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Merge pull request #10369 from MicrosoftDocs/main638602310928095337sync_temp
For protected branch, push strategy should use PR and merge to target branch method to work around git push error
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docs/containers/container-build.md

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The final stage starts again from `base`, and includes the `COPY --from=publish` to copy the published output to the final image. This process makes it possible for the final image to be a lot smaller, since it doesn't need to include all of the build tools that were in the `sdk` image.
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The following table summarize the stages used in the typical Dockerfile created by Visual Studio:
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| Stage | Description |
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| - | - |
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| base | Creates the base runtime image where the built app is published. Settings that need to be available at runtime go here, such as ports and environment variables. This stage is used when running from VS in fast mode (Default for Debug configuration). |
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| build | The project is built in this stage. The .NET SDK base image is used, which has the components required to build your project. |
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| publish | This stage derives from the build stage and publishes your project, which will be copied to the final stage. |
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| final | This stage configures how to start the app and is used in production or when running from VS in regular mode (Default when not using the Debug configuration). |
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| aotdebug | This stage is used as the base for the final stage when launching from VS to support debugging in regular mode (Default when not using the Debug configuration). |
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> [!NOTE]
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> The `aotdebug` stage is only supported for Linux containers. It is used in Visual Studio 2022 17.11 and later if [native Ahead Of Time (AOT) deployment](/dotnet/core/deploying/native-aot) is enabled on the project.
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::: moniker range=">=vs-2022"
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### Customize the image for debugging
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To support native AOT deployment, the GNU debugger (GDB) is installed, but only on the image used when debugging, not the final runtime image. The Dockerfile includes a build argument `LAUNCHING_FROM_VS` which can be `true` or `false`. If `true`, the `aotdebug` stage is used, which is where GDB is installed. Note that Visual Studio only supports native AOT and GDB for Linux containers.
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```Dockerfile
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# These ARGs allow for swapping out the base used to make the final image when debugging from VS
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ARG LAUNCHING_FROM_VS
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# This sets the base image for final, but only if LAUNCHING_FROM_VS has been defined
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ARG FINAL_BASE_IMAGE=${LAUNCHING_FROM_VS:+aotdebug}
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# ... (other stages omitted)
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# This stage is used as the base for the final stage when launching from VS to support debugging in regular mode (Default when not using the Debug configuration)
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FROM base as aotdebug
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USER root
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# Install GDB to support native debugging
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RUN apt-get update \
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&& apt-get install -y --no-install-recommends \
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gdb
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USER app
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# This stage is used in production or when running from VS in regular mode (Default when not using the Debug configuration)
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FROM ${FINAL_BASE_IMAGE:-mcr.microsoft.com/dotnet/runtime-deps:8.0} AS final
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WORKDIR /app
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EXPOSE 8080
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COPY --from=publish /app/publish .
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ENTRYPOINT ["./WebApplication1"]
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```
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You can use `aotstage` in the Dockerfile to customize the image used at debug time, without affecting the final image used when not launching from Visual Studio, or in production. For example, you could install a tool for use only during debugging.
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:::moniker-end
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### MSBuild
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::: moniker range=">=vs-2022"

docs/ide/customizing-window-layouts-in-visual-studio.md

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docs/ide/how-to-add-or-remove-references-by-using-the-reference-manager.md

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title: Add references in the Reference Manager
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description: Use the Reference Manager in Visual Studio to add and manage references to components that you, Microsoft, or another company developed.
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ms.date: 08/22/2024
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You can use the Reference Manager dialog box to add and manage references to components that you, Microsoft, or another company developed. If you're developing a Universal Windows app, your project automatically references all of the correct Windows SDK DLLs. When you create a .NET project, your project automatically references the components it needs, such as the .NET SDK, but you need to add references as you add functionality. Some .NET APIs are exposed in components that you have to add manually. References to COM components or custom components have to be added manually.
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If a NuGet package is available for the library you're referencing, use the NuGet Package Manager. See [Install and use a NuGet package](/nuget/consume-packages/install-use-packages-visual-studio).
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## Reference Manager dialog box
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The Reference Manager dialog box shows different categories on the left side, depending on the project type:
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## Assemblies tab (.NET Framework only)
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> [!NOTE]
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> The **Assemblies** tab is not available for projects that target .NET Core, or .NET 5 and later, because assemblies for those projects are added either as NuGet packages, or are included by targeting a particular version of .NET. To see the referenced assemblies in a project, expand the **Dependencies** node in the project and look under **Frameworks**. From the **Dependencies** node, you can right-click to add or remove project references, or open the NuGet package browser to manage NuGet packages. See [Install and manage packages in Visual Studio using the NuGet Package Manager](/nuget/consume-packages/install-use-packages-visual-studio) in the NuGet documentation.
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> The **Assemblies** tab is not available for projects that target .NET Core, or .NET 5 and later. Select **Browse** to find an assembly in the filesystem and add it as a reference. To see the referenced assemblies in a project, expand the **Dependencies** node in the project. From the **Dependencies** node, you can right-click to add or remove project references, view or remove assemblies in the **Assemblies** node, or open the NuGet package browser to manage NuGet packages. See [Install and manage packages in Visual Studio using the NuGet Package Manager](/nuget/consume-packages/install-use-packages-visual-studio) in the NuGet documentation.
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For .NET Framework projects, the **Assemblies** tab lists all .NET assemblies that are available for referencing. The **Assemblies** tab doesn't list any assemblies from the global assembly cache (GAC) because assemblies in the GAC are part of the run-time environment. If you deploy or copy an application that contains a reference to an assembly that's registered in the GAC, the assembly isn't deployed or copied with the application, regardless of the **Copy Local** setting. For more information, see [Manage references in a project](../ide/managing-references-in-a-project.md).
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## Browse
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You can use the **Browse** button to browse for a component in the file system.
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You can use the **Browse** button to browse for a component or assembly in the file system.
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A project can reference a component that targets a different framework version. For example, you could create an application that targets .NET Framework 4.7.2 but references a component that targets .NET Framework 4. For more information, see [Framework targeting overview](../ide/visual-studio-multi-targeting-overview.md).
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gamedev/unreal/get-started/vs-tools-unreal-add-class-module-plugin.md

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#customer intent: As a C++ game developer using Unreal Engine and Visual Studio, I want to add classes, modules, and plugins to my Unreal Engine project from within Visual Studio so that I can stay in my development environment and not have to switch between the Unreal Engine Editor and Visual Studio.
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gamedev/unreal/get-started/vs-tools-unreal-install.md

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# Install Visual Studio Tools for Unreal Engine

gamedev/unreal/get-started/vs-tools-unreal-logging.md

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title: "View Unreal Engine logging in Visual Studio"
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description: "Learn how to view Unreal Engine logs from within Visual Studio"
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#customer intent: As a C++ game developer using Unreal Engine and Visual Studio, I want to view Unreal Engine logging in Visual Studio so that I can see the logs without switching between the Unreal Editor and Visual Studio.
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Having the UE logging window open while you're debugging is convenient because you don't have to switch to the Unreal Editor to see them.
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## Unreal Engine logging options
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Starting with Visual Studio 2022 17.12, use **Tools** > **Options** > **Unreal Engine** to configure the Unreal Engine logging window. On the **General** tab, the following options for the Unreal Engine log window are available under **Log Tool Window**:
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:::image type="content" source="../media/vs-unreal-engine-log-options.png" alt-text="A screenshot of the Unreal Engine Log window options.":::
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- **Clear on Launch**: Clear the log window when the game is launched.
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- **Remember filters**: Remember the filters you set in the log window when you close Visual Studio.
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- **Request JSON messages**: Request that log entries in JSON format. JSON provides a structured format that is easy to parse and process programmatically. This makes it simpler to extract specific information from log messages, such as error details, timestamps, and other metadata.
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- **Show automatically**: Show the log window automatically when the game is launched in Visual Studio.
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[Visual Studio Tools for Unreal Engine](./vs-tools-unreal-overview.md)\

gamedev/unreal/get-started/vs-tools-unreal-overview.md

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gamedev/unreal/get-started/vs-tools-unreal-quickstart.md

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title: "Quickstart: Visual Studio Tools for Unreal Engine"
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After you download the game sample, update `LyraStarterGame.uproject` to use the Visual Studio Tools plugin. You could also do this in the Unreal Editor after loading the Lyra project from the main menu under **Edit** > **Plugins** and then find the *Visual Studio Integration Tools* plugin and check the box next to it.
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As of Visual Studio 2022 version 17.7, the Visual Studio Tools for Unreal Engine plugin is included with the Unreal Engine installation. It's no longer required to view Unreal Engine Blueprints. If you have an earlier version of Visual Studio, follow these instructions to install the plugin manually. See [Install Visual Studio Tools for Unreal Engine](vs-tools-unreal-install.md) for installation instructions.
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As of Visual Studio 2022 version 17.7, the Visual Studio Tools for Unreal Engine plugin is included with the Unreal Engine installation. It's no longer required to view Unreal Engine Blueprints. If you have an earlier version of Visual Studio, see [Install Visual Studio Tools for Unreal Engine](vs-tools-unreal-install.md) to install the plugin manually.
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## Build output window
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The build output window in Visual Studio is where you can see the progress of the build and any errors or warnings that occur. You can open the build output window from the Visual Studio main menu via **View** > **Output**.
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Starting in Visual Studio 2022 17.12, you can double-click on an absolute path to a file in the output window to open that file in Visual Studio. The source code must be part of the Visual Studio solution and the path in the output window must be an absolute path.
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The following screenshot shows the output windows for a build of the LyraStarterGame sample. The user has double-clicked on the warning from `LyraCharacter.generated.h`. Because the absolute path to that file is provided, double-clicking it opened the file in the editor.
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:::image type="content" source="../media/vs-unreal-engine-output-window.png" alt-text="A screenshot of the Visual Studio output window. The LyraCharacter.generated.h file is highlighted because the absolute path is specified and the user double-clicked it to open the LyrCharacter.generated.h file." lightbox="../media/vs-unreal-engine-output-window.png":::
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Visual Studio provides a toolbar that improves the Unreal Engine development integration experience in Visual Studio. The toolbar provides quick access to common UE tasks.

gamedev/unreal/get-started/vs-tools-unreal-view-blueprints.md

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#customer intent: As a C++ game developer using Unreal Engine and Visual Studio, I want to view Unreal Engine Blueprints in Visual Studio so that I can see them without switching between the Unreal Editor and Visual Studio.
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gamedev/unreal/get-started/vs-tools-unreal-view-macros.md

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#customer intent: As a C++ game developer using Unreal Engine and Visual Studio, I want to learn how to view Unreal Engine macros in Visual Studio so that I can read them more easily.
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