How do you define a default html in silverlight? - html

How do you define a default html in silverlight?
In the Microsoft Development Environment, Microsoft Visual Studio, when I build a silverlight project, the code auto-generates an HTML file in the Release directory (and in the Debug directory)
Yet, I have seen some projects that have a Default.html file among the project files. And when I run the program in debug mode, the default.html comes up.
How is this done? Where is the settings which tell Visual Studio which html to use when running or debugging. In another project, when I create a project from scratch, the program runs a generated html in the debug or release directory.
How do I include my own html in a silverlight project?

In the project settings, I found you can unselect the option to have the compiler auto-generate an html or use one that you define.

Related

How do I configure the Razor *.cshtml editor's C# compiler settings outside of an ASP.NET project?

(This is not a duplicate of Print and/or modify the c# version that the razor compiler service uses to compile cshtml because I'm using RazorGenerator, not ASP.NET, the translation from .cshtml to .cs happens every time I press the Save button in Visual Studio, so adding assembly references or NuGet packages to my project won't help)
I have a C# Class Library project using RazorGenerator (a Visual Studio extension that transpiles .cshtml to .cs sources). RazorGenerator itself works fine and my .cshtml files are converted to cs correctly without any problems considering I'm using C# 7.3 language features and types defined in custom assemblies.
The problem is Visual Studio's own .cshtml designer (independent of RazorGenerator) seems to default to the C# 4.0 compiler version and doesn't even load System.Core.dll - so when viewing .cshtml files in the Visual Studio editor I get peppered with error messages that shouldn't be there:
"Feature 'out variable declaration' is not available in C# 4. Please use language version 7.0 or greater."
and broken namespace imports because it isn't loading assemblies:
I saw these SO posts:
Where to configure Razor page language version to C# 6?
C# 6.0 Features Not Working with Visual Studio 2015
...which suggest adding the NuGet Microsoft.CodeDom.Providers.DotNetCompilerPlatform package to the project and restarting Visual Studio, however that did not solve the issue.

ServiceStack as Windows Service with Razor - Setup Project

I have a servicestack project using razor exposed through a windows service, and need to create a setup project to install it (as opposed to the batch files in the demo's I've seen).
Any suggestions on how to accomplish this with a packaged setup project? Looking at the folder where the windows service files were installed, it only has the dll's, not the razor views... so I coped those over, and now I see this:
Not sure why you're getting that error, can you double-check that you're deploying the orignal Razor source files and not some interim build.
Otherwise some other options for hosting Razor is to change them to Embedded Resources, that way the original Source files get compiled into your .dll so you don't need to deploy them to your project.
Or you can pre-compile Razor Views that way the implementation is compiled into the .dll.

Compiling sqlite-winrt for using SQL in WinRT/WP app with SQLite

I'm trying to use the sqlite-winrt library at https://sqlwinrt.codeplex.com (cf. http://blogs.windows.com/windows_phone/b/wpdev/archive/2013/05/30/sqlite-winrt-wrapper-for-windows-phone.aspx) because I need to access an SQLite database via SQL commands in a WinRT 8.1 and a WP8 app and this library seems the only available option.
Anyway, there is no binary release and if I try compiling the source I get several link errors for unresolved externals against the SQLite DLL. I posted an issue at codeplex but got no reply yet, so I was wondering if anyone had already managed to successfully compile this lib and how (or if you know of any viable alternative for RT8.1 and WP8). Here is what I did:
downloaded the latest source from the site.
downloaded and installed 2 VSIX from http://www.sqlite.org/download.html: sqlite-winrt81-3080002.vsix for RT 8.1 and sqlite-wp80-winrt-3080100.vsix for WP.
executed the powershell scripts in each subfolder of the source code solution, which are required to update the projects with newer releases of the SQLite for WinRT extension. The current versions of the scripts refer to SQLite for WinRT 8.1 (prerelease) which is the same I downloaded above.
opened the VS2013 solution and removed the RT project (I just need RT8.1 and WP, this was for WinRT 8.0).
5) built the solution, which failed with link errors.
If I see the RT8.1 project properties, I can confirm the reference to SQLite is under C:\Program Files (x86)\Microsoft SDKs\Windows\v8.1\ExtensionSDKs\SQLite.WinRT81\3.8.0.2.
Did anyone manage to use this lib? Thanks!
I also once had that problem. I fix it by editing the project file manually. At that time, the powershell script updating the wrong path. That's why I always failed when compiling my project. After I edit the project file using external text editor (I use sublime text), the projects are linked correctly.
You can try DatabasesCx. It is another SQLite Wrapper using Windows Runtime Component technology. It is freeware distributed as precompiled binary. You can find the details at http://www.almanacsoft.com/databasescx

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

JavaFx 2 applicaton does not run when i run it through HTML page

I have downloaded the javafx 2 samples and want to run in from its HMTL. For example there is one javafx application called BrickBreaker. For the specific sample the following files exist : BrickBreaker.jar, BrickBreaker.jnlp and BrickBreaker.html
When double clicking on jar or jnlp the application runs as expected but when i click on the html the application does not run. Instead i get the message "View the conectes of the page. Please install javaFX"
Why is that happening ? ( i have the javafx installed as the application runs when choosing the jar and jnlp files). My guess is that the html should be called from within the context of a webserver meaning that i should deploy my application first to a server and call the url from my explorer. For example if using glassfish i should call the url http://localhost:8080/Brickbraker
The problem is that i don't know how to deploy the javafx application in the server.
i tried to copy paste all the above three files in the autodeploy folder but it didnt worked...
Could you please help me?
Thanks in advance
EDIT: some more info - I have installed JDK 7 and JavaFX SDK 2.0.2
No, JavaFX is client technology, you don't need Glassfish to run it. JavaFX should run in browser the same way as Java plugins do.
If you can't run an application directly from html file it means your browser doesn't recognize you have runtime installed.
There can be next reasons for that:
JavaFX runtime is actually not installed (check in Windows Control Panel)
pure java plugin is not installed (you can check on java.com)
javafx runtime is 32bit and you are using 64bit browser (or vice versa)
you are using not supported browser (e.g. Safari)
you are using not supported system (at this moment, January 2012, only Windows supports runtime)