Visual Studio 2022 enterprise no return and exception list when my mouse cover on a method - hover

IDE:Visual Studio 2022 Enterprise
When my mouse hover on a method(or something el, I don't have return and exception, I would like to display the information shows below
I apprciate if anyone can help me solve this issue :)

Related

HTML inside JSON

I'm using an API to get some data, but one of the JSON values, contains HTML inside of it. Is there a way for me to use the HTML tags that are inside the JSON value exactly like they are shown, instead of having to make the exact same HTML tags in my MVC view, and editing these ones out? If this wasnt descriptive enough heres an example of what i mean:
This is just one of the JSON values, I didnt wanna paste the whole thing:
"detail": "<h1>Overwatch Patch Notes – October 19, 2016</h1>\r\n\r\n<p>A new patch is now live on Windows PC. Read below to learn more about the latest changes.</p>\r\n\r\n<p>To share your feedback, please post in the General Discussion forum.<br />\r\nFor a list of known issues, visit our Bug Report forum.<br />\r\nFor troubleshooting assistance, visit our Technical Support forum.</p>\r\n\r\n<p>Please note that these changes will be rolled into a larger patch for PlayStation 4 and Xbox One at a later date.</p>\r\n\r\n<h2>BUG FIXES</h2>\r\n\r\n<p><strong>General</strong></p>\r\n\r\n<ul>\r\n\t<li>Fixed an issue causing the default Overwatch spray to override a player’s chosen spray when watching a Play of the Game or Highlight</li>\r\n\t<li>Fixed an issue causing players to frequently disconnect while viewing Highlights</li>\r\n\t<li>Fixed a bug preventing the appropriate music from playing after a loss on the Junkenstein's Revenge Brawl</li>\r\n</ul>\r\n\r\n<p><strong>Gameplay</strong></p>\r\n\r\n<ul>\r\n\t<li>Fixed a bug causing multiple issues when displaying data on the leaderboards</li>\r\n</ul>\r\n\r\n<p><strong>Heroes</strong></p>\r\n\r\n<ul>\r\n\t<li>Fixed an issue preventing Ana’s Nano Boost callouts from being heard by the enemy team</li>\r\n\t<li>Fixed a bug preventing players from receiving credit toward the Healing Done commendation when healing D.Va’s mech</li>\r\n\t<li>Fixed a graphical issue that was preventing the liquid in Mei’s Endothermic Blaster from appearing</li>\r\n\t<li>Fixed a bug causing Reinhardt’s Charge to unexpectedly stop when crossing certain thresholds (e.g. when exiting a dropship)</li>\r\n\t<li>Increased the volume of Roadhog’s “Want some candy” voice line</li>\r\n</ul>\r\n\r\n<p><strong>Map</strong></p>\r\n\r\n<ul>\r\n\t<li>Fixed a bug on Eichenwalde that caused some textures to stretch across the map for some players</li>\r\n</ul>\r\n".
You can use Html.Raw inside your view to use the raw string value:
#Html.Raw(Model.detail);
https://msdn.microsoft.com/en-us/library/gg480740(v=vs.118).aspx

ArgumentError: Error #2109: Frame label default not found in scene default

I have asked this question on the http://www.actionscript.org/ forums, I have yet to get a reply, so I will try here as well, I will copy the post from those forums, but please do tell me if I am missing any details out, posting it on the wrong forum on this website, or whether I should actually post it to another website.
The post is as follows:
I am fairly new to using action script 3.0, I am following a set of video tutorials for such.
I am using Adobe Flash Professional CC 2014, along with some extra elements, to create the main menu for a game using UDK(Unreal Development Kit), that I have in mind, to confirm, this is a test game, not intended for release, it will be free to try when I get various features implemented, a practice project.
So, I am using Scaleform and CLIK. When I run what I have so far, using the Scaleform launcher, everything works as intended, no errors are logged in the console. However, when I use the debugger and click on the 'Options' button on my main menu (it is the only button in frames 1-10, at the moment, under the 'mainMenuScreen' label that I have declared), I get the following error:
ArgumentError: Error #2109: Frame label default not found in scene default.
at flash.display::MovieClip/gotoAndPlay()
at scaleform.clik.controls::Slider/draw()[C:\UDK\UDK-2014-08\Development\Flash\AS3\CLIK\scaleform\clik\contr ols\Slider.as:273]
at scaleform.clik.controls::Slider/set value()[C:\UDK\UDK-2014-08\Development\Flash\AS3\CLIK\scaleform\clik\contr ols\Slider.as:156]
at MainMenu_fla::MainTimeline/frame10()[MainMenu_fla.MainTimeline::frame10:11]
at flash.display::MovieClip/gotoAndPlay()
at MainMenu_fla::MainTimeline/OpenGameplayOptionsScreen()[MainMenu_fla.MainTimeline::frame1:17]
I am not using a label known as 'default', nor do I have a scene called 'default' and also, as can be seen from the code for the button, I am not trying to go to (gotoAndPlay), 'default', I am trying to go to a label I have defined, known as 'gameplayOptionsScreen', the code is as follows:
import flash.events.MouseEvent;
/*Function
#Name: OpenGamePlayOptionsScreen
#Params: None
#Description: This function will make the scene go to the "gameplayOptionsScreen"
label, so that the components that will be on the screen will now be those under the
label of "gameplayOptionsScreen".
*/
function OpenGameplayOptionsScreen(evt : MouseEvent)
{
gotoAndPlay("gameplayOptionsScreen");
}
// Add an event listener to this button, so it can tell if it has been clicked on, // in this case:
optionsBtn.addEventListener("click", OpenGameplayOptionsScreen);
(The line above this one, is where the debugger highlights one of the places the error occurs)
stop(); // Stop the flash movie here
From what problems that the debugger has informed me of, it also seems to have a problem with the slider that appears in frame 10, the frame that the label, 'gameplayOptionsScreen', is assigned too.
But I am wondering why the error occurs, in regards to a call to 'gotoAndPlay("gameplayOptionsScreen");', as that is where I believe the error becomes existent from.
Please do tell me if you require more information to help me solve this problem that I am having, or do tell me if I have posted this in the wrong forum on this website, or if I have in fact posted this to the wrong website altogether and therefore, should be posting to Epic Games' forums instead.
Edit: I have redone the button, so that, it is now known as TestGameButton and DefaultButton is in my library too, as it was in the click components library, this component has been left unchanged this time. Using my new button still produces the same errors and even using the default button does as well. But removing the slider that the debugger also complains about that is displayed in frame 10, removes all the errors, so it seems to be a problem with the slider, I am not sure what though, I have tried putting in a new instance and naming it, but I get similar errors .
Never mind then, I don't mind if this question does not get any answers, I am moving onto UE4, which has much better systems in place for menus, for example, thanks for trying to help #CyanAngel though.

How does one implement pull-to-refresh with a LongListSelector in Windows Phone 8?

I am writing a new WP8 app using the off-the-shelf LongListSelector that is shipped in the Microsoft.Phone.Controls assembly. Can anyone provide a code example that implements pull-to-refresh, originally made popular by Tweetie for iPhone and now common on iOS and Android? The existing examples use non-standard controls and I'd like to maintain my use of LongListSelector in WP8.
EDIT
I have found a good answer on StackOverflow describing the Twitter sample and how to do this in more detail:
Continuous Pagination with LongListSelector
You do not.
Pull-to-refresh is not a standard Windows Phone interaction, and you therefore should not implement it.
No native/first-party Windows Phone application use this functionality, and almost no third-party application does either. There is a reason for that.
To refresh the content of a page (or in your case, a LongListSelector), you should use a refresh ApplicationBacIconButton, just like in the Mail app. That's the standard and preferred way to manage refreshes.
Windows Phone is not Android, nor is it iOS. Keep that in mind when designing an application for it.
It is not a zoo, there are rules.
Actually, I just discovered a project uploaded to the Windows Phone Dev Center on November 30, 2012 that implements "infinite scrolling" using Twitter Search and Windows Phone 8 LongListSelector.
Download this project at: http://code.msdn.microsoft.com/wpapps/TwitterSearch-Windows-b7fc4e5e
If you really must do this (see answer by Miguel Rochefort) then details can be found at http://blogs.msdn.com/b/jasongin/archive/2011/04/13/pull-down-to-refresh-a-wp7-listbox-or-scrollviewer.aspx
Basically, the ScrollViewer has hidden/undocumented states that allow for detecting "compression" at the top or bottom of the list and you can use this to trigger the loading.
This is not completely trivial, but one way of doing it is to use GestureService
this.gestureListener = GestureService.GetGestureListener(containerPage);
this.gestureListener.DragStarted += gestureListener_DragStarted;
this.gestureListener.DragCompleted += gestureListener_DragCompleted;
this.gestureListener.DragDelta += gestureListener_DragDelta;
However, it has some bugs. For example, DragCompleted is not always raised, so you need to double-check for that using ManipulationCompleted event, which seems to be more reliable.
containerPage.ManipulationStarted += delegate { this.manipulationInProgress = true; };
containerPage.ManipulationCompleted += delegate
{
this.manipulationInProgress = false;
PerformDragComplete();
};
Another issue is that DragDelta occasionally reports bad coordinates. So you would need a fix like this:
Point refPosition = e.GetPosition(null);
if (refPosition.X == 0 && refPosition.Y == 0)
{
Tracer.WriteLine("Skipping buggy event");
return;
}
Finally, you can find if list is all the way at the top:
public double VerticalOffset
{
get
{
ViewportControl viewportControl = this.FindChildByName("ViewportControl") as ViewportControl;
if (viewportControl != null)
{
Tracer.WriteLine("ViewPort.Bounds.Top=" + viewportControl.Bounds.Top + " ViewPort.Top=" + viewportControl.Viewport.Top.ToString() + " State=" + this.ManipulationState);
return viewportControl.Bounds.Top - viewportControl.Viewport.Top;
}
return double.NaN;
}
}
You can check out the samples in
https://github.com/Kinnara/WPToolkit
it has an excellent implementation something called a ListView extension of the longllistselector control, that will really help you out.
and remember with longlistselector always try to load 20 items atleast. =)
As the WP8 LLS doesn't use a scrollviewer, I guess you will have to inspect the UI tree to get a hold on the viewport control and see what you can do with ViewportControl.Viewport property ...
Oh ... the twitter application is now using the pull to refresh interaction. I like the UI guidelines of the WP platform but rules, once mastered, are made to be broken ;)
This post here can give you hints on how to get the viewport control and retreive the scrolling offset. this scrolling offset must be of a particular value when the list is bouncing

Flare3D Flex Context3D issue

I have followed step by step the instruction to build the Flare3D examples at this url
http://www.flare3d.com/blog/2011/03/10/flare3d-2-0-startup-with-flash-builder/
and I fixed the wmode to direct in my html template for the actionscript project, but when it comes to building the examples from the 5th Flex refuses to compile since there are errors in the project.
The errors are these ones:
https://dl.dropbox.com/u/4064417/FlareProblems.jpg
Do you have any idea on how to fix them?
Thank you!
The guide I linked is old!
Since I was using Flash Builder 4.6 I just went to Project > Properties > ActionScript Compiler and selected Flex 4.6 sdk!
This made all the errors disappear.
The problem was that display3d exists only in flashplayer 11 and the guide was telling me to select 10.2 which is WRONG!
Hope this will be helpful for others as well!

AS3 Trace an info message

I'm a AS3 developer but I'm not sure how can I trace this kind of messages in firebug as an info messsages.
I know that for an error I just need to inherit for an error but I'm not sure how can I trace this kind of messages.
This code:
trace("Hola")
will show "Hola" in Firebug, but I want the fancy Info icon at the beginning also the background of the line is blue.
Thanks for your help.
you can try https://addons.mozilla.org/en-US/firefox/addon/flashbug/
years ago I've used http://www.sephiroth.it/firefox/flashtracer/ not sure if anyone uses it still.
The trick is to use Debug version of flash player
In the case where you don't want to install the Flash Debug player (performance?), rather than using trace, route it to a Debug method that traces and logs to the console:
import flash.external.ExternalInterface;
var debug:Boolean = true;
function log(msg:String):void {
if ( debug ) {
trace(msg);
ExternalInterface.call('console.log',msg);
}
}
log('Hello World');
You should be able to throw that in a frame. If you're using class definitions, you'll have to interpret that code block as snippets.
Also note that in a browser that doesn't have console.log (like IE7) this will throw an error, so maybe you should test for console.log first and store the result in a global.
Notice the debug variable. When you want to turn debug logging off, just set debug to false. This is an overly simplified idea, but provides the basic concept.
Another way enhance this concept is to include a debug "window" if you will... really just a scrollable text box on top of everything else. This is helpful when dealing with devices that do not support logging, debug versions of flash or are just difficult to debug, e.g. mobile and AIR.