Code Cleanup with the ReSharper Command Line Tools

Along with the latest releases of ReSharper, we have made Code Cleanup part of the ReSharper Command Line Tools. These tools allow us to run several ReSharper features from the command line or as part of continuous integration. Two tools have been there for a while — InspectCode (which can run hundreds of ReSharper code inspections outside of Visual Studio) and dupFinder (which helps finding duplicate code in C# and VB.NET code).

The new Code Cleanup command line will apply formatting code style preferences and other improvements such as file layout, removing redundancies, optimizing using, … in bulk mode. This instantly eliminates code style violations in a project or solution, and ensures a uniform code base.

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Rider 2018.1 EAP is open

Good news, everyone! GREAT news everyone! Today is great because we are welcoming the Early Access Program for Rider 2018.1! Break down the walls to the future and give the first EAP build a try.

Rider 2018.1 Early Access Program

Let’s have a look at the new features and fixes inside:

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ReSharper Ultimate 2018.1 Early Access Program kicks off

A month ago we released ReSharper Ultimate 2017.3.2 with lots of fixes. We didn’t waste any time and worked hard this month to prepare something new for you again. Today we open the ReSharper Ultimate 2018.1 Early Access Program.

ReSharper Ultimate 2018.1 Early Access Program kicks off

Here is a list of notable changes you may observe after installing the first EAP build:

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Web developer tools in Rider 2017.3: HTTP client and SVG editing

Our previous blog post showcased two great web developer tools in Rider 2017.3: LiveEdit and Spy-JS. Let’s look at two more tools Rider gets from WebStorm: a new editor-based HTTP client and a preview panel for SVG files.

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Editor-based HTTP client

Ever since the first Rider release, we have had a built-in HTTP client to help test any HTTP API’s we are building in the IDE. It can be found from the Tools | Test RESTful Web Service menu. This HTTP client provides a tool window in which we can craft requests, add headers, inspect results etc.

With Rider 2017.3, we are adding a more direct way of interacting with HTTP-based services. We can work with a web API by simply creating a new scratch file (Ctrl+Alt+Shift+Insert), setting its language to HTTP request, and typing the request. Alternatively, the Tools | Show HTTP Requests History provides access as well.

The request can be in any form: just the URL, or a full-blown HTTP request that includes the method to use (GET, POST, …). Rider provides completion for many headers as well. Once the request is crafted, we can run it using the Run icon in the left gutter, or using Alt+Enter.

Create HTTP request in scratch file

Right after our request in the editor, we will see a link to the response output, which is a JSON file in our case. We can navigate to it and inspect the response in more detail. If we’d run our request again, a second link will appear for the second request. We can compare them using Alt+Enter.
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Live Edit and Spy-JS in Rider 2017.3

In the previous post of our series exploring WebStorm functionality in Rider, we looked at improvements in our Angular and Vue.js support, as well as added support for --watch in Jest and Mocha test runners. In this post, we want to introduce you to two great tools for JavaScript and web development: LiveEdit and Spy-JS.

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Live Edit

When debugging a web application in Rider, the Run/Debug configuration has an option to launch the browser and enable Live Edit. This will launch the web browser and navigate to a the URL of the application being debugged.

Open browser / enable debugger
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Web framework updates in Rider 2017.3 – Angular, Vue.js, …

In our previous post about web development updates in Rider 2017.3, we looked at general JavaScript, TypeScript and CSS updates, as well as ESLint and TSLint updates and improvements to suggesting npm packages. In this post, we will focus on web framework updates such as better Angular and Vue.js support, as well as added support for --watch in Jest and Mocha test runners.

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After installing the Angular plugin (via Rider settings, under Plugins), Rider 2017.3 comes with code completion updates for Angular. We have added completion for property bindings in Angular templates.


When a metadata.json is available, e.g. in Angular and Angular Material modules, Rider will use it as the source for code completion for tags and attributes instead of a compiled JavaScript bundle. This makes opening and indexing a project much faster.

We also fixed several bugs. Noteworthy is WEB-25652: code completion is now available for components that extend a base class which has event attributes created using the @Output decorator.
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General web development updates in Rider 2017.3

JetBrains Rider - cross-platform .NET IDEWhile Rider is a full-stack, cross platform IDE for .NET, it also comes with a lot of WebStorm functionality that focuses on web-related technologies. Rider 2017.3 comes with improved support for JavaScript, TypeScript and CSS and enables a series of plugins for frontend developers, such as ESLint and TSLint, CoffeeScript, LiveEdit, Polymer and web components, Pug (ex. Jade), Handlebars, Karma, Stylus, AngularJS, spy-js, Gherkin, Cucumber and Vagrant.

We’ve also added a preview panel for SVG files that helps visualize the syntax we are editing. Updates were made to detecting package.json files, helping Rider suggests installing or updating npm packages.

Not all of these will be covered in this post, however. Let’s start with the general web development updates in Rider 2017.3!

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Working with external class libraries in Unity and Rider

Yesterday, we posted about a new feature in Rider 2017.3.1 – debugging third party code in Mono. This feature nicely rounds out Rider’s support for a specific Unity workflow – building and debugging external class libraries. Let’s take a look at how Rider can help here.

Unity will of course compile any C# scripts that are in the main Unity project, and it will generate the correct debugging information as part of the normal build process. Rider already has great support for debugging normal Unity C# scripts, and will automatically configure itself to attach the debugger to the Unity editor instance.

But Unity also supports the idea of an “external class library“. This is simply a .NET class library that Unity will automatically reference once it’s copied into one of Unity’s  Assets folders.

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Debugging third-party code with Rider – now in Mono!

Back in December, we announced a really cool feature – the ability to seamlessly debug third party code in Rider. No need for a .pdb file, just hit F11 and step in – Rider will decompile the code on-the-fly, and boom! you’re debugging, just like that. A fantastic feature, but only available for .NET Framework and .NET Core.

With the recent release of Rider 2017.3.1, we’ve updated this to also work with Mono, which brings this feature to all runtimes, on all platforms. That means Windows, Mac, Linux, .NET Framework, .NET Core, Mono and of course, Unity.

Debug third party code on Mono

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Rider 2017.3 and Unity

Rider 2017.3 was a bumper release and added a lot of new features, improvements and fixes. Let’s take a look at the Unity specific changes.

As a quick reminder, Rider is a cross platform C# IDE, for Windows, Mac and Linux, with built-in support for Unity. Rider happily opens, builds and tests Unity projects, with deep knowledge of the API and the way Unity uses your code, highlighting usages of Unity’s event functions and serialised fields and more.

What’s new?

First of all, we finally get a small but highly requested feature – Rider will now display external documentation for Unity symbols. Rider has displayed a summary tooltip on Unity types and event functions for a while now, but we’ve been missing the ability to view a web page with detailed help. Now, you can either click the icon from the Quick Documentation popup (Ctrl+Shift+F1 if using the Visual Studio keymap) or use the View External Documentation action (Shift+F1) directly to navigate to locally installed documentation, or to Unity’s hosted docs if not available locally.

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