How to export Preferences in Visual Studio v.8.x for Mac? - visual-studio-mac

VS on Windows, of course, has an Export / Import feature for your Settings, so they can be easily re-installed on new machines or shared with other team members.
Does VS for Mac have the same functionality? I can't find it.
As an alternative, where or what file are my Preference changes saved to? I searched in my $HOME/Library folders, but couldn't find anything obviously relevant.
I'm using VS for Mac 8.4.1.
This question was originally asked here by Scott Cadillac.
This post got an interesting response by Matt Ward about were the preferences are stored: link
The accepted answer shows here the custom keybindings are stored

Take a look at /Users/YOURUSERNAME/Library/VisualStudio
It seems that Visual Studio uses the major versions like 7.0 and 8.0 to store the settings like shown in the screenshot. Minor versions like 8.2, 8.3 etc. only contain json files for the team memberships.

Related

Problem when publishing an application on the App Store [Non-public API usage]

Until three weeks ago, my application could upload it to the App Store without any problem. However, Apple has refused to upload the app with a new message about Non-public API usage.
The application is developed with Xamarin in Visual Studio for Mac and has updated all the libraries and packages. Can anybody help me? Because I can not find what the problem is, nor do I see any solution. It will be something new?
Thank you all.
Non-public API usage:
The app references non-public selectors in AppAytoSS.iOS:
addTemporaryAttribute:value:forCharacterRange:,
addTemporaryAttributes:forCharacterRange:, behaviorWithType:,
defaultBaselineOffsetForFont:, defaultLineHeightForFont:, finished,
greekingThreshold, horizontalCornerRadius,
initWithSource:convolutionState:weights:, initWithType:,
postSession:didAddPlayer:, postSession:didReceiveData:fromPlayer:,
postSession:didReceiveMessage:withData:fromPlayer:,
postSession:didRemovePlayer:,
postSession:player:didChangeConnectionState:,
postSession:player:didSaveData:, preferredMetalContext, removeData:,
removeTemporaryAttribute:forCharacterRange:, setGreekingThreshold:,
setHorizontalCornerRadius:, setIsPrimary:, setShouldAntiAlias:, setUUID:,
setVerticalCornerRadius:, shouldAntiAlias,
temporaryAttribute:atCharacterIndex:effectiveRange:,
temporaryAttribute:atCharacterIndex:longestEffectiveRange:inRange:,
temporaryAttributesAtCharacterIndex:effectiveRange:,
temporaryAttributesAtCharacterIndex:longestEffectiveRange:inRange:,
textContainerChangedTextView:, toolTip, usesBackgroundSession,
verticalCornerRadius
We had the (exactly) same problem with an Xamarin iOS Project and where able to fix it via Setting Build/iOS Build/Linker Behaviour: Link Framework SDKs only (before Don't link) - what Jack Hua link shows as solution.
We where not able, to figure out the problem behind though. Two different MacBooks where used, one with the most recent version of XCode, Visual Studio and Xamarin Libs, the other with slightly older versions. The latter was able to create an IPA without the above described error, the updated machine was not.
However the used NugGet Packages where the same, so I think this issue is not related to them.
After filling an internal issue with the Xamarin team, they advised doing the following
adding --linksdkonly to the Additional mtouch arguments on the iOS Build settings page
As it seems that Visual Studio ignores the settings in GUI
I have tested it and now get my build accepted by Apple without the above error
This is the issue filed on Xamarin
https://github.com/xamarin/xamarin-macios/issues/5913
I find a thread where people meet the same problem with you recently:build-status-has-changed-to-invalid-binary.
So, I guess some third part nuget packages you are using has updated and using these non-public selectors that Apple not allow.
I would suggest you to get you code three weeks ago and don't update any third part nuget packages. Then submit again to check if it is the problem.
You can also compare your reference with the references people listed in that thread and find something similar. And any nuget packages related to Player(As I can see some player selector in the non-public selectors list)?

Firebase-Unity Project: Exporting for iOS on Windows 10. Workaround?

Recently added Firebase Storage and Authentication to my Unity project. I work on Windows, have a single Unity Pro License, and want to export my App for iOS, as I have done many times before in this dev process.
However, since the addition of Firebase, I'm told I apparently can't export my Firebase-Enabled Unity project for iOS without swapping Unity to an OSX device (which I don't have in comparable quality).
I've noticed a singular thread here where a supposed workaround was discussed, but can't seem to pull it off myself:
"The plugin that comes with firebase depends on cocoapods to handle
transient dependencies. If you look at the Assets ->
PlayServicesResolver -> IOSResolver -> Settings
You can configure it to generate the podfile but not do the remaining
steps." - from user johnb003, March 18th 2017.
Can't seem to find the configuration settings described here. Scoured the forums/communities for solutions, but no results elsewhere.
So, that said, any other Firebase user have a workaround for this issue? I adore the collective Google has put together with their product, but I can't really afford to invest in another Unity Pro License just for the sake of working off of my sub-standard Macbook. Thoughts?
Looks like there's a Google Github project, Unity JAR resolver, describing how the Unity Play Services Resolver works for each target platform.
The documentation is pretty extensive, and solutions are use-case specific, so I can't give you much help on specific podfile settings, but hopefully you can sift through it yourself.

Memory Load/Save Utility in Code Composer 3.3

Apologies in advance for the dated software question:
According to Code Composer help documentation the "Memory Load/Save Utility" should be be in the Tools menu. In my Code Composer 3.3 (which I have to use for this project, so I cannot upgrade), does not have this option in the tools menu, or any menu that I could find. It is not greyed out - it is just simply missing as far as I can tell. I've changed every view option to try and enable this.
Can anyone help me figure out how to enable/activate this option? Does the processor need to be in a specific state? Is this a special plug-in that I can't find?
Here is my setup:
Code Composer 3.3, Windows Xp, Using a Spectrum Digital xds510pp JTAG emulator on a TI ARM 9 processor.
Specifically the option is here: 13. Memory Load/Save Utility:
http://www.ti.com/lit/an/spraa07c/spraa07c.pdf
[EDIT] The File > Data > Save - this is not the same as the Memory Load/Save Utility. This sounds similar but does not export the values.
For example, I need to export data at a certain memory address for a certain length into a hex format.
Somehow my installation went bad.
I checked the Code Composer Studio Component Manager by running C:\CodeComposer3.3\cc\bin\comp_mgr.exe. Now, in this window un the TI node, there should be numerous plugins and one of which should be: "Memory Save/Load Utility Control..."
For me this was missing.
Repairing the installation via windows control panel did not work. I had to uninstall and then reinstalled. Upon reinstalling a TMS470 driver was reported missing. Not sure why this was.
Again, I uninstalled then complete removed the C:\CodeComposer3.3\ directory, then reinstalled. This time everything seemed to have worked and I do have the Memory Save/Load Utility and it is working.
EDIT:
It should also be noted that the plugins are bundled with the installer and could not be re installed separately.

Using DirectX Effect11 with Visual Studio 2012

I recently updated to Visual Studio 2012 Ultimate. I was programming previously with DirectX 11 June 2010 SDK and want to continue to do so using Visual Studio 2012. However, I discovered that VS2012 comes with its own DirectX SDK (in Windows Kit 8.0) and I've been trying to migrate my code using the newer versions of d3d11. Everything went fine until I try to use effect files in my project (.fx files). I had to compile the Effects11 Sample in the DirectX SDK using VS2012 and link the lib file in my project. That went fine too. However, when I compile my project the function D3DX11CreateEffectFromMemory returns a E_NOINTERFACE error (no such interface is supported). Can anyone tell me why is that? Note that I'm using the d3d11.lib from the Windows Kit and the d3dx11.lib from the DirectX SDK. Perhaps I shouldn't mix them? However, everything else works fine when I mix them, except for the effect file creation.
Any help would be appreciated.
P.S. I don't know if this is helpful but just so you know, if I add an additional library directory in the project settings of "DirectXSDKInstallPath\lib\x86\" it works. Why is that? Does it mean I'm using the older version of the libraries? This will give a ton of warnings about redefined headers in winerror.h
D3DX Library has been deprecated for the newest version of DirectX 11 (Windows 8). See http://msdn.microsoft.com/en-us/library/windows/desktop/bb172965(v=vs.85).aspx
Effects are now handled a different way. You can program your own library to load effects or use DirectX Tool Kit (DirectXTK): http://directxtk.codeplex.com/
Microsoft has recommended this tool kit on their web site, see http://msdn.microsoft.com/en-us/library/windows/desktop/ee663275.aspx for more information.
Effect11 has moved to https://fx11.codeplex.com/, you need to compile it and link yourself.
DirectXTK does not provide the effect11 interface, but only simplified effects
This is probably caused by d3d library conflicts.
Make sure what d3d libraries you are using.Because there are 2 different d3d libraries.
One in DXSDK_DIR\Lib\x86 or \x64,and one in c:\program files(x86?)\Microsoft SDKs.
If you are using DXSDK, then pass $(DXSDK_DIR)Include $(DXSDK_DIR)Lib\x86 ahead of Microsoft SDKs' includes,libs directory in the Include directories and Library directories fields respectively.
In the previous version of Direct3D, the effects framework worked out of the box once you linked with the D3D10 library. In Direct3D 11, the effects framework has been moved to the D3DX library, and you have to include a separate header file (d3dx11Effect.h) and link with a separate library (D3DX11Effects.libfor release builds and D3DX11EffectsD.libfor debug builds).
Furthermore, in Direct3D 11, they give you the full source code for the effects library code (DirectX SDK\Samples\C++ \Effects11). Thus, you could modify the effects framework for your own needs. In this book, we will only be using the effects framework as is, without modification. In order to use the library, you need to first build the Effects11project in both release and debug mode to generate the D3DX11Effects.lib and D3DX11EffectsD.libfiles; you will only need to do this once unless the effects framework is updated (e.g., a new version of the DirectX SDK may update these files, so you may want to rebuild the .lib files to get the latest version). The d3dx11Effect.h header file can be found in DirectX SDK\Samples\C++\Effects11\Inc.
For our sample projects, we place the d3dx11Effect.h, D3DX11EffectsD.lib, and D3DX11Effects.libfiles in the Commondirectory that all of our projects share code from (see the “Introduction” for a description of the sample project organization).

sourcelinks and fogbugz

I just installed this:
http://www.wholetomato.com/products/sourcelinks/FogBugzBundle.asp
but I don;t seem to be getting any of the functionality in my msdev. I am using 2008 professional.
Anyone have any experience with this tool? it does not seem to work for me at all. I never get the login dialog.
After about a week the Whole Tomato team gave me a solution that worked perfectly. Thanks for the support Mark, etc.
the answer is below
After doing some research, I came
across this page:
http://www.mztools.com/articles/2007/MZ2007009.aspx
that lists several possibilities why
it might not be showing up in the
add-in manager. One of them is:
"There is a reported problem that
happens when MSXML 6.0 is not
installed correctly. In this case the
Add-In Manager doesn't show any
XML-based add-in (using an .AddIn file
for registration). It shows only
registry-based add-ins. So, if the
Add-In Manager is empty when it should
show several installed add-ins (not
only yours), try reinstalling MSXML
6.0."
You might try reinstalling XSXML 6.0,
and see if that helps. Download link
is here:
http://www.microsoft.com/downloads/details.aspx?FamilyID=993c0bcf-3bcf-4009-be21-27e85e1857b1&displaylang=en
I'd certainly try that before
reinstalling VS2008.

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