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?
Related
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.
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.
This is a fairly common question, but I haven't seen an answer for Windows Store Apps, which generally don't have access to the full Win32 API. I'm currently building ARM and x86 versions. I don't care if the processor is 64-bit or not, or if the process is WoW64, or whatever (unless that answers the underlying question). Specifically, I want to know how many of my users would be able to run an x64 build.
So, my question: From an x86 XAML/C++ Windows Store App, how can I tell if the user is running the 64-bit version of the OS?
If that's not possible, is there a way to tell if the processor is 64-bit?
In TideKit:
How large is the smallest offline executable you can create for Windows respectively Mac including running HTML content in a web view? Other solutions like NodeWebKit include a portable Chromium, which makes the minimum package at least 25 MB.
What does the legacy support look like for Windows respectively Mac. What OS versions does it support for offline executables using web view for running HTML content?
Tidekit offers options to build and package apps that affect the size of the runtime. First, TideKit will bundle only what it needs to keep the size of the runtime as small as possible. Builds allow you to optimize based on the requirements of your application, the platforms you wish to support, or to prioritize for things such as App Store compliance. Besides your code and our runtime, the resources you include contribute to the total size.
Packaging can involve bundling the runtime in the app or packaging
the app with an installer that will only download a runtime when is
not available on the host. Our runtimes are dynamic. The lightest
scenario is network packaging with an installer that is
auto-generated for you. Hello World can be bytes + the installer
size. So perhaps 1 - 2 MB. In this scenario the host is checked for
a runtime. If one is found, it will be checked for requirements of
the app. If it has what it needs, there is nothing more. If the
runtime on the host needs something it does not have, it will fetch
it during the install. If there is no runtime, it is fetched during the install.
Bundle installs include the runtime within the app and will make for larger apps. That size will depend on what you are using. Application bundles could be as low as 15MB range for size. We'll be able to provide more specifics as we reach our release.
TideKit supports the following OS's on the desktop but supports web and mobile OS's so you can develop your app once and deploy for mobile, web, and desktop.
Windows XP
Windows Vista
Windows 7
Windows 8
OSX 10.6 Snow Leopard
OSX 10.7 Lion
OSX 10.8 Mountain Lion
OSX 10.9 Mavericks
Ubuntu 12.04
Ubuntu 12.11
Ubuntu 13.04
Can MySQL 5.4 beta be compiled for 32-bit processors under Linux?
The current beta only has binaries for some 64-bit versions, but if you're keen on starting to beta test right now you should be able to compile from the sources on a 32-bit systems. (It IS a beta, of course, so unreliability IS to be expected -- don't run it in production, whether on 32-bit or 64-bit systems!)
According to this blog it's only available for 64-bit machines.
http://willysr.blogspot.com/2009/04/mysql-54-preview.html
or here
First, the preview release of MySQL
5.4 only includes the InnoDB scalability fixes (addressing more
CPU's/cores). Second, it is limited to
the Solaris and Linux 64-bit platforms
at this time. The other features
mentioned in this article and
additional platform support will be
appearing very shortly, so be looking
for upcoming announcements soon.
http://74.125.93.132/search?q=cache:iLgUTcXAmGUJ:mirror.facebook.com/mysql/tech-resources/articles/mysql-54.html+mysql+5.4+64bit+only&cd=9&hl=en&ct=clnk&gl=us&client=firefox-a
google cache because that website is down
if you can run ./configure and make without any errors, it should work properly.