Where can I donwload Windows CE SDK?
What I am trying to do specifically is create a cabinet installation file that will contain setup.dll.
Setup.dll seems to be platform specific, so I need to create it using a correct SDk (through Visual Studio).
Thank you.
In this scenario the best choice will always be to contact the manufacturer of the target device so that they give you the corresponding SDK.
If this is not possible for some reason, as workaround you could try downloading the evaluation version of Platform Builder corresponding to your OS, create a new OS project, select the same features you have on your device, and generating an SDK for it. However I am not sure if redistributing your application or dll under such scenario would be legal or not.
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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 have a problem. I recently installed VS 2015 and Windows 10 on my computer.
Having Universal Apps are amazing and I plan to convert some of my programs on UWP.
But I have a problem. In one of my programs, I allow the user to save its datas on its OneDrive. And if OneDrive is unavailable, the datas are stored on local devices.
And when OneDrive is available, the newly stored datas are pushed to OneDrive. Synchronisation in fact.
So it is the problem. In the UWP dll named Universal.Live I have installed Live SDK 6 with Nuget. During the package installation, there is some work done to see if the Live SDK is compatible with UWP.
Great ! It's compatible and successfully installed.
But when I wrote
using Microsoft.Live;
The name is not recognized. And if I use the class LiveAuthClient which is in the namespace, it isn't recognized too...
This is a real problem :( Any ideas ?
I had the same issue adding the Live SDK to my app. For some reason the Package.JSON isn't correctly resolving and downloading the package (or recognizing it).
Either way, just add the DLL to your references the old fashioned way. Personally, I'd just add it to a console app (not using the new Project.json package), get it from NUGET, and grab the DLL from the Packages.
After you have the DLL:
Right click on References
Add Reference -> Browse...
Find the DLL and add it. ("...\\packages[LiveSdk]...")
It works!
Download it from here, Compile it, and grab the desktop SDK:
https://github.com/liveservices/LiveSDK-for-Windows
You can also download the msi, install it, figure out where the DLL is installed to and grab it from there:
https://www.microsoft.com/en-us/download/details.aspx?id=42552
According to this GitHub issue, LiveSDK isn't supposed to be used for Universal Windows Platform apps: https://github.com/liveservices/LiveSDK-for-Windows/issues/58
Instead we should use these SDKs that cover the same functionality:
Mail/Calendar/Contacts: https://dev.outlook.com/
Files/OneDrive: https://dev.onedrive.com/
Right now it's possible to build multiple flavors ( not version ) of Android app or iOS app using "flavor" and "target" features respectively. Already have created iOS and Android apps which need such "flavoring". Now same app is to be developed as Windows Universal App. Is it possible to do it in current SDK of Universal Windows App?
Universal Windows Apps are apps that run on windows 10. At the moment there is only one "flavor" of windows 10 so you can only build against that. As more updates come you will be able to target any range of versions and device families you like.
It's all mentioned in this guide.
EDIT: Different meaning of flavors
If by flavors you mean keeping the same code base with minor changes and publishing multiple flavors of an app then I am not aware of any tool that provides such capability in visual studio.
if that is what you want then you will have to do it manually. Create the store packages for the first flavor of your app, then perform the code base changes (by adding or removing files or an other way you want) and then create the new store packages.
I currently need to work on a Compact Framework Project again. I used to do this some time ago with VS 2008, however I don't have a license for this anymore. I do have licenses for 2012, and it really seemed like good timing for me given the recent announcements (Get started developing for Windows Embedded Compact in Visual Studio (Compact 2013)).
I downloaded and installed Application Builder for Windows Embedded Compact 2013
And install the Embedded Compact 2013 Update 5 (full setup).
Unfortunately after these steps the Project Templates still won't show up.
My current understanding is that the template will only be visible when I also install the SDK.
The SDK provided for the Windows Embedded Compact 2013 product that you are targeting. Typically, this SDK is provided by an OEM.
However, I don't have a device for development, I used to use the emulator for this and they used to be available in Visual Studio without big fuzz.
I tried to find an emulator using my preferred web search, but without any success.
Using Windows Embedded Compact 2013 (WEC2013) it's impossible to develop a Net CF 3.9 application without an SDK.
There isn't a default SDK. In general, when you have an embedded system, it isn't general purpose but it has specific features that the OEM exposes with a custom SDK. In this way, avoiding standard SDK, who develop application can't use feature that there won't be on the target hardware.
The only way you have to start develop is to install Platform Builder and using built in CEPC BSP to create a CEPC image for a virtual machine and an SDK for it.
After installing this SDK you can use your virtual machine with CEPC image to run your application. In this way you can create an "emulator" for a x86 system with WEC2013 on it.
Paolo.
Today I stumbled over the Application Builder for CE 2013 in Microsoft's download center. As of the description, with this pack I should be able to develop apps that target Windows Embedded Compact 2013 with Visual Studio 2012.
After downloading and installing the Application Builder I found the new framework assemblies in C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework\WindowsEmbeddedCompact\v3.9, but there are no project templates targeting Embedded Compact 2013 in Visual Studio 2012.
I tried to create a blank WinForms or WPF project and to retarget it to 3.9, but that doesn't seem to be possible as well. There are no online templates that could be installed.
How do I create a CF 3.9 application using Visual Studio 2012?
All I can do here is sigh. Here's the state of things as of this writing (Mid May, 2013) and it could change in the coming weeks and/or months.
The Application Builder does not ship with device templates. Templates, instead, are shipped with the device SDK. Yes, this is different than in the past. It means that to do any device development, you'll need an SDK.
Windows Embedded Compact 2013 is currently not publicly available, so no one can currently ship an SDK. The net effect of this is that, for now, for the general public, the Application Builder install is completely useless.
Once WEC 2013 is public, I don't believe Microsoft will be shipping any "generic" SDKs. I very likely will. Once we have SDKs in the wild, you'll have templates and be able to build projects.
I also downloaded the Application Builder, and found it quite useless, hey where are the compact project templates! (thanks for the confirmation ctacke) after reading this today and discovering the .net assembly folder posted by Gene, I figured I at least try to use the object browser - and found you can browse the objects by using the Windows Embedded Compact 3.9 filter - figure others might want to at least look at what's new like I am attempting to do..
It is possible to create new SDKs from OS Design projects.
Create one from CEPC.
http://msdn.microsoft.com/en-us/library/jj584864(v=winembedded.70).aspx