Installing XpsDrv sample under the Windows XP - xps

this article helped me to install "XpsDrv sample" under the Windows XP. But I'd like to ask if it's possible to automate step No. 6
As you go on, the wizard can ask you for some files it cannot find. But this should be no big trouble if you have SP3 or XPS Extension Pack installed.
If the wizard asks you for xdsmpl.gpd, click Browse and find this file in [sample root]\install\x86.
If it asks for xdwmark.dll, navigate to [sample root]\install\x86 as well.
For msxpsinc.gpd go to c:\windows\Driver cache\i386.
The xpssvcs.dll file should be found in c:\windows\system32.
I need to install XPS driver during the installation process of my App and it's not acceptable for my customer to find missing files manually...

The easiest way is copy the x86 folder and rename it to i386. Then find missing files (msxpsinc.gpd, xpssvcs.dll) and copy them to the [sample root]\install

Related

How can i upgrade my Octave version to the latest one?

I have the 4.0.3 Octave version on my machine.
and I would like to upgrade my version using windows.
Can someone tell me please the steps to follow?
Thanks.
If you want to remove v4.0.3, the complete answer will depend on how you installed that version in the first place.
If you used an executable installer, then there should be an 'uninstall' option available. On Windows 10, you can sometimes right click on the shortcut in the startmenu and an Uninstall option will appear. Otherwise you can follow the directions at this link to navigate through the Settings to the Apps & Features window, which lists everything installed and will provide an Uninstall option.
If you used a zip package to 'install' Octave 4.0.3 just by unzipping it to a folder on your hard drive, then no uninstall process is necessary. you can just delete the folder and shortcuts manually.
You can have multiple octave versions installed next to each other, the folders will have version numbers to prevent them from overwriting themselves.
To install the latest version (5.1.0 as of this answer, although 5.2.0 will be released very soon):
You can find the installation files for Windows by going to the Octave download page and clicking 'Windows'. There will be several file options there. Most people choose the first one (octave-5.1.0-w64-installer.exe) for 64bit systems. You can just download that or one of the other .exe versions, execute that program, and follow the prompts. If for some reason you would rather download a zip package and do a manual setup, I suggest you follow the instructions at the Octave for Microsoft Windows Wiki page to make sure everything is configured correctly.

File 'Windows.props' not found

I have install Windows 8.1 and after that I install Visual Studio Express 2013, which includes Update 2 RC.So when I run any application then it gives me the error
"File 'Windows.props' not found"
I don't know why it is happening. I search a lot about this error but can't find any solution.Please help me I have spend two days to find this solution.
Edit
Also there is not Emulator in the Device list.I think error is due to this once.I have download the 8.1 Emulator but cant find in the VS 2013 Emulator list.
Some basic checks you need to perform to get anywhere close to a resolution.
The Windows.props file is a build file that's used by MSBuild.exe when it builds a Windows Phone app. The normal install path is C:\Program Files (x86)\Windows Phone Kits\8.1\References\CommonConfiguration\Neutral\Windows.props. Use Windows Explorer to check if the file is present.
Then there is a line in the main .targets file that includes it. It tries to locate the file in the $(TargetPlatformWinMDLocation) directory. You can see the value of this macro by increasing the build verbosity. Tools + Options, Projects and Solutions, Build and Run. Change the "MSBuild project build output verbosity" setting to Detailed. Use Build + Rebuild on your project. Scroll back the Output window and locate the lines that resemble this:
1>TargetPlatformSdkMetadataLocation = C:\Program Files (x86)\Windows Phone Kits\8.1\References\CommonConfiguration\Neutral
1>TargetPlatformSdkPath = C:\Program Files (x86)\Windows Phone Kits\8.1\
1>TargetPlatformSdkRootOverride =
1>TargetPlatformVersion = 8.1
1>TargetPlatformWinMDLocation = C:\Program Files (x86)\Windows Phone Kits\8.1\References\CommonConfiguration\Neutral
Tell us if you see anything different.
This path is read from the registry. Startup Regedit.exe and navigate to HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\WindowsPhone\v8.1\Install Path as well as HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Microsoft SDKs\WindowsPhoneApp\v8.1\Install Path.
Verify that you see a value listed in those keys with the name "Install Path" and that it contains the value "C:\Program Files (x86)\Microsoft SDKs\WindowsPhoneApp\v8.1\".
Extracts from msdn discussion:
check for the existence of a SYSTEM level environment variable called windowsSDKDir and try removing it.
For this Follow these steps:
Press Windows Key + X and select System.
In the System dialog click on "Advanced system settings" then click "Environment Variables" on the advanced tab.
Then look for the environment variable I mentioned
try removing it
If this not works for you ,you must re-install, Windows Software Development Kit (SDK) for Windows 8.1 this must solve your problem.
The issue seems to be bound to the VS2013 Update4. I had no issues before, but after this, I needed to Install the Windows Software Development Kit for Windows 8.1 as Ludwo suggested.
I used function 'Repair' in control panel -> programs and functions -> Windows Software Development Kit for Windows 8.1 ->Change and solved this problem.
In my case I had to install Windows Software Development Kit (SDK) for Windows 8.1 (Not Windows Phone SDK!) to fix it. I have VS2013 update 4
have you checked for the existence of a SYSTEM level environment variable called windowsSDKDir? and try removing it?(make a note of its value first in case you need to re-instate it at some point). For some this appears to have been causing the error. It is not clear at this stage what creates this.

How to properly update Monogame with a Github PR

Heey,
I got a little problem. The current Monogame 3.2 build available hasn't got a working template for Windows Phone 8. This will result into a black screen and a non working app. So I went onto their git hub and found the issue https://github.com/mono/MonoGame/pull/2089 and someone who fixed it and posted a Pull request.
The problem now is I have close to zero experience with building my own version or editing project template files. I got some common knowledge and started to delve into this all and already tried copying the template files to my visual studio files and building projects and throwing around the new .DLL but it all doesn't want to work properly. I started to work with the older template but I need the new version due to proper support for landscape in windows phone 8 that we need to utilize for our game.
Now is my question if someone knows the right/proper way to do this. A short summing up from what to copy where will do.
Thanks in advance.
Okay it took me some time but I figured out what to copy,build,set and run.
You download the .Zip or make a pull with your Github into an empty folder and when finished extract it.
In the map open the MonoGame.Framework or MonoGame.Framework.”your
target platform” which will startup visual studio.
Build the solution/project (don’t forget to build in ARM, x86 and
x64 if enabled and needed) and navigate to “Extracted
folder”/MonoGame.Framework/bin/”your targeted platform” at the same
time open a new explorer and navigate to your MonoGame installation
by default C:\Program Files (x86)\MonoGame\v3.0
Navigate in your extracted folder to your targeted platform and
build and copy the MonoGame.Framework.dll to the opposing C:\Program
Files (x86)\MonoGame\v3.0\Assemblies\”targeted platform”\”build”
Rebuild your Project/Solution
Gratz you now updated your MonoGame :)
This could fix your problem but it’s possible that you still get an error when initializing your app on your phone or emulator DXGI related.
If this occurs then follow these steps. The problem lies probably by your SharpDX.WP8.dll how to fix this? In my case download and install the newest SharpDX http://sharpdx.org/download/ you could also look further how to only download the SharpDX.WP8.dll & .winmd!
Navigate to your SharpDX install (by default C:\Program Files
(x86)\SharpDX) navigate further to
Bin\DirectX11_1-“platform”-“build”\ and copy the SharpDX.WP8.dll and
.winmd to C:\Program Files
(x86)\MonoGame\v3.0\Assemblies\WindowsPhone\”build”
Rebuild your Project/Solution (if this still doesn't work you may
need to manually add the references again to SharpDX.WP8.winmd for
both builds)
So if it’s alright this should fix most issues but there is one left. Between MonoGame 3.0.x and 3.2 the project template of a windows phone game has changed but this didn't went well in the code. So we’re now going to update the project template of our Visual Studio.
Go back to your extracted Monogame map and head into the folder
“ProjectTemplates”\”your visual studio version”\WindowsPhone
Select all files and create a .Zip (could be done by the integrated
windows option “Send To”) make sure when you open the .Zip you will
immediately see all the files and they aren't nested into a folder
inside the .Zip
Navigate to C:\Users\”your PC name”\Documents\Visual Studio
201X\Templates\ProjectTemplates\Visual C#\MonoGame and copy your
just created .Zip and overwrite the existing file.
You may have to follow these steps if you use different version of Visual Studio because of the lack of support for XNA inside VS2013.
Now you should've fixed any possible problem. If your project still gives errors try to recreate a new one (this would now use the new updated template you just copy pasted and would work) If this still doesn't work than please post what goes wrong but this all should do! These instructions should also work for all other platforms (at least which you could build of course)
Pretty easy to do pull it in to your own version.
Follow these steps:
Fork the Monogame repository
Clone your version to your local machine
Find the repository of the fixed code.
In a command prompt, move to your MonoGame folder, and pull the changes in using this line on your machine. (the branch is most likely master)
git pull http://github.com/other/repo branch_name
Once you have the pull request pulled into your local branch, just build it using Visual Studio.
You can also follow these steps if you think you'll be doing this often.
https://help.github.com/articles/syncing-a-fork
For some reason MrME, I couldn't get your solution to work because of some missing SharpDX reference which REFUSED to be added manually. While your solution may be valid I would like to present an alternative if you have the patience to transfer the code to a Monogame 3.2 project and are still getting the black screen:
Set the DrawingSurface to a DrawingSurfaceBackgroundGrid in the GamePage.xaml. Full details are found in the commented explanation at the bottom of the GamePage.xaml file.
Source: https://github.com/mono/MonoGame/issues/2081

FDT - Accessing Same Project from Different Computers with Google Drive - Error "Project description file is missing"

I am using the latest subscription version of FDT 64 bit (with a subscription, not the free version). I have my FDT workspace and project files saved in my Google Drive. I am trying to work on the same FDT project from two computers: A Windows 7 desktop, and a new MacBook Pro.
Disclaimer: I am new to FDT, since just getting the MacBook I am trying out moving from FlashDevelop to FDT so that I can have a native IDE on both my desktop and laptop.
I created the project and started working on it while going through FDT tutorials on the Windows 7 desktop. Compiling, debugging, everything was working great. I am now trying to open the project and work on it from the MacBook. Upon launching FDT and choosing the workspace in Google Drive (which has finished syncing) I can see the project in the FDT Explorer, but if I try to open it by double-clicking on it I am presented with the error:
"'Open Project' has encountered a problem. The project description file (.project) for 'My Project' is missing. This file contains important information about the project. The project will not function properly until this file is restored."
However, showing hidden files and browsing with Finder shows that the .project file is indeed there, as well as every other file in the project's folder. I compared the contents of the files on the PC and Mac, and they appear to be the same.
Other notes: Both the desktop and MacBook have the 64-bit version of FDT installed.
My desired outcome is to easily move from my Windows desktop to my MacBook and continue working on the same project. Perhaps I'm doing it all wrong with trying to use Google Drive and setting the workspaces to be the same. Please critique and tell me how I should be doing it :)
After doing more research based off of the comments on my question, I decided to use a version control system instead of a network drive. A shared network drive is just not the right workflow for something like this, and corrupted files will always be an issue. I am now using BitBucket: https://bitbucket.org/
See here for more related information:
DropBox as Version Control and Offsite Backup
Update: For anyone getting started with Bit Bucket, this is what I used to get started:
This tutorial: http://www.youtube.com/watch?v=pp2S2lHjzZI (it's for Git Hub but works fine with Bit Bucket)
I am using TortoiseGit on windows, and Tower for Mac.
Few things you should confirm on your Mac to resolve the problem (in Terminal):
Check if the file is there ls ~/Google\ Drive/[your_project]/.project
Change file rights for the file sudo chmod 0777 ~/Google\ Drive/[your_project]/.project

Include .exe in AIR installer

I'm trying to create an installer file for my AIR app. I export release build and include all my elements, i.e. assets, a 3rd party .exe file, etc. But my output says file is damaged.
Is there s/thing about this .exe file that is doing this? Do I need to create a customer installer to handle running this? I'm guessing that if I want it installed silently then yes.
Thanks for any tips!
http://bishoponvsto.wordpress.com/2010/03/10/deploying-air-application-with-air-runtimeredistributable-in-single-exe/