Does Windows 10/11 contain the C# Visual runtime routines? - c#-3.0

I wrote a small APP using Visual C# and want to donate it, but since I installed Visual Studio in order to develop it, I don't know if the folks installing my APP need to install the C# runtimes or if they are already there.
Also, as I understand it, the.NET run code does come with Windows. Is this correct?
Thank YOU!
I have (2) PCs and used them both to develop by using Visual Studio. Haven't tested w/ a PC that doesn't have it.

Related

Can't use intellisense for Unity because VS code can't find .NETWORK,Version=v4.71 even though it's installed?

Sorry, I'm a newbie here. I've spent a few hours now trying to get intellisense to work on VS code and have followed multiple Youtube guides. No luck. I've installed and uninstalled everything multiple times. I keep getting this message.
F:\Program Files\dotnet\sdk\6.0.401\Microsoft.Common.CurrentVersion.targets(1220,5): Error: The reference assemblies for .NETFramework,Version=v4.7.1 were not found. To resolve this, install the Developer Pack (SDK/Targeting Pack) for this framework version or retarget your application. You can download .NET Framework Developer Packs at https://aka.ms/msbuild/developerpacks
It tells me to install the developer pack, but it already is installed? Any idea of how to fix this? Please help.
Primarily, this has to do with the VS code extensions and Installation of the Unity editor on Unity HUB.
In VS code, install the extension: C# for Visual Studio Code (powered by OmniSharp).
While installing the unity editor through Unity HUB, make sure you are installing Microsoft visual studio community.

UWP: Folder in AppPackages is different from Package Family Name

I am developing a UWP app with Visual Studio 2019 Community 16.6.3.
When I run the app in Debug, Visual Studio deploys the app on my machine, creating a folder under
C:\Users\<MY_USER>\AppData\Local\Packages\
but the folder is named differently from the Package Family Name in my Package.appxmanifest.
Therefore (I guess), my connection to the MS Store is not working (I receive an error when I invoke the Store APIs) and also the OneDrive integration is broken.
Please note that my colleagues do not have any problem with the very same code-base (but they are working with Visual Studio 2019 Professional 16.5.5).
Is it a problem of the specific version of Visual Studio or is there anything in my code, in my machine or in my configurations that I should tweak?
Thank you!
Is it a problem of the specific version of Visual Studio or is there anything in my code
Please check if has modified the project's package family name, for the testing Visual Studio 2019 16.7.0 does not reproduce this issue. Please try to update the VS to latest version and delete installed app and re-build again.

Cannot get unity hololens project to work

I'm trying to get a project to work that i downloaded this link over here, from github.
I've followed all the (configuration) steps in the install guide and i am using the exact versions of the software as described in the guide.
The problem seems to be that some references to the Windows namespace do not work.
I've tried adding it but i can't get it done in the usual way.
The error messages i get when building in unity:
When i open the project in visual studio 2015 update 3 (after building it in unity):
It seems that the option to simply add the reference in visual studio is not present in this kind of project.
I think this shouldn't be to hard to resolve but i lack the skills and experience as i usually develop windows apps solely in visual studio.
EDIT
These are the configurations I used:
i open the project in visual studio 2015 update 3
You should use Visual Studio 2017 with the latest Win10 SDKs.

How easy is it to develop an iPhone application using MonoTouch in Visual Studio?

I know about Monotouch and I have virtual MacOS and Monodevelop/Monotouch installed.
However, is it better to build an iPhone application in Monotouch on Mac OS X or it's as easy as to build iPhone app in Visual Studio and port it to iPhone via Monotouch?
Is there anyone who tried porting c# project to iPhone? How different was it from building the app on mac os using monodevelop/monotouch?
ps. my favourite helper utilities does not exist on mac os and that's the reason for this Q
As mentioned, to compile your applications and upload them for appstore use, or debug using the simulator you'll need to use MonoDevelop on a Mac.
However it is possible to write a large portion of the code in Visual Studio 2008 or 2010.
I've written 6 Monotouch apps that are selling badly in the appstore, using primarily Visual Studio. The reason I use Windows and VS2010 is I'm a lot slower with the Mac keyboard, have my Visual Studio setup for speed, and a PC that is about twice the processing power.
Here's a few gotchas and tips:
Copy the monotouch DLLs from your Mac to Windows (search for "monotouch.dll" on the Mac), stick all the DLLs in a static place and reference them in your project. It should then compile in VS.
Make sure you keep 2 project files - a MonoDevelop and a Visual Studio one. I tried converting manually and also wrote a converter to go between the two but it breaks so often it's easier to just keep two files.
You can also convert the Mono XML documentation (it's in a different format to the Microsoft .NET XML documentation format) for Visual Studio intellisense. The link below has a download for the XML documentation I generated for Monotouch 2.1.
Avoid using a shared drive for development. This make compilation on the Mac very slow - stick to copying the files using a USB stick or ideally use an online source control site like bitbucket.org
I found it was quite fast with a single keyboard, monitor and mouse and a KVM switch going between PC and Mac.
For the layout (either XIB or C#) you'll have use your Mac, or write the bare bones in VS first.
I've written a fair amount on the process here.
You simply can't develop a MonoTouch application just using Visual Studio. You have to use the OSX tools to build the code and create the package for the phone. There's no way to work around that, and the easiest way to do it is using MonoDevelop.
What me and other developers have done in the past is to develop some of the C# libraries for the apps using Visual Studio, because even though MonoDevelop is pretty good, its still far from being as good as VS. Refactoring code, for example, is much easier with tools like Resharper, etc.
When developing the App in Visual Studio, there's a lot of things you'll have to deal with; for example:
You simply cannot run a build from Visual Studio: VS doesn't know how to build the kind of project necessary for the iPhone, and it doesn't have all the libraries that exist in the iOS SDK.
there's no visual editor to create the XIB files you you probably want to create for your app.
You'll have to do a lot of extra work here and there to get the VS to even open the solution (like copy lib files from OSX to Windows, create separate projects, etc) (although I think Novell Mono tools for VS may help a little on this one.
So here's what I've been doing for the last 6 months:
Break down the application into different projects for business logic and UI logic
You should be able to build, compile and even test the business logic from VS. Just remember not to use any UI libraries, or external libraries not available in MonoTouch
Use MonoDevelop to build the UI code part of the app. Being able to quickly run the app to test helps a lot.
Every once in a while, if you feel you need to to a big cleanup, open the code in Visual Studio, and do the refactorings; although you won't be able to build anything, the code checker in VS will help to make sure the code is still valid.
Hope it helps!
This has actually changed with new MonoTouch release rebranded as Xamarin.iOS that offers tight Visual Studio integration. You still need a Mac for building and testing but you can work from VS without much hurdle.
They even hooked up the debugger:
In this screenshot, VS and OS X run on the same computer, but they don't have to, given that there is a local network connection between them.
Read more here:
Xamarin iOS for Visual Studio allows iOS applications to be written and tested on Windows computers, with a networked Mac providing the build and deployment service.
Developing for iOS inside Visual Studio provides a number of benefits:
Creation of a single cross platform solution for iOS, Android and Windows applications.
Using Visual Studio tools (such as Resharper and Team Foundation Server) for all your cross-platform projects, including iOS source code.
Using the familiar (for existing Visual Studio developers) code editor, keyboard shortcuts, etc.
Xamarin.iOS for Visual Studio supports configurations where Visual Studio is running inside a Windows virtual machine on a Mac (eg. using Parallels or VMWare).
Note that Visual Studio integration is available in Business edition which is $999 per license.
(The license is perpetual per person but you only get free upgrades for a year.)
The MonoTouch home site states:
Please note that MonoTouch requires a
Mac, Apple's iPhone SDK and you must
be part of Apple's iPhone Developer
Program to test and deploy your
software on a device and to
redistribute your code.
I think some of the problems you are going to have using Visual Studio are
you won't be designing with the native UI controls
the emulator used for testing will be different
you may end up using API calls that aren't available in the MonoTouch libraries
I would stick with using MonoDevelop on the Mac.
Since you need the Apple's iPhone SDK (which is only available for OS X) installed to develop with MonoTouch you will be limited to developing on a Mac.
MonoDevelop is quite a good IDE, and its integration with Interface Builder and the iPhone/iPad simulator makes developing for iPhone with MonoTouch a pretty nice experience.

Deploying Silverlight applications to WinPhone7 emulator without Visual Studio

As per title, I would like to deploy my application without its Visual Studio project. I would prefer to place all executables/images/manifests in one directory and deploy it without needing the source or opening Visual Studio.
There is a way to do that for XNA apps, but it doesn't work for Silverlight apps for some reason. Other people had the same problem.
EDIT I know Phone Developer Tools are free and I am not trying to eliminate VS from my workflow. I just want to be able to grab the latest binary from the build server and quickly run it up in demo situations.
When you install the latest developer tools you get an application called "XAP Deployment" which can install a pre-built XAP onto either the emulator or the phone.
How to: Use the XAP Deployment Tool for Windows Phone
Visual Studio Express is free, and I think you can get a version of VS2010 now too.