How to compile box2d with Monogame in visual studio 2012? - windows-8

I am trying to create a game for windows 8 using Monogame that uses a 2d physics engine. I found a port of Box2d to XNA but when I open the solution in visual studio 2012 I get a message saying
Windows is not a supported platform in this version of XNA Game Studio, or this edition of Visual Studio.
I started writing some code for the game and would like to add a physics library. Does anyone have any suggestions how to accomplish this with Box2d or another XNA physics engine?

I managed to get Farseer Physics working with MonoGame. It wasn't too difficult but I did have to recompile it from source replacing the XNA references with MonoGame.
I believe it's very similar to Box2D.
http://farseerphysics.codeplex.com/
Sorry, I don't have a more detailed tutorial to point you too.

Related

How to add features in toolbox of Microsoft Visual Studio Express 2012 for Web?

How am I going to add features in the toolbox? In my toolbox does not have the "PictureBox" and "OpenFileDialog" features. In my system needs to upload pictures but there is only "Image" feature and I dont have any idea to match the codes. Please help me if there are ways for me to upload the pictures. Im using VBnet and SQL server.
That would be because those are Windows Forms controls and the IDE you have is for web development. You need the one for Windows development if you want to develop for Windows. If you want to develop for the web then you have to use controls that are intended for the web.
If you can, I'd suggest ditching VS Express and VS 2012 and install VS 2019 Community. It has all the latest language, framework and IDE features and it has pretty much all the functionality of Professional while still being free.

Visual Studio Code - build Windows Phone on mac

Is it possible to build Windows Phone projects using the new IDE, Visual Studio Code, for Mac?
Not looking for actual developing at this point, only to build & test the project. Something like a xbuild alternative, maybe. Reason is we already have a cruise control running on a Mac and right now it's a pain to also build Windows Phone projects.
No. Visual Studio Code does not include any build tools, only an editor and debugging support for (currently) Node.js applications.
More information here: https://code.visualstudio.com/Docs/languages

Can you recomment a better IDE for Unity C# coding? [closed]

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The current version of Unity uses the old MonoDevelop 2.8 which is very primitive. Not only that it cannot register compile errors, I am also unable to know which method I can use. Each time I want to use some built-in method (like OnGUI or OnTriggerEnter) I have to search them manually.
Since I am coming from the world of IntelliJ IDEA or Eclipse or VisualStudio, this is a very primitive way of working.
I tried using the latest Unity with the newest MonoDevelop 4.0, but I did not succeed.
Can you suggest a modern IDE which I can use with Unity, the one where I will enjoy coding?
Updated 02/08/2022
JetBrains Rider
There's a new cross-platform .NET IDE by JetBrains - Rider with build-in resharper-like commands and quite a list of features including rich web development support and specifically Unity
Unity support
Deeper integration with the Unity Editor: if a method/script is used in a scene, prefab, or asset file, navigating from the Find Usages tool window to this usage will highlight the usage right in the Unity Editor.
Gutter mark icons for classes, methods, and fields that are implicitly used by Unity have been moved to Code Vision.
Check that a compilation in Unity was successful before running unit tests through Unity Editor in Rider.
Comments: I've been using it for some time already and my impression is very positive. It's faster compared to Visual Studio and has some really awesome hotkey combos, not to mention support for AceJump and a ton of other useful extensions.
Visual Studio C# Integration
What does this feature get me?
A more sophisticated C# development environment.
Think smart autocompletion, computer-assisted changes to source files, smart syntax highlighting and more.
What's the difference between Express and Pro?
VisualStudio C# 2010 is a product from Microsoft. It comes in an Express and a Profesional edition.
The Express edition is free, and you can download it from here: http://www.microsoft.com/express/vcsharp/
The Professional edition is not free, you can find out more information about it here: http://www.microsoft.com/visualstudio/en-us/products/professional/default.mspx
Unity's VisualStudio integration has two components:
Unity creating and maintaining VisualStudio project files. Works with Express and with Profesional.
Unity automatically opening VisualStudio when you doubleclick on a script, or error in Unity. Works with Professional only.
I've got Visual Studio Express, how do I use it?
In Unity, select from the menu Assets->Sync VisualStudio Project
Find the newly created .sln file in your Unity project (one folder up from your Assets folder)
Open that file with Visual Studio Express.
You can now edit all your script files, and switch back to Unity to use them.
I've got Visual Studio Professional, how do I use it?
Note: With Microsoft's Acquisition of SyntaxTree, Visual Studio Tools for Unity (formerly known as UnityVS) has been released free of charge in the Visual Studio gallery.
This replaces the below steps for users of Visual Studio Professional and removes a number of caveats mentioned further below, allowing for debugging within VS, advanced project file integration, a mirrored console window withing VS, and more.
In Unity, go to Edit->Preferences, and make sure that Visual Studio is selected as your preferred external editor.
Doubleclick a C# file in your project. Visual Studio should automatically open that file for you.
You can edit the file, save, and switch back to Unity.
A few things to watch out for:
Even though Visual Studio comes with its own C# compiler, and you can use it to check if you have errors in your c# scripts, Unity still uses its own C# compiler to compile your scripts. Using the Visual Studio compiler is still quite useful, because it means you don't have to switch to Unity all the time to check if you have any errors or not.
Visual Studio's C# compiler has some more features than Unity's C# compiler currently has. This means that some code (especially newer c# features) will not give an error in Visual Studio but will give an error in Unity.
Unity automatically creates and maintains a Visual Studio .sln and .csproj file. Whenever somebody adds/renames/moves/deletes a file from within Unity, Unity regenerates the .sln and .csproj files. You can add files to your solution from Visual Studio as well. Unity will then import those new files, and the next time Unity creates the project files again, it will create them with this new file included.
Unity does not regenerate the Visual Studio project files after an AssetServer update, or a SVN update. You can manually ask Unity to regenerate the Visual Studio project files trough the menu: Assets->Sync VisualStudio Project
Visual Studio Code (Windows, macOS, Linux)
Unity supports opening scripts in Visual Studio Code (VS Code). To open scripts in VS Code, go to Unity > Preferences > External Tools > External Script Editor and select Visual Studio Code. For information on using VS Code with Unity, see Visual Studio’s documentation on Unity Development with VS Code.
Prerequisites
To use Visual Studio Code for C# code editing and Unity C# debugging support, you need to install:
Mono (only required on macOS and Linux)
Visual Studio Code C# Extension
Visual Studio Code Debugger for Unity Extension (Not officially supported by Unity)
Sources:
http://docs.unity3d.com/Documentation/Manual/VisualStudioIntegration.html
https://docs.unity3d.com/Manual/ScriptingToolsIDEs.html
In Mac
1) Visual Studio Code
Lightweight
Support debug
https://code.visualstudio.com/
2) Consulo
Intellij IDEA based IDE
Support debug
https://github.com/consulo/consulo
3) Sublime Text also can be your choice on Mac.
Using Sublime Text as a script editor
There are some useful packages for unity too. (Code Completion, Syntax coloring...)
ST package for unity3d
And Video Tutorial
You can use MonoDevelop or SharpDevelop. I need to highlight that all the capability in the .NET framework and not in the IDE in other words you can use text editors and CLR compiler without the need to use any IDE.

XNA framework and Visual Studio 2012

Can I develop XNA based application for Windows8 in Visual Studio 2012?How can I make metro based app utilizing XNA framework?
XNA Game Studio has been discontinued by Microsoft, but Monogame is starting to really take off! Monogame can deploy to Windows, Windows Store, Mac, Linux, and mobile platforms as well.
Try these visual studio XNA extensions, they work for VS2010, VS2012 and VS2013:
https://msxna.codeplex.com/releases
(Just download the latest release and follow the instructions that come with the package)

Free or commercial code analysis service for Visual Basic

Anyone know a good code analysis service or tool for vb.net? Like the one for c# with visual studio 2008 team edition or style cop for c#
Update:
My bad ,I am only using the visual studio pro in my new work place,so I could not use the code analysis for visual studio 2008 team edition
I believe that Code Analysis works on VB.NET code as well.
I just tested it, and it does work.
FxCop seems reasonable.
Besides, you can use
NDepend http://www.ndepend.com
Gendarme from Mono. http://www.mono-project.com/docs/tools+libraries/tools/gendarme/
ReSharper http://www.jetbrains.com/resharper/