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.markdownlint.json

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"MD007": false,
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"MD009": false,
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"MD011": false,
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"MD012": false,
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"MD013": false,
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"MD019": false,
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"MD020": false,

docs/azure/includes/storage-try-azure-tools.md

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> [Microsoft Azure Storage Explorer](/azure/vs-azure-tools-storage-manage-with-storage-explorer) is a free, standalone app from Microsoft. You can use it to work visually with Azure Storage data on Windows, macOS, and Linux.
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>
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>
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docs/azure/vs-azure-tools-multiple-services-project-configurations.md

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For information about the underlying schemas for the service definition and service configuration files, see the [.csdef XML Schema](/azure/cloud-services/schema-csdef-file) and [.cscfg XML Schema](/azure/cloud-services/schema-cscfg-file) articles. For more information about service configuration, see [How to Configure Cloud Services](/azure/cloud-services/cloud-services-how-to-configure-portal).
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## Configuration page
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### Service Configuration

docs/azure/vs-azure-tools-publish-webapplicationwebsite-windows-powershell-script.md

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-SendHostMessagesToOutput
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-Verbose
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## Configuration
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The path to the JSON configuration file that describes the details of the deployment.
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docs/code-quality/C26401.md

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# C26401 DONT_DELETE_NON_OWNER
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This check detects places where moving to `owner<T>` can be a good option for the first stage of refactoring. Like C26400 it enforces rules I.11 and R.3, but focuses on the "release" portion of the pointer lifetime. It warns on any call to operator `delete` if its target is neither an `owner<T>` nor an implicitly assumed owner. For more information, see [C26400](c26400.md) regarding the auto declarations. This does include expressions that refer to global variables, formals, and so on.
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Warnings C26400 and C26401 always occur with [C26409](c26409.md), but they are more appropriate for scenarios where immediate migration to smart pointers is not feasible. In such cases the `owner<T>` concept can be adopted first and C26409 may be temporarily suppressed.

docs/code-quality/C26402.md

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# C26401 DONT_DELETE_NON_OWNER
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This check detects places where moving to `owner<T>` can be a good option for the first stage of refactoring. Like C26400 it enforces rules I.11 and R.3, but focuses on the "release" portion of the pointer lifetime. It warns on any call to operator `delete` if its target is neither an `owner<T>` nor an implicitly assumed owner. For more information, see [C26400](c26400.md) regarding the auto declarations. This does include expressions that refer to global variables, formals, and so on.
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Warnings C26400 and C26401 always occur with [C26409](c26409.md), but they are more appropriate for scenarios where immediate migration to smart pointers is not feasible. In such cases the `owner<T>` concept can be adopted first and C26409 may be temporarily suppressed.

docs/code-quality/annotating-locking-behavior.md

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|`_Interlocked_operand_`|The annotated function parameter is the target operand of one of the various Interlocked functions. Those operands must have specific additional properties.|
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|`_Write_guarded_by_(expr)`|Annotates a variable and indicates that whenever the variable is modified, the lock count of the lock object that's named by `expr` is at least one.|
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## Smart Lock and RAII Annotations
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Smart locks typically wrap native locks and manage their lifetime. The following table lists annotations that can be used with smart locks and RAII coding patterns with support for `move` semantics.
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docs/code-quality/c26446.md

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This rule helps to find places where potentially unchecked access is performed via calls to operator\[](). In most cases such calls can be easily replaced by `gsl::at()`.
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- Access to arrays with known size is flagged when non-constant index is used in a subscript operator. Constant indices are handled by [C26483 STATIC_INDEX_OUT_OF_RANGE](c26483.md).
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- The logic to warn on overloaded operator[] calls is more complex:
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- If index is non-integral, the call is ignored. This also handles indexing in standard maps since parameters in such operators are passed by reference.

docs/code-quality/ca2000-dispose-objects-before-losing-scope.md

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tempPort.Close()
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End If
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Return port

docs/code-quality/code-analysis-for-cpp-corecheck.md

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[C26435 SINGLE_VIRTUAL_SPECIFICATION](c26435.md)
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Function '%symbol%' should specify exactly one of 'virtual', 'override', or 'final'. See [C.128: Virtual functions should specify exactly one of virtual, override, or final](https://github.com/isocpp/CppCoreGuidelines/blob/master/CppCoreGuidelines.md).
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[C26436 NEED_VIRTUAL_DTOR](C26436.md)
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The type '%symbol%' with a virtual function needs either public virtual or protected nonvirtual destructor. See [C++ Core Guidelines C.35](https://github.com/isocpp/CppCoreGuidelines/blob/master/CppCoreGuidelines.md#c35-a-base-class-destructor-should-be-either-public-and-virtual-or-protected-and-nonvirtual).
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Overriding destructor should not use explicit 'override' or 'virtual' specifiers. See [C.128: Virtual functions should specify exactly one of virtual, override, or final](https://github.com/isocpp/CppCoreGuidelines/blob/master/CppCoreGuidelines.md).
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## TYPE Group
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[C26437 DONT_SLICE](C26437.md)
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[C++ Core Guidelines: GSL.view: Views](https://github.com/isocpp/CppCoreGuidelines/blob/master/CppCoreGuidelines.md#gslview-views).
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## Deprecated Warnings
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The following warnings are present in an early experimental rule set of the core guidelines checker, but are now deprecated and can be safely ignored. The warnings are superceded by warnings from the list above.

docs/code-quality/cpp-core-guidelines-warnings.md

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- **Type Rules** enforce the [Type profile of the C++ Core Guidelines](http://github.com/isocpp/CppCoreGuidelines/blob/master/CppCoreGuidelines.md#prosafety-type-safety-profile).
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You can choose to limit warnings to just one or a few of the groups. The **Native Minimum** and **Native Recommended** rule sets include C++ Core Check rules in addition to other PREfast checks. To see the available rule sets, open the Project Properties dialog, select **Code Analysis\General**, open the dropdown in the **Rule Sets** combo-box, and pick **Choose multiple rule sets**. For more information about using Rule Sets in Visual Studio, see [Using Rule Sets to Group Code Analysis Rules](using-rule-sets-to-group-code-analysis-rules.md).
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## Macros

docs/cross-platform/using-visual-studio-tools-for-unity.md

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2. Reference the correct Unity framework profile in the DLL project. In Visual Studio, in the DLL project's properties, set the **Target framework** property to the Unity framework version you're using. This is the Unity Base Class Library that matches the API compatibility that your project targets, such as the Unity full, micro, or web base class libraries. This prevents your DLL from calling framework methods that exist in other frameworks or compatibility levels, but which might not exist in the Unity framework version you're using.
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> [!NOTE]
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> The following is only required if you are using Unity's legacy runtime. If you are using the new Unity runtime, you don't need to use those dedicated 3.5 profiles anymore. Use a .NET 4.x profile compatible with your Unity version.
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![Set the DLL's target framework to Unity framework.](../cross-platform/media/vstu_debugging_dll_target_framework.png "vstu_debugging_dll_target_framework")
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3. Copy the DLL to your Unity project's Asset folder. In Unity, assets are files that are packaged and deployed together with your Unity app so that they can be loaded at run-time. Since DLLs are linked at runtime, DLLs must be deployed as assets. To be deployed as an asset, the Unity Editor requires the DLLs to be put inside the Assets folder in your Unity project. There are two ways you can do this:
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- Modify the build settings of your DLL project to set its output folder to be the **Assets** folder of your Unity project. Both DLL and PDB files will be placed in the **Assets** folder.
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The PDB files are needed for debugging because they contain the DLL's debugging symbols, and map the DLL code to its source code form. Visual Studio Tools for Unity will use information from the DLL and PDB to create a DLL.MDB file, which is the debug symbol format used by the Unity scripting engine.
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The PDB files are needed for debugging because they contain the DLL's debugging symbols, and map the DLL code to its source code form. If you are targeting the legacy runtime, Visual Studio Tools for Unity will use information from the DLL and PDB to create a DLL.MDB file, which is the debug symbol format used by the the legacy Unity scripting engine. If you are targeting the new runtime, and using Portable-PDB, Visual Studio Tools for Unity will not try to do any symbol conversion as the new Unity runtime is able to natively consume Portable-PDBs.
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More information about PDB generation can be found [here](https://docs.microsoft.com/en-us/visualstudio/debugger/how-to-set-debug-and-release-configurations?view=vs-2019). If you are targeting the new runtime, please make sure that "Debugging Information" is set to "Portable", in order to properly generate Portable-PDB. If you are targeting the legacy runtime, you need to use "Full".
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docs/data-tools/accessing-data-in-visual-studio.md

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For applications in JavaScript, Python, PHP, Ruby, or C++, you connect to data like you do anything else, by obtaining libraries and writing code. For .NET applications, Visual Studio provides tools that you can use to explore data sources, create object models to store and manipulate data in memory, and bind data to the user interface. Microsoft Azure provides SDKs for .NET, Java, Node.js, PHP, Python, Ruby, and mobile apps, and tools in Visual Studio for connecting to Azure Storage.
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The following lists show just a few of the many database and storage systems that can be used from Visual Studio. The [Microsoft Azure](https://azure.microsoft.com/) offerings are data services that include all provisioning and administration of the underlying data store. The **Azure development** workload in [Visual Studio 2017](https://visualstudio.microsoft.com/downloads/?utm_medium=microsoft&utm_source=docs.microsoft.com&utm_campaign=inline+link&utm_content=download+vs2017) enables you to work with Azure data stores directly from Visual Studio.
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The following lists show just a few of the many database and storage systems that can be used from Visual Studio. The [Microsoft Azure](https://azure.microsoft.com/) offerings are data services that include all provisioning and administration of the underlying data store. The **Azure development** workload in [Visual Studio 2017](https://visualstudio.microsoft.com/vs/older-downloads/?utm_medium=microsoft&utm_source=docs.microsoft.com&utm_campaign=vs+2017+download) enables you to work with Azure data stores directly from Visual Studio.
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![Azure development workload](media/azure-development-workload.png)
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docs/data-tools/working-with-a-conceptual-model-wcf-data-services.md

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| [How to: Execute Data Service queries](/dotnet/framework/data/wcf/how-to-execute-data-service-queries-wcf-data-services) | Shows how to query a data service from a [!INCLUDE[dnprdnshort](../code-quality/includes/dnprdnshort_md.md)] application. |

docs/debugger/c-cpp-assertions.md

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docs/debugger/create-custom-views-of-native-objects.md

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![Watch window with simple view](../debugger/media/watch-simpleview.png "Watch window with simple view")

docs/debugger/debug-live-azure-applications.md

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* Snapshot Debugger is only available for Visual Studio 2017 Enterprise version 15.5 or higher with the **Azure development workload**. (Under the **Individual components** tab, you find it under **Debugging and testing** > **Snapshot debugger**.)
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If it's not already installed, install [Visual Studio 2017 Enterprise version 15.5](https://visualstudio.microsoft.com/vs/older-downloads/?utm_medium=microsoft&utm_source=docs.microsoft.com&utm_campaign=vs+2017+download) or later. If you are updating from a previous Visual Studio 2017 installation, run the Visual Studio Installer and check the Snapshot Debugger component in the **ASP.NET and web development workload**.
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docs/debugger/debug-live-azure-kubernetes.md

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* Snapshot Debugger for Azure Kubernetes Services is only available for Visual Studio 2019 Enterprise or higher with the **Azure development workload**. (Under the **Individual components** tab, you find it under **Debugging and testing** > **Snapshot debugger**.)
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