I just signed up for an Evernote API key and downloaded the Evernote SDK for Windows in Visual Studio 2015 (suing NuGet) only to be told "Evernote.SDK 1.25.0 is not compatible with uap10.0".... so it seems it only supports .Net v4.0 which is very disappointing. I had a great idea for a UWP app that I wanted to synch to Evernote but I guess now I can't do it.
In case you're not aware UWP (Universal Windows Platform) is now the standard for developing current and future Windows 10 apps that run across all W10 devices. Can anyone at Evernote tell me if the SDK will support this and if so when? More people already use Windows 10 than use iOS (on PC's and tablets at least) so I really hope this platform will be supported in the very near future.
From the 1.25 version number you mention, it sounds like you're trying to grab the older C# SDK. You can try the newer SDK for Windows and see if that works.
If that NuGet package also doesn't work in your UWP environment, you should be able to grab the source from Github and put that in your VS solution.
Related
I am looking to develop a Windows 10 Universal app based in HTML, CSS, and JavaScript for use on Microsoft Surface tablets primarily. I have found information that says it can be done on this page, but at the very bottom of the page it says it is in beta. However, I can't seem to find anything more than that post. No updates, or documentation or anything. Does anyone know if you can do this from the PhoneGap app on Mac OS?
If not, I guess the next best option it to do it on a Windows machine using Visual Studio 2017 and Cordova?
Any information anyone has on this subject would be helpful.
Thanks!
No, I am pretty sure you can't build UWP apps on macOS. The reason is quite similar as the reason you cannot build iOS apps on Windows - you could build the JS portion of your code, but the problem is the fact that UWP build tools and SDKs are OS specific and unless Microsoft specifically ports them to macOS, they cannot work there.
You could use Parallels and run Windows as second OS, or use a build server to build the app in the cloud. Visual Studio App Center is a very good solution for you purpose as it allows you to configure a full build pipeline including UWP, iOS and Android builds.
You can actually develop a UWP app using phoneGap on Mac if you are building it using web technologies. (HTML, CSS, Javascript) But you can not build/publish the app on Mac, but if you have a Creative Cloud account, you can use Phone Gap Build to upload it to the service and have it built there.
I read this topic but somehow it still doesn't get through my thick skull.
The topic said:
Starting with Windows 8, the DirectX SDK is included as part of the
Windows SDK.
So I try to find in this page a way to setup a directX project. I read:
Using DirectX SDK projects with Visual Studio
...
Ensure that the June 2010 release of the DirectX SDK is installed on your development computer.
I don't understand what's this topic talking about. The first part it said in Windows 8, I don't have to install DirectX SDK (because it is included in Windows SDK), the part about HowTo setup directX project, it said I have to install DirectX SDK.
Anyway, I just ignore and keep going - I don't install DirectX SDK assuming it is already included in Windows SDK as the first quote states.
I do one thing as the topic said:
Include Directories: $(IncludePath);$(DXSDK_DIR)Include
Include Library Directories: $(LibraryPath);$(DXSDK_DIR)Lib\x86
In VS2015 VC++ Directories doesn't have Include Library Directories: so I understand it as Library Directories, the project is for win32 so I don't setup directX SDK for 64. Then I run the project and get the error:
TRK0005 Failed to locate: "CL.exe". The system cannot find the file specified.
So the question is: Do I need to install DirectX SDK if using windows 8 and above or I have to download and install DirectX SDK
Thanks for reading :)
This is covered on MSDN and in more detail in this series of blog posts: Where is the DirectX SDK (2015 Edition)?, The Zombie DirectX SDK, DirectX SDKs of a certain age, and A Brief History of Windows SDKs.
If you are coding a DirectX 11 application, you can use the Windows 8.1 SDK that comes with VS 2015 and don't need the DirectX SDK at all. This application can be written to run on Windows Vista SP2 or later. You don't need the DirectSetup REDIST either as deployment is part of the OS. Do not make use of D3DX11 and use one of the many open source replacements instead. If you are writing a Universal Windows Platform (UWP) app, you can't use the legacy DirectX SDK as those components won't pass WACK.
If you are new to DirectX 11, a good place to start is the Direct3D VS Game Templates and the DirectX Tool Kit for DirectX 11 tutorials.
The one case where you might need the legacy DirectX SDK for your DirectX 11 app is if you want to use XAudio2 on Windows 7. This is covered here. If you require Windows 8 or Windows 10 to run, you can just use XAudio2 that's built into the OS and the Windows SDK.
This requires 'mixing' the Windows 8.1 SDK with the legacy DirectX SDK include paths which is where all the guideance about switching the include/lib path order comes from. For a Windows desktop app, you can still use legacy D3DX if you want with VS 2015--such as when using outdated tutorials or books to learn from--but note that the DXERR library is not compatible with the Visual C++ 2015 REDIST. You can work around this issue per this post.
If you are coding a legacy DirectX 9 application, then you likely want to support Windows XP as well. See here for details on how this works with VS 2015, and this does require the legacy DirectX SDK.
There's nothing in the legacy DirectX SDK for DirectX 12.
For information on other aspects of the moving beyond the legacy DirectX SDK see Living without D3DX, DirectX SDK Tools Catalog, DirectX SDK Samples Catalog, Living without D3DX, Direct3D SDK Debug Layer Tricks, and Not So Direct Setup
If you are looking to use DirectX with C# instead of C++, be sure to read this post.
I would like to build an application for universal application Windows 10 with Parse.com. But I only see SDK Parse.com for Windows and Windows phone v1.6. Please help me choose which SDK to build universal application Windows 10. Thanks so much.
Windows 10 (on desktop and phones) uses WinRT, just like Windows 8 did. So if you install the v1.6 of the SDK for Windows, it should work since it's targeting Windows 8.
Overall, I recommend you to add the Parse SDK to your application directly from Visual Studio by using NuGet. This way, you'll be absolutely sure to use a compatible version.
My company is developing corporate Windows 8.1 apps for use within the organisation. Although we are only targeting Windows 8.1, we are interested in developing our apps with a view to eventually target Android and/or iOS by using Xamarin.
So, we want to develop using PCLs that are compatible with Xamarin, but we haven't licenced it yet, since we're not ready. Can we simply install the PCL profiles for Xamarin so we can at least be assured that our classes will be compatible, if and when we are ready?
So you have couple of possibilities.
As m-y mentions in his comment you can install the trial and you will get the PCL profiles.
You can get someone else with the Xamarin tools installed to grab a copy of the PCL profiles on his machine (a bit harder to maintain).
You can buy the product (might not be what you want)
However, you could go ahead, make the PCL you are currently using and target it to WPA8.1 and Windows 8.1, and later on just change the profile and make the minor corrections it would take to get it working with Xamarin.
The profiles are not xamarin profiles - they are .net profiles which xamarin support.
The profiles are installed as part of visual studio 2013 - or can be installed as extensions to visual studio 2012.
If you select WindowsPhone Silverlight 8.0, .net 4.5 and Windows Store apps then this will allow you to build a profile 78 pcl library - which is one of the profiles xamarin support - and is a pretty good choice for modern development...
Would an application built using a siverlight 3 or silverlight 4 dll be allowed into the market place?
WP7 is built on Silverlight 3 with some inclusions/exclusions to suit the mobile platform.
You can pull DLLs in provided they make use only of features compatible with the platform.
For a guide to what is supported on the platform, refer to these documents.
Features Supported in Silverlight for Windows Phone
Differences Between Silverlight on Windows and Windows Phone
Class Library Support for Windows Phone
You will have to download the CTP version of the Windows Phone 7 tools (available Sept 16th) and compile your app with those for your WP7 app to be accepted into the marketplace.
It's not a matter of being "allowed", it is a matter of "will it work"? Read the details on what they expect of an app and how it works, and if they don't say you can't do what you suggest, then assuming it actually works, it should be acceptable in the marketplace.
Keep in mind that the version of Silverlight running on the release version of WP7 will not be the equivalent of SL v4. I would be surprised if a v4 DLL would work in WP7. A MS WP7 team member I heard on a podcast (Hanselminutes, I think) said that SL on WP7 is, like, SL v3.7 or so.