TCD65-150611-1648-2778.Pdf

Total Page:16

File Type:pdf, Size:1020Kb

TCD65-150611-1648-2778.Pdf 1. TeamCity Documentation . 3 1.1 TeamCityReference . 4 1.1.1 What's New in TeamCity 6.5 . 5 1.1.2 Getting Started . 10 1.1.3 Concepts . 14 1.1.3.1 Agent Home Directory . 15 1.1.3.2 Agent Requirements . 16 1.1.3.3 Agent Work Directory . 16 1.1.3.4 Authentication Scheme . 16 1.1.3.5 Build Agent . 17 1.1.3.6 Build Artifact . 17 1.1.3.7 Build Chain . 18 1.1.3.8 Build Checkout Directory . 19 1.1.3.9 Build Configuration . 20 1.1.3.10 Build Configuration Template . 21 1.1.3.11 Build Grid . 22 1.1.3.12 Build History . 22 1.1.3.13 Build Log . 23 1.1.3.14 Build Number . 23 1.1.3.15 Build Queue . 23 1.1.3.16 Build Runner . 24 1.1.3.17 Build State . 24 1.1.3.18 Build Tag . 25 1.1.3.19 Build Working Directory . 25 1.1.3.20 Change . 26 1.1.3.21 Change State . 26 1.1.3.22 Clean Checkout . 27 1.1.3.23 Clean-Up . 28 1.1.3.24 Code Coverage . 28 1.1.3.25 Code Duplicates . 29 1.1.3.26 Code Inspection . 29 1.1.3.27 Continuous Integration . 29 1.1.3.28 Dependent Build . 29 1.1.3.29 Difference Viewer . 31 1.1.3.30 Guest User . 31 1.1.3.31 History Build . 32 1.1.3.32 Notifier . 32 1.1.3.33 Personal Build . 33 1.1.3.34 Pinned Build . 33 1.1.3.35 Pre-Tested (Delayed) Commit . 33 1.1.3.36 Project . 34 1.1.3.37 Remote Run . 34 1.1.3.38 Role and Permission . 34 1.1.3.39 Run Configuration Policy . ..
Recommended publications
  • Ironpython in Action
    IronPytho IN ACTION Michael J. Foord Christian Muirhead FOREWORD BY JIM HUGUNIN MANNING IronPython in Action Download at Boykma.Com Licensed to Deborah Christiansen <[email protected]> Download at Boykma.Com Licensed to Deborah Christiansen <[email protected]> IronPython in Action MICHAEL J. FOORD CHRISTIAN MUIRHEAD MANNING Greenwich (74° w. long.) Download at Boykma.Com Licensed to Deborah Christiansen <[email protected]> For online information and ordering of this and other Manning books, please visit www.manning.com. The publisher offers discounts on this book when ordered in quantity. For more information, please contact Special Sales Department Manning Publications Co. Sound View Court 3B fax: (609) 877-8256 Greenwich, CT 06830 email: [email protected] ©2009 by Manning Publications Co. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by means electronic, mechanical, photocopying, or otherwise, without prior written permission of the publisher. Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in the book, and Manning Publications was aware of a trademark claim, the designations have been printed in initial caps or all caps. Recognizing the importance of preserving what has been written, it is Manning’s policy to have the books we publish printed on acid-free paper, and we exert our best efforts to that end. Recognizing also our responsibility to conserve the resources of our planet, Manning books are printed on paper that is at least 15% recycled and processed without the use of elemental chlorine.
    [Show full text]
  • Introducing Visual Studio 2010
    INTRODUCING VISUAL STUDIO 2010 DAVID CHAPPELL MAY 2010 SPONSORED BY MICROSOFT CONTENTS Tools and Modern Software Development ............................................................................................ 3 Understanding Visual Studio 2010 ........................................................................................................ 3 The Components of Visual Studio 2010 ................................................................................................... 4 A Closer Look at Team Foundation Server............................................................................................... 5 Work Item Tracking ............................................................................................................................. 7 Version Control .................................................................................................................................... 8 Build Management: Team Foundation Build ...................................................................................... 9 Reporting and Dashboards.................................................................................................................. 9 Using Visual Studio 2010 ..................................................................................................................... 12 Managing Requirements ....................................................................................................................... 12 Architecting a Solution .........................................................................................................................
    [Show full text]
  • Learning React Functional Web Development with React and Redux
    Learning React Functional Web Development with React and Redux Alex Banks and Eve Porcello Beijing Boston Farnham Sebastopol Tokyo Learning React by Alex Banks and Eve Porcello Copyright © 2017 Alex Banks and Eve Porcello. All rights reserved. Printed in the United States of America. Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472. O’Reilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (http://oreilly.com/safari). For more information, contact our corporate/insti‐ tutional sales department: 800-998-9938 or [email protected]. Editor: Allyson MacDonald Indexer: WordCo Indexing Services Production Editor: Melanie Yarbrough Interior Designer: David Futato Copyeditor: Colleen Toporek Cover Designer: Karen Montgomery Proofreader: Rachel Head Illustrator: Rebecca Demarest May 2017: First Edition Revision History for the First Edition 2017-04-26: First Release See http://oreilly.com/catalog/errata.csp?isbn=9781491954621 for release details. The O’Reilly logo is a registered trademark of O’Reilly Media, Inc. Learning React, the cover image, and related trade dress are trademarks of O’Reilly Media, Inc. While the publisher and the authors have used good faith efforts to ensure that the information and instructions contained in this work are accurate, the publisher and the authors disclaim all responsibility for errors or omissions, including without limitation responsibility for damages resulting from the use of or reliance on this work. Use of the information and instructions contained in this work is at your own risk. If any code samples or other technology this work contains or describes is subject to open source licenses or the intellectual property rights of others, it is your responsibility to ensure that your use thereof complies with such licenses and/or rights.
    [Show full text]
  • Introducing 2D Game Engine Development with Javascript
    CHAPTER 1 Introducing 2D Game Engine Development with JavaScript Video games are complex, interactive, multimedia software systems. These systems must, in real time, process player input, simulate the interactions of semi-autonomous objects, and generate high-fidelity graphics and audio outputs, all while trying to engage the players. Attempts at building video games can quickly be overwhelmed by the need to be well versed in software development as well as in how to create appealing player experiences. The first challenge can be alleviated with a software library, or game engine, that contains a coherent collection of utilities and objects designed specifically for developing video games. The player engagement goal is typically achieved through careful gameplay design and fine-tuning throughout the video game development process. This book is about the design and development of a game engine; it will focus on implementing and hiding the mundane operations and supporting complex simulations. Through the projects in this book, you will build a practical game engine for developing video games that are accessible across the Internet. A game engine relieves the game developers from simple routine tasks such as decoding specific key presses on the keyboard, designing complex algorithms for common operations such as mimicking shadows in a 2D world, and understanding nuances in implementations such as enforcing accuracy tolerance of a physics simulation. Commercial and well-established game engines such as Unity, Unreal Engine, and Panda3D present their systems through a graphical user interface (GUI). Not only does the friendly GUI simplify some of the tedious processes of game design such as creating and placing objects in a level, but more importantly, it ensures that these game engines are accessible to creative designers with diverse backgrounds who may find software development specifics distracting.
    [Show full text]
  • Teaching Introductory Programming with Javascript in Higher Education
    Proceedings of the 9th International Conference on Applied Informatics Eger, Hungary, January 29–February 1, 2014. Vol. 1. pp. 339–350 doi: 10.14794/ICAI.9.2014.1.339 Teaching introductory programming with JavaScript in higher education Győző Horváth, László Menyhárt Department of Media & Educational Informatics, Eötvös Loránd University, Budapest, Hungary [email protected] [email protected] Abstract As the Internet penetration rate continuously increases and web browsers show a substantial development, the web becomes a more general and ubiq- uitous application runtime platform, where the programming language on the client side exclusively is JavaScript. This is the reason why recently JavaScript is more often considered as the lingua franca of the web, or, from a different point of view, the universal virtual machine of the web. In ad- dition, the JavaScript programming language appears in many other areas of informatics due to the wider usage of the HTML-based technology, and the embedded nature of the language. Consequently, in these days it is quite difficult to program without getting in touch with JavaScript in some way. In this article we are looking for answers to how the JavaScript language is suitable for being an introductory language in the programming related subjects of the higher education. First we revisit the different technologies that lead to and ensure the popularity of JavaScript. Following, current approaches using JavaScript as an introductory language are overviewed and analyzed. Next, a curriculum of an introductory programming course at the Eötvös Loránd University is presented, and a detailed investigation is given about how the JavaScript language would fit in the expectations and requirements of this programming course.
    [Show full text]
  • Focus Type Applies To
    Focus Type Applies To All Power Tools All All Power Tools Team Foundation Server All Templates Team Foundation Server All Integration Provider Team Foundation Server All Power Tools Team Foundation Server All Power Tools Team Foundation Server All Integration Provider Team Foundation Server Architecture Power Tools Visual Studio Architecture Power Tools Visual Studio Architecture Templates Visual Studio Architecture Integration Provider Oracle Architecture Templates Expression Builds Power Tools Team Foundation Server Builds Integration Provider Visual Studio Builds Power Tools Team Foundation Server Builds Templates Team Foundation Server Builds Power Tools Team Foundation Server Builds Power Tools Team Foundation Server Builds Power Tools Team Foundation Server Coding Power Tools Visual Studio Coding Integration Provider Visual Studio Coding Azure Integration Visual Studio Coding Integration Provider Dynamics CRM Coding Documentation Visual Studio Coding Integration Provider Visual Studio Coding Templates Visual Studio Coding Documentation Visual Studio Coding Templates SharePoint Coding Templates SharePoint Coding Integration Provider Visual Studio Coding Integration Provider Visual Studio Coding Templates SharePoint Coding Power Tools Visual Studio Coding Power Tools Visual Studio Coding Templates SharePoint Coding Templates Visual Studio Coding Templates Visual Studio Coding Templates Visual Studio Coding Power Tools Visual Studio Coding Integration Provider SharePoint Coding Templates Visual Studio Coding Templates SharePoint Coding
    [Show full text]
  • Aplikacja Teamcity Laboratorium 2017 T
    Aplikacja TeamCity laboratorium 2017 T. Goluch 1. Wstęp Aplikacja TeamCity należy do grupy aplikacji ciągłej integracji (Continuous Integration). Ciągła integracja to praktyka programistyczna, która polega na częstym (ciągłym) budowaniu i testowaniu (integrowaniu) wytwarzanego oprogramowania za pomocą odpowiednich narzędzi. Cykl wytwarzania oprogramowania przedstawiony jest poniżej. Trigger (by change) Report Compile Test/Analyse Deploy Trigger – wyzwalacz, który rozpoczyna proces integracji; najczęściej stosowanym wyzwalaczem jest przesłanie kodu źródłowego do systemu kontroli wersji (source control system); Compile/Build – pierwszym krokiem jest zbudowanie aplikacji z kodu źródłowego; na tym etapie wykrywane są błędy w strukturze kodu, można również ustawić dodatkowe opcje kompilacji (w środowisku developerskim wyłączone ze względu np. na wydłużenie czasu kompilacji), które wyświetlają dodatkowe informacje, jak np. błędy w widokach; Deploy – następnym krokiem jest publikacja aplikacji na środowisko testów (dla aplikacji webowej jest to serwer np. IIS); Test/Analyse – najważniejszym krokiem jest uruchomienie testów oraz różnych aplikacji analizujących kod, np. pod kątem zgodności z przyjętymi standardami, i/lub pokrycie testami; Report – ostatnim krokiem jest stworzenie raportu z przebiegu całego procesu; w przypadku, kiedy nie zostały spełnione postawione warunki, informacja o błędzie przesyłana jest, np. za pomocą wiadomości e-mail, do odpowiednich osób. Aplikacja TeamCity posiada mechanizmy umożliwiające wykonanie wszystkich wymienionych kroków. Podstawową cechą TeamCity jest duży stopień niezależności od platformy. Sam serwer jest to aplikacja internetowa działająca w ramach kontenera serwletu JEE. Może być uruchamiana na wszystkich najnowszych wersjach systemu Windows, Linux i Mac OS X. Wspiera wiele języków programowania (m.in. Java, C#, PHP, Ruby, C, C++) oraz różnych narzędzi służących do publikowania aplikacji (m.in. Ant, NAnt, Rake, MSBuild, MSDeploy). Umożliwia również działanie w systemie pre-commit.
    [Show full text]
  • Bitbucket Pull Request to Teamcity
    Bitbucket Pull Request To Teamcity Jerold yawl his biometrician ripes uncleanly or segmentally after Mackenzie importune and anthologises deep, downstate and center. Sopping and well-coupled Johnny mountaineer so phlegmatically that Evelyn frills his Marlene. Chariot metes itinerantly? Make caution your build is rub and outlook does what it probably do: then the latest code and building this solution. Hi, how can copper help you? One on they update this fell by keeping their tools open to integration with other tools. Pull Requests and last Commit Status Publisher build features. You can also see release the build has passed. Earlier comment mention that setting teamcity. Compared to suggest general guide and had exactly the hurt, the new documentation provides more details and offers better navigation between sections. Create on canvas element for testing native browser support of emoji. Easily configure your CI chain to automatically analyze pull requests and branches. GUI to dispel more examples. Just food that GUID and paste it here. Is liable an adjective describing a filter with kernel also has zero mean? The release definition should this run at least once means the PR trigger switched on particular order why get the status. Finding code issues is great. Using different repos is an interesting idea. Bitbucket and get information about status of builds. Detects all pull requests. PR as comments like this. Suggestions cannot be applied while the pull that is closed. Bitbucket Cloud Pull Requests. What fix I important to disable this hate the future? Teamcity github 2fa Yoga Prasad. Get actionable metrics for everything business.
    [Show full text]
  • Visual Studio 2010 Tools for Sharepoint Development
    Visual Studio 2010 for SharePoint Open XML and Content Controls COLUMNS Toolbox Visual Studio 2010 Tools for User Interfaces, Podcasts, Object-Relational Mappings SharePoint Development and More Steve Fox page 44 Scott Mitchell page 9 CLR Inside Out Profi ling the .NET Garbage- Collected Heap Subramanian Ramaswamy & Vance Morrison page 13 Event Tracing Event Tracing for Windows Basic Instincts Collection and Array Initializers in Visual Basic 2010 Generating Documents from SharePoint Using Open XML Adrian Spotty Bowles page 20 Content Controls Data Points Eric White page 52 Data Validation with Silverlight 3 and the DataForm John Papa page 30 Cutting Edge Data Binding in ASP.NET AJAX 4.0 Dino Esposito page 36 Patterns in Practice Functional Programming Core Instrumentation Events in Windows 7, Part 2 for Everyday .NET Developers MSDN Magazine Dr. Insung Park & Alex Bendetov page 60 Jeremy Miller page 68 Service Station Building RESTful Clients THIS MONTH at msdn.microsoft.com/magazine: Jon Flanders page 76 CONTRACT-FIRST WEB SERVICES: Schema-Based Development Foundations with Windows Communication Foundation Routers in the Service Bus Christian Weyer & Buddihke de Silva Juval Lowy page 82 TEST RUN: Partial Anitrandom String Testing Concurrent Affairs James McCaffrey Four Ways to Use the Concurrency TEAM SYSTEM: Customizing Work Items Runtime in Your C++ Projects Rick Molloy page 90 OCTOBER Brian A. Randell USABILITY IN PRACTICE: Getting Inside Your Users’ Heads 2009 Charles B. Kreitzberg & Ambrose Little Vol 24 No 10 Vol OCTOBER 2009 VOL 24 NO 10 OCTOBER 2009 VOLUME 24 NUMBER 10 LUCINDA ROWLEY Director EDITORIAL: [email protected] HOWARD DIERKING Editor-in-Chief WEB SITE MICHAEL RICHTER Webmaster CONTRIBUTING EDITORS Don Box, Keith Brown, Dino Esposito, Juval Lowy, Dr.
    [Show full text]
  • Teamcity 7.1 Documentation.Pdf
    1. TeamCity Documentation . 4 1.1 What's New in TeamCity 7.1 . 5 1.2 What's New in TeamCity 7.0 . 14 1.3 Getting Started . 26 1.4 Concepts . 30 1.4.1 Agent Home Directory . 31 1.4.2 Agent Requirements . 32 1.4.3 Agent Work Directory . 32 1.4.4 Authentication Scheme . 33 1.4.5 Build Agent . 33 1.4.6 Build Artifact . 34 1.4.7 Build Chain . 35 1.4.8 Build Checkout Directory . 36 1.4.9 Build Configuration . 37 1.4.10 Build Configuration Template . 38 1.4.11 Build Grid . 39 1.4.12 Build History . 40 1.4.13 Build Log . 40 1.4.14 Build Number . 40 1.4.15 Build Queue . 40 1.4.16 Build Runner . 41 1.4.17 Build State . 41 1.4.18 Build Tag . 42 1.4.19 Build Working Directory . 43 1.4.20 Change . 43 1.4.21 Change State . 43 1.4.22 Clean Checkout . 44 1.4.23 Clean-Up . 45 1.4.24 Code Coverage . 46 1.4.25 Code Duplicates . 47 1.4.26 Code Inspection . 47 1.4.27 Continuous Integration . 47 1.4.28 Dependent Build . 47 1.4.29 Difference Viewer . 49 1.4.30 Guest User . 50 1.4.31 History Build . 51 1.4.32 Notifier . 51 1.4.33 Personal Build . 52 1.4.34 Pinned Build . 52 1.4.35 Pre-Tested (Delayed) Commit . 52 1.4.36 Project . 53 1.4.37 Remote Run . ..
    [Show full text]
  • Q1 Where Do You Use C++? (Select All That Apply)
    2021 Annual C++ Developer Survey "Lite" Q1 Where do you use C++? (select all that apply) Answered: 1,870 Skipped: 3 At work At school In personal time, for ho... 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% ANSWER CHOICES RESPONSES At work 88.29% 1,651 At school 9.79% 183 In personal time, for hobby projects or to try new things 73.74% 1,379 Total Respondents: 1,870 1 / 35 2021 Annual C++ Developer Survey "Lite" Q2 How many years of programming experience do you have in C++ specifically? Answered: 1,869 Skipped: 4 1-2 years 3-5 years 6-10 years 10-20 years >20 years 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% ANSWER CHOICES RESPONSES 1-2 years 7.60% 142 3-5 years 20.60% 385 6-10 years 20.71% 387 10-20 years 30.02% 561 >20 years 21.08% 394 TOTAL 1,869 2 / 35 2021 Annual C++ Developer Survey "Lite" Q3 How many years of programming experience do you have overall (all languages)? Answered: 1,865 Skipped: 8 1-2 years 3-5 years 6-10 years 10-20 years >20 years 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% ANSWER CHOICES RESPONSES 1-2 years 1.02% 19 3-5 years 12.17% 227 6-10 years 22.68% 423 10-20 years 29.71% 554 >20 years 34.42% 642 TOTAL 1,865 3 / 35 2021 Annual C++ Developer Survey "Lite" Q4 What types of projects do you work on? (select all that apply) Answered: 1,861 Skipped: 12 Gaming (e.g., console and..
    [Show full text]
  • Programming with Windows Forms
    A P P E N D I X A ■ ■ ■ Programming with Windows Forms Since the release of the .NET platform (circa 2001), the base class libraries have included a particular API named Windows Forms, represented primarily by the System.Windows.Forms.dll assembly. The Windows Forms toolkit provides the types necessary to build desktop graphical user interfaces (GUIs), create custom controls, manage resources (e.g., string tables and icons), and perform other desktop- centric programming tasks. In addition, a separate API named GDI+ (represented by the System.Drawing.dll assembly) provides additional types that allow programmers to generate 2D graphics, interact with networked printers, and manipulate image data. The Windows Forms (and GDI+) APIs remain alive and well within the .NET 4.0 platform, and they will exist within the base class library for quite some time (arguably forever). However, Microsoft has shipped a brand new GUI toolkit called Windows Presentation Foundation (WPF) since the release of .NET 3.0. As you saw in Chapters 27-31, WPF provides a massive amount of horsepower that you can use to build bleeding-edge user interfaces, and it has become the preferred desktop API for today’s .NET graphical user interfaces. The point of this appendix, however, is to provide a tour of the traditional Windows Forms API. One reason it is helpful to understand the original programming model: you can find many existing Windows Forms applications out there that will need to be maintained for some time to come. Also, many desktop GUIs simply might not require the horsepower offered by WPF.
    [Show full text]