How to target 32 bit flash player on win 7 64 bit - actionscript-3

I have win7 64 bit on my desktop and win7 32 bit on my laptop. I recently upgraded my php to 5.6.2 and amfphp to 2.2.2. As a result I had to modify several ActionScript 3 scripts to access my data. I got the scripts working on my 32 bit laptop, but they looked "fractured" on win 7 64 bit.
I know that the 64 bit flash player installer now installs both a 32 bit version and a 64 bit version of flash player.
Is there a way to specify that these AS3 scripts are to use the 32 bit flash player when launching with 32 bit Firefox on a 64 bit system?

An Adobe Staff member provided the following info and upon loading Firefox 54.0b6 (beta) I found that he was right. Most of my animations run as expected, although some of the games run with significant lag time on keyboard nav.
"Just for clarity, the bitness of Flash Player is dependent on the bitness of the host browser. If you're running a 32-bit browser on a 64-bit OS, you're still going to get the 32-bit Flash Player. The only case where you'll get 64-bit Flash Player at runtime is when you're running a 64-bit browser on a 64-bit operating system."
"I was able to reproduce this on Win7 x64 with Firefox 54.0b4 (32-bit), but upgrading to the latest beta - Firefox 54.0b6 (32-bit) seems to resolve it. I'm using the latest publicly available Flash Player (25.0.0.171) to test. For completeness, I'm also unable to reproduce the problem on Chrome or IE on Win7 x64, or on Firefox with MacOS 10.12."
"Mozilla has been doing a lot of work on their rendering pipeline, and I suspect that the behavior you're seeing is fallout from that. Since it's already fixed, it's just a matter of waiting for the changes to propagate to the release builds. They're on a 6-week cycle, so assuming those fixes get promoted in the next release, you should see them land relatively soon."

Related

compiling cocos2dx game for windows 64 bit

people,
I’ve been working on a cocos2dx game project, which is quite big. This game runs very fine on MacOS ( I5 processor), My old Ipad2, and a lot of middle ends android devices.
Unfortunately, I’m experiencing very serious performance issues on Windows 64. I have compiled the game for Win32.
I’m very worried that those performance issues have their origin on the 32bit limitations. It is true that Windows 64 is compatible with 32-bit software, but I also know that it is not the same thing as native 32-bit in several cases. Generally speaking, native 64-bit software is faster than native 32-bit software, and I’m almost sure that 32-bit apps running on 64 bit OS have to deal with one extra layer of abstraction or adaptations.
Most of the time, converting software from 32 to 64 bit is as easy as flipping a directive on the Visual Studio project. But it seems not to be the case on Cocos2dX.
I tried to change the win32 project changing the target to x64, but It resulted in an avalanche of linker errors on libcocos2d module. the other modules compiled correctly, including the game exe.
I’m still working on this problem in the hope that I could test if the performance issues can be fixed in 64 bit. And it is also good to have my software running with a full 64-bit compatibility.

MakeAppx Manifest xml settings for 32bit and 64bit app (ProcessorArchitecture)

In my manifest xml file I have this setting, does it mean that only 64bit Windows10 installations do accept my package? My app is native 32bit, which setting is recommended to this field to make it work with both 32 and 64 bit os?
ProcessorArchitecture="x64"
I think if you set ProcessorArchitecture="x64" in your manifest xml file, the package just only was installed on the x64 Windows 10. But you can set
ProcessorArchitecture="x86" in the manifest, because this x86 package can all work fine on x86 and x64 Windows 10.
This answer based on VS C++, but the context is basically the same for manifests. Surprised to see that W10 X86 only installations actually exist, but they do, (or did), because, as the free W10 upgrade did not provide an option to change architectures, only a clean install would.
However, from an old Tom's Hardware post:
All processors since the Opteron in 2003 and the intel Pentium 4 Prescott ( the latter editions ) has 64bit instruction set and will all run 64bit windows.
Thus as long a MSFT continues to support 32 bit architecture, X86 is the safer option, although X64 would probably still work.
processorArchitecture='*'
covers all bases as well.
Microsoft's documentation says to use processorArchitecture="ia64" for Windows 64-bit builds; however, they do not follow their own advice. Microsoft uses "amd64" for 64-bit builds of WordPad.exe and iexplore.exe (Internet Explorer 64-bit) according to the embedded app manifest of these EXEs on my Windows 10 computer.

Chrome Driver for Windows 8 64 bit

I am new to Selenium and writing my test cases only for firefox. I wish to write it also for Chrome driver. But where should I download for Widows 8 64 bit.
Have you tried with 32-bit Windows ChromeDriver here? What's wrong with it? If there are any errors, post full exception please.
As far as I know, there isn't a 64-bit Chrome on Windows yet (see this ticket), as a result, there is no ChromeDriver for 64-bit Windows.
Here 32/64 bit are in term of the browsers' architecture, not the OS. Please check if your Chrome 32-bit or not, if it's 32-bit, download the 32-bit ChromeDriver.

Does CouchBase (2.0.1) supports windows 32 bits?

The download page does not have a Windows build for the most recent version - 2.0.1. There is a windows 64 bits installation for the version 2.0.0.
I was wondering about the reasons of not supporting Windows 32 bits since 2.0.0 and Windows at all since 2.0.1.
Is it that they do not provide the binaries, but one could still build it for Windows 32 bits using the build instructions ?
Or there is a deeper reason, like using an API unavailable for Windows 32 bits (2.0.0) or unavailable for Windows at all (2.0.1) ?
I am asking because I am considering building it on Windows, both 32 and 64 bits, but would like to be sure the effort is not doomed to failure from the start.
we are well aware of the situation. The plan is to release 2.0.1 for 64 bits as soon as possible. We're having some delays for our Windows builds and want to make sure the quality is as high as possible. So expect a 2.0.1 64bit soon.
That said, I don't think that we'll have production ready versions of 2.0.x 32bit. What we are currently working on is a 32bit build that people can use to develop against, but is not recommended to use in production (similar to our Mac OS X builds).
I can't give you a specific timeline, but I think we're talking about "weeks". If you want to get direct feedback from one of the developers, please get in touch with Trond Norbye over twitter (#trondn).
Does this answer your question?

Flash Player 10.0 r2 has stopped working

I have developed my most complex Flash ActionScript app. I dont know how much complex they can get but I think mine is quite ordinary. it has about 1500 objects which are tween with zoom and colour changes only on click and connects to a database for data, eg, names of the objects are in a database. I have hard-coded the path to the web app that reads the database. The flash app reads the database from the web app (Visual Studio/server).
It works in my development environment (Flash CS4 > F12), with my required explores, ie, IE & FF.
However, when I try to run the the published version of it (.swf), which is in the same folder as the project, I simply get the error screen "Adobe Flash Player 10.0 r2 has stopped working", and nothing else happens. I am a little scared that I may have no way of publishing it for my client without having the whole code in the clients computer... Is there something I need to do to have it work in a server environment without Adobe Flash installed, ie, just the .swf file and the server settings with the database?
Note also that this worked when I started the project, when I was running a small file but as it grew bigger, even the debug mode stopped working...
I am running Win 7 64 bit, Flash CS4 and Visual Studio 2010 on my computer.
Thanks.
Sounds like a problem with the Adobe Flash Player web browser plugin you have installed, rather than a problem with your app or your swf. Try upgrading the plugin.
10.0 is a pretty old version by now, current version is 11.6. Also, it's a ".0" version, and 10.0 is known to have problems. It may or may not be important that your swf works in older Flash Players, including 10.0, but overall, not that many users have 10.0 installed today (http://www.statowl.com/flash.php).
Once upon a time,I have also meets up this issue, I found some root causes by using Vector class or invalid interfaces.