Can matlab hardware support packages be installed to the 2016a matlab runtime? - matlab

I am attempting to build an app that will make use of the ADALM 1000 hardware support package and will run on a 2016a runtime platform.
Can this be done?
Can a support package be installed to the 2016a runtime?

Upon running the App Compiler I found that it had recognized the need for the ADALM1000 support package from the App code and included the support in the build.
I installed the Matlab 2016a runtime on a PC that was not running Matlab and found that the hardware support had indeed installed with the newly compiled App.
This will be very useful if you are building apps to drive some supported gadget.

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BlueStacks with Android 7 works fine but Android Pie never starts

With the newer release of bluestack I got to know Android support for Pie. But when I when I tried to create a new instance for pie support it show me this issue Pie(64) version is not supported on this operating system. Please provide me solution, It will be very helpful
First of all check few things here.
If BlueStacks 5 Nougat 32-bit or Nougat 64-bit is already installed on your PC, then you can create a Pie 64-bit (Beta) instance on it using the Multi-Instance Manager.
Windows 11 will not support of 64-bit Pie.
Your bluestacks version should be 5.2.100 or above to use this feature.
For more details just check official doc
Hypervisor disabling has a lot more to do with than just the "Hyper V" in the 'turn windows features on or off'. Make sure to tick off at least a couple of more tick boxes detailed here in the official support page. These were the "Virtual machine platform" and "Windows hypervisor platform" for me. Once the Hypervisor support is completely removed, Pie 64 is able to be installed, instantiated, and run.
I had the same problem. I solved it by disabling Hyper V using an .exe file, which you can download from the official Bluestacks website at the link

Can Dart SDK be Installed on Windows 8

I'm wondering if Dart SDK can be installed on Windows 8 because I'm confused about the System Requirements, They said it supported on Windows 10 and Architectures x64, ia32.
So Why Flutter which includes the full Dart SDK can be installed on Windows 7 SP1, See Flutter Docs
If anyone interested, the linked Flutter Docs mention Win7 no more, and it is normal as MS doesn't officially support that any more - but that doesn't mean that a certain thing won't run on it. I have a toy machine that has 32-bit Win7, and I could install the latest Dart SDK and was able to dart run hello_world.dart, so it should work on Win8 as well - it is a different question though that which bits of the technology will crash, if they prefer >= Win10. One needs to experiment by trial-and-error...

cx_freeze on MAC 10.9 Python 2.7.6 (32/64 bit)

I have developed an app on a Window PC using Python and wxPython. For the several weeks I have been trying to migrate it to a MAC mini running 10.9, Python 2.7.6 (32/64 bit) using the Eclipse IDE with PyDev. I was NOT a MAC user prior to about three weeks ago when I purchased a used Mac mini and started working on it. Due to the fact that wxPython is a 32-bit library only I am running Python in 32-bit mode out of Eclipse - this has worked well until now I am ready to attempt and produce a stand alone app via cx_freeze and I am hitting a problem that cx_freeze is building the bundle using the 64-bit Python and it will not work with my 32-bit wx_Python library.
My question is what can I do at this point in time? Obviously, if I had been smart I would have installed the 32-bit ONLY version of Python 2.7.6 (hind sight you know), but I did not. I have gone through all the write to /Library/Preferences/com.apple.python.preference file and setting environment variables only to learn that that does not apply except to Apple installs. One solution would be to install the 32-bit ONLY Python - scared I will mess my current development environment up so that is why I am asking here for help. Also, there may be a setting in cx_freeze to accomplish this too. Any help to a "green horn" MAC person would be greatly appreciated.

How to build native app bundles for Windows, Linux & Mac in a single build?

I am running my build on Windows 8 O.S. , 64 bit machine. I have JavaFx2.0 and Java 1.7.0_09 installed on my system. I am able to build a 64 bit window executable that launches my JavaFx application as a self-contained Javafx application.
Now I want to deliver native app bundles on Windows, Linux and Mac without build my project on all three platforms i.e I would like to achieve these set of bundles in a single build that I suppose to run on by Windows 8 O.S. 64 bit machine.
I am also okay if I can do it by distributing a single Application JAR file as .zip for MAC and Linux. But what I want is that JAR should work on there respective platform.
When I used to run a single application Jar on MAC using command
java -jar application.jar
It always shows a dialog "The application require a newer version of Java Run-time" with download link. Even I have downloaded and successfully installed it on my MAC machine but it still shows me the same window.
I don't want the users to experience such difficulties while running my JavaFX application on MAC and Linux.
What I need to ship more with the Application JAR so the users can run my JavaFx application on MAC and Linux without any hassle?
I guess you are making the JavaFX Solution in a 64bit machine and on the other hand you must be having all the SDK and runtime for 64bit version. The problem is that the application made using 64bit version of SKD would required 64 bit OS to render itself. So the bottom line is, is yout mac and linux PC have 64bit version of OS and JavaFX Runtime as well as Java7.X all 64 bit? If not then you must update your runtime to 64bit version or make your application in a 32bit version of SDK. One quick suggestion. If your mac or linux is 64bit(I dont have much idea about mac) then just install a browser i.e. 64bit version and runtimes and try out. I was having the same problem and that got fixed. Let me know if my answer caused any confusion.

Are After Effects plugins made with the AE sdk cross platform?

I am wanting to develop a after effects plugin in c/c++ using the after effects sdk. Are plugins made in this way cross-platform. I will be developing on a Mac, so will the plugin work on windows without any modifications? If not, will I have to make some small adjustments to make it cross platform, or will I have to re-develop the plugin under windows for it to run in windows?
Depends on your code.
If you use specific platform calls like GET_MAIN_WHND() you would have to alter your code according to each platform.
On the other hand it should be exactly the same code for windows.
just duplicate an existing project, exactly as you did on the mac, and copy your code.
The examples provided with Adobe's SDK are cross-platform. They will build on OSX and Windows (with XCode and Visual Studio) out of the box.
A .plugin bundle will be created for osx and a .aex file will be created for windows.
If you need to rely on libraries, you might have to check if the libraries support Windows and mac.
Here's a good starting point: https://ae-plugins.docsforadobe.dev/
and the SDKs: https://developer.adobe.com/after-effects/