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MigFx in Visual Studio

This is a detailed topic in our support portal in the Using migFx series and assumes that you have some prior knowledge or experience using migFx. If you want to know more about hopp tech and migFx, our comprehensive solution for complex data migration, please visit our web site hopp.tech


MigFx comes with an extension to Visual Studio. 



The extension assists with all the common operations in Visual Studio in connection to MigFx:

  • Create new library projects for Source- and Target engines
  • Add new c# class files for manual implementations of Bags and Rules to Source- and Target Engine projects
  • Generation and Deployment of Engines
  • Local Debug of Engines


Installation

Visual Studio must be closed before installing the extension. Choose the correct installer depending on Visual Studio version

  • VsExtension.2019.vsix : Visual Studio 2017 and 2019
  • VsExtension.2022.vsix : Visual Studio 2022 and up

The VSIX installers are made available by hopp tech as part of your migFx license agreement.



Create new library projects for Source- and Target Engines

Adding new Engines projects is done through the normal Add Project... wizard in Visual Studio. Right-click the solution node or any solution folder in the Solution Explorer and choose Add -> New Project...



This will open the Add project wizard. Choosing migFx in the Project Type dropdown will quickly locate the templates provided by migFx for creating a new Source Engine or a new Target Engine



Select the Source Engine template or the Target Engine template and click next.



Provide the Project name and the Location and click create. The wizard will create the selected engine in the location folder provided.


Target EngineThe template will create just one project:
  • (ProjectName).TargetEngine


Source EngineThe template will create 2 projects
  • (ProjectName).SourceEngineCustom
  • (ProjectName).SourceEngineGenerated


The MigFx.manifest

The MigFx.manifest file in the TargetEngine project and the SourceEngineCustom project respectively contains information for the migFx to call the engine generators correctly. 


The manifest is an xml file containing these elements


ProjectTypeThe type attribute marks this to be a Target Engine or a Source Engine

PublishedXmlThe path to the xml file containing the xml of the corresponding map published from Studio.

When the generation is launched from Visual Studio, this information is used to check out the PublishedXml file from source control - if required.

Generate
Contains a collection of Cmd elements, each defining a generator to be executed on generation. The manifest is created by migFx with the Cmd element to run either the Source- or the Target Engine generator according to project type.

But it is important to note that Cmd elements can be called to run other commands on code generation if desired.

ProjectA Project element for each project of the engine. 1 for the Target Engine and 2 for the Source Engine.



Adding manual implementations of Bags and Rules

The Visual Studio extension also comes with templates for the manual implementations of Bags and Rules in both the Source and the Target Engine.


Adding a Rule

Simply right-click the folder in which you want to add a Rule implementation and choose Add Rule...:



Provide the name of the Rule you are implementing. This should be the same name as in migFx Studio:



A new .cs file will be added to the selected folder and will open in Visual Studio. The file is all prepared and all you now have to do is to override the method provided by the generated code:



Adding a Bag

Right-clicking the Bag folder gives the option of adding a Bag:


Again, provide the name of the Bag to implement - the same as in migFx Studio and the .cs file with the Bag implementation will be added to the Bag folder and opened in Visual Studio



Generate, Deploy and Debug

A right click on a TargetEngine project or a SourceEngineCustom project will show the project context menu with the migFx submenu:



Generate

The Generate... context menu item open the generation dialog



The dialog allows you to specify the Published Xml file to use as input for the code generation. This is the file containing the published Source/Target Map from migFx Studio. By default, this is the Published xml file in the engine project, but you can override it before generation if you temporarily want to generate from another file. 


The dialog gives you a label with the last modified time of this file as a sanity check. If the file is more than 10 minutes old, the label is red.


Click Ok to start the code generation. Visual Studio will show the output form the code generator in the Output tool window:


Deploy

You need to have the Director Client installed and connected in order to Deploy.


The Deploy... menu item will first build the engine in question. If the build succeeds, the Visual Studio extension will invoke the Director Client. The Director will query the Runtime configuration and show a dialog with a list of all the tracks using the engine about to be deployed:



For each track, you can choose what should happen after the engine is deployed:

  • Starting or Restarting the track will cause the newly deployed engine to be loaded
  • After starting the Track, you can choose to run the Set Up of the deployed engine


These actions are exactly the same as the ones normally done in the DIrector Client. So you can also opt out of them here and simply deploy the engine without checking any options. You will then have to go to the individual tracks and do the start/restart and setup from there.


Debug

You need to have the Director Client installed and connected in order to run Debug.


If you have authorization to connect to the migFx master and track databases, you can launch the migration of selected Business Objects from withing Visual Studio. 


This allows you to

  • Set breakpoints in Visual Studio in order to debug and single step through Bag/Rules implementations
  • Test and verify the generated engine locally before deploying it to the Director Runtime.    


The Debug... menu item will will first build the engine. If the build succeeds, the Visual Studio extension will invoke the Director Client. The Director will query the Runtime configuration and show a dialog to select what to debug: 



After selecting which Track to debug, you can run debug on a limited set of Business Objects selected 

  • By Business Object
    • Any arbitrary 
    • On a Key
    • That fired a given Event
  • By Item Set


Click Start to launch a debug job in the Director. The Director will start the job process locally on your machine and the Visual Studio extension will attach the Visual Studio debugger to this job. The debugger will stop on any breakpoints it hits during execution.

  

Summary

We hope this article gave you a good impression of the benefits of the migFx Visual Studio extension. It is intended to give you a hand in driving the work with the actual engines generated on the basis of the migFx Studio mapping and help you be more productive.

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