The new interface came out a bit as a shock, I actually thought it was bugged.
On the other hand, Intellisense works MUCH better, and is way faster (in fact there's no more delay). In one of my Ogre project, Intellisense wouldn't even recognize Ogre, and displayed errors everywhere while compilation worked fine. This now works correctly in the beta version.
A few notes about the install process :
If you've got VS11 Preview installed, you have to uninstall it before proceeding with VS11 Beta installation
I've had to install VS11 Beta, and repair it afterward to get it working properly
Even with a clean install, I've got an error message regarding "PerfWatson" on start. I've ignored it, and everything seem to be working fine.
So, so far what I notice is that it's far far more reactive than VS10. It still have some little crash-bugs, as expected from a beta, but when it don't bug, it's very fast on the projects I tested.
What I found bad is that the C++ project properties window didn't change.
Klaim wrote:I downloaded it in the hour it was out.
So, so far what I notice is that it's far far more reactive than VS10. It still have some little crash-bugs, as expected from a beta, but when it don't bug, it's very fast on the projects I tested.
What I found bad is that the C++ project properties window didn't change.
As opposed to the wonderful way of changing the way properties work in, like, every previous version?
Was there any particular steps needed to get Ogre compiling from source in VS11?
It's pretty straight forward.
You'll have to compile boost though. I'm currently building Ogre 1.8 (pulled default branch today) and boost, both x64 and x86 versions.
I'll upload them if that can help.
Was there any particular steps needed to get Ogre compiling from source in VS11?
It's pretty straight forward.
You'll have to compile boost though. I'm currently building Ogre 1.8 (pulled default branch today) and boost, both x64 and x86 versions.
I'll upload them if that can help.
lingfors wrote:It seems to be very buggy. Can't even build the Ogre dependencies... :S
You must be doing something wrong, dependencies compiled without a hitch for me.
I got the latest version from here : https://bitbucket.org/cabalistic/ogredeps/
Generated the solution using CMake (Visual Studio 11 compiler), compiled the deps, and voila.
Oh fun. Uninstalling the 2011 dev preview then installing the 2011 beta broke my 2010 install. I had to do a repair then reinstall sp1 just to get 2010 able to load projects again.
Anyway... 2011 handled ogre fine, although cmake of course doesn't support it so I had to generate a 2010 version and upgrade it to 2011 (easy process, much less annoying than the dialogs and logs when upgrading 2008 to 2010).
I tried doing a 64 bit build of ogre 1.8, it failed with "fatal error C1128: number of sections exceeded object file format limit : compile with /bigobj" on ogremain. But I've never tried a 64 bit build before, maybe it happens with 2010 or 2008 too? I'm rebuilding right now, hopefully the /bigobj flag will fix it.
Here is my feedback so far (I didn't work much with it yet):
Visual Studio 11 Beta - Feedback
================================
The installer need re-boot of Windows. Why?
I remember a video (GoingNative?) where someone from Microsoft
said there were no reason for installers to need any reboot anymore
since at least Windows Vista or 7.
I've choosen the C++ setup. The fact that it's "like VS6" makes me hesitate to me but oh well...
The interface is clearly simpler, it helps.
I don't feel like someone shoot at me because it's not a chat box.
I missed only the build icons in the toolbar. Most of the time I use only shortcuts
or right click on the target project to get it built, so I guess it's fine if
it's not available by default.
I create a simple C++ project to get a feel to the code display.
Issue #1: scroll bars don't work with my touchpad (I'm on a laptop).
I can move them with the mouse cursor, but my touchpad also have special sensors
on the bottom and right borders to allow scrolling the current window.
I did click inside the code window and tried to use the scrolling directly from
the touchpad but it does nothing.
I like the new syntax highlitghts but it just lacks ONE color: functions.
Visual Assist X already provide such colorization, making functions names appear in
brown. I find it very very useful because it sometimes clarify what you're manipulating,
like in:
auto result = Computation( some_data ); // function or constructor?
It's not important from the language point of view, but for the reader it might make him
see a potential problem faster if he understand that Computation is a class, and spot
a potential bug in the following lines.
Ok now I'm loading my open source project.
I generate the VS11 project files with CMake but it says it don't know the compiler.
In fact it's Qt that is getting in the way. I'll not be able to link but I want to try compilation.
I generate the VS10 project files and will try a conversion in VS11.
The conversion goes well and is very fast.
Compilation seems fast, I'm surprised, but I should make a clear comparison before saying it's always fast.
I didn't measure anything.
I got no error.
I find the graphic theme a bit too flat. The grey seem too close to the white so it makes the whole
a bit hard on eyes. I never liked black background in other IDEs but I should try the dark theme,
see if it's easier on the eyes (maybe I'm getting old...)
Dark theme syntax colors looks much more visible! I feel like it's far better. But I should try it
for more than a few minutes.
I can't link this project because I don't have VC11 binaries for Qt. I'll try with another project
I'm starting that is, for now, only 14 little C++ inter-dependant projects that have minimal code.
It compiles in VS10 but don't link yet. I just want to see how it feels with this one.
I generated my new project's VS11 files with CMake without any problem.
I closed the solution and attempted to open the other projec'ts solution, but it crashed.
While rebooting I see Bartoz Milewski on Twitter saying:
"VS11 beta: Can't pass args by move to a thread? std::thread th(&thFunMove, std::move(prms));"
Really?
Back to VS11, everything seem to work fine.
No more to add so far.
OMG Project properties dialog didn't change a bit? That's the less readable interface in the whole tool! D:
I managed to find time to continue working with this Beta, here is my second feedback:
Visual Studio 11 Beta - Feedback 2
==================================
I can't find a way to create new code snippets, I only see how to select snippet files.
Intellisense works nicely on #include paths.
However when you select a folder with ENTER or SPACE keys, it will insert '\' instead of '/'.
That is considerably annoying because writing cross-platform code (that should be encouraged).
You can use the '/' key to select the folder and that works but it don't feel as natural as just ENTER or SPACE key.
Typing '#' or ENTER on a definition line will makes intellisense move everything on the left.
It's really anoying: I need some macro to be readable and indentation helps here.
It's a bit depressing that there is still no way to just jump from header file to it's associated cpp file if any.
As Visual Assist X proves it, even an aproximation would be useful.
I code a lot on my spare time and it's the kind of thing (with snippets) that really helps me focus on the semantics
of my code instead of having to navigate in the tool and type a lot of structural code that have meaning only for
the compiler.
Found another issue:
I try to build a cpp file alone (a very simple one). Build begins but don't seem to end.
I end it myself by canceling the build. It ends.
From there, I can't build a cpp file alone anymore. The Ctrl+F shortcut doesnt work and the option doesn't appear anywhere
in the menu or right-click contextual menu as before.
The only way to get it back is to close completely the IDE and reopen it.
The good thing is that it really is fast to open and close the IDE.
I'm impressed because I feel that the IDE don't get in the way on the speed side.