Dynamic Compilation, ReferencedAssemblies.Add another Project - vb.net

will appreciate any pointers here.
I am creating a Solution that have multiple Projects.
The solution have various class libraries that I create (libCore, libApplication, libUser).
One project in the Solution is webApplication-A that will dynamically compile some VB.Net codes (input from user).
Problem: I cannot figure out how to add the assembly of one of my library to be used by the dynamic code, in this case libUser.dll.
I have already added libUser as a reference to the webApplication-A project (which is compiling the code).
I can see that libUser.dll is in the project's Bin directory.
Dim voCompiler As New Microsoft.VisualBasic.VBCodeProvider
Dim voCompilerParams As New System.CodeDom.Compiler.CompilerParameters
voCompilerParams.ReferencedAssemblies.Add("mscorlib.dll")
voCompilerParams.ReferencedAssemblies.Add("libUser.dll") '<<=== Cannot load this assembly

You need to pass the full path to the assembly:
voCompilerParams.ReferencedAssemblies.Add(GetType(SomeType).Assembly.Location)

Related

How to fix Designer code when relocating a control to a custom namespace

I have a project with a custom control overriding a default control from the system.windows.forms namespace. This works fine, but I discovered I needed to modify a DLL this project depends on with some code that needs to know about the existence of this custom class; this code uses the class name of the control to do various things.
As the project depends on the DLL, and circular dependencies are not-a-good-idea, I moved the custom class to a third DLL which is a new project by cut-and-paste, and set the project and library to depend on this new lib, and set this new library to be built first, before the two other projects, and added an assembly reference.
So far so good; I can now import this new namespace and use it in my code. But, now the existing uses of the custom control are broken in any 'designer' based code, as they still point to the default namespace. I've tried adding a reference under Project Properties > Imported namespaces, yet this is insufficient: the code likely needs to contain the explicit line imports <myNamespace>. And while this is no-problem for regular files, when you have a designer file it's important to not manually modify it.
What's the easiest proper way of informing visual studio that any custom control named say X should now be accessed as myNamespace.X?
The procedure as done in the question is correct, with one caveat: Check the .NET version, and if different set the target version to the lowest common denominator. If you use a newer Visual Studio than the original that was used to make the solution, it's likely there's a newer .NET out as well. By default, the latest .NET will be used for new projects. Visual studio will also happily attempt to build the projects with disparate .NET versions, and complain that it can't find references, then surreptitiously hide the version mismatch as a "Warning", even though linking assemblies with different targets is by default impossible.
The designer will then happily accept the custom class even if it's defined in another project.

Minimum of MyProject Files needed

I am writing a very basic library in VB.NET
The library just contains classes and modules.
Now in built output I see this files
Application.Designer.vb
Application.myapp
AssemblyInfo.vb
Resources.Designer.vb
Resources.resx
Settings.Designer.vb
Settings.settings
Since I've seen other libraries with only AssemblyInfo.vb file, I was wondering if I can delete the rest.
What is the minimum of files I need here for the lib to work correctly, since I don't have any ressource or setting?
All the files you listed are necessary for a vb.net library project. And these files are generated (in My Project folder) when the project created not the build output files. So you need to keep all the files you listed in order to develop and build your project locally.
And for the files of build output, you can add these files in .gitignore.
When you create a project in VS, you select a predefined template that dictates what gets created. People often become accustomed to seeing the superfluous objects that a given template creates and assume that those objects are mandatory and must be there, However, much of it is not needed.
There is also the Empty Project template (the exact name of this template varies depending on the VS version used).
In VS2017, selection of the template would look like this:
This is a bare-bones project and the Solution Explorer will look like this:
As you can see, there are no pre-loaded references. You will need to add them yourself. About the only thing defined in this template is that you are using the VB language; This project starts out as a WinForm type, so go to the Project Properties->Application tab and change the "Application type" to "Class Library" since you want to create a library.
You may find it useful to start with an Empty Project and add the stuff you normally use and then export the project as new template (in VS2017: Project Menu->Export Template). For more on creating termplates, see: Creating Project and Item Templates
Edit: I just realized that I did not answer your real question about deleting the unused items. I just did a test case and deleted the items under MyProject. I received an error on deletion, but doing a clean/rebuild allowed me to proceed without issues. I would recommend that you backup the project before attempting this on an existing project, but I saw no long term issues in deleting unneeded objects from MyProject.

Rename class in external dll without losing reference to it in unityEditor

We've got a visualstudio solution with all our code in it and it's completely seperated from our unity project.
When we build our code into a dll from within visualstudio, the dll is copied over to the unity project plugins folder, so we can use the classes from it in our unity project.
This all works fine, but the problem is when we rename a class in our visual studio solution, rebuild the dll and go back to the unity project, the reference to the renamed class is lost in our scene and/or prefabs...
I looked into the scene & prefab files and noticed the references to the classes in the dll are defined as follows:
m_Script: {fileID: 698634159, guid: aa20b9c3579870b40bb96d13672546a3, type: 3}
I read on the forums that the fileID is generated based on the namespace & name of the class file, so logically when the class is renamed, this fileID changes and unity does not know it needs to reference the renamed class.
Is there a way to define a hard references of some kind, so the reference does not get lost when renaming a class? Or any other suggestions to keep references from getting lost.
I've also tried including a meta file with a guid in the dll, but unity does not seem to take this meta file into account, as it always uses the guid of the dll together with the generated fileId.
Unity can't automagickaly find out you have renamed some class inside the DLL. That's true for any form of project : if you depend on some DLL, and classes changes in the DLL, there is no indication of rename.
The best way to link them is adding your Unity project in the solution, and place a dependance between Unity project and the another. Then maybe the refactor tool will suggest you the rename in the Unity project.
Here is a really good tool to find and replace missing scripts, which i assume is the error you are getting.
http://daikonforge.com/forums/resources/fix-missing-scripts.3/
It comes with the source code once you unpack the Unity3d Package, so you can customize it to your needs.

New pc causing "namespace of type specified in the imports doesn't contain any public member" in VB.NET

I just got a new PC (Win 7) with VS 2010 (same version as my old PC). I got a VB.NET solution from source control that contains two projects. One of the projects builds fine. The other project flags every non-MS Imports statement with:
Namespace or type specified in the Imports &1 doesn't contain any public members or cannot be found. Make sure the namespace or the type is defined and contains at least one public member. Make sure the imported element name doesn't use any aliases.
The ironic thing is that the working project within the same solution references all the same DLL's. I've removed and re-added the DLL's so I know they're there, and I can expand them in Object Browser, so I know they contain public methods.
I've ran out of ideas of things to try. Can someone throw me a bone, plz?
I had the same problem which I fixed by changing the Project Properties->Compile->Advanced Compile Options->Target Framework value from .Net Framework 4.0 Client Profile to .Net Framework 4.0
I had this happen. For me, the new DLL was targeting Dot Net 4.5, while the project which referenced it was only targeting 4.0. Switching the new dll to match fixed the issue.
I've had a similar issue as this before. In my case the problem was that the dll's were located on a network share drive (which in my system showed as q:) so when I referenced them the file path was q:\folder structure\file.dll. Upon switching machines, my system no longer referenced that share drive as q:\ but by another drive letter, causing my program to error out similarly.
In my case, I was able to correct this issue and prevent it from happening again by changing the way I referenced the dll from the drive letter it was assigned by my local system to the network path (\SERVER NAME\Drive Letter\file path\file.dll).
I was experiencing the same issue. The DLL I was referencing was built in framework 3.5. The project I was referencing the DLL was being built in 2.0. I switched the referring project to 3.5 and it built perfectly.
I had this problem with projects which were referencing the same version of the framework. I solved it with the following steps.
Remove reference to DLL
Clean and ReBuild DLL
Clean and ReBuild Project
ReAdd Reference.
This happened to me in a Visual Studio 2019 VB project with System.Data.SqlClient . Since the Import of System.Data.SqlClient was failing, all of my Sql classes used in declarations on the page -- SqlConnection, SqlCommand, SqlDataReader -- were undefined.
To fix it, I just had to use a full reference to System.Data.SqlClient.SqlConnection when declaring my very first variable for one of those classes on the page:
Using conn As System.Data.SqlClient.SqlConnection = New SqlConnection(GetConnectionString())
By changing just that first declaration on the page, it fixed the compilation error on the Imports line and all subsequent declarations on the page. (Even stranger, after building the project once like that, I was able to revert the declaration back to just referencing SqlConnection, and the Import worked and the page is compiling fine. So it may have been a temporary issue unrelated to my temporary fix)
I had already fixed this problem once I got to the point of googling this, and all I had to do was delete and re-add the reference in the solution explorer

How to build static library using RAD Studio 2010?

I have been confused by C++ Builder 2010 assuming my library is dynamic. I did not find any options or help in documents regarding what I need to change in the project to build static library.
Now I produce DLL, but I need to produce LIB, so I can just link it to the project and forgot about DLL. BTW it produces LIB, but for dynamic linkage only.
Did you tried Project Props -> Config properties -> Config Type -> Static library (.lib) ?
I know this is old but AFAIK Delphi 2010 doesn't support .bpi (static) files. It was removed at some point. This has been a ballache for us too, as we have a large project that we want to break down into units and for various reasons dynamic libraries won't cut it.
You have to choose "Static Library" when you create the project. You can't convert it once the project already exists. This will create a statically linked library. It should be easy to add your existing source files to the new project and just build.