I am developing windows CE 6.0 for VIA board. I have a MFC application as exe file. I want to include my application in the NK.bin image. how to do this?
Add your application to one of the BIB files (e.g. PROJECT.BIB or PLATFORM.BIB).
Probably as simple as adding this (though if you have dependencies, you'll need them too):
FILES
MyApp.exe {dev pc path to your compiled app}\MyApp.exe NK S
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how to create apps for winget using electron.js, I first thought of using portable in target but it just installs the app but I can't use it again, is the any other targets which I can use?
Today, you would need to be able to provide an installer for an electron.js app. The Windows Package Manager supports three types of installers as of the 1.1 release.
MSIX
MSI
.exe installers
Work is in progress for portable applications (just a loose executable like NuGet), and for installers inside of a .zip file. These are targeted for the 1.3 release.
I made a Universal Windows dll (to use the Bluetooth LE features in Win10) which is used by a game engine (Unreal), but when I load this dll at runtime it tries to load some required dlls: vcruntime140_app, vccorlib140_app, and msvcp140_app. I'm assuming these are the UWP based VC++ redistributables. I have VC++ Redist. installed but when I run my application it says it's looking for these dlls, and not finding them automatically.
If I copy these dlls from the SXS folder, it all works but obviously I don't want to ship my application with my copy of these dlls; so my question is why isn't it looking in the Windows associated folders for these files. Does a UWP DLL need a manifest specifying its use of the VC++ redistributable? From what I understand the _App suffix is for UWP application use.
I've been trying to figure out on how to setup a Cross-Platform project for MonoGame. Whats the conventional way of doing so ?
Is that done through a Shared Project and can I keep all my content in 1 project ?
Also I am not sure if this information is correct do I need a Mac to build my project for Mac how does that work ? If so how what's the best way of setting that up.
Targeted Platforms : WINDOWS, LINUX, MAC
The best way to setup a cross platform MonoGame project IMO would be to use a Shared project. Shared projects can also include .mgcb file so you won't need to duplicate your content either. How to do:
Use "Xamarin Studio/MonoDevelop" and create a "MonoGame Shared Project" with the name of your game
If you are going to use using "Visual Studio", close the "Xamarin Studio/MonoDevelop" after this, and open up the created project vith it
you are gonna have to include the generated "Content\Content.mgcb" file with build action "None" so it will be visible in Project View area
Add a MonoGame Project for the platform you wish to launch the game from, ie. create a "MonoGame Crossplatform Project" and name it "(gamename).DesktopGL"
Delete "Game1.cs" and "Content Folder" from the Platform project
Add a reference for your Shared project
For your platform project, in options set the Output Assembly Name to be the same as your shared project
this step might not seem important, but if you are using a custom importer/processor this will allow you to not have to compile the content separately for each platform.
There you go, you should be able to run your project now.
Also I am not sure if this information is correct do I need a Mac to build my project for Mac how does that work ? If so how what's the best way of setting that up.
The created executable from DesktopGL project is runnable on Mac even when compiled from Windows, the Mac user just has to launch it using Mono. In case you want you can package your game using MonoKickstart so that your Linux and Mac users don't have to have mono installed: https://github.com/MonoGame/MonoKickstart what's more, it also includes other needed native libraries. Description on how to use it are in the link.
Since you're just targeting Windows, Linux and Mac, you can use Xamarin/MonoDevlop which runs on all three of your target platforms.
Once it's installed, then add the Monogame through the Addin manager. The addin on version 5 of Xaramin and MonoDevlop.
You can then use the same Solution project file between all three platforms assuming you use the OpenGL Template. I use this method for developing between Windows and Linux.
The only time you'll need to use a shared project or something similar would be if you started developing for Mobile (iOS/Android) or for Windows on DirectX instead of OpenGL.
I created a haxe project using openfl. I can build and run the project on my own desktop using lime test windows.
Now how do I actually ship this project to other users?
I tried simply zipping the binary output created by running the command above. When I then unpack this zip on a different computer and start the executable file it will complain that I'm missing certain .dll files (more specifically the libstdc++-6.dll file).
Although this is not a direct answer to your question, a solution to this issue would be to compile through another software/tool, such as FlashDevelop.
For a few versions already, FlashDevelop includes an App manager feature that allows you to easily install the latest versions of Haxe, Lime & OpenFl (in an all-in-one package), and compile for all the Haxe/Lime/OpenFl targets seamlessly by just switching a value in a drop-down menu.
This allowed me to compile without any problems native C++ or Neko versions of my projects, thus embedding all the necessary files that could be zipped and sent to other computers.
We have a VC++ 2012 application for native Windows (classic fat app)
Also we have a NSIS based installer.
I would like to add the VC110_CRT merge modules to the installer but the merge modules cannot be installed on Windows XP. The error Message is.
This installation package cannot be installed by the Windows Installer service. Your must install a Windows service pack that conatains a newer version of the Windows Installer service.
and yes, Its a fully updated Windows XP (SP 3 + all updates). As far as I understand it, we need at least Windows Vista to install the update.
My Question:
Is there a way to convert the Microsoft_VC110_CRT_x86.msm module, so its usable under Windows xp
I know I can use the vs_2012_redist, but it has ~6,5 MB instead of ~0,8 of the merge modul size.
and I only need the CRT, because the app uses QT and no MFC/ATL/....
This is an incorrect error message. MSIEXEC is looking at the schema verson in the SummaryInformationStream of the MSM and seeing it's newer then the version of MSI on Windows and giving you this error message.
In truth, merge modules can never be installed because they have no concept of Product or Features. They are merely encapsulated collections of components and related installation metadata. Merge modules are like .LIB files in C/C++ and are statically linked (merged) into an MSI at build time.
NSIS isn't a Windows Installer technology so it can't use merge modules. Instead you should use the redistributable provided by Microsoft and launch the EXE with the correct command line.
You're only other options are to deploy the desired DLL privately (in your application directory), statically link it in your EXE or dump NSIS and create a proper MSI.
Be aware of the security / patching implications of your choice.