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That would be a hysterical GPO, just to mess with the devs.
"There are three kinds of lies: lies, damned lies and statistics."
- Benjamin Disraeli
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Well, it's working
If it's not broken, fix it until it is.
Everything makes sense in someone's mind.
Ya can't fix stupid.
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You should probably report it to Microsoft as a bug, then.
"These people looked deep within my soul and assigned me a number based on the order in which I joined."
- Homer
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Here's another great change - at least in my VS installations...
Create a class and add an interface (eg ": IMyInterface")..
Used to be you could Right Click on the interface name and choose Implement Interface.
Now, you have highlight the interface name and choose "CTRL+." - ya, that's intuitive.
In VS2017 (Maybe 15 too) a dialog opens which is fine, but the control to open it went from RC'ing to "CTRL+."
I mean, really?????
If it's not broken, fix it until it is.
Everything makes sense in someone's mind.
Ya can't fix stupid.
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I use R#, so it's always Alt+Enter.
I guess they switched to Ctrl+. when they moved to Roslyn (VS2015), and dramatically increased the number of built-in refactorings.
"These people looked deep within my soul and assigned me a number based on the order in which I joined."
- Homer
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They are talking about compiling not debug.
I have VS 2012 and Build Solution is F7 and Compile is Ctrl-F7.
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Compile. And you just proved my point. Where did F7 come from???
If it's not broken, fix it until it is.
Everything makes sense in someone's mind.
Ya can't fix stupid.
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Build Solution is Ctrl+Shift+B in 2015 and 2017 for me.
Check your "Additional Keyboard mapping scheme" option under Options/Environment/Keyboard.
If I have Visual C# 2005 selected it adds F6
If I have Visual C++ 2 selected it adds Shift+F8
Visual C++ 6 adds F7
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No it's F7. F6 is for switching Windows.
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Whether or not you're debugging:
F6 - compile
F5 - compile and run
I hit F6 often - don't always need to run but I do it just to save files and make sure I didn't miss something that won't compile.
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That's Build & Run.
I think he wants to just build it, and then go home without seeing if it actually works.
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Where did you get that from? F5 has always been "start with debugging", Ctrl+F5 "start without debugging. F6 switch windows, F7 Compile, build etc.
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F5 is Run over here. F6 is Build. I've bound SHIFT+F6 to ReBuild.
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Except for me it's F7 build ctrl-F7 compile F5 - run, and has been since before the millenium. F10 step over, F11 step in ... you get the drill
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Kevin Marois wrote: Should't the option to Compile be the same regardless of version? When you first start up Visual Studio it asks what settings you want to use, C#, VB.Net, etc. That will initially set your shortcut keys as well.
There are two kinds of people in the world: those who can extrapolate from incomplete data.
There are only 10 types of people in the world, those who understand binary and those who don't.
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Concerning the Keyboard shortcuts:
It looks like you somehow had a different keyboard mapping scheme in VS 2015.
You can change this in Tools -> Options... -> Environment -> Keyboard.
The Mapping with Build on F6 is called Visual C# 2005.
As I recall in older VS installation you were asked what main language you were going to use and based on that the keyboard mapping was chosen.
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If it's shortcut, you can modify them yourself easily...
In Options menu.
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Tools > Customize
Just sayin'.
What do you get when you cross a joke with a rhetorical question?
The metaphorical solid rear-end expulsions have impacted the metaphorical motorized bladed rotating air movement mechanism.
Do questions with multiple question marks annoy you???
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The point here is that for default installations both Richard and I are seeing different defaults.
If it's not broken, fix it until it is.
Everything makes sense in someone's mind.
Ya can't fix stupid.
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Maybe it differs from US to UK keyboards?
In this present crisis, government is not the solution to our problem; government is the problem. ~ Ronald Reagan
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I never have this problem, because I always use the menus. That way, I don't have to worry about which IDE I'm in or have to remember shortcuts. Ctrl-X,C,V are the only shortcuts that I ever use. They even work in Linux.
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This may sound like a dumb question but I was told by a somewhat reliable source that video game studios do in fact make stealth changes to games (changes explicitly excluded from any patch notes or documentation available to players) that can significantly impact/change individual user experience and that sometimes those individual changes can be permanently spread to others if they co-op/multi-play with another player who has been impacted by one or more of these stealth changes/mechanics in the game.
For example in TOM CLANCY'S THE DIVISION there are numerous changes made in each update that are (presumably) fully documented in the Patch Notes. In addition many say there are other undocumented changes (offten referred t9o ass stealth Nerfs/Buffs) that can significantly impact the players experience. Usually these are Nerfs and not buffs because those are more often perceived as negative changes by a majority of the games player base. I'm told these mechanics are primarily used to keep more experienced players (i.e. the top %1 of the games player base) challenged so that when they reach end game and have obtained the best gear/weapons they still can experience some level of challenge. By using stealth Nerfs/buffs that are applied to individual players it prevents the changes from being applied to less experienced players who otherwise would find the game unplayable if these changes applied to the top %1 were applied to all players.
I understand the need for player specific changes that increase difficulty but what concerns me is when they are done in stealth (undocumented) and especially if/when they get permanently applied to other players who are not at the level of the top %1 and who have received these kinds of changes simply because they grouped or co-oped with a player in the top %1 or some similar high-level/More-experienced player base.
<b>SUMMARY</b>
Are there any former or current developers working in the video game industry that comment on whether or not studios do in fact employ stealth changes that can significantly impact individual players and if they do then do they also (sometimes) make it so that player B's experience is permanently altered by one or more of these stealth mechanics because they co-op'd with another player who is more experienced but when they got back to single player those stealth mechanics persists and thus continue to impact player B's experience?
Ubisoft's MASSIVE Studios that designed TOM CLANCYS THE DIVISION has hosted 2 Events they call ETF's (Elite Task Force) were 12 -15 of the games player base are invited to a 3 day on site feedback/testing/discussion about upcoming changes to the game. They are like a steering committee four the game. I was lucky to be one of the 12 that attended the last ETF that was at RED STORM studios; a Ubisoft partner/studio that lead the development of the games 3rd DLC. They are hosting another ETF in a week and those who attended the first 2 are participating in the 3rd one remotely. I'd like to raise the topic of stealth changes but only if I have confidence that these are real and not something a small percentage of video gamer's believe is real so any feedback on this especially from someone with experience in that industry would be greatly appreciated. A google search on stealth changes to video games has so far not returned any useful links so I don't know if this is simply a well guarded secret in that industry or if it is indeed just conspiracy theory created by players.
Thank You
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soapbox.
Sin tack
the any key okay
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Undocumented changes are common enough, but I've never heard of them being specifically applied to individual players.
But I've never been in the game industry so what would I know.
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