Add Files programmatically to VS Project for UnitTests - tfs

I am creating Class Files programmatically for UnitTests with NUnit.
I could already add them to TFS Source Control.
What I now need, is that I want to add them programmatically to the Project.
I have found several approaches, but I got none working... I don't want to edit the XMl-File manually.
Do you have some code snippets?

The naïve solution would be to edit the XML file manually. However, you don't have to do this.
You can use the Microsoft.Build.Evaluation.Project object model to manipulate Visual Studio project files. See this answer for more information on the differences between the Microsoft.Build.Evaluation and Microsoft.Build.Construction namespaces.
The following example opens YourProject.csproj and adds a new file called YourFile.cs as a Compile item type, then saves the project file back to disk.
using Microsoft.Build.Evaluation;
namespace ConsoleApplication1
{
class Program
{
static void Main(string[] args)
{
var project = new Project(#"YourProject.csproj");
project.AddItem("Compile", "YourFile.cs");
project.Save();
}
}
}

Related

Shorten Controller method in MVC

So I am writing an ASP.NET Core MVC application where users should be able to upload an Excel file, when a file gets uploaded I need to read the uploaded file an create a Model of the data inside the file.
I am currently creating this model in my Controller method but this made my method quite long.
My current solution is creating a class inside my Controller which deals with creating a model from an Excel file but I feel like this is the wrong way to do it.
So my question is: What is the right place to put the code that reads my excel file and puts it inside a model?
You should create a new .NET Standard library and create there the class that builds the model.
The recommended way is to use the class as an implementation and an interface (IExcelModelBuilder) that exposes all the public methods of that class (ExcelModelBuilder). This way you can inject this service into your controller constructor and, as a bonus, you can easily unit test it too.
You can read more about Dependency Injection in .NET Core.
You can register the service in your startup file:
// This method gets called by the runtime.
// Use this method to add services to the container.
public void ConfigureServices(IServiceCollection services)
{
{...}
services.AddTransient<IExcelModelBuilder, ExcelModelBuilder>();
}
Step 1:Create a new .NET Standard library (Services)
Step 2:Add the reference into the mvc application of that library.
Step 3:Step two create a class that will be dealing with all the stuff like that if you have a limited number of tasks to perform ,
but if you want to separate it and wants a generic solution then Create an Interface (IUpload) and then implement all its methods in a class (Upload).also register the service in your startup file:

Can't find custom controller class in custom class dropdown Xcode 8.3.2

I just started developing for iOS and WatchOS and have encountered a small issue that is probably very simple but I can't find any solution for it.
The issue I'm having is that I'm trying to structure my files in my own way but when creating new controllers, I cannot find them in the Custom Class dropdown on the Interface.storyboard
For example, I renamed InterfaceController.swift to Controllers/InitialViewController.swift to better match what I'm trying to do with my project structure.
For some reason InterfaceController still is showing up on there and if I type in the fullname of the new class, it won't show up. I'm unable to get that class here.
Any help at all would be great, thanks!
Renaming your file will not change the class name. You will have to modify the class declaration inside the file.
class InitialViewController: UIViewController {
/* code for your class */
}
Also, putting your files inside folders (blue folder icon) or Xcode groups (yellow folder icon) will not affect the class name.

How to configure Simple Injector depending on build configuration

I want to be able, to configure Simple Injector differently for each developer (for prototyping purposes for example).
The default configuration should be hardcoded, of course.
I have used Unity before, and there I was able to overwrite the hardcoded registrations by an XML configuration file. This config file was not under source control, and so other developers could overwrite the hardcoded registrations with their custom registrations without interfering with others.
The developers should not need to submit their configuration to source control.
Is such a scenario supported by Simple Injector ?
Is there any best practice for such a scenario ?
Does this make sense at all, or is there a better way to achieve what I want?
One of the design decisions for Simple Injector is to not support XML based configuration out-of-the-box. This decision is described here but can be summarizes as:
XML based configuration is brittle, error prone and always provides a
subset of what you can achieve with code based configuration. General
consensus is to use code based configuration as much as possible and
only fall back to file based configuration for the parts of the
configuration that really need to be customizable after deployment.
These are normally just a few registrations since the majority of
changes would still require developer interaction (write unit tests or
recompile for instance). Even for those few lines that do need to be
configurable, it’s a bad idea to require the fully qualified type name
in a configuration file. A configuration switch (true/false or simple
enum) is more than enough. You can read the configured value in your
code based configuration, this allows you to keep the type names in
your code. This allows you to refactor easily, gives you compile-time
support and is much more friendly to the person having to change this
configuration file.
This however doesn't completely satisfy your requirements, since you don't want to "customizable after deployment". Instead, you want to customize per developer.
For this particular case, you shouldn't fall back on XML based configuration IMO. Just as you can exclude xml files using .gitignore, you can do the same with code based configuration files that developers can change, and that will compile with the rest of the application. Here's an example:
// Global.cs
public void Application_Start() {
var container = new Container();
// Default configuration here
container.Options.AllowOverridingRegistrations = true;
DeveloperOverrides.ApplyOverrides(container);
container.Options.AllowOverridingRegistrations = false;
DependencyResolver.Current = new SimpleInjectorDependencyResolver(container);
}
// DeveloperOverrides.cs
public static class DeveloperOverrides {
public static void ApplyOverrides(Container container) {
}
}
These two files can be checked in, where the DeveloperOverrides.ApplyOverrides method is left blank. After that you add the exclusion of the DeveloperOverrides.cs to your .gitignore file.
After this, developers can add their own overrides that are checked by the compiler, but are never checked in into source control:
// DeveloperOverrides.cs
public static class DeveloperOverrides {
public static void ApplyOverrides(Container container) {
container.Register<IMailSender, FakeMailSender>(Lifestyle.Singleton);
}
}

How to make a file with my own functions in Swift

When I worked in Delphi, I had a special file with functions which were created by me. This file had a static way which was added to library path in Delphi settings and it could be used from anywere just by adding "lib" into "uses" block of .pas file.
Now I'm working in Swift and would like to make the same. I want to have a file which will have it's static way on PC and will be able to use itself from any ViewController just by adding "Import myLib"
How can I do it correctly?
Simple solution without an explicit static library:
Create a Swift file somewhere outside any product folder containing a class (or multiple classes) and class functions, for example
class GlobalFunctions {
class func function1()
{
println("function 1")
}
class func function2()
{
println("function 2")
}
}
In each project you need the file add the file (⌘⌥A)to the project but uncheck Copy items if needed in the dialog box.
Call a function with
GlobalFunctions.function1()
Any import statement or changing Build Settings is not needed

Reducing amount of 'parts' in a Dart app

I have a rather large Dart application that uses part and part of so that I don't have to use relative imports. However, the application may have something like this at the entry point file:
part 'file1.dart';
part 'file2.dart';
part 'file3.dart';
part 'some_sub_dir/file1.dart';
part 'some_sub_dir/file2.dart';
part 'some_sub_dir/file3.dart';
part 'some_sub_dir/file4.dart';
part 'some_sub_dir/file5.dart';
part 'some_sub_dir/file6.dart';
...
As far as I know, my IDE (WebStorm) doesn't automatically add a part statement when I create a new class. Is there any way I can avoid having to use so many parts? If not, can the process of adding new parts each time be automated?
I understand your problem as I can and I'll try to answer from my experience in Dart.
As I got it you are trying to keep all (or a lot) project files as parts of one library. It's wrong conception. In Dart library is not big thing. Here is few advices how to organize your files.
Don't try to keep a lot of files as parts of one library. Rather keep each file as separated library.
You can keep few classes in one file. But be sure classes works together for one idea.
You can split one library in few part files only if it has a lot of classes or one class is too big. But be sure all this files should be together in one library.
If you don't know how to combine classes in libraries keep each class in separated library. After days you will get understanding which classes plays together.
If one class from one library has usages in not only library but in other libraries - make it separated library.
Place parts in same folder with main library file.
If library has parts put all library files into separated folder.
Use relative links to parts.
Always use absolute links to other libraries. It will help you to make refactoring in future.
For example, this is a project like TODO list application. So, we have view class:
// This is a view html component class. //
library todolist.list_viewer;
import 'package:todolist/task.dart'; // model class
class ListViewer extends HtmlElement {
// it showes list of tasks
}
class TodoRenderer extends HtmlElement {
// this is a renderer for one todo item
}
And this is a model class:
// This is a todo model task //
library todolist.task;
class TodoProvider {
List<TodoItem> todos;
String addItem(TodoItem new Todo) {
//...
}
}
class TodoItem {
String Author;
DateTime date;
}
It looks simple now, divided into separated libraries. But if we want to add RecId class to keep todo database id it becomes too complex. We should split it in two libraries: todo_provider and todo_model and put RecId class into last one. Now it's good again.
If we wanna add one more model: a User, so each todo item may have executor or author. We can't just put it todo_model. Now we should to combine TodoItem and User classes into model library. So we just rename todo_model class to model and add User class into it.
Or instead last action we can make user_model library to keep User class. And as User model has recId property too we should extract RecId class into separated library.
It's all depends on how our classes big and complex.
I understand that:
part/part of is used to break a library into several parts (scripts). You have visibility to public and private members.
import is to "call/use" another library from your library. You have only visibility to public members of the imported library.
WebStorm can't infer you want a script to be part of your library.

Resources