
I still use VS Code for small dotnet projects and also as a DB Client, powershell ISE, python, etc. because of it's lightness, feature richness, customizability and having such an alive community and develop team.
obviously the situation can change by whether VS Code getting a VS-level dotnet intellisense, or VS get more game-changing features.

Do I need ReSharper for Visual Studio 2015/2017

I saw a lot of good comments about ReSharper. So I gave it a try and I really like it. I even suggested to my team to use it and to put some money in this tool. But they sad "We better put the money in updating Visual Studio because newer versions come with almost all ReSharper features" as we are using Visual Studio 2010.
Is ReSharper useless in Visual Studio 2015 or 2017?
This might not be an answer, just my own opinion.
VS2017 is doing very well without R#. however, some important functions are still not there in VS2017, e.g. renaming namespaces, and here R# role arises.
Some where else, I find R# make the things bad, for example, I don't like how the R# renames the properties, it gives and new popup window, where VS2017 renames it immediately.
So what I mean, sometimes R# might be useful, but if you are not using it, you are absolutely safe and productive.
I am still waiting for any video or article where it is described, what are the flagship killers functions in R# which VS2017 doesn't have (except renaming namespaces ;)).
UPDATE:
What I actually suggest is, install use the refactoring suggestions of R# because they are awesome, but keep the default key mapping of VS2017.**
UPEATE 2:
I have been working for 1 year without resharper, and I am very ok and do not miss any function, except renaming namespaces.
UPDATE 3:
I miss the function of extracting a method to an existing interface in Visual Studio 2017, which already exists in ReSharper.
ReSharper is not useless in newer versions of Visual Studio, but there are a lot of features and shortcuts that come baked right into VS. My opinion would be that if you are new to developing in VS, look into the features it already has and make the best use of them. After all, what good is a Porsche if you cant drive? Here are a couple of links you should check out.
https://msdn.microsoft.com/en-us/library/da5kh0wa.aspx
https://msdn.microsoft.com/en-us/library/ms366750(v=vs.90).aspx

Enabling opening and closing tag guidelines in Visual Studio

I've recently started using Visual Studio quite heavily since starting to develop in .Net
I really like the intellisense as it increases my productivity by allowing me to code faster. Previously when authoring CSS I would just use Notepad ++ and I got very used to some of the little features that this awesome text editor possessed however, now that I am doing the bulk of my work in Visual Studio 2013 I want to try and avoid having too many environments open at once. With this in mind, there is one feature inparticular that I would like to try and replicate in Visual Studio when editing CSS or indeed any other type of code.
In Notepad ++ it automatically includes a sort of guideline which runs down the page between the opening and closing tags of elements as shown below:
My question is, how do I replicate this behaviour in Visual Studio 2013 as the currently setup I have at the moment isn't as clear/productive as you can see below:
Any help would be greatly appreciated.
There are a couple of free extensions you can use to do this. These will run on any of the Visual Studio versions except Express, which does not support extensions.
You can duplicate this with the Indent Guides extension.
You can also use the Structure Visualizer Feature of the Productivity Power Tools.
Note: The backgrounds in the example are different because they are taken on different machines with different themes.

Accessing the VS2010 version of the Microsoft.VisualStudio.VCProjectEngine assembly in VS2012

My company recently created a Visual Studio 2010 add-in that allows us to create LINT files from any given visual studio project from 2010, 2008 and 2005. We now want to get this same add-in to work in Visual Studio 2012, because we know that many of our customers will be using this in the near future, if not already.
We thought that it should be a simple "switch-in", and that the same code should work for both, but lo and behold, the VS10 add-in didn't work in VS12. So I copied the code (absolutely no changes) into a VS12 add-in, and surprise surpise, it did work. Naturally, we do not want to have two versions of the same code; bad for readability, bad for maintainability, so we still want to find a way to get the VS10 add-in to work in VS12.
I think the problem lies in the Microsoft.VisualStudio.VCProjectEngine assembly. This is interpreted differently in VS12 to how it was in VS10, meaning that when VS12 reads the add-in, it doesn't do what we want it to do.
I have done some research into this problem, and many people suggest creating a work around by using reflection, but I am reasonably new to this concept and don't feel confident enough to try it and risk seriously ruining the add-in.
So my question is this: Is there a nice and easy way of being able to read the VS10 version of the Microsoft.VisualStudio.VCProjectEngine into VS12?
Much appreciated :)
I later found an answer to this question and realised it hadn't been confirmed on the thread.
The answer indeed lies in the VCProjectEngine assembly. For some reason, this is a different module in Visual Studio 2010 to the module (with the same name) in Visual Studio 2012, which means any code requiring the module when written in VS2012 will not work in VS2010 and visa-versa.
It's a pain, because it means we have two lots of exactly the same code, but that is the way it has to be.

Possible to deactivate parts of Visual Studio 2010 Ultimate without reinstall?

I have Visual Studio 2010 Ultimate installed. It includes a lot of features that I rarely use, mostly around Team Explorer and Architecture and Modeling Tools. These things have a ton of commands and menus and context menu items that really clutter my display and probably slow down VS launching etc.
Is it possible to deactivate these components without uninstalling Ultimate and installing Pro instead? I do use these components on rare occasions and don't want them completely gone, just temporarily disabled.
I looked at the installer's "change" options, and it only has high level options like "C#" and "Visual Basic", nothing about the modeling tools. These components also do not show up in the addins or extensions lists.
(I'm fine with a hacky solution, like renaming a folder or editing an XML file.)
Adam Driscoll to the rescue.
http://csharpening.net/?p=640
He wrote a tool called VSTweaker that does exactly this.

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