intelliSense: cant open source file "d3dx11.h" - directx-11

Visual Studio 2010 shows error on a DirectX program, which is taken from a books source code.I am very new to DirectX programming. There is not any Microsoft DirectX SDK folder in my computers programs files(i'm using win 8.1). When i try to reinstall DirectX setup has determined that a newer or equivalent version of DirectX has been installed already. I dont khow what is the matter please help me.

If you want to use D3DX, you need to install the June 2010 DirectX SDK. This is the last SDK that supported D3DX. This page also has some good info on what you need to write DirectX applications.

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Can I use windows 8 to install and use Microsoft Hololens?

I need to work on unity 3D and Hololens to predict and map the movement of a machine.I wanted to ask is it possible to use Hololens and trace the movement of a machine by using windows 8? I would also appreciate if anyone could help me with the total installation procedure of how to install and use Hololens since I am new to it.I found some installation guides but that requires Windows 10 and since I have windows 8, anything related to it such as which packages to install, would be very useful.Thank you everyone for your time.
Best Regards
Safayet
Can I use windows 8 to install and use Microsoft Hololens?
No, you can't.
To build for Hololens you need UWP and UWP needs the requirements below:
Unity 5.2 or later
A Windows 10 Pro, Enterprise, or Education (The Home edition does not support Hyper-V)
Visual Studio 2015 RTM, (the minimum version is 14.0.23107.0). Please
note that earlier versions, for example Visual Studio RC, are not
supported in Unity 5.2.
You’ll also need to install the Windows 10 SDK.
8 GB of RAM or more
The source for this information from Unity's blog. In short, you can't because the SDK requires Windows 10.

cbuffer unexpected token DX11 examples

On loading up a direct x 11 SDK project example, after linking all Libs./includes ETC that I was given an error from; I came across the following within an fx file.
VS version : VS ultimate 2013
Example name : 'DepthOfFeild10.1'
SDK : 'Microsoft DirectX SDK (February 2010)'
fx file name : 'DepthOfField10.1.fx'
error : Error 1 error X3000: syntax error: unexpected token 'cb0'
Perhaps I'm missing a lib/tool/set-up procedure ?
(Running Debug, X64)
Advice appreciated.
First of all, if you are trying to use VS 2013 and the legacy DirectX SDK together, be sure to read MSDN.
You need to use a different include/lib/executable path order with VS 2012 and later than the default VS 2010 projects that come with the legacy DirectX SDK February 2010 and June 2010 releases.
Many of the legacy DirectX SDK samples have been updated to remove the need to use the legacy DirectX SDK at all since VS 2013 and the Windows 8.1 SDK are generally sufficient. These are published to GitHub. See DirectX SDK Samples Catalog. DepthOfField10.1, however, is not one of these because it's an AMD sample. You can find AMD's version of it in their archive.
Start with the DirectX SDK (June 2010) version of DepthOfField10.1 (install it from the sample browser).
Open the DepthOfField10.1_2010.sln file and let it Upgrade the VC++ Tools and Libraries to v120.
Edit the Project Properties -> VC++ Directories:
For all configurations and the Win32 Platform, set it to:
Executable Directories: $(ExecutablePath);$(DXSDK_DIR)Utilities\bin\x86
Include Directories: $(IncludePath);$(DXSDK_DIR)Include
Library Directories: $(LibraryPath);$(DXSDK_DIR)Lib\x86
For all configurations and the x64 Platform, set it to:
Executable Directories: $(ExecutablePath);$(DXSDK_DIR)Utilities\bin\x64;$(DXSDK_DIR)Utilities\bin\x86;
Include Directories: $(IncludePath);$(DXSDK_DIR)Include
Library Directories: $(LibraryPath);$(DXSDK_DIR)Lib\x64
If you were using VS 2015, then you also need to add the blog version of DXERR and remove the legacy DirectX SDK version of dxerr.lib from the project. A quick hack of DXUT is needed to resolve the ASCII/UNICODE differences. This is needed because VS 2015 includes some C99 related standard library changes that fail to link with the old version of strsafe.h used to build the legacy DirectX SDK.
Once this is done, it builds and runs as is.
Note: Most of the Direct3D 10 samples in the legacy DirectX SDK make use of the old Effects (FX) system. There's a Direct3D 11 version of Effects available, but the HLSL compiler support for Effects is officially deprecated. See Effects for Direct3D 11.
If the problem is happening in our own projects, then likely you have mis-configured the FXC command-line for building that .fx file.

How to install Xamarin.Android for Visual Studio Enterprise 2015 offline

I want to install Xamarin for Android Development in Visual Studio 2015 Enterprise.
While installing, Xamarin told me that I was missing a lot of features, so it would download and install them for me. The download size was around 2GB, and I have a really slow internet.
I wanted to know if there is a way to download Xamarin and all required components separately, using some download manager like IDM, and then be able to use it later to re-install/install on another PC.
Also, I was able to find offline setups for JRE and JDK, and also Android Studio and Android SDK/NDK, but still, the download size is around 1.5GB, which I presume is for the required Android SDK libraries, APIs and tools.
So, I am just asking for a guide on downloading all the components and store them for installing later.
According to the official docs (whose pictures are outdated, by the way) you should login to your account and then head to the download page where you could find links to different versions of Xamarin.
I did so, but all that's available there are older versions of Xamarin Studio and the universal installer. Similar searches on the Xamarin Forums yielded no results as well.
There's a way to find the direct URL for each installer by checking the XML used by the Platform Installer (located at \AppData\Local\Temp\Xamarin\downloads\InstallationManifest.xml). I haven't tested whether installing them separately will work or not, but it probably will. Just make sure to install them in the right order (and to install the Android SDK/NDK after installing Xamarin.Android)
Here are the links to the latest versions, as of today:
Xamarin.Android
Android SDK
Android NDK (x64)
GTK#
Xamarin Studio
Xamarin for Visual Studio
It'd be good if someone with a Mac could help me find the URL for Xamarin.iOS, but that's a start :P
You can download this XML file and find the link of latest version of all required components.I did this and the latest links are :
Java JDK 1.7
Android SDK 24.4.1
NDK 10 (32) or NDK 10 (64)
Xamarin for Visual Studio 2015 4.1.2.18
Intel HAXM 6.0.1
Microsoft MSBuild Tools 2015.0
You don't even need to login for download them.
After 1st web install, backup %tmp%\Xamarin\downloads\ , then on a new Windows:
Uninstall Java 1.8 if exists.
Manually install Java JDK 1.7u71 + GTK# + Android SDK (Install for anyone).
Extract NDK to "C:\Program Files (x86)\Android\android-ndk-r10e", or make NTFS junction to it (not to run out of C: space later).
Run XamarinInstaller having just *.zip files in %tmp%\Xamarin\downloads\, when you see that current download is "XamarinStudio", disconnect Internet (you can delete the NDK now).
When you see above the progress bar: "Downloading Xamarin Studio", you can close the web installer.
Manually install Xamarin.VisualStudio, and if you want, XamarinStudio.
Step 4 require Internet, but noting to download.
To make NTFS junction, from "C:\Program Files (x86)\Android" prompt:
mklink /j android-ndk-r10e T:\android-ndk-r10e
where T: can be USB drive, but not Network drive.
I know it's a link only answer (copyright!), but there are step-by-step instructions including screenshots of how to do that:
Installing Xamarin Made Easy with Offline Installation
I've not tried it, but it should help you.
Found this:
http://ionemind.com/content/get-direct-download-links-xamarin
Links to XML files with direct links to necessary components for Xamarin, including Xamarin for Visual Studio (version 4.5, for VS 2013 and 2015).
Another link I found:
https://dl.xamarin.com/XamarinforVisualStudio/Windows/Xamarin.VisualStudio_4.8.0.1289738.msi
I had installed Xamarin Studio 5 and then it autoupdated its components (to Xamarin Studio 6.3 and the mentioned VisualStudio Tools 4.8).
Then in the "AppData/Roaming/Xamarin X.X" I found a folder for temp downloads. There was the MSI file.
Then I just searched for this exact MSI name to get a direct link.
(on this site https://itblogdsi.blog.fc2.com/blog-entry-23.html)
There's actually some info about releases and MSI names and it has Xamarin.VisualStudio_4.9.0.1538920.msi so replace this part in the MSI link above.
It's for VS 2015 only.

Compiling Direct X 11 code on windows 8

I've been trying to run the examples from the book 'Introduction to 3D Game Programming with Direct X 11' by Frank Luna however, no matter what I try I can't seem to get any of the projects to compile.
I've installed the june 2010 SDK as per instructions found here: http://d3dcoder.net/WordPress/
However I'm not sure I've done the rest of the tasks correctly.
Has anyone had any luck trying to run these? I'd like to learn Direct X but without the proper way to compile them I'm pretty much dead in the water.
The include/lib path order for using the legacy DirectX SDK with VS 2012 or later is inverted from the traditional order used for VS 2010. You need to modify your project's VC++ Directories to account for this.
For x86/Win32 configurations:
$(ExecutablePath);$(DXSDK_DIR)Utilities\bin\x86
$(IncludePath);$(DXSDK_DIR)Include
$(LibraryPath);$(DXSDK_DIR)Lib\x86
For x64 native configurations:
$(ExecutablePath);$(DXSDK_DIR)Utilities\bin\x64;$(DXSDK_DIR)Utilities\bin\x86
$(IncludePath);$(DXSDK_DIR)Include
$(LibraryPath);$(DXSDK_DIR)Lib\x64
This is covered in detail on MSDN.
You should also read the notes I have about that book on my blog. His DirectX 11 book was published just prior to the deprecation of the legacy DirectX SDK, so it's a bit out-of-date on the margins although the core API stuff is fine.
See also Where is the DirectX SDK (2013 Edition)?, DirectX SDK Tools Catalog, Living without D3DX,
DirectX SDKs of a certain age, DirectX SDK Samples Catalog, and The Zombie DirectX SDK

What differences are there learning direct3d11 using the windows sdk as compared to the directx sdk?

One can use direct3d11 through either the windows 8 sdk or the directx sdk? As a learner it isn't clear what effects this choice has. What differences does it make whether one learns directx 11 using windows sdk or directx sdk?
directx sdk ( last was june 2010, three years ago ) is deprecated. Windows 8 kits contains an up to date version of the direct x headers and library.
Basic API and documentation are mostly the same, but recent changes are missing. D3DX is deprecated, maths move to directxmath.h and shader compilation move to d3dcompiler.h
Pix is not working anymore with recent windows, so you have to stick with VSGD shipped with visual 2012, but the PiX replacement is far from really useful in the state it is :( So a better tool is nsight for nvidia, and gpuperfstudio for AMD.
That's it.
For Direct3D 11, the best way to go is to use VS 2012 or VS 2013 with the integrated Windows 8.x SDK and avoid the complexities of using the legacy DirectX SDK (June 2010) at all until you determine you actually really need it (the one compelling case would be XAudio2.7 on Windows Vista or Windows 7 rather than using XAudio 2.8 on Windows 8 or later).
For Windows Store apps on Windows 8.x, there a lot of official tutorials and samples on MSDN and the MSDN Code Gallery for you to learn about Direct3D 11.
For Win32 desktop apps on Windows 7 or Windows 8.x, I've posted a lot of unofficial samples harvested from the legacy DirectX SDK that build just fine with the Windows 8.x SDK. See this blog post for an inventory and links to MSDN Code Gallery.
Many older tutorials and books do indeed assume you are using the now deprecated D3DX library, but for Direct3D 11 there are a lot of options that avoid it as covered here. Some recent books embrace these newer libraries as well.
BTW, I'm assuming from your question that you are asking about programming Direct3D 11 with C++ since that's what the DirectX SDK and the Windows 8.x SDK support. If you are looking for C#, then I suggest looking at SharpDX or SlimDX.

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