Using Boost (1.48.0), vc 9.0 built, I have developed a Server. Then exposed that Server functionality as Win32 DLL and loaded that DLL in MetroStyle App that runs on WinRT platform. And the Server runs well.
My question is why the MetroStyle app is not having any problem for Loading win32 dll?
How Win32 server is working well with WinRT environment?
How WinRT and Win32 inter operability works?
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I have finished building my cuda application and would like to install it on the clients PCs.
The cuda toolkit installer is about 2GB. It comes with the compiler, samples, tools, etc.
Is the whole toolkit definitly required to be installed on the client machine?
Is there no lighter version for just the CUDA Runtime API ?
Is the whole toolkit definitely required to be installed on the client machine?
No, it isn't.
Is there no lighter version for just the CUDA Runtime API ?
No, but the EULA allows you to redistribute the library components which your application requires with your application. The simplest solution would be to have your installation/deployment system copy the required toolkit components you built against to a private path which is known to your application or deployment environment. You obviously also need to deploy a supported driver version as well.
Are only universal windows platform (UWP) applications supported by Windows store or normal desktop applications such as win32 are also supported?
Also what is the difference between win32 project and a general empty project? is it the same but just with a console in the output?
Thanks in advance.
Are only universal windows platform (UWP) applications supported by
Windows store or normal desktop applications such as win32 are also
supported?
Currently the project types accepted by Windows Store include Windows universal apps for Windows 10 and 8.1 and Windows Phone Silverlight project:
For desktop application, only Win32 desktop apps using .NET 4.6.1 can be published to the Store via Desktop Bridge.
After you generate your converted package, you need to fill out this form and you'll acquire the permission to publish your package once your request gets verified.
Also what is the difference between win32 project and a general empty
project? is it the same but just with a console in the output?
You might refer to the response from #Elegentin Xie in this thread, which indicate the difference between them.
I have a classical win32 Application in which I have a WMI call to get installed win32 application in the system.
I converted that win32 application into appx using Desktop App Converter.
The same WMI calls Works fine in the converted Appx. Normally in uwp we are unable to make WMI calls.
I don't know how those WMI calls are converted. Can anyone please explain?
Correct, The WMI calls is not available in the UWP app. When you convert your Win32 application to UWP app, you have permissions to access the WMI calls via the authorization.
A key goal of the Desktop to UWP Bridge is to separate application state from system state as much as possible while maintaining compatibility with other apps. The bridge accomplishes this by placing the application inside a Universal Windows Platform (UWP) package, and then detecting and redirecting some changes it makes to the file system and registry at runtime.
Converted app packages are desktop-only, full-trust applications and are not virtualized or sandboxed. This allows them to interact with other apps the same way classic desktop applications do.
So you can understand that the application packages it as an APPX and adds a UWP component. The app is still a win32 app.
What is the difference between those project platforms in Visual Studio ? Which one should I use for Windows Phone app? I read a few articles but it go me just more confused.
Currently I am using Win32 for emulator, and ARM for the device.
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.