https://learn.microsoft.com/en-us/visualstudio/releases/2022...
I'd also like to note the great integration Rider has with Godot and Unity for game development.
https://learn.microsoft.com/en-us/visualstudio/releases/2022...
I'd also like to note the great integration Rider has with Godot and Unity for game development.
I say this as a big user of JetBrains - I have had SOME issues with their intellisense dropping some references in Rider when there are a lot of references, so I would occasionally switch to VS when there were a lot of references to search through, but other than extreme cases Rider is just so much more pleasant to use.
Honestly I don't know why there are so many almost identical IDEs.
I feel that Rider is somehow better than CLion at c++, even after CLion Nova (Intellisense based on Resharper backend) became a thing.
One difference is that I write boost::asio in CLion, and just vanilla C++ in Rider, and before Nova it was completely unusable with async code, now it's usable with async code, but after a few days of running the editor I end up with fatal IDE errors for CLion, and never for Rider.
Probably a reflection of internal organization to avoid product teams stepping on each others' toes.
And they present them as "just" a dedicated UI around the plugins.
But no, they are not actually the same. Essentially ever. The dedicated IDEs often have features that never make it into their plugins, and a lot of the UX and project structure/preferences/etc are quite specialized and don't always have equivalents outside it. You get like 90-95% with the plug-in, but not 100%, and sometimes that's a critical difference.
The plugins do have the distinct benefit of allowing you to use multiple in a single project, though.
I think the differences are more akin to the old Visual C# Express and Visual Basic Express IDEs vs Visual Studio. Visual Studio was always "everything", but you used to get the express versions that were "low cost" or free. They only had the single language in them. They were customised to just that language. This is what Rider is to IntelliJ Professional, except from what I understand, the plug-ins for IntelliJ are not always on a 1:1 feature parity. This can even be seen with Android Studio and IntelliJ Community. The Android tooling in IntelliJ Community is almost the same, but it does miss out some stuff in Android Studio. Because Android Studio is specifically for Android development, and IntelliJ Community is more general purpose Kotlin and Java development. I think the Kotlin Native support is slightly better in IntelliJ Community.
I use VS Code daily for .NET development. It's probably 70% of what VS on Windows is, but it works well and I don't need to run a VM for it (if I need some of the in-depth tracing and profiling stuff, I can still fire up the gold standard). VS on Mac was maybe 30%
> It's probably 70% of what VS on Windows is
no. From my perspective, it doesn’t even have 50% of VS features, and that’s probably a generous estimation. VS has lots and lots of features. Granted, many of them are irrelevant for most users most of the time.
Even Rider is lacking in comparison. It is very limited regarding debugging targets for example.
Visual Studio has come a long way (I've been using it since the .net 1.1 days). Out of the box, it gives you most of what you got from Resharper 2 years ago.
All that said, I switched to Rider a year or so ago and haven't looked back. I used to use VS for C# and VSCode for html/typescript/css, but Rider happily handles both. It's really nice to have one IDE for everything. And unsurprisingly, it seems to perform better than Resharper + VS.
Wasn’t the whole premise of JetBrains making different IDEs for different stacks that you don’t need to learn how to do the basic stuff and can transfer your knowledge from <insert dominant IDE for said stack at the moment>?
Sure but VS Code for C# is trash as well. All those years, both Microsoft products, and this the experience is subpar, especially in comparison to the real Visual Studio.
With 200K+ employees, at this point it is better to think of Microsoft as a city and different teams in it as independent companies in that city with employees that sometimes go out for coffee together :-P
As a former v dash, it was always amusing to see the proclamations come down from the mountain that basically said something like if you are using version x.y.z or below of so and so dependency you must correct it within n days. The people enforcing this seemingly didn't care what the application did or where you were in your software lifecycle, all they cared about was this dependency is raising a flag and we must fix it. :crylaugh:
https://i.extremetech.com/imagery/content-types/01b4upAMl7t9...
Yeah not even in the same room of competence imo. Just a cranked up notepad++ in electron and with add-ons imo.
C++/CX was deprecated and replaced by C++/WinRT in 2016.
To this day, to develop WinUI C++ applications, there is no built-in tooling in VS, you need to manually generate and merge C++ code out of IDL files, which have zero support on Visual Studio for syntax highlighting and code completion, unless you reach out to some third party plugins.
To top that, given the way things turned out, C++/WinRT is now in maintenance, no goals to ever move it past C++17, or improve Visual Studio developer experience.
I doubt that they feel embarassed by this outcome.
Multiple inheritance in C++ is a can of worms, unless you're prepared to deal with the related issues of virtual base classes, and diamond inheritance.
That is why after C++ all the languages that support multiple inheritance do so only at the interface level and not implementation code, or rather go with a mix-ins approach.
And in regards to Microsoft world, well the same developers that weren't happy with VCL and Pascal, and in for a treat given that the only modern way to do native Windows UIs in Microsoft world is via .NET consuming DLLs/COM/WinRT, unless they want to either stick with MFC, or the outdated tooling in C++/WinRT.
With regards to multiple inheritance, this was the C++ Builder criticism, not mine. That and the extra macros needed to support the VCL. I was a Delphi guy, so I appreciated that the Object Pascal version of using the VCL was cleaner to use than the C++ interface.
We no longer use C++ for UI. Any native code is wrapped up in to P/Invokes. I think all of our MFC apps are EOL now. Everything is WPF or Maui for cross platform.
Microsoft had continued to evolve it. And a few components from Visual Studio Windows were ported over to be common. But Visual Studio Mac was 100% rebranded Xamarin Studio which of course was just an evolution of MonoDevelop.
Now you can just use it for free for any hobby/oss projects without all the red tape.
Free for non-commercial offers a easy way to get people to use it and hopefully advocate for it at their jobs.
Curious where the line is if you're using it during a YouTube video that you have a Patreon for etc.
I think most games built never make money.
If you are writing code that you are going to be paid for, you are supposed to pay.
Of course, they know a lot of small devs will use it that should not. But few of them would have paid anyway and this creates a much greater pool of buyers when those devs get jobs or achieve commercial success.
I am a Rider fan so this is exciting.
It's worth noting that even before this change, you can get the entire JB suite for free if you regularly contribute to a qualifying OSS project https://www.jetbrains.com/community/opensource/.
I wish Godot's syntax for .NET wasn't horrible though. Its so nasty looking that it just makes me want to use their native language instead.
Compile the engine from source and add your classes as a module. Cuts out all the gdextension glue code and then you don't need to ship a shared library.
Note: We have a fork of godot that has some changes and fixes weve made and engine upgrades are still a breeze. Solving the odd merge conflict is not that hard, people do it all the time. Godot's code base isnt drastically changing from day to day. 3->4 only had significant impact if you were doing certain things with the 'visual server'... other than that even that was easy.
I now have at least 50 GDScript files and not a single C# file, the language is good (with types).
My only issue is that I can't get Copilot in their integrated IDE and that Rider's GDScript plugin doesn't support anonymous functions right now
This is Unreal's license for those that don't know it:
* Game developers (royalties apply after $1 million USD gross product revenue) = Free
* Individuals and small businesses (with less than $1 million USD in annual gross revenue) = Free
Another thing they can do is what they do with YouTrack. 1~2 devs, free, after that X per major version or Y per year.