Visual Studio Gb Size

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Nico Sadiq

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Aug 3, 2024, 4:59:24 PM8/3/24
to martiaforle

In Visual Studio 2022 version 17.9 Preview 1, we have introduced a Memory Layout view, which unveils the memory arrangement of classes, structs, and unions. This feature is particularly valuable for optimizing memory layouts. Users can now visualize padding, offsets, and sizes of all data members within their types.

These features will greatly benefit C++ developers in improving code efficiency and comprehension, making it easier to work with memory management and data structures. Download Visual Studio now to leverage these enhancements in your C++ development process.

As far as my knowledge goes, .NET non primitive datatype sizes are undefined before runtime and is also platform specific. The CLR decides sizes at runtime, or at least not before JIT.
But with the new NativeAOT form of building it may actually be hard coded in the binary (?), but that may still be for value types only. I am still not sure about that for reference types (classes), because the GC allocates and frees those dynamically.

1. I would really appreciate it also showing the whole class/struct size in the .VCMemoryLayout window since I find myself switching away from the layout view just to review the tooltip for the struct to see its overall size again. I realize I could probably scroll to the last member and add values but a simple bit of text at the top would save a lot of effort.

Flashing the application via TouchGFX Designer takes way too much time. Since I am editing the source files in VS I would also like to flash the application via the integrated ST-Link v2 also receiving a more detailed error log and being able to debug.

Could you give us more details and information on what you are doing? Do you use the STM32f746G disco board? If yes, did you create a project with the given application template on Designer for that specific board?

Since the flashing process (including compiling the GUI etc.) in TouchGFX takes way too long, I aimed changing to Visual Studio since it's able to integrate the Debugger "ST-Link V2" and giving me the possibility of flashing the device directly.

TouchGFX designer uses make to build with arm-gcc for its Application Templates when you click "Run target". But the visual studio projects also in the Application Templates are simulator only by default (Hence why you're seeing SDL references).

If you want to use Visual Studio for some sort of cross-platform arm-gcc compilation with visualGDB support then you have to do some work - It's not something that comes supported out of the box. In this case we'd just suggest CubeIDE, i think (The STM32F746-DISCO V3 template supports it).

when you create a project in TouchGFX Designer, select the right application template directly for that mcu. When you will create your project and generate code, all the configuration will be done automatically for you for this board.

As mentioned I wanted to import the selected Template "EDT 4'3" with the modified UI + Code changes I created into STM32CubeIDE to continue changing code within the IDE as well as flashing the application via STM32CubeIDE on my device.

[SOLVED]: I initially started from a Blueprint project which I added C++ support. To solve the issue, I started a new C++ project, then migrated my old asset, then created a visual studio 2022 project then finally I changed my IDE to VisualStudioCode in editor preferences and everthing is now working.

Please note that in the initial project version (Blueprint to C++), apart from my vscode issue, I was receiving .json related errors in regards with Live Coding. Now that I started my project from a C++ based I can now use Live Coding

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