Can a raspberry pi with Windows 10 IOT run normal windows apps created in visual studio?
On Windows 10 IoT core, you can run Windows 10 Universal applications (UWP) with a visual interface. In Visual Studio, start a new "Universal Windows" project with your chosen programming language. You can then code a GUI with for example XAML just like a desktop or mobile Windows 10 application. For example for C# use Visual C# -> Universal -> Blank App (Universal Windows).
You need the Windows SDK but that is included in the Visual Studio 2015 Update 1.
To access the unique features of the device (like GPIO) you need to add a reference to "Windows IoT Extension SDK".
Examples on how to do it:
See this repository for samples of many kinds of different apps (you can just download a ZIP of all those and play with them): https://github.com/ms-iot/samples
Tutorials for the samples:
https://developer.microsoft.com/en-us/windows/iot/win10/startcoding
I also want to use VB6 on iot/ARM
it seems that this feature is blocked in Win10 ioT
the best option for now is booting a MicroLinux Kernel for ARM with Wine
No Visual Basic 6 will not work with Windows 10 IoT. I have heard there are tools that allow it to work somewhat with Raspbian.
I have examples of Visual Basic using Visual Studio Community 2017 and the Raspberry Pi using Windows 10 IoT. You can use the GPIO, SQL Server, Access files, send email(using LightBuz Libraries). There are videos at A1entities.com and samples in my new book Raspberry Pi and Visual Basic Programming Windows 10 IoT. It’s on Kindle and Amazon.
Related
I'm looking to create a very simple UI plugin for Windows Media Player, similar to this: https://obsproject.com/forum/resources/windows-media-player-title-artist-text-output-ticker.402/, but with the ability to choose the path and name of the text file.
I haven't been able to find any answers to WMP Plugin development questions on here since 2013, and the last actual answer give was for Visual Studio 2008. I'm now using Visual Studio 2019, so almost all of the tutorials, guides, and FAQs are massively out of date.
I've been following the setup guide here: https://learn.microsoft.com/en-us/previous-versions//aa969437(v=vs.85)?redirectedfrom=MSDN
After a few hours, I've finally been able to install the Windows 7.1 SDK by deleting all my C++ 2010 redistributables, and temporarily rolling back my .NET Framework 4 version to RTM. I now have wmpwiz.ico, wmpwiz.vsdir, and wmpwiz.vsz.
The interal version of VS2019 is 16.0, so I've edited my wmpwiz.vsz file to read:
VSWIZARD 7.0
Wizard=VsWizard.16.0
Param="WIZARD_NAME = Windows Media Player Plug-in Wizard"
Param="ABSOLUTE_PATH = C:\Program Files\Microsoft SDKs\Windows\v7.1\Samples\multimedia\WMP\Wizards\wmpwiz"
Param="FALLBACK_LCID = 1033"
and I've placed the three files into %UserProfile%\Documents\Visual Studio 2019\Templates\ProjectTemplates\Visual C++ Project\, but nothing shows up in the Start New Project window.
Obviously, I'm using technology that hasn't been touched for over a decade, so I don't know if this approach will even work anymore. Are there any modern guides on how to do this, or would it be quicker and easier to try to dig out my old VS2005 install disks, and hope they're not too scratched?
If this SDK Sample has been depreciated with age, are there any other wizards available that can be used for WMP plugin development? Preferably using C#, as I'm a .NET programmer, but I'm happy to trawl through C++ if I absolutely have to.
Thanks for any help you can give.
I have a universal windows application for windows 8.1 and windows phone (WAP)
But my customer doesn't have access to the windows store, there's a way to use Installshield or something similar to generate a Setup Installer?
At the moment i have to type some code in powershell and it's really annoying and unprofessional.
There's a workaround for this situation?
The Suite/Advanced UI project type (Premier edition of recent enough versions—probably 2012 Spring) has support for side-loading .appx packages. More recent versions (2016 or so) add support for Windows 10 UWP App Packages.
The goal
I would like to use a Windows Server 2016 (x64) for remote debugging of UWP applications. The reason? My working PC still runs a Windows 7 instance and it is not possible to deploy an UWP app on a Windows 7 machine.
The problem
I have already installed the Remote Tools For Visual Studio 2015 on the Windows Server 2016 machine and started it on port 4020. Authentication mode was set to "None". I have enabled Developer mode on the server as well. Also I have set up my project in Visual Studio to use the remote machine for debugging.
The problem is, whenever I try to deploy (just deploy, not even debug) my solution to the server, the following happens:
Visual Studio shows the following output:
Deploy started: Project: MyProject.UI.Uwp, Configuration: Debug x86
Starting remote deployment...
Reading package recipe file "C:\SourceCode\MyProject\MyProject.UI.Uwp\bin\x86\Debug\MyProject.UI.Uwp.build.appxrecipe"...
and then hangs forever.
In the meantime, remote tools on the server show the following output:
UserAbc connected.
This indicates there must be at least some communication between my Windows 7 PC and the target Windows Server 2016 machine.
No error message is displayed whatsoever (neither in Visual Studio, nor in the Remote Debugger).
The question
Any idea why the deployment hangs forever without an error message? Or am I trying to achieve an impossible task? Is the Windows Server 2016 capable of running UWP apps at all?
Update
I installed VS 2015 Update 3 directly on the Windows Server 2016. I was able to create and debug a simple UWP app directly on the server so the server is clearly able to run an UWP app. However I am still unable to make the remote debugging working. Maybe the problem is completely on my local Windows 7 PC and has nothing to do with the Windows Server. It is strange that the process hangs while "Reading package recipe file". Could it be that an antivirus is intercepting?
Thanks for your feedback. There is a similar issue when I try to deploy the UWP project to a remote machine on Windows 7. We have communicated about this using our internal channel. Unfortunately, Visual Studio 2015 or Visual Studio 2017 doing UWP development on Windows 7 is not a recommend scenario.
For Visual Studio 2017, using Tools for UWP App Development is not applicable on Windows 7. See Visual Studio 2017 Support for Windows Development.
For Visual Studio 2015, the official support for Windows Universal is "Build only". We can use Visual Studio 2015 to build UWP apps on Windows 7, but some other Visual Studio features for Windows Universal development may be degraded. See Visual Studio 2015 Support for Windows Universal, Windows Store, and Windows Phone App Development.
To develop Windows Universal Apps, Windows 10 is strongly recommended. With Windows 10, you can get the best experience of UWP development.
I see that the Interactivity namespace was moved into the Prism.Wpf package since V6 - how do I access this functionality in a Win10 UAP app?
Prism.Wpf is for WPF only and thus not compatible with Windows 10 UWP (binary wise).
For Windows 8.1 RT / Windows 10 UWP you currently can add a reference to the Behaviors SDK. Note that it targets Windows 8.1, but it works under Windows 10 as well.
An alternative to adding the reference is opening Blend, and dragging a behavior from the Assets tab onto your page. This will add a reference as well.
Even better news is that Microsoft is working on a NuGet library for Windows 10 UWP behaviors, which should be available in approx. 1 month and will be made open source. So anyone reading this in the future, should look for the package.
I have just paid the $19 fee to start using Unreal Engine 4 and have been playing around with the interface for a few hours now.
I've decided that it's finally time to start writing some code, but I'm worried I may not be equipped to do so.
My machine is 5 or 6 years old and running Windows Vista, I have Visual Studio 2008 Professional installed. I've noticed that Unreal seems to only support Visual Studio 2012 and 2013 (Professional only, not Express).
Do I need Visual Studio 2012 or 2013 to write code for Unreal 4? I looked around for Visual Studio 2012 but it doesn't seem to support Vista, and I don't really want to drop $399.99 on 2013 unless there is no other option.
I'm really excited to start work on a game with Unreal Engine 4, but can I? If I should be asking this question somewhere else please let me know and I will gladly move it.
The system requirements are listed here:
System Requirements
Desktop PC or Mac
Windows 7 64-bit or Mac OS X 10.9.2 or later
Quad-core Intel or AMD processor, 2.5 GHz or faster
NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher
8 GB RAM
So it would seem that Windows Vista simply isn't supported at all. Presumably, this means Epic cannot guarantee that the engine, if it happens to run, or any version of VS that happens to work on Windows Vista is supported either. Unfortunately, you may be out of luck.
I ended up buying a copy of Windows 7 and downloading a student version of Visual Studio 2013 from DreamSpark.
This seems to be the only comfortable way to develop using Unreal Engine 4 as they support Visual Studio 2013 very well, including intellisense. It seems that UE4 and VS2013 go hand in hand.
My computer ended up being just too slow in the end though, where it would take almost 2 minutes for VS2013 to fire up, and over 4 hours to compile the UE4 source code.
A friend of mine ended up bringing over a beast of a machine and we set up our game dev environment on it, including UE4 and VS2013, and I managed to compile the UE4 source on it in about 20 minutes.
In the end, the answer is NO, my old machine as it was could not run the tools necessary to develop using UE4 "comfortably".
Ideally you would have a beast of a machine running 64 bit Windows 7 or higher, and VS2013 seems like a natural fit.
PS: I feel bad answering my own question.
"Do I need Visual Studio 2012 or 2013 to write code for Unreal 4? I looked around for Visual Studio 2012 but it doesn't seem to support Vista, and I don't really want to drop $399.99 on 2013 unless there is no other option."
You don't need to have vs2012 or 2013, generally you will just need the redistributables (I think this is what they are called) which are free to download and should automatically download when you install UE4.
You can start things off by using their graphical script builder Blueprints. The amount of things that you can accomplish with Blueprints is fairly amazing and they are actively adding in new features literally by the day. My opinion is that it should keep you satiated until you decide whether to get VS or not.