Windows 10 Mobile Direct3D - windows-phone-8.1

I have a C++ project targeted for Windows Phone 8.1 that uses Direct3D11,
I tried using that project with Windows 10 Mobile device but at fails in the following line:
hr = D3D11CreateDevice(NULL,
D3D_DRIVER_TYPE_HARDWARE,NULL,
D3D11_CREATE_DEVICE_DEBUG,
featureLevels,
sizeof(featureLevels) / sizeof(*featureLevels),
D3D11_SDK_VERSION,
&m_d3dDevice,
&featureLevel,
NULL);
returning error code 0x887A002D -> DXGI_ERROR_SDK_COMPONENT_MISSING,
Any idea how i can make this work on a Windows 10 Mobile device (Preferably without migrating the project to a universal application project)?

I have found the solution,
This is caused because graphics tools feature is not enabled on the device,
To enable the feature on the mobile device:
1) Open Visual Studio 2015
2) Click Debug -> Graphics -> Start Diagnostics
3) On the mobile device go to Settings -> Updates and install the update

Related

iPhone app Testflight build crashes on iPad only since Xcode 7

I do have an iPhone only app which I built via Xcode 7.2.1 and submitted it to Apple.
The app got rejected because it crashes on iPad during startup - I can reproduce this behavior with when doing a Testflight build and install it on my iPad, it runs without any problems on iPhone or with debug builds on simulator/iPad.
How can I track this down? Once I got a Crashlytics report like
application windows are expected to have a root view controller at the end of application launch
but my window is created
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
and used the rootViewController property is set on the window.

Adobe Flash Air application publishing error

When i'm trying to publish my app for Air from Adobe Flash CC , i'm getting this error all the time:
Error creating files. aapt tool
failed:C:\Users....\AndroidManifest.xml: error: Unable to open file
for read. No such file or directory
How can i get rid of this?
In my case while developing AIR applications for Android via IntelliJ Idea
The message appears while trying to compile a project.
I found it to be caused by a setting in "Run/Debug Configurations" -> "Options" -> Debug device over: Network | USB Port.
Switching to Network rather then USB Port (even if device is actually connected via USB) for me fixes the issue.
If you are using the flash IDE, whether CC or Flash Pro 6,
you might want to try change settings in:
"Publish Settings" -> "Player Settings" (for the AIR SDK) ->
which opens up a dialog name "AIR for Android Settings".
Select the "Deployment" (tab) -> "Android Deployment" -> "Wireless Network Connection" (and not the "Default" option)
The default option causes the same error you've mentioned while selecting:
"Wireless Network connection" Should Work, as i tested in both cases.

LIBGDX ios simulator crash. LibGDX / Robovm compiles for 64bit instead of 32bit. What should I do?

My libgdx app starts up on ios simulator and shows ios intro libgdx pic, then crashes.
I get:
[ERROR] Session could not be started: Error Domain=NSPOSIXErrorDomain Code=3 "Unable to run app in Simulator" UserInfo=0x7f853960ff60 {NSUnderlyingError=0x7f8539464ff0 "Failed to lookup the process ID of se.myapp.IOSLauncher after successful launch. Perhaps it crashed after launch.", NSLocalizedFailureReason=An error was encountered while running (Domain = NSPOSIXErrorDomain, Code = 3), NSLocalizedDescription=Unable to run app in Simulator}
Seems to be related to trying to run 64bit on iPhone 4s, where it is not supported. Does anyone know how to turn off 64bit for robovm in libgdx?
If I change the ios-sim command:
/Users/macuser/Documents/workspace/.metadata/.plugins/org.robovm.eclipse.ui/robovm-1.4.0/bin/ios-sim launch /Users/macuser/Documents/workspace/.metadata/.plugins/org.robovm.eclipse.ui/build/myapp-ios/myapp-ios/ios/x86_64/IOSLauncher.app --timeout 90 --unbuffered --devicetypeid "com.apple.CoreSimulator.SimDeviceType.iPhone-4s, 8.0" --stdout /var/folders/ml/zdhkbw3x0g9550pq9mgfrcsw0000gn/T/robovm-stdout-6250612031367207111.fifo --stderr /var/folders/ml/zdhkbw3x0g9550pq9mgfrcsw0000gn/T/robovm-stderr-5592986297298678222.fifo --setenv ROBOVM_LAUNCH_MODE=release --args -rvm:log=warn
To:
/Users/macuser/Documents/workspace/.metadata/.plugins/org.robovm.eclipse.ui/robovm-1.4.0/bin/ios-sim launch /Users/macuser/Documents/workspace/.metadata/.plugins/org.robovm.eclipse.ui/build/myapp-ios/myapp-ios/ios/x86/IOSLauncher.app --timeout 90 --unbuffered --devicetypeid "com.apple.CoreSimulator.SimDeviceType.iPhone-4s, 8.0" --stdout /var/folders/ml/zdhkbw3x0g9550pq9mgfrcsw0000gn/T/robovm-stdout-6250612031367207111.fifo --stderr /var/folders/ml/zdhkbw3x0g9550pq9mgfrcsw0000gn/T/robovm-stderr-5592986297298678222.fifo --setenv ROBOVM_LAUNCH_MODE=release --args -rvm:log=warn
It works with the old robovm. But for the new version it seems those directories aren't even built at all, so it fails.
Where should I specify the architecture? There is:
<arch>thumbv7</arch>
in robovm.xml but it doesn't seem to do anything?
Has this anything to do with the eclipse integration plugin (I am running from eclipse)?
OK I found out (after about 12 hours of digging)!
I looked in the wrong place all the time. The solution is (in eclipse) to go to Run Configurations / iOS Simulator App / Choose a device and select 32-bit (x86).

XAP build is not installing on Window Phone 8?

Does anybody know about building details for Windows Phone 8 in Kony Studio?.
I have installed all the requirements for Windows Phone 8 Device . But, I am unable to run on emulator due to Hyper V settings. Because my processor haven't Virtualization technology. Even though I can build and get XAP file for Windows Phone 8.
XAP File is installed successfully and but is not running. It closed after showed splash screen.
Just to be clear, Kony fully supports using the Windows 8 emulator. There are some configurations that you want to tweak to get it to work ( I've done it successfully myself. )
Before trying to run the emulator with Kony, make sure that you can start the Windows 8 emulator itself.
In the properties of your project, have the following setting: Properties - > Native - > Windows Phone 7 & Above - > Windows Phone 8 - > Application UI -> Supported Resolutions Label - > All the resolutions should be checked
You need to change the capabilities supported by the emulator; again, from the project properties: Properties - > Native - > Windows Phone 7 & Above - > Windows Phone 8 - > Application UI ->Capabilities - > 3 Capabilities should be removed : ID_CAP_GAMESERVICES, ID_CAP_WALLET_PAYMENTINSTRUMENTS, ID_CAP_WALLET_SECUREELEMENT
You need a publisher ID generated; again from project properties: Properties - > Native - > Windows Phone 7 & Above - > Windows Phone 8 - > Application UI ->Packaging->Publisher ID-> Id must be present. Press the Generate button to create.
You then build your application, and use the Windows Phone Application Deployment tool, pointing the XAP to the build directory where your Win phone XAP was created.

Visual Studio 2012 / WP8 SDK: "Connection to Windows Phone Device or Emulator Failed"

I'm opening the default project for Windows Phone 8 using VS 2012 Professional and WP8 SDK, and am trying to configure the Windows Phone 8 WVGA 512 (default) emulator.
Using build and deploy both work. Build and deploy are both checked in the build settings for all build types. The output gives me this:
Deploy started: Project: ABCD, Configuration: Debug x86
Deploying C:\Users\Guy\My Projects\ABCD\ABCD\bin\WindowsPhone\x86\Debug\ABCD_Debug_x86.xap...
Connecting to Emulator WVGA 512MB...
Installing the application...
Deployment of C:\Users\Guy\My Projects\ABCD\ABCD\bin\WindowsPhone\x86\Debug\ABCD_Debug_x86.xap succeeded.
========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========
========== Deploy: 1 succeeded, 0 failed, 0 skipped ==========
However if I try to open the Simulation Dashboard to change any settings (Lock Screen -> Unlocked or "Enable Network Simulation", Visual Studio returns the error:
Connection to Windows Phone device or emulator failed.
How do I fix this issue? I have no headway on this problem because there's nothing from Google or stackoverflow, and I've tried a ton of things related to this problem (mainly the fixes for the infamous Could Not Debug Application error.)
Thanks for the help.
I have very similar problem, but in my case the simulation does not work on actual device (it used to, but now suddenly it doesn't). It does work with emulator. Deploying and debugging works fine on both.
This would suggest that it might be more general problem. Not tied to target device type in particular.