Side by side installation of different Azure emulators - azure

As far as I know, it is possible to have multiple Azure SDK versions (2.1, 2.2, 2.3 etc.) on a single machine, and reference specific versions of the Azure assemblies as desired (from the Visual Studio project or so).
Though, how to manage different installations of Azure Emulators (Compute, Storage)? Is it possible to install more of them, then choose a specific one - when debugging the piece of software?

Is it possible to install more of them, then choose a specific one -
when debugging the piece of software?
AFAIK, this is not possible. At any given point of time, there can be only one version of emulator installed on a machine.

Related

Does Visual Studio 2022 have the same ability to open a javascript/nodejs project folder in a WSL2 Linux as VS Code is able to do?

If I'm in my WSL2 Ubuntu filesystem I can simply navigate to a javascript/nodejs folder and type code . to open that project folder and thanks to VS Code's Remote extensions, I'm essentially remoting into the Linux environment and ready to code.
Now Visual Studio 2022 has been released, I was wondering if it too supports the same level of cross-platform IDE capability as VS Code?
How, for instance, when in my WSL2 Ubuntu project in Windows Terminal, can I open my javascript/nodejs project in the Linux filesystem using VS2022, or is this not supported because VS Code is the only cross-platform IDE that can do this?
So its not really possible to do how your thinking. The problem here is that you your not understanding the difference between a "Code Editor", and an "Integrated Development Environment (IDE)", which is totally understandable, as the line that separates the two has become blurred in recent years, and also a topic of debate. There was a far more explicit distinction between the 2 10-15 years ago, however, Microsoft has done a good job at separating the two, where JetBrains will release a piece of software that can be used as an IDE, but is more often than not, used as an editor, but will still call it an IDE, even though its not an IDE in a pure sense.
How is all this related to your question?
When you open your Node.js project in VSCode via the code . command, you are opening it in an editor that implements Intelli-code, as well as a wealth of other tools, but essentially, the editor, and all the tools extract the names & file extensions of your documents, parse them (usually turning much of the info into an AST, where many extensions will make use of that info to offer the various tooling capabilities/features. The point is at the end of the day, the editor just parses all of your code, gives you info, and you make any changes as needed to your code. And again, this is what your doing with code .
With Visual Studio 2022, you can't open a project with it, unless its a project type the IDE supports, and enables the IDE, to embed its-self into your project. This includes things like built in environment, built in cache, built in build system, the files needed to bootstrap its-self. With an IDE, the IDE is part of the project.
So then why does Visual Stdio 2022 work with Node?
It works with node, to create Node.js applications within a windows environment, and it offers the ability to access different Windows SDK features via Node. These are things you could never do using server-side Linux builds with Node. When you build a Cpp application for windows, you package the entire thing in a .sin file, I haven't built a windows app in node, but I know that Node also uses the .sin file build system, which requires Visual Studio & Windows SDK to do, and parts of Visual Studio/Windows to be embedded into the project, for the project to be able to work in a Windows OS, and take advantage of MS Windows features.
Long story short, V.S. Code is the right tool for what your doing, why would Microsoft invest in two identical tools any way? If you ever want to build something for Windows, or for MS mobile device using Node, you will probably want to change your environment, to VS2022.

Is there any feature for Universal Windows App to support multiple flavor (in Android) or target (in iOS)?

Right now it's possible to build multiple flavors ( not version ) of Android app or iOS app using "flavor" and "target" features respectively. Already have created iOS and Android apps which need such "flavoring". Now same app is to be developed as Windows Universal App. Is it possible to do it in current SDK of Universal Windows App?
Universal Windows Apps are apps that run on windows 10. At the moment there is only one "flavor" of windows 10 so you can only build against that. As more updates come you will be able to target any range of versions and device families you like.
It's all mentioned in this guide.
EDIT: Different meaning of flavors
If by flavors you mean keeping the same code base with minor changes and publishing multiple flavors of an app then I am not aware of any tool that provides such capability in visual studio.
if that is what you want then you will have to do it manually. Create the store packages for the first flavor of your app, then perform the code base changes (by adding or removing files or an other way you want) and then create the new store packages.

Building on Windows XP, when development is on VS2012?

We're planning moving from Visual Studio 2005 to Visual Studio 2012 (Visual-C++-11).
(We would very much like to skip 2010 if we can help it, since the newer version is already there and offers a better C++ experience.)
But we've hit a little roadblock:
Our build servers still run Windows 2003r2 (all inside dedicated virtual machines), and due to messy tool support/issues, we're in no position to upgrade the build servers to a newer OS.
Developers mostly have switched to Windows7 by now, so moving the remaining Windows XP developer boxes shouldn't pose a problem.
Since VS2012 only runs on Win7 we are wondering whether we can leverage it's tools (C++ compiler, C#) and still do a full equivalent build on the W2k3 build server - after all, we don't really need a VS GUI there, just build C++ and C# projects from VS2012.
What are our options?
Will the SDK (7.1? 8?) compilers + msbuild command line get me anywhere?
In Project Property Pages, there an option "Platform Toolset" that allow you to choose compatibility of your project. So, you can work in VS2012, but built it with "VS2008 compiler"
Here is what we do:
Use CMake
CMake allows you to create build systems for your operating system. Thus we are able to use the same code within VS2005, VS2010 and Eclipse, XCode etc.
You could do something similar: Install VS2005 on your old machines and let CMake create the projects for you from the sources. On your newer machines you can use CMake to generate VS2012 Solutions (I don't know if they have 2012 support yet, because we don't use 2012 yet too).
A big pro here is: If you plan to migrate to any other IDE or even Linux you just can re-run CMake and get your source code within these environment easily compilable.
A big con: You have to start reading about CMake and create CMakeLists.txt for all your projects (might be a lot of work depending on the amount of projects, amount of source code files within each project, specific compiler options, linker options etc.)
Our build servers still run Windows 2003r2 (all inside dedicated
virtual machines), and due to messy tool support/issues, we're in no
position to upgrade the build servers to a newer OS.
Well. Not much came out of this question. We recently re-evaluated this issue, and I see two options (I haven't tried any yet):
Just do a full VS installation on a supported OS (Win7), zip up the whole VS+WinSDK directories (as well as the neccesary runtme DLLs that live somewhere under %WINDR%), and try if you can get that thing working on an XP based OS. Might work. Not a great idea if you ask me.
Split up the build process to distribute the build across several OS, so that we can work with tools that are only supported on one of them. -- This actually sounds more complicated than it'll be. We already run our build spread over several Jenkins jobs, so I should be able to get that to work. (And all build nodes are already VMs anyway, so adding more VMs isn't that much of an issue.)

windows application having no dependency to install

I want to implement windows desktop form application having no dependencies to install (e.g. framework, third-party etc).
In which technology I can achieve this?
Can i achieve this goal in C# Win-forms?
You can build an MFC app that requires no installation (just copying the files to the target computer) by statically linking and/or deploying the Visual C++ runtime redist side-by-side.
As Arnon has answered, you can build a .Net app that requires no installation if you target a version of .Net that is pre-installed on your target operating system. This blog entry lists the .Net versions included with each version of Windows.
what version of windows are you targeting your application to ? different versions of windows have different versions of .NET (see this link for details).
So basically, if you are looking for no installation you'd have to shoot for the lowest common denominator and/or ship multiple versions of your app.
I understand that it isn't what you want but -If you do go with .NET it is usually better to ensure that the installer will install the right version of .NET if needed (see this link for example)

CDC-1.0/Foundation-1.0,J2SE-1.3

How to setup/configure the environment "CDC-1.0/Foundation-1.0,J2SE-1.3" of an OS (for example windows XP, linux)?
Because I want to run the embedded AWT application which requires this environment.
one possibility is to install an IDE which contains all that. the one which seems the most appropriate to me is NetBeans. go and see on their site, there are some tutorials on installation, setup and project creation
note that there may be other IDEs to perform the same task, i am just not aware of them.

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