Start Visual Studio for Mac and select File| New Solution. In the main menu. In the invoked New Project dialog, switch to the Multiplatform| App section and select the Blank Forms App template. Name the application HelloGrid, select Android and iOS target platforms, and set.NET Standard as the code sharing strategy.Click Next. Specify the solution's name and location. Visual Studio Code is a completely different product when compared to Visual Studio, with emphasis in just writing the code instead of dealing with debugging, compiling, testing, refactoring, and all the other things that make Visual Studio great (and memory consuming).
Microsoft’s Connect(); 2016 developer event in New York City today had some big partnership announcements, including Google joining the .NET Foundation, Microsoft joining The Linux Foundation, and Samsung launching a preview of Visual Studio Tools for Tizen. But there was also a slew of updates for both Visual Studio and SQL Server: a preview of Visual Studio for Mac, a preview of the next version of SQL Server, and a preview of Azure App Service support for containers.
“We want to help developers achieve more and capitalize on the industry’s shift toward cloud-first and mobile-first experiences using the tools and platforms of their choice,” Microsoft Cloud and enterprise executive vice president Scott Guthrie said in a statement. “By collaborating with the community to provide open, flexible, and intelligent tools and cloud services, we’re helping every developer deliver unprecedented levels of innovation.”
Visual Studio
The fact that Microsoft is bringing its IDE to macOS would have arguably been the biggest news of the day, had the company not leaked the information itself earlier this week. Still, a preview of Visual Studio for Mac is now available (download here, requires OS X El Capitan 10.11 or higher), letting developers write cloud, mobile, and macOS apps on Apple’s desktop operating system using .NET and C#.
It’s a big deal, given that Microsoft once made a point of locking in developers by only offering its tools on Windows. This has changed over time, with a big highlight in April 2015 when Microsoft launched Visual Studio Code, its cross-platform code editor, for Windows, Mac, and Linux.
Now Microsoft is taking the next step: making Visual Studio cross-platform. Inheriting from the mobile-centric Xamarin Studio and from Visual Studio for Windows, the IDE is supposed to encourage Mac and iOS developers to use Microsoft’s development tools, since they will no longer need a Windows computer or virtual machine to do so. It will hit general availability next year, and Microsoft will eventually sunset Xamarin Studio.
Here’s how Xamarin project manager Mikayla Hutchinson described the tool in the leak on Monday:
At its heart, Visual Studio for Mac is a macOS counterpart of the Windows version of Visual Studio. If you enjoy the Visual Studio development experience, but need or want to use macOS, you should feel right at home. Its UX is inspired by Visual Studio, yet designed to look and feel like a native citizen of macOS. And like Visual Studio for Windows, it’s complemented by Visual Studio Code for times when you don’t need a full IDE, but want a lightweight yet rich standalone source editor.
Below the surface, Visual Studio for Mac also has a lot in common with its siblings in the Visual Studio family. Its IntelliSense and refactoring use the Roslyn Compiler Platform; its project system and build engine use MSBuild; and its source editor supports TextMate bundles. It uses the same debugger engines for Xamarin and .NET Core apps, and the same designers for Xamarin.iOS and Xamarin.Android.
Compatibility is a key focus of Visual Studio for Mac. Although it’s a new product and doesn’t support all of the Visual Studio project types, for those it does have in common it uses the same MSBuild solution and project format. If you have team members on macOS and Windows, or switch between the two OSes yourself, you can seamlessly share your projects across platforms. There’s no need for any conversion or migration.
Visual Studio for Mac supports native iOS, Android, and Mac development via Xamarin, and server development via .NET Core with Azure integration. The C# language, with the latest C# 7 productivity enhancements, is naturally supported, as is F#, powered by the same F# compiler used in Visual Studio.
Meanwhile, in the Windows world, Visual Studio 2017 has now hit Release Candidate status (download here). Formerly referred to as Visual Studio “15” (or Visual Studio Next), this version is slated for general availability in early 2017.
But that’s not all for the Visual Studio world. Nat Friedman, Xamarin cofounder and now Microsoft’s vice president of mobile developer tools, also shared some notable milestones with VentureBeat.
Visual Studio 2015 has passed 20 million installs, with 14 million coming from the free community edition. Visual Studio Code passed 3.5 million installs and 1 million monthly active users, up from more than 500,000 in April.
Also worth noting is a preview of a new product called Visual Studio Mobile Center (download here). Think of it as mission control for mobile app developers; it works for all apps regardless of programming language. Here’s the rub: It supports Android and iOS today, while Windows is “coming soon after.”
SQL Server
Microsoft announced the public preview of the next release of SQL Server, which for the first time runs on not just Windows, but Linux, too. The new version lets you develop applications with SQL Server on Linux, Windows, Docker, or macOS (via Docker) and then deploy to Linux, Windows, or Docker, on-premises or in the cloud.
Indeed, all major features of the relational database engine are coming to Linux. Native Linux installations are available with RPM and APT packages for Red Hat Enterprise Linux, Ubuntu Linux, and SUSE Linux Enterprise Server. The public preview on Windows and Linux will also soon be available on Azure Virtual Machines and as images on Docker Hub.
R Services inside SQL Server have gained machine learning functions that are used by Microsoft’s own product teams. You can expect deep neural network functionality with increased speed, performance, and scale, especially for handling a large corpus of text data and high-dimensional categorical data.
Microsoft also announced SQL Server 2016 SP1, which doesn’t follow the traditional service pack rules — it brings more than just bug fixes and improvements. “All developer-friendly features restricted to enterprise edition are now going to be available to all editions from free to enterprise,” Rohan Kumar, general manager of Microsoft’s SQL team, told VentureBeat. As a result, you only need to upgrade editions based on performance and scale.
SP1 brings a consistent programming model across SQL Server editions, meaning programs written using powerful SQL features such as in-memory OLTP and in-memory columnstore analytics and partitioning will work across Enterprise, Standard, and Express editions. In short, it’s now possible to adopt advanced features while supporting multiple editions of SQL Server.
Azure
At its event, Microsoft announced the general availability of Azure Data Lake Analytics and Azure Data Lake Store. The former is a cloud analytics service that lets you develop and run parallel data transformations and processing programs in U-SQL, R, Python, and .NET over petabytes of data with just a few lines of code. The latter is a cloud analytics data lake for enterprises that is secure, massively scalable, and built to the open HDFS standard.
It’s also worth noting that Microsoft has incorporated the technology that sits behind the Cognitive Services API inside U-SQL directly. Thus, you can now process any amount of unstructured data (text or images) and extract emotions, age, and all sorts of other cognitive features, using Azure Data Lake. You can then perform queries by content.
Microsoft also announced a public preview of DocumentDB Emulator, which provides a local development experience for Azure DocumentDB. Using the emulator, you can develop and test your application without an internet connection, without creating an Azure subscription, and without incurring any costs. This is important, as other NoSQL databases that are available from public cloud infrastructure providers are open-source software, which lets developers try them out locally. Lastly, .NET Core support has been added to DocumentDB, letting developers build cross-platform applications and services that use DocumentDB API.
Microsoft made three smaller announcements to round out all the developer news: the general availability of R Server for Azure HDInsight, the public preview of Kafka for HDInsight, and the availability of Operational Analytics for Azure SQL Database.
This is the very first project on the road to building games for desktop operating systems like Windows, Linux and Mac. In these really simple steps we will walk through the process of installing the software applications that we need to start to learn to code for these desktop OS’s.
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About this project
Microsoft Visual Studio Express For Mac
Skill level 1Time to complete 40 minutes (downloads might take longer)
New concepts
- Visual Studio Express IDE
- SFML SDK
Recommended preparation tutorials
Assumed previous experience
- Basic proficiency with Windows
- A free Microsoft account
Getting started
Before we can practice using what we have learnt about coding we need a development environment. This is certainly the least fun of any tutorial you will read on this site but once it is complete we can get straight down to basic game coding and start building up to a full playable game.
Visual Studio
This tutorial has been updated to work with Visual Studio 2017 Community Edition. The SFML setup remains the same except the version number is slightly higher now so I haven’t bothered redoing all the screen-shots, etc, for the SFML part of the tutorial.
Visual Studio is an Integrated Development Environment (IDE) from Microsoft. It is the app that will allow us to enter our C++ code, compile it and then link it with the SFML code to make our games. If that process sounded complex that’s because it is- but by following a few conventions Visual Studio will handle everything with the click of a button. But first, we need to install and configure it.

Visual Studio is an Integrated Development Environment (IDE) from Microsoft. It is the app that will allow us to enter our C++ code, compile it and then link it with the SFML code to make our games. If that process sounded complex that’s because it is- but by following a few conventions Visual Studio will handle everything with the click of a button. But first, we need to install and configure it.
You can use other IDE’s to make games with SFML but Visual Studio is very easy to set up, the version we need is free and SFML themselves recommend it. Installing Visual Studio is as simple as downloading it and following the instructions. It is vital however to get exactly the right version because there are many!
To use Microsoft Visual Studio you will need a free Microsoft account. If you use XBOX, Windows Live services or have a Hotmail email account then you already have one. If not, you can get one here: https://login.live.com/.
Assuming you have Windows 7 or newer we want to use Visual Studio 2017 Community Edition.
Visit this link: https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx.
Click on Free Download as shown above. There will be a short download. Run the downloaded file.
Next, you have to configure the exact setup. To run all the SFML tutorials select the option highlighted below.
Now you can just wait for the lengthy but hopefully uneventful installation to complete. Let’s move on to the SFML phase.
SFML
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Now we need to get hold of all the SFML files that Visual Studio will require to help us build our games. This is known as the SDK or software development kit. Visit this link on the SFML website: http://www.sfml-dev.org/download.php. Click on the button that says Latest Stable Version.

By the time you read this guide the actual latest version will almost certainly have changed. That doesn’t matter as long as you do the next step just right.
We want to download the 32bit version for Visual C++ 2014. This might sound counter-intuitive because we have just installed Visual Studio 2015 and you probably(most commonly) have a 64bit PC. The reason we choose the download that we do is because Visual C++ 2014 is part of Visual Studio 2015 (Visual Studio does more than C++) and we will be building games in 32bit so they run on BOTH 32 and 64 bit machines. To be clear click the download indicated below.
When the download completes, create a folder at the root of the same drive where you installed Visual Studio and name it SFML. Also create another folder at the root of the drive where you installed Visual Studio and call it Visual Studio Stuff. Now, ready for all the projects we will soon be making create a new folder inside Visual Studio Stuff. Name the new folder Projects. Just to be clear, here is what my hard drive looks like after this step and within the Visual Studio Stuff folder there is another folder; Projects. Obviously the folders you have in between the highlighted three folders in the image will probably be totally different to mine.
Finally, unzip the SFML download, do this on your desktop. When unzipping is complete you can delete the zip folder. You will be left with a single folder on your desktop. Its name will reflect the version of SFML that you downloaded. Mine is called SFML-2.3.2-windows-vc14-32-bit your file name will likely reflect a more recent version. Double click to see the contents of this unzipped folder then double click again into the next folder (mine is called SFML-2.3.2). The image below is what my SFML-2.3.2 folder contents looks like when the entire contents has been selected. Yours should look the same.
Copy the entire contents of this folder, as seen in the previous image and paste/drag all the contents into the SFML folder you created previously. In future tutorials and projects, I will refer to this folder simply as your SFML folder.
Install Visual Studio For Mac
We are ready to build our first SFML game project!