GPU calculations in Windows 8 Apps - both for x86 and ARM - cuda

I have a very calculations intenstive app which might be able to take advantage of the parallell abailities of the GPU. I've been looking at Cudafy for .NET but the options in the configuration doesn't includes win8 apps, but it has .net, linux, win phone, etc.
Does anyone have experience with using Cudafy or any other GPU calculator frameworks in a Win8 app. If I'm not targeting ARM and just go for x86 I assume I can get this working with Cudafy but I would like to include ARM devices as well...
So GPU calculations for win8 apps targeted for both x86 and ARM is what I'm looking for!

There is an API for parallel programming using the GPU from Microsoft. It's C++ AMP. You need Visual Studio 2012 for that (earlier versions won't do). VS12 Express is free and has C++ AMP API. Basic tutorials and setups of projects are given here.

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WinJS Issues | Windows 8.1 and Windows Phone

I am a C# windows developer. I recently started to work with WinJS. Working with WinJS, I have noticed some challenges and limitations. Can face some new challenges as the community support for WinJS is very less. Below are the few points mentioned regarding this concern
a. WinJS does not support Visual Studio features like Finding References of Classes and Variables which is very useful to code productively.
b. WinJS is not strongly typed as C#. So we will get to know about the errors at runtime only instead of compile time which is difficult to Debug and time taking process.
c. WinJS does not support feature “What you see is what you get”. Visual Studio designer is not available for WinJS. We can see the application design only after we run the application which is again time taking thing.
There are very less chances of availability of “Ready to Work on WinJS” resources. Because most of the developers in Windows community work on C#, XAML languages.
d. Direct compatibility of third party libraries for WinJS might not be available.
Have anybody experience in WinJS and faced similar issues? Or Are there any solutions exists for this? What is the scope of improvement in Windows 10 version for WinJS??
For an HTML/CSS/JS designer, that's what Blend for Visual Studio is for. Load the project into Blend and you'll get a designer that also works when you're running the app. Documentation for this is on https://msdn.microsoft.com/en-us/library/jj129478.aspx, and there's a great video from //build 2013 that shows the flow, http://channel9.msdn.com/Events/Build/2013/2-311. I also cover using Blend to some extent in my free ebook, Programming Windows Store Apps with HTML, CSS, and JavaScript, 2nd Edition.
https://dev.windows.com/en-us/develop/winjs
see this link it give the solution your problem which is given below
a. WinJS does not support Visual Studio features like Finding References of Classes and Variables which is very useful to code productively.
b. WinJS is not strongly typed as C#. So we will get to know about the errors at runtime only instead of compile time which is difficult to Debug and time taking process.
c. WinJS does not support feature “What you see is what you get”. Visual Studio designer is not available for WinJS. We can see the application design only after we run the application which is again time taking thing.

Windows Phone 8 and Neural Network

I am wondering to using Neural Network frameworks on Windows Phone 8. I am searching on google but I can not found illustrative information. Is it possible ? Can using like a Aforge or another frameworks.
Thanks in advance. (sorry my language)
Both the AForge.NET Framework and its "extension" Accord.NET Framework have been adapted to Portable Class Libraries. All functionality related to neural networks, machine learning etc. that are contained in the original frameworks have been ported to their PCL analogues.
The PCL libraries target the following platforms:
Windows 8 and higher (formerly known as Metro or Windows Store apps)
Windows Phone (Silverlight) 8 and higher
.NET Framework 4.5 and higher
(When used in .NET, the libraries enable the ability to create WPF applications independent of System.Drawing and System.Windows.Forms assemblies, but that's another story :-)
The portable frameworks are available on Github:
Portable AForge.NET Framework
Portable Accord.NET Framework

Deployment of application to device failed

I'm developing a WindowsPhone8 application on Visual Studio 2012.3. (on Windows8 x64, ARM project) Application works fine on emulator, but when I tried to deploy it onto real phone I have got:
Windows Phone: Deployment of application to device failed.
It is a common question. I think that it will be helpful:
"The current implementation of strong names in Windows Phone 8 does
not support the RSA-SHA256, RSA-SHA384, or RSA-SHA512 (collectively
known as RSA-SHA2) signature algorithms. The current implementation
supports only the RSA-SHA1 signature algorithm. Therefore, developers
should use the RSA-SHA1 signature algorithm. Developers who write
Portable Class Library projects that include Windows Phone 8 as one of
the target platforms should consider this support if they decide to
sign their projects. "

A few questions about Metro style applications

I have a few questions about Metro style applications.
Do they require .NET Framework or any framework?
Which programming languages can be used to create Metro style apps?
Can they be cross platform?
It does not require using .NET - you can build native apps with C++ or C++/CX or use HTML and Javascript
C#, Visual Basic, C++, C++/CX, XAML, Javascript, HTML, CSS
It depends what you understand by cross platform - these apps can run on any Windows 8 platform, but not on Windows Phone, Mac or Linux
Metro applications are either developed using Microsoft .Net (c#) OR C++ OR HTML 5 / Javascript
Api Reference of Metro Aplication
For more detailed information, check this page : http://msdn.microsoft.com/library/windows/apps/
HTML5 - Javascript
These are the languages used by any browser, making them compatible on any system
Microsoft .Net
Can only be run on a Windows computer, but you may want to check Mono for compiling multi-platform applications made in C#
C++
Well C++ is c++... it can pretty much do anything anywhere

Tools & Environment for Professional Xbox 360 development?

just a general query. I've tried to research the tools and environment used for professional 360 development but there's not much available that isn't covered by NDAs.
(Please note that I'm not interested in XNA development.)
Q. What is the preferred/most-common dev environment for PRO development? Is it Visual Studio 2010? Or does the SDK provide a specific IDE and compiler/linker/build chain for the 360?
Q. What are the core frameworks provided through the SDK? A custom version of DX9 for example? What else? Does the SDK or licensing provide access to commonly-used middleware for major components?
Q. Is OpenGL supported at any level on the 360 or would all code have to be ported to a DX version?
Q. In terms of tools (not technology) what are the main differences in developing a game for the 360, and, say, Windows?
Thanks for any help.
Please be aware that the development tools are held under a very strict NDA by Microsoft, so information is hard to come by.
Q. What is the preferred/most-common dev environment for PRO development? Is it Visual Studio 2010?
Yes, the professional Xbox 360 SDK integrates into the latest version of Visual Studio (so currently it integrates into 2010). This is the preferred and supported development environment,.
Q. What are the core frameworks provided through the SDK? A custom version of DX9 for example?
DirectX 9.0 is part of the SDK, and has only a few minor differences to the Windows version. The SDK also provides:
Tools and utilities for development hardware
A framework for creating rendering effects
HLSL for working with shaders
Various audio, video and graphics APIs
The 'achievements' API
Xbox LIVE and multiplayer/networking APIs
The XInput API
UI framework called XUI
Q. Is OpenGL supported at any level on the 360 or would all code have to be ported to a DX version?
No, there is no official OpenGL support. The Xbox 360 uses a custom version of Direct3D (so yes, all code would have to be ported to DirectX).