I´m trying to use a portable F# library in my Windows Phone 8 app using Visual Studio 2013 but the compiler cannot resolve dependency to the FSharp.Core.dll version 3.3.1.0.
I have tried to manually add a reference to the FSharp.Core.dll from
C:\Program Files (x86)\Reference Assemblies\Microsoft\FSharp.NETPortable.
Is F# portable library supported for Windows Phone 8?
What portable library type are you using? In VS2013, you have to use the "Portable Profile (Legacy)" project type, which corresponds to Profile47. The other project type, "Portable Profile", corresponds to Profile 7, which only supports full .NET and Windows Store apps. Confusingly, in VS2012 the Profile47 project type was named "Portable Profile", which is what VS2013 calls Profile7. You can see an example here of F# being used in a portable library with Windows Phone 8 here
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I just downloaded the latest Corona SDK, free version, and Visual Studio 2015 community edition. Corona allowed me to build an .exe file from one of the sample apps, and it runs OK on Windows 7. I want to test the .exe on my physical phone hardware.
I've seen mention of an Application Deployment feature that's supposed to come with Visual Studio and/or the Windows Phone 8.1 SDK which I also have installed. I don't see that anywhere. Pages I've seen mentioning a feature in VS under the Project menu also don't seem to apply, because I haven't built the project using VS in the first place. MS' docs seem out of date or at least incorrect in my case because C:\Program Files (x86)\Microsoft SDKs\Windows Phone\v8.0\Tools\XAP Deployment does not exist. I get the sense I am not looking in the right general direction.
I'm new on this but I'm sure that .exes don't work on Windows Phone, you have to make like a Universal App for that.
In Windows Store apps, either for Windows Phone 8.1 or Windows 8.1 the core metadata file containing all wrapper methods for accessing Windows Runtime API is Windows.winmd.
The question I have is, where is the location of the related XML documentation file, which is generated when building your own library in visual Studio, or in which file is stored the annotation of this Windows runtime library? I've searched in various SDK locations on my PC but found only plain winmd files.
Thanks
I am developing a Windows RT based application, I recently heard that Microsoft has launched Surface Pro 2 and Pro3 based devices seems it has Core i3, i5, i7 processor(not ARM Processor).
I am just curious that my app which is Windows RT based application will work on Surface Pro 2 or not? Or will have to prepare separate build from visual studio which target to 64bit based devices?
Windows RT is a version of Windows for ARM devices. Windows Runtime is the modern API for building Windows apps that can run on ARM, x86 and x64. If your app is .NET or HTML-based - you can create one build for all platforms. If you have any native code - when you create a store package you can choose which platforms should be targeted and a separate build will be run for each platform. In most cases if you use native code you can limit yourself to ARM and x86 builds since x64 processors can run x86 code. ARM and Intel based processors need separate versions of the code. If you only use managed or HTML code - that gets compiled into native code based on architecture-agnostic build that you submit to the store.
For now in windows RT it is possible to access D3DCompiler.h, but application will not pass the store test (this is corrected in windows 8.1).
Is there a way to add D3DCompiler in windows phone project? (Mostly I need reflection support, shaders are generally precompiled). I tried to add the ARM build reference but it doens't seem it wants to include it (some xap security?).
Please note that for now I don't need store deployments, so if it works for development purposes that's fine (and either c++/sharpDX solution is pretty welcomed).
D3DCompiler was not available for 'production' use with Windows Store apps for Windows 8.0 or Windows phone 8.0. It was available for development, but the D3DCompiler #46 DLL itself will not pass the WACK tool for submission to the store.
It is available with Windows Store apps for Windows 8.1 and Windows phone 8.1. The D3DCompiler #47 DLL is included as part of the OS now. See this blog post.
I'm mostly set up for CUDA development. I've installed the developer drivers, CUDA 4.0 toolkit, and the 4.0 SDK, as well as the bugfix. I'm running Windows 7 x64, and am using Visual C++ 2010 Express. For 32-bit applications, I perform the following steps and my CUDA applications work properly.
Create new empty project
make sure Platform Toolset is set to v100 (normally the default)
check the CUDA 4.0 Build Customization for the project
set the item type of my .cu file to CUDA C/C++
add 'cudart.lib' to Properties->Linker->Input->Additional Dependencies
I can also run non-CUDA 64-bit applications. Visual C++ 2010 Express does not come with 64-bit dependencies automatically, so I had to install the Windows 7.1 SDK w/ .NET Framework 4.0. Then I simply set the Platform Toolset for the VC++ project to Windows7.1SDK, change the Active solution platform to x64, and I'm good to go.
However, I can't seem to do both at the same time - I can't create a 64-bit CUDA application. If I change the Platform Toolset of a CUDA application to Windows7.1SDK, whether the Active solution platform is x64 or Win32, I get the compile error that nvcc.exe exited with code -1. And if I leave the Platform Toolset set to v100 and change the Active solution platform to x64, I get the compile error "fatal error LNK1104: cannot open file 'kernel32.lib'. The only combination that works is v100 and Win32, and obviously that prevents me from running a 64-bit application.
Is there a procedure for enabling this functionality that I just haven't been able to find online? Any ideas or suggestions? Thanks for your time.
Not possible in express edition , ( does not support plugins ) unless you want to setup nvcc manually , and use notepad to write cu files, I very much prefer the VS integration .
You could check that the host compiler properties for the .cu files are set to 64-bit.
Right-click the "Code.cu" file and click 'Properties'.
Expand the "CUDA C/C++" item and select "Common".
Change "Target Machine Platform" to 64-bit.