VS 2010 on a flash drive using Vbox portable? - c#

Ive seen :
Can Visual Studio Express run from USB drive?
after seeking if I could run VS 2010 in a flash drive. has someone actually succeeded in trying such?
Where Im being taught only have VS Express ( Im into C# ) and its a real PITA as I also need to use some plugins which become handy.
If someone has succeeded, how much space could VS 2010 ( C#) plus Virtual box possibly need ( guesstimates are fine ofc)?
thx

In general principle, yes, you can run pretty much any app from a VM anywhere. VBox portable, to the best of my knowledge, doesn't cripple the VM concept so as to make that impossible.
You can run Visual Studio within a VM typically without any problems, so you should be able to set up and run this just fine. Might want to check the EULA and see if it has any mention of such a thing, though.
The real issue you will run into is flash drive speeds. VS does a good bit of reading during use, and a VM will only make that worse (by having the virtual HDD on the flash drive). Over USB 2.0, you'll run into some serious slow-down. USB 3 or eSATA may work better, if you can get a fast flash drive/external disk drive to use.

I haven't done that, but I'm using non-portable VirtualBox a lot, which practically never gave me a headache, even with some very complex software installed in the VM.
From that experience, I'd say Windows 7 comes at roughly 7GB, but it might grow a bit over time. A full VS 2010 Ultimate takes up a bit more than 6 GB, so you'll end up at 13.
Of course, you can simply install C# only and leave VB, F#, and C++ out of it, saving you up to 4GB. However, I think you'd still have to go for a 16GB stick, otherwise the hard disk of your VM will appear to be full which leads to a plethora of problems.

Related

HoloLens Networking Issues on Windows Holographic Version(21H1)?

Since a while I am working with HoloLens2. My last OS-Versions were 10.0.18362.1005 and 10.0.19041.1109. I am developing with Unity 2019.4.7. My whole code was and still is running great on those old OS-Versions. Now I updated to OS-Version 21H1 and I have huge problems with everything including networking.
For example, my Mixed-Reality-WebRTC Pluging (from Microsoft), which only supports ARM-Architecture, does not work anymore on my new Device. The app crashes after it was successfully starting.
Another thing is, that the DevicePortal does not transmit virtual inputs. Again, on my older HoloLens2´s Virtual Input works great.
Also, even if I disable WebRTC parts of my Project, I still get an Exceptions in my Networking-System which I can´t assign to any cause. In term it is useful for you, I work with windows.Networking Library and in special with DatagramSocket.
I would be really glad if anybody could help me with this. Is OS-Version 21H1 restricted to any specific Unity- or VisualStudio Version (here currently I use 16.4.5)? Or is it Restricted to specific Networking Libraries? Thanks in advance!
Now I was able to fix the Networking Exception. The reason for that is located within my UDP-Communicator which uses DatagramSocket. Since earlier .Net.Sockets was not available at HoloLens2, now it is and I coincidentally came across this information. So I switched my implementation to .Net.Sockets which already exists in my project for editor-usage and now basic networking works fine.
Also, I was able to make WebRTC work again. With one of my Provisioning-Packages I disabled the usage of microphone for mixedReality and it seems like access to those audio-informations is mandatory for MR-WebRTC.
Unfortunately, I still have the same issues with Device Portal.This really looks like a bug.

Two desktops running a windows form application shared on a network folder is slow and lags

My name is Grant and I am just graduating college and I have been working on a little reservation system for a campground and I am running into some issues with speed. I know my code is not perfect, but I do believe I have done a pretty good job at writing a nice, neat, organized program.
Right now how I run the application is by storing it on a shared network folder on one of the desktops, and then I run the application from the shared folder on the other desktop. The ISSUE I am having is that there seems to be a little bit of or its slow sometimes. Its almost like the computer cant keep up. Which is strange, because when you run the application on the desktop where the application is actually being shared from, the application works great. Its fast and responsive. So that makes me believe my code is fine because it runs great on that computer so it cant be my code. Which leads me to believe that its either my network(which I also have a hard time believing, because we have no problems streaming multiple things at the same time). We have never had any problems lately with internet speed. So where I am at now is could it possibly be the desktop itself. They are both pretty cheap desktops running the app. If I upgraded and bought two new desktop computers would the speed increase at all?
Any help or advice on the issue would be great. The application is working likes its suppose to, but the speed of it needs to be picked up. If anyone has any advice at all I would very much appreciate it.
Thanks in advance.

Android Virtual Device Loads Very Slow

I am using a remote desktop having configured Win 8.1, 3gb ram DDR2, 15gb HDD free space, latest Xamarin Studio Starter version with api 21 packages. When I try to debug a simple "Hello World" solution on studio, the manually created AVD loads too slow, even android home screen does not appear after 1 hour. What should I do to speed up the process ?
I don't know if your IDE supports it but you should really try out Genymotion, it changed my development time and testing significantly.
https://www.genymotion.com/
Considering your configuration, 1 hour is too much, try restarting first.
If not go for your Android device(physical), I debug on my mobile(you don't have to wait for your mobile to start).
You Can also go for Genymotion . Many find difficulty in genymotion setup. it is pretty simple though, follow this video If you'll understand once about VirtualBox and IP, it'll be easy for next time
I would recommend 6GB Ram and i5 processor for performance lag problem. So if it is possible, you should upgrade your machine.
Thanks for your responses. Finally I have resolved the issue by creating a low resolution Android Virtual Device (Nexus One) by Xamarin Studio.
But another problem arises, the published apk file is too large.Which steps need to be done to make it perfect ?
You should try the Xamarin Android Player. In my experience it's the fastest option over Genymotion and Android's AVD images even with Intel's HAXM installed.
https://www.xamarin.com/android-player

Slow application startup using ClickOnce deployment

we are deploying our application with ClickOnce and we noticed that when we start our application by clicking the ClickOnce desktop icon, the application start slower (it takes at least 30-60 seconds more) than while started directly from the .exe.
I've seen that it's not an unkown issue ( Slow startup of Clickonce winforms application after update ) but it seems it's still unresolved.
I'm wondering why that would happen and how to fix that.
I'm only using one machine so I guess it's not machine-related, not antivirus-related.
I'm noticing different memory management pattern during startup: the ClickOnce deployment takes more time and after a while it deallocates some memory.
We are still talking about 12 MBytes in difference ( 67MB via ClickOnce, 50 via direct .exe).
This is driving me nuts...
Thanks
I guess it's not machine-related, not antivirus-related.
You need to prove that hypothesis by installing the same anti-virus your client has on a dev VM. If you cannot reproduce the slow start up compare ProcMon traces between the machines.
I believe Hans is on the money and the anti-virus is the most likely culprit, as per the correct answer in the QA you refer to in your question:
I have seen very poor performance (minutes vs a few seconds) for a newly deployed first run .Net application is the users are running antivirus software as the antivirus tool checks the newly Jitted assemblies are not malicious.
Make sure you're using .NET Framework 3.5 SP1 or above as "there are significant performance improvements in the area of startup. Particularly with WPF applications" and 3.5 SP1 includes Splash Screens.
A Splash Screen could be a quick (temporary) fix. Alas, not an ideal solution.
ClickOnce is getting pretty old now and there have been a lot of advancements in this field so why not adopt another strategy with a different deployment mechanism, such as Windows Installer and an Update Menu in the app. I detail the steps to make an MSI installer to Install to same path when upgrading application.
If you want to be strict about everyone being on the latest version instead of ClickOnce it would be better to have a web service the app pings on start up and downloads and executes the update when a new version is released.
Also, take tips from Google in this area. You remember the Jeff Atwood article: http://blog.codinghorror.com/the-infinite-version/
If you dont use ClickOnce you can use things like NGEN AND bsdiff, possibly even Google courgette.
There's some other ways to speed up the startup of a ClickOnce application discussed here.
While this may not answer your question directly, hopefully it gives you food for thought on how to identify the root cause and/or use a different more up-do-date method for rolling out updates.
When you publish the build please choose the option of running the app in offline mode. Otherwise the clickonce installer will try to launch the app from your server rather than local exe.
Please let me know if there are any other scenarios need to look into or this helps.
Thanks,

XNA 4.0 game doesn't do anything when ran on another PC

This issue is getting real tiresome and I've been spending atleast 2 days looking around for an answer. Basically, I want to publish a game, and I've hired a friend of mine to test it out before I officially release it. Whenever he runs it, reports as "nothing happends".
These conditions are met:
He has installed the .NET Framework 4.0 and the XNA Redistributable 4.0 (he most likely also has installed other .NET Frameworks and XNA Frameworks as well, because nothing worked).
The game is compiled onto a Release build.
GamerService referenced is removed.
A possible issue could be that he's using Win8, but as my searching experience goes, XNA DEVELOPMENT is only restricted on Windows 8, right?
So, what's going on? I'm clueless.. I even put a MessageBox.Show(); after the execution of my game in my Program.cs file via try/catch, and no results.
Are there any extreme conditions in my code that I need to meet?
Any site describing 100% of all requirements to run an XNA game and the most proper way to build it?
Any issues when using non-distributable "developer tools" in XNA coding? If so, what includes in these "developer tools", and what do I need to modify? (I noticed that on another thread).
An answer to this issue would more than make my day...
Ah, and also, I tried running it on a virtual machine ( Windows 7 ) but then it spat out a messagebox saying Index outside the bounds of the array on a perfectly valid code execution, and various other random errors such as missing files when they clearly are there.
Thank you greatly!
In summary I think your app wont run on Windows 8, let me explain:
Windows 8
A possible issue could be that he's using Win8, but as my searching experience goes, XNA DEVELOPMENT is only restricted on Windows 8, right?
Officially, desktop games using unmodified Microsoft XNA 4/is not supported on Windows 8 in any form:
Microsoft officials have said the XNA tools/runtime environment used primarily by game developers isn't supported on Windows 8. - Read more...
Redistributables
Any issues when using non-distributable "developer tools" in XNA coding?
That depends on whether they are required at runtime on the target machine. That might sound like an oxymoron but in Windows c/c++, I can have an app that depends on Microsoft DLLs but we are not allowed to deploy the DLLs, one must depend on it being present in the OS; service pack or some other form. Is there something you are missing?
Windows 7
Ah, and also, I tried running it on a virtual machine ( Windows 7 ) but then it spat out a messagebox saying Index outside the bounds of the array on a perfectly valid code execution
This is more interesting and I suspect is one of the more testable aspects of your application (also that it is not Windows 8). I suggest you setup a remote-debug session to your Win7 VM or if that is not possible, use Debug.WriteLine() or equivalent displaying critical state contents.

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