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docs/extensibility/roslyn-analyzers-and-code-aware-library-for-immutablearrays.md

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@@ -29,18 +29,18 @@ Users are familiar with writing code like the following:
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```csharp
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var a1 = new int[0];
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Console.WriteLine("a1.Length = { 0}", a1.Length);
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Console.WriteLine("a1.Length = {0}", a1.Length);
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var a2 = new int[] { 1, 2, 3, 4, 5 };
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Console.WriteLine("a2.Length = { 0}", a2.Length);
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Console.WriteLine("a2.Length = {0}", a2.Length);
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```
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Creating empty arrays to fill in with subsequent lines of code and using collection initializer syntax are familiar to C# developers. However, writing the same code for an ImmutableArray crashes at run time:
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```csharp
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var b1 = new ImmutableArray<int>();
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Console.WriteLine("b1.Length = { 0}", b1.Length);
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Console.WriteLine("b1.Length = {0}", b1.Length);
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var b2 = new ImmutableArray<int> { 1, 2, 3, 4, 5 };
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Console.WriteLine("b2.Length = { 0}", b2.Length);
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Console.WriteLine("b2.Length = {0}", b2.Length);
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```
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The first error is due to ImmutableArray implementation's using a struct to wrap the underlying data storage. Structs must have parameter-less constructors so that `default(T)` expressions can return structs with all zero or null members. When the code accesses `b1.Length`, there is a run time null dereference error because there is no underlying storage array in the ImmutableArray struct. The correct way to create an empty ImmutableArray is `ImmutableArray<int>.Empty`.
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```csharp
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[DiagnosticAnalyzer(LanguageNames.CSharp)]
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public class ImmutableArrayAnalyzerAnalyzer : DiagnosticAnalyzer
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public class ImmutableArrayAnalyzer : DiagnosticAnalyzer
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{}
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```
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**Implement the property.** Fill in the `FixableDiagnosticIds` property's `get` body with the following code:
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```csharp
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return ImmutableArray.Create(ImmutableArrayAnalyzerAnalyzer.DiagnosticId);
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return ImmutableArray.Create(ImmutableArrayAnalyzer.DiagnosticId);
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```
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Roslyn brings together diagnostics and fixes by matching these identifiers, which are just strings. The project template generated a diagnostic ID for you, and you are free to change it. The code in the property just returns the ID from the analyzer class.

gamedev/unreal/get-started/vs-tools-unreal-add-class-module-plugin.md

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@@ -57,7 +57,7 @@ To add an Unreal Engine class in Visual Studio, follow these steps after complet
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1. In **Solution Explorer**, choose a folder where you want the new class to go. In the LyraStarterGame project, you could add a new class to the **LyraStarterGame** > **Source** folder, for example.
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1. Right-click the folder and choose **Add** > **Unreal Engine item...** to open the **Add New Item** dialog:
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:::image type="complex" source="../media/vs-add-new-unreal-engine-item-dialog-class.png" alt-text="A screenshot of the Add New Item dialog.":::
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:::image type="complex" source="../media/vs-add-new-unreal-engine-item-dialog-class.png" alt-text="A screenshot of the Add New Item dialog, with Unreal Engine Common Classes selected.":::
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It has options for adding an Unreal Engine Common Classes (which is selected), Empty Unreal Engine Module, and Unreal Engine Plugins.
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:::image-end:::
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1. Choose **Unreal Engine Common Classes** and then choose **Add** to open the **Add Unreal Engine Class** dialog:
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1. In **Solution Explorer**, choose a folder where you want the new plugin to go. In the LyraStarterGame project, you could add a new plugin to the **LyraStarterGame** > **Source** folder, for example.
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1. Right-click the folder and choose **Add** > **Unreal Engine item...** to open the **Add New Item** dialog:
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:::image type="complex" source="../media/vs-add-new-unreal-engine-item-dialog-plugin.png" alt-text="A screenshot of the Add New Item dialog.":::
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:::image type="complex" source="../media/vs-add-new-unreal-engine-item-dialog-plugin.png" alt-text="A screenshot of the Add New Item dialog, with Unreal Engine Plugins selected.":::
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It has options for adding an Unreal Engine Common Classes, Empty Unreal Engine Module, and Unreal Engine Plugins (which is selected).
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:::image-end:::
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1. Choose **Unreal Engine Plugins** and then choose **Add** to open the **Add Unreal Engine Plugin** dialog:
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[Visual Studio Tools for Unreal Engine](./vs-tools-unreal-overview.md)\
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[View Unreal Engine Blueprints in Visual Studio](vs-tools-unreal-view-blueprints.md)\
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[View Unreal Engine logging in Visual Studio](vs-tools-unreal-logging.md)\
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[View Unreal Engine macros in Visual Studio](vs-tools-unreal-view-macros.md)
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[View Unreal Engine macros in Visual Studio](vs-tools-unreal-view-macros.md)

subscriptions/faq/admin/renewal-cancellation/includes/how-to-view-invoice.md

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ms.faqid: group4_
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ms.topic: include
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ms.assetid: 2b91ea18-d8d5-4a75-a2cd-4996e63d77e8
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author: evanwindom
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author: joseb-rdc
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ms.author: amast
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ms.date: 08/09/2023
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ms.date: 09/25/2024
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---
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## How do I view my invoice for monthly and annual subscriptions?

subscriptions/faq/admin/renewal-cancellation/includes/licensing-terms.md

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ms.faqid: group4_4
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ms.topic: include
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ms.assetid: 2ae51494-98d3-4835-8378-4847b46d1a74
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ms.author: amast
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ms.date: 08/09/2023
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ms.date: 09/25/2024
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## What are the licensing terms for Visual Studio subscriptions?

subscriptions/faq/admin/renewal-cancellation/index.md

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description: Review frequently asked questions (FAQs) for admins about purchasing Visual Studio subscriptions, renewing or canceling subscriptions, and billing for subscriptions.
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ms.faqid: Section4
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ms.topic: conceptual
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author: joseb-rdc
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ms.date: 02/15/2021
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ms.date: 09/25/2024
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# Purchasing, renewing, canceling, or billing

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