Random Review: Deadpool

I randomly got Deadpool for xbox 360 from my gamefly.com queue. I have no idea when I added it, I’m presuming a long time ago since this game was released more than 2 years ago.  But it finally came up to the top of the queue, so I played it.  Went in with low expectations, since it was so old…

It was hilariously awesome…for adults! 

My kids love Deadpool in the Lego: Marvel Superheroes game; he has lots of funny animations, and quips like “I’m not dead.  I don’t have a pool.”, and so my children will just say that, for no reason at all while playing.  But there’s no way I would ever let them see me playing this game.  It is brutally violent, has tons of swearing, and lots of sexual innuendos, hence the Mature 17+ rating.  Playing this game made me super excited for the upcoming movie with Ryan Reynolds!

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Random Review: Dragon Age: Inquisition

Simply stated: Dragon Age: Inquisition is the best game I’ve played in a long, long time. It was so good, that now that I’ve finished, (twice! After I finished the first time, I loaded a save from several days prior and did several companion quests, finished up some loose ends, and finished the main storyline a different way), I am kindof on a Dragon Age hangover.  I really just haven’t been in the mood to play anything. Since I’m not in the mood to play, I figure I better write about it!

I loved the original, Dragon Age: Origins. It is one of the few games I’d played where I really cared about the decisions I’d made, and in one case, one of the decisions haunted me; I’d been used, and by the time I realized it, it was too late to undo.  After completing the game, I’d started over, hoping to change that decision (and finish on nightmare mode or whatever), but I never finished the second time, there were other games to play.  To this day, I still feel bad about it.

And interestingly, in Dragon Age: Inquisition, I could change that choice.  Well, not in the game, but in a tool they created to let you set up the world, which they call “the keep.”


The Keep is amazing.  If you’ve played the previous 2 Dragon Age games, it can import your world state, bringing in every decision you made in every quest or plot point throughout the games.  It knows which companions you met, if they liked you enough to do their story quests, if you’d romanced anyone, who died, who became king, every little detail.  At Penny Arcade Expo I went to a session where the developers talked about the giant decision network that powered the whole thing, it tracked something like 200+ decision points, of which many had more than one possible outcome.  That makes like 2200+ possible world states, but was much more complicated, because depending on some decisions, entire subsections of the graph was impossible.  After PAX, I signed up for beta access, so I could finally fix that decision I’d made.  And going through the keep was so cool.  It shows you, in beautiful graphics all the decisions, what the choices are, what you’d chosen, and what other things in your world state might not be possible if you made that change.  There were a lot of things that I didn’t remember doing, or things that I never even got to.  There was even a companion I missed completely!  And once I looked at the decision I’d made, that I hated all that time, I realized I couldn’t change it.  I mean technically I could, I just couldn’t go through with it.  While it seemed like a bad decision at the time, as the world has continued on, my decision might have had bad short term repercussions, over the long term, I think it was the better decision.  If you hadn’t played the previous 2 games, the keep lets you make all those decisions as if you had, to customize the starting world the way you want it.  You then use the keep to mark that world state as the one you want to start with in the game.

All of that wall of text up there, and you aren’t even to the game  yet!  When you start a new game, you tell it to import your world state from the keep, and you start making decisions about your new character and this game!

Without giving away any spoilers, there were several characters that were awesome.  Many characters from the previous games return, some playable, some in “advisory” roles.  When you talk to them, you can learn about what happened to them in the time between the previous games, and how your previous choices had affected their lives.  This kind of engrossing story really makes the world feel like your world, and made me care about the decisions I was making.

In DA:I, there was one main choice, do something yourself, without knowing the effects, or let someone else in the party, who has volunteered, do it.  After finishing the main story line, I went back and looked at achievements I’d missed, and one of them is related to that decision.  So I had to find a save from before that point, and work forward again, making the alternate decision, just to get an achievement.  Odd.  But in this (now alternate) version of my universe, I also took the time to finish several other companions’ story quests, because I hadn’t done them in the first play through.  I really wish the character quests had been a little more obvious, there were some where you really had to pay attention to what someone said or did, or go to a specific place and buy something, etc.

All in all I thought it was one of the best RPG’s I’ve played, certainly the best in a long time!

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Pretty, Pretty Quiet!

with gripsAlmost a decade ago, I posted my original review of my springfield 1911.  Over the years, little mods have taken place, like different grips, a different magwell, etc.  The newest piece is a modification to the gun to enable an addition.  I replaced the standard barrel with a threaded storm lake barrel, so that I could attach a suppressor!  And yes, silencers are legal!WP_20140920_16_47_59_Pro 1

The silencer here is a SilencerCo Osprey 45, which has a unique profile: it isn’t round like other silencers!  The effectiveness of a suppressor is directly related to the internal volume of the suppressor, which captures the expanding gasses as they escape from the barrel.  In order to maximize the volume, most silencers are cylindrical.  And the bigger the cylinder, in both radius and length, the better it works.  however, with a pistol silencer, you don’t want it to be too long, or it quickly becomes too heavy out there on the end of a pistol.  And you can’t increase the radius of the cylinder too much, or you’ll interfere with the pistol’s sights!  For rifles, neither of these are usually an issue, as overall length isn’t as big of a deal, and most rifles already have sights elevated over the height of the bore for other reasons.  But on a pistol, the only real way to increase the volume is to make the suppressor a shape other than a cylinder.  So the Osprey is an eccentric shape, basically a rectangle with rounded edges.  the flat top edge makes most pistol sights still visible, and because of the design of pistols and the location of recoil guides and springs below the barrel, the bottom edge generally doesn’t interfere with any lights or lasers that might be attached on a pistol’s bottom rail, if you have one.

But if the suppressor isn’t a cylinder, a new problem arises: it isn’t symmetric, you can’t just thread it onto a barrel and have it line up!  With cylindrical cans, you just rotate it until the suppressor stops, and it doesn’t matter which way the suppressor ends up.  But with the osprey, that wouldn’t work.  so there’s a locking cam mechanism. You rotate the osprey on normally until it stops, then unlock the lever, rotate the silencer until it is the right orientation, then lock the lever.  from then on, whenever you take it off and put it back onto the same host, it will line up!

At the range, the osprey definitely adds some weight to the front, but doesn’t make the pistol too front heavy, and the weight out front seems to help a little with muzzle rise.  As with any suppressor, the blowback in your face might be a little surprising, so make sure to wear your safety glasses!  And, again, like any suppressor, it does get hot fast, so remember to bring gloves!  I need to buy an ove-glove or something to put in my range bag!

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Random Review: Dead Rising 3

Way back when the XBox 360 came out (2006!), I did a review of Dead Rising.  It was  a great game, one of my favorites of that first generation of 360 games.  When Dead Rising 2 came out in 2010, it was lost in a sea of other games, so I never ended up playing it.  I did play through part of their free “preview” game, Dead Rising: Case Zero, but I never finished that either…


When the Xbox One released a few months ago, Dead Rising 3 was one of the launch titles.  I didn’t buy an Xbox One right away, instead I waited for the holiday drama to subside, and watched for people selling consoles they might have bought only to flip to people that were desperate for one during the holidays.  And indeed, I did get a great deal on a bundle with an extra controller, Dead Rising 3, and Lego Marvel.

My review of the 3rd installment would be very similar to the first one.  It was awesome.  Hilariously awesome.  Execution wise, very similar to the first game.  You have a limited amount of time to follow through the story, rescue people, and wreak mayhem amongst the hordes of zombies.  and on the xbox one, they are literal hordes.  It was amazing to be standing on the roof of a car, and its just zombies, everywhere, as far as the eye can see.  Thousands of them.

Dead Rising 2 apparently introduced the “combo weapon” concept, where you can take 2 random things, like a rake and a car battery, and turn them into an electrified rake.  Or a giant stuffed bear, a machine gun, and a radio (or whatever) to make this automated bear machine gun that sits on the ground and taunts zombies, then kills them.  And many of the combo weapons can then be combined with something else to turn them into “super-combo” weapons that can do amazing amounts of damage or maybe small amounts in a very hilarious way.  One of favorites was “the ultimate shout”, a combination of an orange traffic cone, a speaker, a battery, and a portable radio.  To use it, you’d hold it up and yell through it, causing all zombies, vehicles, and items in like a 30 yard cone in front of you to be destroyed and sent flying.  Another was the “Electro ice staff”, which was a traffic light combined with a battery and then liquid nitrogen.  you could swing it like a staff, or ram it into the ground, freezing everything around you, or aim it like a gun and fire it to freeze zombies in front of you. 

And this electro ice staff leads me to one of my favorite features in the game (well, in the XBox One in general), called “Xbox record that”.  While playing any game, you can just say out loud “xbox record that” and it will save the previous 30 seconds of whatever just happened.  Then later you can edit it and share it.  Here’s an example,of me using said “electro ice staff”, racking up a HUGE combo of 525 kills:

As you can see in the video, my character looks a little.. out of the ordinary?  Prior to this, there’s a section of the game where you have to infiltrate an area filled with special forces soldiers.  You have several options for getting into the area, like attacking, guns blazing at the front door, sneaking in through a high window, or blending in by finding a uniform. Like the other dead rising games, there are clothing options scattered throughout so you can change clothes and look like whoever you want.  prior to this point in the game, I was always wearing a “Mr. Rodgers” style red sweater, which I thought looked rather stylish :).  It turns out, if you’re wearing the uniform, special forces soldiers won’t shoot at you until provoked… So I took advantage of this for the rest of the game.  I picked up other clothing to try to get achievements, but I always went back to the SF outfit.  And my crazy outrageous head is a Blanka (of street fighter fame!) mask.  It turns out the mask can be combined with other things to make a mask weapon as well, but I wore it because it looks hilarious.  Even more hilarious than running around killing zombies with a blanka mask on?  Cutscenes with a blanka mask on!  

None of the other people in the game seemed to notice that I was wearing a hilariously outlandish mask. I swear there was a kissing scene that I recorded, but I can’t seem to find it on the game dvr.  If I find it, I’ll add it here.

The only thing that I ran into that I didn’t like was that you never know if a main story mission is going to jump you way ahead in time.  When I was near the end, with less than 24 hours (of the initial week) left, I completed what I thought would just be the end of that chapter.  Yes, it completed the chapter, but also skipped all the way to the end of the 24 hour period, right to the last phase of the game, putting me in a timed section where I couldn’t do any of the rest of the side stories that I had in progress!  and not only that, the last part had checkpoints, so when I got about 3/4 of the way through it, I realized that mistakes I’d made at the beginning of the section were going to make it impossible for me to finish what I needed to do before the bad guy finished what he needed to do.  So I restarted that chapter.  Which apparently aborts any and all side missions that were in progress?  Once I completed the game, it lets you start over but keep everything you’ve found, your level, etc.  So I tried to restart the chapter I’d been on before I’d accidentally finished so I could complete all the side missions… only none of the side missions I’d completed to that point were done.  you can redo that chapter, and start any missions that you can find in that chapter, but none of the survivors you’ve rescued are available, etc.  If you want to do any side missions you missed, you pretty much have to start over again from scratch.  Bummer.  Like in the Lego games, I wish there was a prompt before you did something that was going to make it impossible to go back. Or if not a prompt, some other kind of indication that you can’t go back…

All in all, dead rising 3 was a great game.  The story was good, the forced timeline forces you to make some decisions about who you’re going to try to save, and how much extra stuff you’ll try to accomplish.  The characters are believable to a point, and then they throw all believability aside because, well, it’s a video game about zombies that started with mutant cows to produce cheap hamburgers.  While violent, a lot of the violence is hilariously cartoony, like driving a steamroller combined with a motorcycle that shoots flames.  So fun!

At one point, Dead Rising 2 was free in the Games for Gold program, so I did download it (I think!), now I’ll just have to find time to go back and play it, so I can fill in the parts of this story that didn’t make sense!

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Random Review: Surface Pro 2

I’ve had a Surface since they originally came out.  I bought a day one Surface RT of my own, and used it all the time.  I really liked the idea of the surface pro, but since it had like half the battery life of the RT, at like twice the expense.  But when the surface pro 2 was announced, it was with a much more efficient Intel i5 “Haswell” processor with much better battery life.  And much more available memory. And a much bigger drive.  So I pre-ordered the Surface Pro 2 with 8g of ram and the 256g drive.  After using it for several months now, as a tablet, a laptop (and now as my entire desktop replacement!), here’s my bullet item pros and cons random review.


  • can run everything windows!
    • Being full windows, not windows RT, I can run pretty much every app I’ve ever needed ever.  Although, aside from doing development or playing games, I’m finding that there are windows store apps for almost everything I need.
  • this means Steam games are “game on!”
    • Shadowrun Returns plays great with pen and touch input.
    • I’ve also played Star Wars: The Old Republic on it as well, although I do have to set scaling to 100% or the UI gets confused and clicking doesn’t go where you think it does!
  • visual studio!  I can use this as a dev box!
    • In fact, I have to, since my old desktop machine doesn’t have hardware capable of running the windows phone emulator.  But the surface pro does, so I can work on phone apps and windows apps.
  • skydrive OneDrive integration is awesome
    • except that it now requires sign in with a microsoft account, you can’t even open the app at all on a domain joined machine at work (which is probably safer, since you can’t accidentally save stuff there when you should be saving to Skydrive Pro OneDrive for Business at work anyway…
  • Windows Live Writer!  I still don’t understand why there’s no version of live writer for Win8 yet.  that would be even better
    • plus, you can set the drafts directory to OneDrive, and POOF you have those synchronized across machines too
      • to do this, using regedit, go to HKEY_CURRENT_USER\Software\Microsoft\Windows Live\Writer, and add a new string value “PostsDirectory”, and point it to whatever directory under your C:\Users\[user]\SkyDrive\Documents folder that you want to be your live writer “cache”.  (since the name change, I haven’t checked to see if they’ve also re-named the directory or not!)
      • then, in that directory, right click the folder and set its Skydrive settings to “Available offline”.  without this step, writer didn’t seem to see the posts synced from the other machine.
    • You can also use 2 finger zooming to zoom in on the text part of live writer, even though there doesn’t appear to be any mention of zooming anywhere.  I’ve read some things online that said ctrl-+ or alt-+ used to zoom, but that only worked for zoom out for me, and I found 2 finger zoom gesture by accident. But it does work awesome!
  • Pen input is pretty cool.  I wish i could draw better!
    • I use it  all the time to take notes in meetings, and then using the ink to text features of onenote, it is (mostly) turned into searchable notes.  about the only thing that I have had problems with for that is if I underline or cross out things, that ink stays behind but doesn’t match up with the text anymore.  that can be confusing.
    • The pen also works very well in Shadowrun Returns. 
  • Surface Pro dock + USB3, ethernet!
    • I Have the SP2 hooked up to a 10 port USB3 hub when I’m at home.  Attached to this hub is a USB3 blu-ray drive, a USB3 hard drive enclosure with a bunch of drives in it, and various other random things, like the fitbit dock thing.  Also, standard keyboard and mouse.  
    • Also, hooked up through minDV to a big monitor, so when I work from home, the SP2’s touch screen is always showing outlook and lync (or skype), and the bit monitor is remote desktop’d into one of my machines running VS


  • gets a little hot when running games
  • noticeably heavier than a Surface
  • the new type keyboard doesn’t have physical buttons on the cover’s trackpad, so I didn’t get one.  I’m still using the type cover 1 on my Surface Pro 2, and the touch cover 1 on our Surface RT. 
  • the multi monitor scaling support on windows 8.1
    • It doesn’t make any sense to me!  Supposedly, by unchecking the “Let me choose one scaling level for all my displays”, it does some kind of different scaling per monitor.  But there’s no independent settings for each monitor?  When in this mode, I want the SP2’s screen scaled up to the 150% (default) setting, so I can use touch more effectively.  But I want the external monitor completely unscaled.  This doesn’t appear to be possible.  No matter what I choose, things on the secondary monitor are sometimes scaled, sometimes blurry.  Office does one thing, Windows does its own thing.  The taskbar gets scaled up, like it it is on the main monitor.  I don’t understand why there isn’t an explicit scaling setting on each monitor on the “Screen Resolution” control panel.  It seems that windows is trying to guess what I want, instead of letting me tell it explicitly what I want. 
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What I work on: CodeLens (VS2013 RC!)

As of yesterday, the Release Candidate of Visual Studio 2013 is now available! (And, MSFT changed its mind, so if you have an MSDN subscription, you can also download Windows 8.1 RTM!)

The feature my team (and others) has been working on, CodeLens, has undergone some major updates and cleanups since the preview. To see the most of it, you can go to

Here’s just one little picture including some of the new stuff. for the rest, go to the MSDN link above!

codelens tasks

In the RC, we’ve added indicators for bugs, workitems, and code reviews that were attached to changesets for that code. Keep in mind, this is changesets associated with that class/method/property, not changesets associated with the file! This makes it super easy to browse through the code and see exactly who (authors indicator, showing the last person to change the code (above, Jamal Hartnett and 2 others), what (4 changes affected that constructor), why (for 2 bugs and 1 workitems), and who reviewed those changes (1 code review). You can also see that that constructor has 12 references from other code, and that in the current state, only 6 of 11 unit tests are passing.

In the authors and changes indicator, there’s also a “local version” tag that appears for the version of the code you have locally. If you’re working on some code, and you see that the changes indicator says “5 +1 changes”, you know that someone else has moedified and checked in a change to that code, so you better get the latest version, or, to quote South Park, “you’re gonna have a bad time!”

We also hooked up Lync integration, so if your org is using Lync, when you open the details popup, you can see the Lync status of the people who’ve touched the code (looks like Jamal is green, so he’s available!), and you get the full lync integration, with a link contact card, and the ability to IM or start a call/video chat right from inside the IDE!

We also added expanders, so in all of the TFS powered indicators you can see what workitems are related to what changesets by clicking the standard VS triangle expander. There’s also a new icon up in the upper left corner that lets you dock the popup into a full toolwindow, so you can move it around, make it bigger, and keep it open while you click through references or tests and navigate around in your code. Each different indicator can dock to its own toolwindow.

The references, test status, and tested by indicators also got makeovers and new features, so make sure to check those out as well. Those indicators are not powered by TFS, so they’ll work even if your org isn’t using TFS!

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Another new office!

This one is much bigger than the last.  Unfortunately, it isn’t a single office.  it would be pretty awesome if it was.  But my team (and most of the rest of the team that makes Visual Studio) is now in “Team Rooms” in the newly remodeled Building 18.  Team rooms are the new hotness, apparently.  I think that every team in b18 (including managers, etc!) are all in team rooms.

Old office in building 41, in photosynth panorama form:

photo (10)


New office in building 18, also in photosynth panorama form:

photo (7)


The team room looks really big, but that’s partially because there’s no computers in that picture.  Once everyone has their 2+ monitors and 2 computers slung under the desk, the room fills up quickly.  I’m still looking for a bamboo plant or something to put in the “hole” between the 4 desks where I am.  We’ve been in the team room for about a month now, and so far, it isn’t so bad.  The layout of the building itself makes for a lot of people wandering into the teamroom looking for a conference room, or the copy room, but other than that things are good.  Well, except the time I got trapped in the elevator.  But that was only for a couple minutes 😀

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What I work on: CodeLens!

Today at the //build/ conference, Visual Studio 2013 was announced and shown in preview form (and download!). And once again, my group (well, my group plus our larger team) made the front page of visualstudio.com:

2013 indicators!

In Visual Studio 2013, when doing c# and vb, you’ll get extra “indicators” above your methods that give you kindof a “heads up display” of things about that class/method/property. The first one shows you references to the method, if you’re also using TFS it will show you which people have touched that method and in what changesets. Its tfs history on steroids! If you’re also using the built in unit testing features, that method will also show you an indicator that shows which tests test that method, and how many are pass/fail. If you click on any of the indicators, you’ll get a popup that shows you the details, and each details popup window has more useful info and actions you can do with that reference, or that changeset, or that unit test!

2013 popup

From the article at visualstudio.com:

Understanding what a line of code does is only part of your challenge as a developer. You must also understand its history, who worked on it, what code references it, and more. This becomes especially challenging in team-oriented projects. CodeLens (Code Information Indicators) in Visual Studio 2013 Preview uses information from both your project metadata and Team Foundation Server 2013 preview to place decorators on each of the methods in your code that show information such as what changesets led to the creation or recent change, who was the last person to work on the code, what unit tests cover the method (including the latest pass/fail state), and what code references exist. You can also quickly jump into that data, such as an associated changeset or referenced code file with just a click.

The larger ALM org (along with Matt and others from the VS language experience team!) was responsible for the plumbing that makes it work, my group was specifically responsible for the authors and changes indicators, and I did a lot of work to make that popup with the callout that points back to the originating indicator, among other things.

Edit 6/27/2013: There are even live msdn docs for codelens now!

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Now on Azure!

So as an MSDN subscriber, you get up to $150 / month of credits on windows azure. And azure supports wordpress, so… I created a site on azure in like 5 minutes, exported the content from my garage based server, imported into my new azure site, and blammo, it’s back up. Admittedly, it took some time to re-install all my plug-ins and find a new theme (the theme I was using hasn’t been updated in 2 years, apparently?), but other than that it was a pretty painless process. Then I tweaked some DNS things (which required overnight to propogate), and everything appears to be working. So far! I’ve been looking for a way to move all of my hosted stuff off of the server that’s running in my garage, and the combination of this, azure’s VM service, and the MSDN credits might finally be a solution!

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What I Work on: Code Map Debugger Integration

In the last “what I work on” post, I talked about the Code Map feature that was new in Visual Studio 2012 Ultimate (Update 1).  It has turned out to be a very popular feature (as it should) because it is super useful!

After people have used Code Map for a while, one of their first requests is “how do I get debugger information into this map?”  There are ways to do it, where as you step through code, you keep manually doing “show on code map” on the method you’re in, but that gets very tedious.

So, for Update 2 (now available!) we added debugger integration to Code Map!  To see it in action, you can watch this channel 9 video, or update today and play with it yourself!

Here’s a screenshot of it in action, debugging a Windows 8 Store C# app:

code map debugger integration

When debugging the “old” way, you have to watch both the editor window and the call stack window, step in or out or whatever, and try to mentally figure out what is still on the stack, which commonly ends up in “where am I now?”  or “how in the world did I get here?” kinds of issues.  And then, as soon as you stop debugging, the call stack window goes away, and if you were stepping through code that you don’t have open (so it was open in VS’s preview tab), then most of the files you stepped through aren’t open in the editor anymore! I know that I end up copying the call stack, and pasting it into notepad so I can remember where I was.  Or, if I’m trying to correlate multiple call stacks, I paste them into columns in an excel spreadsheet, then do a lot of excel work to line things up  to figure out what is the same.

Instead of all that… debugging the “new” way with the code map debugger integration gives you a nice little treasure map of where you’ve been (gray nodes), where you are (the standard call stack arrow, visible in the map, the editor, and the call stack window), and everything that is currently on the stack (orange nodes).  As you hit breakpoints or step around in code, the map updates to add whatever is on the stack at that point in time.  And when you stop debugging (and the stack window goes away!), the map is still there, and still functional!

You can see in the picture above, I was doing “shotgun” debugging, where I just scattered breakpoints around the code, to see who calls what.  In the old way, you’d have to mentally figure out that almost every call in the app ends up going through one method, with a giant name in the call stack window, like:

App1.exe!App1.Common.LayoutAwarePage.OnNavigatedTo(Windows.UI.Xaml.Navigation.NavigationEventArgs e) Line 332    C#

which certainly is a mouthful.  instead, in the graph, you can see it as a single node, you instantly see that everything we put breakpoints in goes through it somehow, and if you mouse over it:


From both the graph and the stack window, you can double click and go right to that code.  But, from the graph, you now have all the other powers of Code Map at your disposal.  Want to see what types all the methods are in?  Who derives from what?  just use the “show related items” menu in the code map toolbar, or right click and do stuff from there:


I did several steps to get to this diagram, by clicking the “LoadState” item in the first graph, and doing “find references”, which added 3 LoadState overloads from other classes.  Then, I selected everything and did “show containing type”, which added the groups.  Then I did “show derived types” on LayoutAwarePage, showing that 3 things on the graph are green, indicating they are the types that are subclasses of LayoutAwarePage. 

One of the fun things about the debugger integration is that almost every language that VS supports has really good debugger integration, because debugging is essential.  Not every language integration implements the things that Code Map needs to be super effective.  So if the debugger works for a language, the map part of the debugger should work.  Want to see how your old school C++ Win32 app works?  Put in some breakpoints, and generate a map,  and poof:

how your win32 app works

Want to see how your old school c++ Win32 app really works?  in the call stack window, right click and select “show external code”, then generate that graph again:

how your win32 app really works

In the first graph, all the items outside your solution end up being elided, and just show up as dashed links with “External Code” labels.  With “show externals” turned on, code map creates an individual node for everything that shows up in the call stack window, with a faded out look.  If the external assemblies have debug information the debugger can see, they’ll have somewhat useful names, but if you don’t have debug info for those assemblies, you just get addresses, but you still see the relationships!  you can see that Win32 has a lot of loops!

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