How do I set a conditional compile variable?












31















In C/C++ you can define macros in code like this:



#define OLD_WAY  1


Although I've never done it, I assume that the same thing is available in C#. More to the point, in C/C++ it is possible to then do some conditional compilation logic by doing something like this:



#if OLD_WAY == 1
int i = 0;
#else
int i = 1;
#endif


OK, so this is all cool and all that. And again, I assume that such logic is possible within C#. What I'd like to know is, how do I define constants at the project level, so that I can put in logic that will allow me to conditional compile one block of code if I define the constant one way, or another block of code if I don't define it that way? I'm assuming that it's done somewhere in the project's properties, but how and where do I define it?










share|improve this question



























    31















    In C/C++ you can define macros in code like this:



    #define OLD_WAY  1


    Although I've never done it, I assume that the same thing is available in C#. More to the point, in C/C++ it is possible to then do some conditional compilation logic by doing something like this:



    #if OLD_WAY == 1
    int i = 0;
    #else
    int i = 1;
    #endif


    OK, so this is all cool and all that. And again, I assume that such logic is possible within C#. What I'd like to know is, how do I define constants at the project level, so that I can put in logic that will allow me to conditional compile one block of code if I define the constant one way, or another block of code if I don't define it that way? I'm assuming that it's done somewhere in the project's properties, but how and where do I define it?










    share|improve this question

























      31












      31








      31


      14






      In C/C++ you can define macros in code like this:



      #define OLD_WAY  1


      Although I've never done it, I assume that the same thing is available in C#. More to the point, in C/C++ it is possible to then do some conditional compilation logic by doing something like this:



      #if OLD_WAY == 1
      int i = 0;
      #else
      int i = 1;
      #endif


      OK, so this is all cool and all that. And again, I assume that such logic is possible within C#. What I'd like to know is, how do I define constants at the project level, so that I can put in logic that will allow me to conditional compile one block of code if I define the constant one way, or another block of code if I don't define it that way? I'm assuming that it's done somewhere in the project's properties, but how and where do I define it?










      share|improve this question














      In C/C++ you can define macros in code like this:



      #define OLD_WAY  1


      Although I've never done it, I assume that the same thing is available in C#. More to the point, in C/C++ it is possible to then do some conditional compilation logic by doing something like this:



      #if OLD_WAY == 1
      int i = 0;
      #else
      int i = 1;
      #endif


      OK, so this is all cool and all that. And again, I assume that such logic is possible within C#. What I'd like to know is, how do I define constants at the project level, so that I can put in logic that will allow me to conditional compile one block of code if I define the constant one way, or another block of code if I don't define it that way? I'm assuming that it's done somewhere in the project's properties, but how and where do I define it?







      c#






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      share|improve this question











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      share|improve this question










      asked Oct 1 '10 at 19:55









      RodRod

      1,46153358




      1,46153358
























          3 Answers
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          active

          oldest

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          44














          The C# compiler csc.exe and the C# language itself do not expose any predefined constants for conditional compilation. Visual Studio only adds the DEBUG and TRACE values, which can be configured through the IDE. The IDE also lets you add your own arbitrary symbols, but since these are essentially fixed (invariant) values, the capability is of limited use.



          More powerful custom options can set up by manually editing your .csproj project file. You can set up conditions here to selectively propagate conditional compilation symbols into C# based on the huge amount of environment and configuration information available in MSBuild (see here and here, but in principle, there can be no complete list, since disparate components arbitrarily contribute metadata ad-hoc).



          Let's consider a working example. One case where it's useful to conditionally compile is if you want to write code that adapts to the whatever tools are discovered during the build. This way you can exploit the latest language features while still preserving the ability to compile on machines with older tooling which would, as expected, reject the alien syntax and/or keywords. For the particular case of C# 7.0 in Visual Studio 2017 we can modify the .csproj as follows:



          .csproj file (excerpt):



          enter image description here



          You could also identify each of the older C# compilers as well, degrading gracefully along the way. The same goes for detecting the .NET Framework version (oft-requested on StackOverflow [1]
          [2]
          [3]
          [4]) and any other ambient build conditions. Such are left as exercises for the reader, but in case you want to copy/paste the highlighted lines from above, here is the text version. As an update over the screenshot, I added single-quotes to the conditional expression here (even though everything seemed to work without them)



          <DefineConstants Condition="'$(VisualStudioVersion)'=='15'">CSHARP7</DefineConstants>
          <!-- ... -->
          <DefineConstants>DEBUG;TRACE;$(DefineConstants)</DefineConstants>
          <!-- ... -->
          <DefineConstants>TRACE;$(DefineConstants)</DefineConstants>


          Anyway, in this manner you can now write conditional C# code using #if… #elif… #else… #endif. Continuing the example case, the code below uses new tuple syntax--only available in C# 7--to swap array elements. Incidentally, the tuple version is not only more concise and/or elegant; it also produces excellent IL code:



          #if CSHARP7
          (rg[i], rg[j]) = (rg[j], rg[i]); // swap elements: tuple syntax
          #else
          var t = rg[i]; // swap elements: clunky
          rg[i] = rg[j];
          rg[j] = t;
          #endif


          Note that the Visual Studio IDE does correctly process your manual .csproj customizations in every regard. Given the .csproj I showed earlier, the IDE code editor properly recognizes and evaluates conditional compilation for the purposes of IntelliSense, refactoring, "dimming-out" inactive blocks of code, etc.



          I also mentioned that MSBuild has a treasure trove of information available, of which $(VisualStudioVersion) was just one example. Unfortunately, there's no easy to find out which values are available and what values they might have at buildtime. A trick is to temporarily put a C++ project into your Visual Studio solution (if you don't already have one) alongside your C# project. If you right click the project properties for this .vcxproj and then look at (e.g.) "Additional Include Directories" on the C/C++ page, a dropdown will appear at the far right when you click to edit:



          enter image description here



          You'll get a dialog box with a "Macros" button which you can click to get a list of all the available MSBuild variables plus their expected values according to platform and configuration that are currently selected in the IDE. Don't overlook the well-known-item-metadata fields (prefixed with %) at the bottom of the list.



          enter image description here



          You can get an idea for how much stuff is here from the size of the scrollbar thumb in this screenshot. (They're listed alphabetically, I just scrolled to this part of the 'P' section because it had minimal personal info). It's important to note, however, that both the (available) variables and their values evolve over time during the course of the build, so you may find items in this list that aren't available to your .csproj at the time it's processed.





          [edit:] Another way to find out what property values are available during and throughout your build process is to set the MSBuild "output verbosity" to "Detailed", and then rebuild.



          enter image description here



          After the build finishes, examine the top of the build log in the Visual Studio Output Window, and you'll see a list of the available property names along with their initial values.






          share|improve this answer


























          • Awsome! This answer needs more votes! Especially for the C++ hint :-)

            – Matt
            May 12 '17 at 13:16





















          35














          In C# you can do #define but you can't use values on them like you can in C++.

          Each define can have 2 states: defined or undefined



          In the project properties under Build you can set defines that should be defined.

          Anything you specify here will be defined across all of your project files.



          So for example I can define 2 conditional compilation symbols in this field as:
          MY_DEFINE1, MY_DEFINE2



          Then in my code I can do things like this:



          #if MY_DEFINE1
          //do something conditionally
          #endif

          #if MY_DEFINE2
          //do something else conditionally
          #endif


          Alternatively you can do your defines per file, but unlike C++ they must be at the top of your file.



          At the top of your file you can use:



          #define MY_DEFINE2


          or you can at the top of your file use:



          #undef MY_DEFINE2


          This last one you'd do if you set a conditional compilation symbol and you wanted it in all files except maybe one.






          share|improve this answer

































            35














            Open your project properties and look at the Build page. There is a box called Conditional compilation symbols.



            enter image description here






            share|improve this answer





















            • 3





              @toddmo What are you talking about? It's in exactly the same spot in VS2015 as it has been in every version for 15 years.

              – Matthew Ferreira
              Nov 5 '16 at 16:25











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            3 Answers
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            3 Answers
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            44














            The C# compiler csc.exe and the C# language itself do not expose any predefined constants for conditional compilation. Visual Studio only adds the DEBUG and TRACE values, which can be configured through the IDE. The IDE also lets you add your own arbitrary symbols, but since these are essentially fixed (invariant) values, the capability is of limited use.



            More powerful custom options can set up by manually editing your .csproj project file. You can set up conditions here to selectively propagate conditional compilation symbols into C# based on the huge amount of environment and configuration information available in MSBuild (see here and here, but in principle, there can be no complete list, since disparate components arbitrarily contribute metadata ad-hoc).



            Let's consider a working example. One case where it's useful to conditionally compile is if you want to write code that adapts to the whatever tools are discovered during the build. This way you can exploit the latest language features while still preserving the ability to compile on machines with older tooling which would, as expected, reject the alien syntax and/or keywords. For the particular case of C# 7.0 in Visual Studio 2017 we can modify the .csproj as follows:



            .csproj file (excerpt):



            enter image description here



            You could also identify each of the older C# compilers as well, degrading gracefully along the way. The same goes for detecting the .NET Framework version (oft-requested on StackOverflow [1]
            [2]
            [3]
            [4]) and any other ambient build conditions. Such are left as exercises for the reader, but in case you want to copy/paste the highlighted lines from above, here is the text version. As an update over the screenshot, I added single-quotes to the conditional expression here (even though everything seemed to work without them)



            <DefineConstants Condition="'$(VisualStudioVersion)'=='15'">CSHARP7</DefineConstants>
            <!-- ... -->
            <DefineConstants>DEBUG;TRACE;$(DefineConstants)</DefineConstants>
            <!-- ... -->
            <DefineConstants>TRACE;$(DefineConstants)</DefineConstants>


            Anyway, in this manner you can now write conditional C# code using #if… #elif… #else… #endif. Continuing the example case, the code below uses new tuple syntax--only available in C# 7--to swap array elements. Incidentally, the tuple version is not only more concise and/or elegant; it also produces excellent IL code:



            #if CSHARP7
            (rg[i], rg[j]) = (rg[j], rg[i]); // swap elements: tuple syntax
            #else
            var t = rg[i]; // swap elements: clunky
            rg[i] = rg[j];
            rg[j] = t;
            #endif


            Note that the Visual Studio IDE does correctly process your manual .csproj customizations in every regard. Given the .csproj I showed earlier, the IDE code editor properly recognizes and evaluates conditional compilation for the purposes of IntelliSense, refactoring, "dimming-out" inactive blocks of code, etc.



            I also mentioned that MSBuild has a treasure trove of information available, of which $(VisualStudioVersion) was just one example. Unfortunately, there's no easy to find out which values are available and what values they might have at buildtime. A trick is to temporarily put a C++ project into your Visual Studio solution (if you don't already have one) alongside your C# project. If you right click the project properties for this .vcxproj and then look at (e.g.) "Additional Include Directories" on the C/C++ page, a dropdown will appear at the far right when you click to edit:



            enter image description here



            You'll get a dialog box with a "Macros" button which you can click to get a list of all the available MSBuild variables plus their expected values according to platform and configuration that are currently selected in the IDE. Don't overlook the well-known-item-metadata fields (prefixed with %) at the bottom of the list.



            enter image description here



            You can get an idea for how much stuff is here from the size of the scrollbar thumb in this screenshot. (They're listed alphabetically, I just scrolled to this part of the 'P' section because it had minimal personal info). It's important to note, however, that both the (available) variables and their values evolve over time during the course of the build, so you may find items in this list that aren't available to your .csproj at the time it's processed.





            [edit:] Another way to find out what property values are available during and throughout your build process is to set the MSBuild "output verbosity" to "Detailed", and then rebuild.



            enter image description here



            After the build finishes, examine the top of the build log in the Visual Studio Output Window, and you'll see a list of the available property names along with their initial values.






            share|improve this answer


























            • Awsome! This answer needs more votes! Especially for the C++ hint :-)

              – Matt
              May 12 '17 at 13:16


















            44














            The C# compiler csc.exe and the C# language itself do not expose any predefined constants for conditional compilation. Visual Studio only adds the DEBUG and TRACE values, which can be configured through the IDE. The IDE also lets you add your own arbitrary symbols, but since these are essentially fixed (invariant) values, the capability is of limited use.



            More powerful custom options can set up by manually editing your .csproj project file. You can set up conditions here to selectively propagate conditional compilation symbols into C# based on the huge amount of environment and configuration information available in MSBuild (see here and here, but in principle, there can be no complete list, since disparate components arbitrarily contribute metadata ad-hoc).



            Let's consider a working example. One case where it's useful to conditionally compile is if you want to write code that adapts to the whatever tools are discovered during the build. This way you can exploit the latest language features while still preserving the ability to compile on machines with older tooling which would, as expected, reject the alien syntax and/or keywords. For the particular case of C# 7.0 in Visual Studio 2017 we can modify the .csproj as follows:



            .csproj file (excerpt):



            enter image description here



            You could also identify each of the older C# compilers as well, degrading gracefully along the way. The same goes for detecting the .NET Framework version (oft-requested on StackOverflow [1]
            [2]
            [3]
            [4]) and any other ambient build conditions. Such are left as exercises for the reader, but in case you want to copy/paste the highlighted lines from above, here is the text version. As an update over the screenshot, I added single-quotes to the conditional expression here (even though everything seemed to work without them)



            <DefineConstants Condition="'$(VisualStudioVersion)'=='15'">CSHARP7</DefineConstants>
            <!-- ... -->
            <DefineConstants>DEBUG;TRACE;$(DefineConstants)</DefineConstants>
            <!-- ... -->
            <DefineConstants>TRACE;$(DefineConstants)</DefineConstants>


            Anyway, in this manner you can now write conditional C# code using #if… #elif… #else… #endif. Continuing the example case, the code below uses new tuple syntax--only available in C# 7--to swap array elements. Incidentally, the tuple version is not only more concise and/or elegant; it also produces excellent IL code:



            #if CSHARP7
            (rg[i], rg[j]) = (rg[j], rg[i]); // swap elements: tuple syntax
            #else
            var t = rg[i]; // swap elements: clunky
            rg[i] = rg[j];
            rg[j] = t;
            #endif


            Note that the Visual Studio IDE does correctly process your manual .csproj customizations in every regard. Given the .csproj I showed earlier, the IDE code editor properly recognizes and evaluates conditional compilation for the purposes of IntelliSense, refactoring, "dimming-out" inactive blocks of code, etc.



            I also mentioned that MSBuild has a treasure trove of information available, of which $(VisualStudioVersion) was just one example. Unfortunately, there's no easy to find out which values are available and what values they might have at buildtime. A trick is to temporarily put a C++ project into your Visual Studio solution (if you don't already have one) alongside your C# project. If you right click the project properties for this .vcxproj and then look at (e.g.) "Additional Include Directories" on the C/C++ page, a dropdown will appear at the far right when you click to edit:



            enter image description here



            You'll get a dialog box with a "Macros" button which you can click to get a list of all the available MSBuild variables plus their expected values according to platform and configuration that are currently selected in the IDE. Don't overlook the well-known-item-metadata fields (prefixed with %) at the bottom of the list.



            enter image description here



            You can get an idea for how much stuff is here from the size of the scrollbar thumb in this screenshot. (They're listed alphabetically, I just scrolled to this part of the 'P' section because it had minimal personal info). It's important to note, however, that both the (available) variables and their values evolve over time during the course of the build, so you may find items in this list that aren't available to your .csproj at the time it's processed.





            [edit:] Another way to find out what property values are available during and throughout your build process is to set the MSBuild "output verbosity" to "Detailed", and then rebuild.



            enter image description here



            After the build finishes, examine the top of the build log in the Visual Studio Output Window, and you'll see a list of the available property names along with their initial values.






            share|improve this answer


























            • Awsome! This answer needs more votes! Especially for the C++ hint :-)

              – Matt
              May 12 '17 at 13:16
















            44












            44








            44







            The C# compiler csc.exe and the C# language itself do not expose any predefined constants for conditional compilation. Visual Studio only adds the DEBUG and TRACE values, which can be configured through the IDE. The IDE also lets you add your own arbitrary symbols, but since these are essentially fixed (invariant) values, the capability is of limited use.



            More powerful custom options can set up by manually editing your .csproj project file. You can set up conditions here to selectively propagate conditional compilation symbols into C# based on the huge amount of environment and configuration information available in MSBuild (see here and here, but in principle, there can be no complete list, since disparate components arbitrarily contribute metadata ad-hoc).



            Let's consider a working example. One case where it's useful to conditionally compile is if you want to write code that adapts to the whatever tools are discovered during the build. This way you can exploit the latest language features while still preserving the ability to compile on machines with older tooling which would, as expected, reject the alien syntax and/or keywords. For the particular case of C# 7.0 in Visual Studio 2017 we can modify the .csproj as follows:



            .csproj file (excerpt):



            enter image description here



            You could also identify each of the older C# compilers as well, degrading gracefully along the way. The same goes for detecting the .NET Framework version (oft-requested on StackOverflow [1]
            [2]
            [3]
            [4]) and any other ambient build conditions. Such are left as exercises for the reader, but in case you want to copy/paste the highlighted lines from above, here is the text version. As an update over the screenshot, I added single-quotes to the conditional expression here (even though everything seemed to work without them)



            <DefineConstants Condition="'$(VisualStudioVersion)'=='15'">CSHARP7</DefineConstants>
            <!-- ... -->
            <DefineConstants>DEBUG;TRACE;$(DefineConstants)</DefineConstants>
            <!-- ... -->
            <DefineConstants>TRACE;$(DefineConstants)</DefineConstants>


            Anyway, in this manner you can now write conditional C# code using #if… #elif… #else… #endif. Continuing the example case, the code below uses new tuple syntax--only available in C# 7--to swap array elements. Incidentally, the tuple version is not only more concise and/or elegant; it also produces excellent IL code:



            #if CSHARP7
            (rg[i], rg[j]) = (rg[j], rg[i]); // swap elements: tuple syntax
            #else
            var t = rg[i]; // swap elements: clunky
            rg[i] = rg[j];
            rg[j] = t;
            #endif


            Note that the Visual Studio IDE does correctly process your manual .csproj customizations in every regard. Given the .csproj I showed earlier, the IDE code editor properly recognizes and evaluates conditional compilation for the purposes of IntelliSense, refactoring, "dimming-out" inactive blocks of code, etc.



            I also mentioned that MSBuild has a treasure trove of information available, of which $(VisualStudioVersion) was just one example. Unfortunately, there's no easy to find out which values are available and what values they might have at buildtime. A trick is to temporarily put a C++ project into your Visual Studio solution (if you don't already have one) alongside your C# project. If you right click the project properties for this .vcxproj and then look at (e.g.) "Additional Include Directories" on the C/C++ page, a dropdown will appear at the far right when you click to edit:



            enter image description here



            You'll get a dialog box with a "Macros" button which you can click to get a list of all the available MSBuild variables plus their expected values according to platform and configuration that are currently selected in the IDE. Don't overlook the well-known-item-metadata fields (prefixed with %) at the bottom of the list.



            enter image description here



            You can get an idea for how much stuff is here from the size of the scrollbar thumb in this screenshot. (They're listed alphabetically, I just scrolled to this part of the 'P' section because it had minimal personal info). It's important to note, however, that both the (available) variables and their values evolve over time during the course of the build, so you may find items in this list that aren't available to your .csproj at the time it's processed.





            [edit:] Another way to find out what property values are available during and throughout your build process is to set the MSBuild "output verbosity" to "Detailed", and then rebuild.



            enter image description here



            After the build finishes, examine the top of the build log in the Visual Studio Output Window, and you'll see a list of the available property names along with their initial values.






            share|improve this answer















            The C# compiler csc.exe and the C# language itself do not expose any predefined constants for conditional compilation. Visual Studio only adds the DEBUG and TRACE values, which can be configured through the IDE. The IDE also lets you add your own arbitrary symbols, but since these are essentially fixed (invariant) values, the capability is of limited use.



            More powerful custom options can set up by manually editing your .csproj project file. You can set up conditions here to selectively propagate conditional compilation symbols into C# based on the huge amount of environment and configuration information available in MSBuild (see here and here, but in principle, there can be no complete list, since disparate components arbitrarily contribute metadata ad-hoc).



            Let's consider a working example. One case where it's useful to conditionally compile is if you want to write code that adapts to the whatever tools are discovered during the build. This way you can exploit the latest language features while still preserving the ability to compile on machines with older tooling which would, as expected, reject the alien syntax and/or keywords. For the particular case of C# 7.0 in Visual Studio 2017 we can modify the .csproj as follows:



            .csproj file (excerpt):



            enter image description here



            You could also identify each of the older C# compilers as well, degrading gracefully along the way. The same goes for detecting the .NET Framework version (oft-requested on StackOverflow [1]
            [2]
            [3]
            [4]) and any other ambient build conditions. Such are left as exercises for the reader, but in case you want to copy/paste the highlighted lines from above, here is the text version. As an update over the screenshot, I added single-quotes to the conditional expression here (even though everything seemed to work without them)



            <DefineConstants Condition="'$(VisualStudioVersion)'=='15'">CSHARP7</DefineConstants>
            <!-- ... -->
            <DefineConstants>DEBUG;TRACE;$(DefineConstants)</DefineConstants>
            <!-- ... -->
            <DefineConstants>TRACE;$(DefineConstants)</DefineConstants>


            Anyway, in this manner you can now write conditional C# code using #if… #elif… #else… #endif. Continuing the example case, the code below uses new tuple syntax--only available in C# 7--to swap array elements. Incidentally, the tuple version is not only more concise and/or elegant; it also produces excellent IL code:



            #if CSHARP7
            (rg[i], rg[j]) = (rg[j], rg[i]); // swap elements: tuple syntax
            #else
            var t = rg[i]; // swap elements: clunky
            rg[i] = rg[j];
            rg[j] = t;
            #endif


            Note that the Visual Studio IDE does correctly process your manual .csproj customizations in every regard. Given the .csproj I showed earlier, the IDE code editor properly recognizes and evaluates conditional compilation for the purposes of IntelliSense, refactoring, "dimming-out" inactive blocks of code, etc.



            I also mentioned that MSBuild has a treasure trove of information available, of which $(VisualStudioVersion) was just one example. Unfortunately, there's no easy to find out which values are available and what values they might have at buildtime. A trick is to temporarily put a C++ project into your Visual Studio solution (if you don't already have one) alongside your C# project. If you right click the project properties for this .vcxproj and then look at (e.g.) "Additional Include Directories" on the C/C++ page, a dropdown will appear at the far right when you click to edit:



            enter image description here



            You'll get a dialog box with a "Macros" button which you can click to get a list of all the available MSBuild variables plus their expected values according to platform and configuration that are currently selected in the IDE. Don't overlook the well-known-item-metadata fields (prefixed with %) at the bottom of the list.



            enter image description here



            You can get an idea for how much stuff is here from the size of the scrollbar thumb in this screenshot. (They're listed alphabetically, I just scrolled to this part of the 'P' section because it had minimal personal info). It's important to note, however, that both the (available) variables and their values evolve over time during the course of the build, so you may find items in this list that aren't available to your .csproj at the time it's processed.





            [edit:] Another way to find out what property values are available during and throughout your build process is to set the MSBuild "output verbosity" to "Detailed", and then rebuild.



            enter image description here



            After the build finishes, examine the top of the build log in the Visual Studio Output Window, and you'll see a list of the available property names along with their initial values.







            share|improve this answer














            share|improve this answer



            share|improve this answer








            edited Nov 22 '18 at 22:37

























            answered Apr 16 '17 at 20:58









            Glenn SlaydenGlenn Slayden

            9,11616276




            9,11616276













            • Awsome! This answer needs more votes! Especially for the C++ hint :-)

              – Matt
              May 12 '17 at 13:16





















            • Awsome! This answer needs more votes! Especially for the C++ hint :-)

              – Matt
              May 12 '17 at 13:16



















            Awsome! This answer needs more votes! Especially for the C++ hint :-)

            – Matt
            May 12 '17 at 13:16







            Awsome! This answer needs more votes! Especially for the C++ hint :-)

            – Matt
            May 12 '17 at 13:16















            35














            In C# you can do #define but you can't use values on them like you can in C++.

            Each define can have 2 states: defined or undefined



            In the project properties under Build you can set defines that should be defined.

            Anything you specify here will be defined across all of your project files.



            So for example I can define 2 conditional compilation symbols in this field as:
            MY_DEFINE1, MY_DEFINE2



            Then in my code I can do things like this:



            #if MY_DEFINE1
            //do something conditionally
            #endif

            #if MY_DEFINE2
            //do something else conditionally
            #endif


            Alternatively you can do your defines per file, but unlike C++ they must be at the top of your file.



            At the top of your file you can use:



            #define MY_DEFINE2


            or you can at the top of your file use:



            #undef MY_DEFINE2


            This last one you'd do if you set a conditional compilation symbol and you wanted it in all files except maybe one.






            share|improve this answer






























              35














              In C# you can do #define but you can't use values on them like you can in C++.

              Each define can have 2 states: defined or undefined



              In the project properties under Build you can set defines that should be defined.

              Anything you specify here will be defined across all of your project files.



              So for example I can define 2 conditional compilation symbols in this field as:
              MY_DEFINE1, MY_DEFINE2



              Then in my code I can do things like this:



              #if MY_DEFINE1
              //do something conditionally
              #endif

              #if MY_DEFINE2
              //do something else conditionally
              #endif


              Alternatively you can do your defines per file, but unlike C++ they must be at the top of your file.



              At the top of your file you can use:



              #define MY_DEFINE2


              or you can at the top of your file use:



              #undef MY_DEFINE2


              This last one you'd do if you set a conditional compilation symbol and you wanted it in all files except maybe one.






              share|improve this answer




























                35












                35








                35







                In C# you can do #define but you can't use values on them like you can in C++.

                Each define can have 2 states: defined or undefined



                In the project properties under Build you can set defines that should be defined.

                Anything you specify here will be defined across all of your project files.



                So for example I can define 2 conditional compilation symbols in this field as:
                MY_DEFINE1, MY_DEFINE2



                Then in my code I can do things like this:



                #if MY_DEFINE1
                //do something conditionally
                #endif

                #if MY_DEFINE2
                //do something else conditionally
                #endif


                Alternatively you can do your defines per file, but unlike C++ they must be at the top of your file.



                At the top of your file you can use:



                #define MY_DEFINE2


                or you can at the top of your file use:



                #undef MY_DEFINE2


                This last one you'd do if you set a conditional compilation symbol and you wanted it in all files except maybe one.






                share|improve this answer















                In C# you can do #define but you can't use values on them like you can in C++.

                Each define can have 2 states: defined or undefined



                In the project properties under Build you can set defines that should be defined.

                Anything you specify here will be defined across all of your project files.



                So for example I can define 2 conditional compilation symbols in this field as:
                MY_DEFINE1, MY_DEFINE2



                Then in my code I can do things like this:



                #if MY_DEFINE1
                //do something conditionally
                #endif

                #if MY_DEFINE2
                //do something else conditionally
                #endif


                Alternatively you can do your defines per file, but unlike C++ they must be at the top of your file.



                At the top of your file you can use:



                #define MY_DEFINE2


                or you can at the top of your file use:



                #undef MY_DEFINE2


                This last one you'd do if you set a conditional compilation symbol and you wanted it in all files except maybe one.







                share|improve this answer














                share|improve this answer



                share|improve this answer








                edited Oct 1 '10 at 20:08

























                answered Oct 1 '10 at 19:57









                Brian R. BondyBrian R. Bondy

                255k98544594




                255k98544594























                    35














                    Open your project properties and look at the Build page. There is a box called Conditional compilation symbols.



                    enter image description here






                    share|improve this answer





















                    • 3





                      @toddmo What are you talking about? It's in exactly the same spot in VS2015 as it has been in every version for 15 years.

                      – Matthew Ferreira
                      Nov 5 '16 at 16:25
















                    35














                    Open your project properties and look at the Build page. There is a box called Conditional compilation symbols.



                    enter image description here






                    share|improve this answer





















                    • 3





                      @toddmo What are you talking about? It's in exactly the same spot in VS2015 as it has been in every version for 15 years.

                      – Matthew Ferreira
                      Nov 5 '16 at 16:25














                    35












                    35








                    35







                    Open your project properties and look at the Build page. There is a box called Conditional compilation symbols.



                    enter image description here






                    share|improve this answer















                    Open your project properties and look at the Build page. There is a box called Conditional compilation symbols.



                    enter image description here







                    share|improve this answer














                    share|improve this answer



                    share|improve this answer








                    edited Nov 8 '16 at 21:48









                    toddmo

                    9,52276375




                    9,52276375










                    answered Oct 1 '10 at 19:57









                    Matthew FerreiraMatthew Ferreira

                    6,78513451




                    6,78513451








                    • 3





                      @toddmo What are you talking about? It's in exactly the same spot in VS2015 as it has been in every version for 15 years.

                      – Matthew Ferreira
                      Nov 5 '16 at 16:25














                    • 3





                      @toddmo What are you talking about? It's in exactly the same spot in VS2015 as it has been in every version for 15 years.

                      – Matthew Ferreira
                      Nov 5 '16 at 16:25








                    3




                    3





                    @toddmo What are you talking about? It's in exactly the same spot in VS2015 as it has been in every version for 15 years.

                    – Matthew Ferreira
                    Nov 5 '16 at 16:25





                    @toddmo What are you talking about? It's in exactly the same spot in VS2015 as it has been in every version for 15 years.

                    – Matthew Ferreira
                    Nov 5 '16 at 16:25


















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