Console Log for 3rd Party Windows Application - raspberry-pi

I am trying to build an app that can be used in Rasbian (Raspberry Pi Linux OS). There is currently an .exe version available. I would like to run the program in windows and see a console of the command structure currently in use so that I can duplicate for Linux app. Is this possible?
Thanks

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How to deploy Android emulator built on Linux to Windows?

I've build aosp_x86_64-eng target on Linux and now I can start it using emulator command. However, I'm looking for a way to "deploy" the .img files and whatever is necessary to Windows, so I could run the same emulator on Windows.
My main problem is that in out directory (out/target/product/generic_x86_64) there are a lot of things and I'm not sure which to choose and how to glue them with .ini and .prop files. I also didn't find any working tutorial or example on that topic. On the other hand I'm sure it's possible, since Google provides working emulators for Windows and they had to be build on Linux or Mac OS.

Is there any way to run a flutter windows app on mac?

I've enabled the support for windows-desktop on flutter... but is there any way to compile and run the windows flutter app on macOS?
As of now! Unfortunately, "build windows" is only supported on Windows hosts.
However, you can have have virtual tools to help you build on Mac for example
Apple Boot Camp
The Boot Camp Assistant app is pre-installed on every recent Mac, and launching it will walk you through the process of installing Windows 10.
Parallels Desktop
Using Parallels Desktop 11, you can run Windows apps side-by-side with existing Mac applications, including Visual Studio and Cortana.
VMWare Fusion
Fusion 8 from VMWare will let you run Visual Studio right on your Mac desktop.
Oracle VirtualBox
VirtualBox is a free application for running virtual machines on your computer, and it supports running Windows on Mac.
Once you have these tools, you can install windows and start developing on Windows but virtually through Mac host.

How to connect window device with android studio / vscode running on virtual machine for flutter desktop application?

I am trying to develop a window application using flutter. My host os is linux. So, I have installed virtualbox and installed windows in that and changed the network adapter to bridged network. Now, I am able to ping the window machine using windows ip, which is 192.168.43.173, Now I want to use the windows machine for the application development.
I thought doing this will show the window device in the flutter device list. What should I do so that I can connect and develop the application?
Flutter has no support for what you are trying to do:
Cross-compiling is not currently supported for desktop; you cannot build for Windows from a Linux host.
The only desktop target device that is currently supported is the host itself; you cannot build on one machine and install and run on another from the flutter tool.
You will need to do your development from within your virtual machine.

Error "This app can't run on your pc" when i run .exe from win10 Home

I am new to Unity and from my PC (MAC) i have created 3 builds of my project (1-MAC, 2-Windows x86_64, 3-WebGL)
I state that my version of Unity Hub is 2.4.2 and my Unity version is 2019.4.18f1
When i start my game on mac everything works fine (obviously starting the build for mac), later I put the x86_64 windows build in a compressed folder and then transferred it into a USB, to try the game from another pc (win 10 PRO). In this PC the same version of unity was already present.
So far, so good.
The problem starts when I take the same USB with the same files, which, as previously said on win10 pro work, I put them on a win10 home (32 bit) and when I try to start the .exe it gives me this error "This app can't run on your PC. To find a version for your PC, check with the software publisher "
Looking on the internet I tried to get around the problem they change the local settings policy, but the result is the same :(
These are the files inside my compressed folder
And these are my build settings
I thank whoever will be able to help me and I apologize for my bad English
You say your other PC is 32 bit!
That's your issue!
You are building for the Architecture
x86_64 => 64-bit CPU
It does not mean 32 or 64 bit.
To run it on a 32 bit system you have to build for x86 instead.
See Unity Manual - PC, Mac & Linux Standalone build settings

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.