I have updated visual studio 2015 update 3, for update 1 config file added using instructions in the Url , but it's not working how can i send insights to azure in windows 10 universal app,
Which url are you using?
for VS2015 update 3, you'll have to:
1) manually add the microsoft.applicationinsights.windowsapps package using nuget package manager
2) add startup code in your App.xaml.cs, in the App constructor:
public void App()
{
// add this code to initialize AI. do not await here, you'll slow down
// app startup, use continuewith to get/set any AI thing you need after
// it initializes
WindowsAppsInitializer.InitializeAsync().ContinueWith( t =>
{
// any other code you need to do with app insights here
}, continuationOptions: TaskContinuationOptions.OnlyRanToCompletion );
this.InitializeComponent();
// ... any other startup code here
}
3) if that does not add an applicationinsights.config file to your project, manually create a text file that is, in its entirety:
<?xml version="1.0" encoding="utf-8"?>
<ApplicationInsights>
<InstrumentationKey>[your key here]</InstrumentationKey>
</ApplicationInsights>
(some versions of the instructions use an old sample of the config file that has some comments in it, and the comments include an <InstrumentationKey> tag, and for perf reasons, the windows apps sdk startup uses a regular expression to find the key instead of loading a full xml parser, so if there are comments with an instrumentation key, it will use that as your ikey instead of the real xml!)
4) add that file to your project in VS, and set its properties to:
Build Action: Content
Copy to Output Directory: Copy if Newer
(which would look like this in your .csproj)
<Content Include="ApplicationInsights.config">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
you don't need an applicationinsights.config file if you are manually setting the instrumentation key in code, in the call to InitializeAsync.
Related
For https://github.com/StackExchange/StackExchange.Precompilation:
We have some shared views in separate library where we have installed StackExchange.Precompilation. We have to load those views along with the normal web project's views. We have the latest version of StackExchange.Precompilation installed from NuGet in both projects. I am doing the assembly loading like this:
// Register precompiled view engine
ViewEngines.Engines.Clear();
List<Assembly> viewAssemblies = new List<Assembly> { typeof(HomeController).Assembly };
viewAssemblies.AddRange(AppDomain.CurrentDomain.GetAssemblies().Where(a => a.FullName.ToLower().Contains(".web")));
Log.Debug().Message("Looking for views in: {0}", string.Join(", ", viewAssemblies.Select(a => a.FullName))).Write();
ViewEngines.Engines.Add(new PrecompiledViewEngine(viewAssemblies.ToArray()));
In the web project, we return views the normal way: return View("Index");
When using PrecompiledViewEngine we get an error when trying to render relative names like that:
The view 'Index' or its master was not found or no view engine supports the searched locations.
The following locations were searched:
~/util/Views/Example/Index.cshtml
~/util/Views/Shared/Index.cshtml
util is the alias of the application in IIS. We don't have any areas registered.
When I copied the PrecompiledViewEngine class from GitHub - it worked! Am I missing something that will make the version distributed through NuGet work?
Copying the code over turned out not to work. I must have been trying something else at the time that made it work for that specific case.
The problem is actually a bug in StackExchange.Precompilation. I've created an issue there: https://github.com/StackExchange/StackExchange.Precompilation/issues/12
I checked a lot of MEF questions here but I can't imagine what my problem is. Here's what's happening:
I have a desktop WPF app that I'm deploying with AdvancedInstaller. I use .NET 4.0 and MEF to compose parts. Some parts are in the main project, so they are inside the app.exe file. Other parts are inside class libraries that reference the main project, so they are inside somename.dll files.
The problem:
While running the app from VS, both in Debug and in Release, everything is fine. Once I deploy the app, some of the dlls say that they have no parts (zero) to export.
I checked the following:
all dlls are available in the deployment and the catalog is finding the files
the export types and names are correct, after all, everything is working while in Visual Studio
when I try to add the parts from the dlls, I get that the number of parts is zero ONLY IN DEPLOYMENT.
This is the code that's not findind parts in the deployed app:
var catalog = new AggregateCatalog();
string path = Environment.CurrentDirectory.ToString();
DirectoryCatalog qualitycontrol = new DirectoryCatalog(".", "QualityControl.exe"); //this is my main assembly
DirectoryCatalog qualitymix;
catalog.Catalogs.Add(qualitycontrol); //this finds the parts and always works fine
if (File.Exists(path + #"\QualityMix.dll"))
{
qualitymix = new DirectoryCatalog(".", "QualityMix.dll"); //the file exists in the deployment
catalog.Catalogs.Add(qualitymix); //the "qualitymix" catalog shows more than 20 parts if run with VS, but 0 parts in deployment
}
The only thing that works (but it's very slow to start the app) is the following:
var catalog = new DirectoryCatalog(".", "*");
This has the problem that it needs to check more than 100 files present in the working directory, and I cannot deploy my plugin dlls in a different dir.
Why is it that a DirectoryCatalog looking at all files finds the parts, but a DirectoryCatalog looking at a single part does not? How can I debug this issue if it only happens in the deployed app?
---Edit: this problem is only happening with certain dlls, the files are found and for other dlls the parts are also found. I'm using the same Export/Import procedure in all dlls, but somehow some of them show no parts in deployment
Anything you can suggest will be helpfull, thank you guys!
NEW INFO!
I tried loading my dll with an AssemblyCatalog. It works in Visual Studio (Debug and Release) but when deployed I get the following errors:
1st try:
if (File.Exists(path + #"\QualityMix.dll"))
{
qualitymix = new AssemblyCatalog(Assembly.LoadFile(path + #"\QualityMix.dll")); //file is loaded and parts found in VS
catalog.Catalogs.Add(qualitymix);
}
Error: The module was expected to contain an assembly manifest. (Exception from HRESULT: 0x80131018).
Second try:
if (File.Exists(path + #"\QualityMix.dll"))
{
var name = AssemblyName.GetAssemblyName(path + #"\QualityMix.dll");
qualitymix = new AssemblyCatalog(Assembly.Load(name));
catalog.Catalogs.Add(qualitymix);
}
Error: Could not load file or assembly 'QualityMix.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format.
I've looked for questions about these errors but nothing has been helpful so far. All projects are built for All CPUs, and the references look ok (this dll uses the same references as other projects that are loading ok).
Edit 2:
I tried the suggestion by #SuryaBhaskar to use LoadFrom instead of Load
if (File.Exists(path + #"\QualityMix.dll"))
{
qualitymix = new AssemblyCatalog(Assembly.LoadFrom(path + #"\QualityMix.dll"));
catalog.Catalogs.Add(qualitymix);
}
But I get the same error: Could not load file or assembly 'QualityMix.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format.
I managed to solve this issue by moving the code of the problematic dll to a new project. This solved the issue, somehow... though the reason remains a mistery to me.
Use LoadFrom instead of LoadFile or Load.If you use Load it will have conflicts with other assemblies on current AppDomain
I need to know how I can properly add existing Java.class files to an Android Studio Project. My goal is to use these classes in an Android Project.
The Class Files are already written in Eclipse for another Java Project.
I've already tried File->New->New Module->selecting Java Library->Finish but that doesn't work properly.
As you probably all know it makes the MyClass Class by default.
For testing I imported com.example.* in my MainActivity and tried to build an Object of that Class inside the onCreate() Method.
The problem is it can't compile the Project. I got the following Errors:
Error:(7, 1) error: package com.example does not exist
Error:(16, 9) error: cannot find symbol class MyClass
Note: C:\Users\...\MainActivity.java uses or overrides a deprecated API.
Note: Recompile with -Xlint:deprecation for details.
Error:Execution failed for task ':app:compileDebugJava'.
> Compilation failed; see the compiler error output for details.
Can anybody explain how to import my Java.class files correctly so that I can use them in my project?
You can add as a local library package to your project in Android Studio.
In android Project window, right click on app and select New -> Module.
In the Create New Module window, select Java Library and click next. Then give the module name, for example HttpClient in Library Name field. Then give Java package name as same as your existing package com.example.xxx. Then give one existing class file name AnyFileName in Java Class Name field.
Now new module is created with the name HttpClient and the package name is com.example.xxx. With an empty class file Anyfilename.java
Now copy all your .java files to the HttpClient folder created inside your android project. Now it would have overwritten the empty file Anyfilename.java also.
After copying all .java files would have automatically added to the library module.
And you will get 3rd build.gradle file for your module. Already you might be having 2 build.gradle for your android project.
In your app's build.gradle file, include local library dependency compile project(":HttpClient"). Now you can import java files in HttpClient module to android app's java files.
Note : Above information is given based on Android Studio 2.3.3
After build my solution (WPF application), the config file is created in project\bin\debug folder. Whenever a change is made to this config file, I have to re-compile/rebuild the project to pull the changes from the config file.
Is there a way to avoid re-compiling the project after making a change in config?
This somehow throws the whole purpose of config file.
If you talk about the App.config file (an XML file where you usually put appSettings, connectionStrings, etc): it is possible to modify this one without to recompile your project / solution. Just navigate to the project\bin\debug folder, there you'll find a file that is called {AssemblyName}.exe.config which you can edit (actually, this is a renamed version of the App.config file, this happens when the build process copies it to the output directory).
If you talk about XAML related files: these are by default not configurable because they get translated to BAML (Binary Application Markup Language) files that are embedded to the assembly in a default WPF project. If you change those you have to recompile.
You do not need to recompile your project. Your assumption is wrong.
if you edit OutputDir\{appname}.exe.config, then it will take effect immediatelly. However, if you rebuild your app, this config file is overwritten by app.config from your project folder
Like most js web apps we have a config.js file that contains global config information about the app, base api urls and such. These values are often different in local development than in production.
I've looked at answers like: Development mode for AngularJS using GruntJS, and also things like grunt-replace for creating an on-the-fly config file.
My issue is that the "development" part varies from developer to developer, we all need a version of the API setup so the base api urls will be different. I'd like to allow each developer to override specific variables in the config in a way that doesn't require them to commit that info to the git repo (I agree that this isn't best practice, everything should be in the repo, but as this is only 1/2 variables for this project I can overlook it)
Any ideas on how to achieve this setup?
You can use grunt-preprocess. I would have production (and dev-server, etc) values in a file, say env.json. You could use grunt to look for an optional file, say overrides.json or developer.json, which would extend/overwrite the values from env.json.
var envFile = require('./env.json');
You can create command line options to grunt with grunt.option, e.g. var env = grunt.option('env') || undefined;, which could be used to turn off overriding.
You can get data from the optional file using fs.existsSync:
var fs = require('fs');
var developerFile;
if (fs.existsSync('./developer.json')) {
developerFile = require('./developer.json');
}
The simplest way to define the grunt-preprocess context would be to use the developer.json file if present, or the env.json file if not:
context: developerFile ? developerFile : envFile;
This requires the developer file to be complete. An alternative is to extend the envFile with options from developerFile if it's present.
In my project, we use different config files (which are basically files with JS object). So every developer has his app/configs/developer/config.js file, which is not comited in the source control, so every developer has his own setup. Project uses link to app/scripts/config.js by default and this file is just a soft link to developers config file. However, there are also app/configs/staging/config.js and app/configs/production/config.js files, which are replaced when using gruntjj to build project. Those configs are just copied to build solution instead of soft linked file.
I hope that makes sense..