I've installed MS Visual Studio Code on my Mac (El Capitan OS). Basically, I want a C# editor and compiler, so I can learn how to code in C# and run those programs. I thought that, once VSC is installed, I would be set up and ready to go, but I've spent so many hours trying to get VSC to work, watching tutorials, reading posts and blogs.
I'm at this point where I've completely lost (and feel stupid). I don't know if someone can help me with a complete and thorough walk-through (keeping in mind that I'm new to all of this)?
So far, I've successfully installed VSC. But I have issues with the project.json and launch.json files (I don't even know where these files are supposed to be or to go) as well as a bunch of error messages.
If anyone could help me to go through the steps, I would be so thankful!
Visual Studio Code is just a editor. It just be able to edit text in source files (and debug).
If you want to learn how to code on Mac. I suggest using Mono http://www.mono-project.com/download/
It is open-source cross platforms IDE for C#, it's easier to use for beginner.
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I am working on a Unity project (idk if that's relevant), but very often whenever I try to view a quick documentation popup in JetBrains Rider with CtrlQ the popup contains only the link to the online learn.microsoft.com page without providing any sensible inline help. This really hinders my workflow and forces me to make mental context switches.
Is this really the whole content of quick documentation that is available for those elements or is something broken on my side? Is their documentation reaaaaally that scarce? I thought that some basic doc for Enumerable.<LINQ queries> or Regex.* would be present...
(#EDIT even simple things like Console.WriteLine() are missing inline docs...)
Can I get the offline MSDN documentation that would be displayed in this popup?
Could it be a problem with my mono/dotnet installation, and if so how can I fix it?
IMPORTANT: I'm on Ubuntu 20.04 and using Rider 2021.3.2. I've also installed the documentation module for my unity editor instance, but I doubt it comes with MSDN included.
#UPDATE: It seems to be a unity/assembly problem, as plain C# projects do have inline documentation hints, only projects generated by unity are missing them. I tried reinstalling unity editor instance from the hub, but the documentation is still missing.
It turns out it is a Unity problem. I Managed to fix that (but it's hacky) using this unity forum thread as a reference and this bug report. I located the netstandard.xml files across my system (locate netstandard.xml command on Linux) and put it under /.../Unity/Editor/2021.2.8f1/Editor/Data/NetStandard/ref/2.1.0/netstandard.xml. (previously there was only a netstandard.dll with no xml file there).
Why isn't this shipped with the unity itself is beyond me. I had luck because I could easily find the location of my dotnet-sdk files on my machine.
If someone has other working and less hacky solution, I am happy to accept it.
#EDIT seems like unity broke something once again, because this solution no longer works... After going to symbol for any thing (e.g. ArrayList's Add()), the decompiled sources point to .../Unity/Editor/2022.1.22f1/Editor/Data/UnityReferenceAssemblies/unity-4.8-api/*.dll. I guess the "solution" would be to download and place the .xml for each corresponding .dll in this directory...
I don't really know what happened. Did I change the .NET API compatibility level somewhere? Did I change build platform (Mono, IL2CPP) or something? I don't know... (I started using the dynamic keyword which is a .NET 4.0 feature, which possibly upgraded my API Compatibility version to .Net Framework and I now target different dlls). But I shouldn't have to bother in the first place — documentation should be working by default, but we have to deal with unity here, so no surprise it's broken :)
#Edit I got frustrated by this lack of basic functionality and I "fixed" it myself... Here is a tool all of you can use to make this semi-automatic: https://t3st3ro.github.io/packages/unityIntelliSenseFixer/
It comes bundled with xmls that seem to work and a script that links them to automatic directories. Hit me up here or somewhere on my page if you have some improvements...
SOLVED
Just to clarify this is about VS code not just VS
I've had the worst 3 hours looking for anything that could possibly fix my Visual studio code. I'm using the program to develop a game on unity but I can't seem to get the auto complete thing (I think its Intellisense) to auto complete my code causing spelling mistakes and making coding 10x longer than it needs to take.
Heres a list of things I have tried:
Install .Net Framework v4.7.1 (which is what the console says to do)
Fix the Assembly file made by unity multiple time
Reinstall Visual studio, C# plugin and .Netframework
Change the OmniSharp to the latest version
I will add that when ever I type anything it comes up with "[info]: OmniSharp.Roslyn.CSharp.Services.Completion.CompletionService Could not find document for file c:\Users\Bruhman\Grinder\Assets\Scripts\PlayerMovement.cs"
and when I open visual studios and write anything in the script it'll come up with an error that states "Some Projects have trouble loading. "Source: C# (Extension)" "
Below is a screen shot of what comes up in the console (It's the same every time)
Console
Never Mind I found out the issue, apparently I need to install Visual Studios Community version and then the .Net developer packs from visual studios and not just online, I'm assuming that it doesn't get detected or something when installed through the exe file...
I don't really know much, but I use it every day : have you tried the unity tools extension ?
It features a lot and also the c# auto completion.
If it still bugs, have you installed the .Net for the EXACT version. I also struggled because I had the upper version and not the exact.
Finally is it linked with unity (I don't know if it could interfere if not done)
Sorry I don't know anything else if this don't work.
I've been having this problem with visual studio that I cannot seem to find a simple answer to. I would like to be able to save out versions of my visual studio project so that I can test a concept I have in mind that may dramatically change my code and if I do not like the outcome, I would like to be able to load up a older (previous) version of my project. Every googled answer I have found for this problem has been some kind of big professional development version control software. Its crazy to me that there is not a simpler way. I suppose I could copy and paste my project dir each time I want to save a "version" and just rename it, but this seems rather archaic. I use many graphic applications that simply have a "save as with new version" feature and I can easelly load and version I have saved.
any advice would be amazingly helpful.
thank you!!!
Just use git!
https://git-for-windows.github.io/
It is a very simple light weight version control system, that will do everything you are asking for. It is free, and should only take a few minutes to set up.
To start things off i am an amateur programmer and have basically only used visual studios to make anything i have made in school. C# is what i am familiar with as far as game development goes, and at this point i am trying to develop a game using visual studios & cocos2ds. That i can somehow port over to the Apple App Store.(Stop me if any of this is completely impossible, like i said i am quite new to the whole app development thing)
So I have one Big question that kind of stems off into a few others. Most importantly I currently have Microsoft Visual Studios Community 2015 version, and I would like to use Cocos 2d-x in unison with VS to create an app. I have currently sifted through a lot of different websites and eventually stumbled upon this : https://www.youtube.com/watch?v=xqtT0E68TJM. This guy is the most informative resource i have found for installing Cocos with VS. I followed his entire tutorial to the very end. With a few minor changes.
At the very end of the tutorial you can see he opens the project.sln file in Visual Studios and runs it. This then brings up the little interface with some numbers across the bottom. When i open it in my Visual Studios it says :
"Unable to start program"
C:\Users\guy\Desktop\Personal\Projects\GameTest1\GameTest1\proj.win32\Debug.win32\GameTest1.exe
The system cannot find file specified."
I cant figure out What exactly is going wrong and why mine wont work. Like i said i only changed a few things from the tutorial but that was because it was from years ago, So i had VS 2015 instead of 13 etc. But my changes were as follows:
I updated my Java recently which was up to Java 8. I downloaded the Newest Eclipse from their website and ran it just like in the tutorial ^. But it didn't work so i had to figure out that in order to run .py files like in the tutorial you had to add "python " before the "cocos.py new ......" in order to create a new file. Then it told me that i had to be running Java 1.6 Whilst i was currently running 1.8. So i downloaded an earlier build of Java then used it as the path destination for eclipse. Then aside from that everything built and i ended up with the right files named correctly in the right spot and presumably in the right format. It just gave me that error ^ at the very last step of the tutorial :S.
Firstly - Cocos2d-x uses C++ or Js(i.e. Cocos2d-js) and not C#.
Secondly - Yes you can port your app to apple app store with Cocos2d-x but it can only be done by a mac but not a windows pc .So if you want to port your game to apple devices you must be having a mac.
Thirdly - It doesn't matter if you have installed java unless you are developing for android.If you want to port your game to android then you must have java installed(it doesn't matter if you have latest version or not but you should install greater than v1.5)
Now coming to your problem
Ensure that you have python version2.7 or greater is installed version 3. will not work.
Also ensure that you don't have any spaces in your file path as that may cause error sometimes.
Hope it helps
Lovekesh Garg provided me with a complete, if not incredibly extensive (abundantly helpful) explanation of basically everything i have asked.
I have been pursuing other interest after realizing the expense involved after some investigation so i apologize for the late answer posting :S.
I'm starting a new project in MonoDevelop, and I want to see how other projects are using it.
I tried searching through SourceForge, code.google.com, etc., but mostly I was just finding things like add ins or something related to MonoDevelop itself.
So is there anyone else using MonoDevelop, especially open source?
Basically, MonoDevelop is designed to function very similar to Visual Studio, including using all the same sln/proj file types. You can take a VS solution, open it in MD, and hit F5 to run it, and vice versa.
Because of this, I don't know that many people are going to write about "how they use MD as part of their project" any more than someone is going to write about how they use Notepad.
Any project that is using sln/proj files on Linux/Mac is likely using MD.
MonoDevelop is multiplatform IDE, especially for Linux. Works with Visual Studio solution and project files (100% both direction compatibility). So you can't find project using it. Any C#/VB.NET project can be developed in MD.
Three years ago me and a friend started work a new mono project and tried to use MonoDevelop for it. However - this was an impossible mission - we got ridden with all kinds of bugs and crashes and in the end I said - go to hell MonoDevelop - I'll use my tried and true Emacs.
To tell you the truth with no features other than formatting and font locking Emacs turned out to be 10 times more productive environment for me. My friend somehow endured using MonoDevelop for the whole run of the project, but afterwards he said he was done with Linux for good if it offered such low quality dev tools.
Times were different back then, I've been following mono's development and monodevelop's as well - they seem to be turning out quite well. I think that the actual cause of your problem - not finding anything - lies in the fact that most Linux devs openly shun Mono as a development platform because of it's Microsoft roots. This is sad - because it's a solid alternative of Java - especially at the desktop applications front(GTK# is seriously cool).
Banshee seems to be using MonoDevelop. Probably most of the prominent mono projects with a GUI use it as well to some extent.
I've found MonoDevelop to be excellent so far. I've only been using it for about a month, but once I got it set-up the way I want it, I wouldn't go back to any other editor or IDE on Linux. It took me a while to figure out how to set the debugger up and configure the editor to how I like it.
It's almost like having Visual C# Express on Linux.
Try searching for MonoTouch projects. Mac + MonoDevelop + .NET iPhone apps.
I just tried compiling my project, 2 problems:
couldn't load Setup projects
couldn't load SQL Server Library projects
There is a way around this of course, just have to consider that not all project types can be built in mono and must design solution the way it doesn't stop you from building what you want.