Visual Basic Compiling EXE... How do i include dependencies? - mysql

I have made a program in Visual Basic which connects to my MySQL server, asks for the password and checks it to the username...
Not very secure, as i learned how to use a database yesterday(i had never touched it before...).
Now, when i try to compile to an exe, gets it from the release folder, and puts the release folder on my other PC, it is missing the MySQL.Data, which i had to add as referance in visual basic...
Is there any way I can include dependencies in my Exe/Release? This will of course apply to all dependencies!
BTW, i am using Visual Basic 2010 Express!

After adding reference, go to Solution Explorer window, expand References, click on MySql.Data to select. Go to Properties window and set Copy local property to True. After next build, you will get missing MySQL.Data.Dll in build folder. Then you can copy .exe and .dll to other PC.

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TKCustomMap Version Conflict

This issue has been reported on GitHub here -
https://github.com/TorbenK/TK.CustomMap/issues/325
Has anyone else has struggled with this? I was stoked to find this nuget package because it does exactly what I'm looking for but it needs Places and some other GooglePlayServices installed and I can't install them because of this conflict.
I'm also not sure if uninstalling TK.CustomMap and then installing the Play Services would even help because the person who reported the issue on GitHub said-
I converted my app to .net 2.0 and had to use the newest Google play services
60.1142.1 for AdMob to work. It wouldn't install until I uninstalled TK.CustomMap, and now TK.CustomMap won't reinstall because it only want to use GooglePlayServices 42.1021.1
Severity Code Description Project File Line Suppression State
Error NU1107 Version conflict detected for Xamarin.GooglePlayServices.Tasks. Reference the package directly from the project to resolve this issue.
HunterTracker.Android -> Xamarin.GooglePlayServices.Base 60.1142.1 -> Xamarin.GooglePlayServices.Tasks (= 60.1142.1)
HunterTracker.Android -> HunterTracker -> TK.CustomMap 2.0.1 -> Xamarin.GooglePlayServices.Location 42.1021.1 -> Xamarin.GooglePlayServices.Tasks (= 42.1021.1).
That's pretty much the exact error I'm getting trying to install the other packages. There's no resolution on github.
Anybody found a work around? Or does anyone know how to "Reference the package directly from the project"?
Thanks to SushiHangover's comments above pointing me in the right direction I was able to discover what I needed to do here. I had an error updating the nuget packages of TK.CustomMap at first because v26 Xamarin.Android.Support.Vector.Drawable was targeting MonoAndroid8.0 and the update to v27 must target MonoAndroid8.1 So it took quite a bit just to be able to update the nuget packages in order to get the assemblies with later versions so I could use TK.CustomMap in my solution. But I was eventually able to get there. Here were the steps I followed (as best I can remember). I am unable to compile ios right now because I don't have a MAC so that fix will have to come later. This fix is for the shared project and Android project only
Download the TK.CustomMap-master from github
Extract it and delete the Sample project completely (I also deleted the UWP project as I'm not really interested in that at this time)
Opened and built then closed. Deleted packages folder, vs folder, bin and obj from Android and Shared Project (this step is probably not necessary but I did it so...)
In the packages.config in Android changed all targets from monoandroid80 to monoandroid81 save file
In the TK.CustomMap.Android.csproj for every v26.0.1 of any Xamarin.Android.Support or other Xamarin.Android util package changed 26.0.1\lib\MonoAndroid80 to 27.0.2.1\lib\MonoAndroid81 - save file
In the nuget folder in TK.CustomMap.nuspec changed the target framework in this section
<group targetFramework="lib\MonoAndroid7.0">
<dependency id="Xamarin.GooglePlayServices.Location" version="42.1021.1" />
<dependency id="Xamarin.GooglePlayServices.Places" version="42.1021.1" />
<dependency id="Xamarin.Android.Maps.Utils" version="0.5.0" />
<dependency id="Xamarin.Forms" version="2.5.0.91635" />
<dependency id="Newtonsoft.Json" version="10.0.3" />
</group>
to
<group targetFramework="lib\MonoAndroid">
so it could target any version
Opened and updated all nuget packages using package manager (not console). Built debug and release builds
At this point opened solution I had tried to implement TK.CustomMap in previously to attempt the fix. Remember the original issues was that the latest frameworks could not be used and 42.1021.1 frameworks were unable to locate com.google.gms.location and com.google.gms.places.ui files so they had to be updated or no TK.CustomMap
In the problem solution uninstalled TK.CustomMap from all projects
In the problem solution Android project added reference to all the dlls in the release folder of the Android bin file from TK.CustomMap project.
Installed updates for all Xamarin.Android frameworks in problem solution through Package Manager (not console)
Installed updates of all other nuget packages for all projects using Package Manager (not console)
Installed TK.CustomMap to Shared project using Package Manager (not console)
Added the References to the android project a second time. May or may not have helped.
Installed TK.CustomMap Nuget Package using Package Manager (not console)
Built and ran on Live Player successfully!!
Thanks to Sushi Hangover for the advice. I haven't seen any comprehensive tutorials anywhere on how to accomplish this so I figured I would post my own answer in case anyone else was looking. Definitely if you are new to VS all this stuff is no walk in the park in the beginning.
Thanks to #Travis Fleenor. This is my solution. I change a bit your sequence in order to work on mine.
1. Make sure the original proyect from github (https://github.com/TorbenK/TK.CustomMap) works and you can run it.
2. Update the nugets where you get the conflict. In my case I got conflicted in googleplay library version. I updated it in the original proyect and then assure it could run it.
3. Compile entire solution in release mode. Then, copied the generated dll from bin/release and pasted them in a folder in my desktop.
4. I referenced those dll to shared proyect and android proyect. I only used nuget package manager to install some missing packages needed for the tk.custom. Notice that you only will reference some dll that the proyect accept. For the mayority Visual will prompt ' dll already referenced' something.
5. first reference your shared proyect, later your android one. That's all. make sure the you ca recompile solution.
Hope this helps

SSIS via MSBuild - Could not load ...DTSRuntimeWrap

I'm using the CodePlex-hosted Microsoft.SqlServer.IntegrationServices.Build project to build a DLL that contains the MSBuild tasks for building SSIS packages via MSBuild.exe.
I also am using an MSBuild proj file that's floating around the web.
More here:
https://speaksql.wordpress.com/2013/06/07/a-journey-to-db-deployment-automaton-ssis-build-using-msbuild/
I've opened the CodePlex project, disabled signing, switched it to 4.6.1 and built the DLL and corrected paths etc. and go it semi-working. However MSBuild spits this error:
Could not load file or assembly 'Microsoft.SqlServer.DTSRuntimeWrap, Version=11.0.0.0, Culture=neutral, PublicKeyToken=89845dcd8080cc91' or one of its dependencies. The system cannot find the file specified.
I've installed SSDT latest for Visual Studio 2015. I have various SQL Server editions installed on my dev PC. The DLL seems to be present; I've copied all I need into one folder for the moment.
Open the CodePlex project again and remove the reference to Microsoft.SqlServer.ManagedDTS.
Look on your local disk for the missing Microsoft.SqlServer.DTSRuntimeWrap.dll and note the version(s) you have available.
Now look on your disk for Microsoft.SqlServer.ManagedDTS.dll and note the version(s).
Re-add the reference but make sure you pick a DLL for which you also have the version of the 'wrap' available.
Now make sure those DLLs are (re)copied over into your working folder or whatever.
If you're still having problems, you may need to copy some files around so that MSBuild.exe can find them or edit/create a config file for MSBuild.
How to solve: Custom MSBuild task requires assembly outside of AppBase

"Error ... Could not load file or assembly 'MySql.Data.Entity.EF5, Version=6.9.9.0 ..."

In fact, I wanted MySql.Data.Entity.EF6, however, for some reason Visual Studio ADO EDMX editor wanted MySql.Data.Entity.EF5 (same version, 6.9.9.0).
First, I checked if the NuGet packages 'MySql.Data' and 'MySql.Data.Entity' were installed.
I then issued the following command in PowerShell to reinstall all packages to help fix any .net version errors:
update-packages -reinstall
and proceeded to verify that all references in web.config were correct; however, the error remained. I even reinstalled MySQL for Visual Studio 1.2.6, but still the same.
(FYI: Restarting Visual Studio at each step above)
The solution for me was to simply add a new "dummy" ADO Entities Data Model to the project, referencing the same database (not sure this matters), which seemed to correct some references (somewhere) within the solution/project to the wrong version of the MySQL DLL (the error said 'EF5', but it should have been looking for 'EF6'). I'm sure there was a cache somewhere that was doing this, but just not sure where.
Edit: In retrospect, I perhaps should have tried deleting the obj folder first, as there are some *AssemblyReferences*.cache files in there. I tried rolling back to a previous version of the source (using Git) to test this, but the old version works now! So I'm sure it must have been the obj folder, which is ignored by Git by default.

How to properly update Monogame with a Github PR

Heey,
I got a little problem. The current Monogame 3.2 build available hasn't got a working template for Windows Phone 8. This will result into a black screen and a non working app. So I went onto their git hub and found the issue https://github.com/mono/MonoGame/pull/2089 and someone who fixed it and posted a Pull request.
The problem now is I have close to zero experience with building my own version or editing project template files. I got some common knowledge and started to delve into this all and already tried copying the template files to my visual studio files and building projects and throwing around the new .DLL but it all doesn't want to work properly. I started to work with the older template but I need the new version due to proper support for landscape in windows phone 8 that we need to utilize for our game.
Now is my question if someone knows the right/proper way to do this. A short summing up from what to copy where will do.
Thanks in advance.
Okay it took me some time but I figured out what to copy,build,set and run.
You download the .Zip or make a pull with your Github into an empty folder and when finished extract it.
In the map open the MonoGame.Framework or MonoGame.Framework.”your
target platform” which will startup visual studio.
Build the solution/project (don’t forget to build in ARM, x86 and
x64 if enabled and needed) and navigate to “Extracted
folder”/MonoGame.Framework/bin/”your targeted platform” at the same
time open a new explorer and navigate to your MonoGame installation
by default C:\Program Files (x86)\MonoGame\v3.0
Navigate in your extracted folder to your targeted platform and
build and copy the MonoGame.Framework.dll to the opposing C:\Program
Files (x86)\MonoGame\v3.0\Assemblies\”targeted platform”\”build”
Rebuild your Project/Solution
Gratz you now updated your MonoGame :)
This could fix your problem but it’s possible that you still get an error when initializing your app on your phone or emulator DXGI related.
If this occurs then follow these steps. The problem lies probably by your SharpDX.WP8.dll how to fix this? In my case download and install the newest SharpDX http://sharpdx.org/download/ you could also look further how to only download the SharpDX.WP8.dll & .winmd!
Navigate to your SharpDX install (by default C:\Program Files
(x86)\SharpDX) navigate further to
Bin\DirectX11_1-“platform”-“build”\ and copy the SharpDX.WP8.dll and
.winmd to C:\Program Files
(x86)\MonoGame\v3.0\Assemblies\WindowsPhone\”build”
Rebuild your Project/Solution (if this still doesn't work you may
need to manually add the references again to SharpDX.WP8.winmd for
both builds)
So if it’s alright this should fix most issues but there is one left. Between MonoGame 3.0.x and 3.2 the project template of a windows phone game has changed but this didn't went well in the code. So we’re now going to update the project template of our Visual Studio.
Go back to your extracted Monogame map and head into the folder
“ProjectTemplates”\”your visual studio version”\WindowsPhone
Select all files and create a .Zip (could be done by the integrated
windows option “Send To”) make sure when you open the .Zip you will
immediately see all the files and they aren't nested into a folder
inside the .Zip
Navigate to C:\Users\”your PC name”\Documents\Visual Studio
201X\Templates\ProjectTemplates\Visual C#\MonoGame and copy your
just created .Zip and overwrite the existing file.
You may have to follow these steps if you use different version of Visual Studio because of the lack of support for XNA inside VS2013.
Now you should've fixed any possible problem. If your project still gives errors try to recreate a new one (this would now use the new updated template you just copy pasted and would work) If this still doesn't work than please post what goes wrong but this all should do! These instructions should also work for all other platforms (at least which you could build of course)
Pretty easy to do pull it in to your own version.
Follow these steps:
Fork the Monogame repository
Clone your version to your local machine
Find the repository of the fixed code.
In a command prompt, move to your MonoGame folder, and pull the changes in using this line on your machine. (the branch is most likely master)
git pull http://github.com/other/repo branch_name
Once you have the pull request pulled into your local branch, just build it using Visual Studio.
You can also follow these steps if you think you'll be doing this often.
https://help.github.com/articles/syncing-a-fork
For some reason MrME, I couldn't get your solution to work because of some missing SharpDX reference which REFUSED to be added manually. While your solution may be valid I would like to present an alternative if you have the patience to transfer the code to a Monogame 3.2 project and are still getting the black screen:
Set the DrawingSurface to a DrawingSurfaceBackgroundGrid in the GamePage.xaml. Full details are found in the commented explanation at the bottom of the GamePage.xaml file.
Source: https://github.com/mono/MonoGame/issues/2081

How to customize MySql Connector/net?

MySql Connector/Net is not working properly. The team working on bugs is only 3 people and they do not resolve complex issues. There are still unresolved issues from 2009. I want to customize their connector so that it works for my complex situation. How can I use a customized version in my project instead of theirs?
Step 1) Download
In order to customize a version of oracle's mysql connector / net you are going to have to download the source code here: http://dev.mysql.com/downloads/connector/net/
Step 2) Open
Next, you are going to have to unzip the downloaded source files. The meat of the connector will be in two of the projects, MySql.Data and MySql.Data.Entity ( What is in a mysql provider? ).
Step 3) Edit The Connector
Make any edits to the classes you wish in order to fix your complex situation.
Step 4) Remove the signature
This step will make redistributing your edits undesirable, you may sign it and make the changes if you wish but for a local deployment it is unnecessary.
Inside of MySql.Data.Entity's AssemblyInfo.cs comment out this line:
//[assembly: AssemblyKeyName("ConnectorNet")]
Inside of MySql.Data's AssemblyInfo.cs make these changes:
//[assembly: AssemblyKeyName("ConnectorNet")]
[assembly: InternalsVisibleTo("MySql.Data.Entity")]
Step 5) Compile and Build In Order
Build MySql.Data first. Once built, open MySql.Data.Entity. There will be a warning about not being able to find MySql.Data. Add the reference to the newly built MySql.Data inside of the bin/Debug folder. Build MySql.Data.Entity as Release.
Step 6) Move the files
Inside of the bin/Release folder of MySql.Data.Entity should be both MySql.Data and MySql.Data.Entity. Take each one and overwrite their counterparts in your project's package folder.
Step 7) Update References in your project
Inside of your project, go to the references area. Remove both MySql.Data and MySql.Data.Entity. Right click on References, click Add Reference, select the Browse tab, navigate to the package folder, and then add both MySql.Data and MySql.Data.Entity that you placed there in Step 6.
Step 8) Modify web.config
There will be several mentions of MySql.Data inside of web.config. Each one of them will have PublicKeyToken=c5687fc88969c44d which must be removed (from all of them).
Step 9) Make it so
Enjoy your customized connector!
There is now a community-developed open-source .NET connection library for MySQL: https://github.com/mysql-net/MySqlConnector.
It provides true async I/O (for high scalability) and fixes many bugs in Oracle's Connector/NET.