So Delphi now supports programming for Windows, MacOS, Android & iOS. Is there any way to use Delphi (XE5) to write programs for Windows Mobile?
You may look at Oxygene compiler from RemObjects, they have support for many platforms, including WinRT, iOS and Android, Here's a quote from their website:
Oxygene 6 is out now, supporting 3 major target platforms: .NET, WinRT
and Mono, Java and Android and NEW! native Cocoa development for Mac
and iOS. the same language lets you targets all three platforms, and
produces 100% native output for the respective platform
Oxygene isn't a Delphi product, but it was bundled with Rad Studio as Delphi Prism
Delphi XE5 targets Windows desktop, 32 and 64 bit, 32 bit MacOS, iOS (ARM) and Android (ARM). It does not target any flavour of Windows mobile.
You can use Lazarus. http://www.lazarus.freepascal.org
It has support for WinCE.
Google for lazarus wince and you'll see a sizeable list of references.
Don't have experience with WinCE myself.
Delphi XE5 targets Windows 32bit, Windows 64bit, MacOS 32bit, iOS, Android and Web. It does not target any Windows Mobile.
You can download lazarus from http://www.lazarus.freepascal.org
It has support for WinCE.
You can upgrade to Delphi 10.1 Berlin or even wait for Delphi 10.2 Godzilla. Delphi 10.1 Berlin Update 2 includes Windows 10 development and thus the ability to convert your Win32 or Win64 app to an AppX file. An AppX file is used to run apps on Windows 10. This includes Desktop, Xbox One, HoloLense, Mobile, Tablet, IoT, etc. Although I believe Delphi 10.1 Berlin Update 2 conversion to AppX uses the Desktop Bridge from Microsoft and thus your converted app might probably only run on Windows 10 desktop and Windows 10 tablet.
Related
I am using Delphi 10.2.1 to write an IOS app but I cant get Delphi to generate 64 bit code. When I run the app in the IOS simulator I get a message telling me the code needs to be updated. Is there a compiler directive I can use to force 64 bit code generation?. I am coding on a 64 bit windows system using a x64 based processor. On the Mac: Xcode is Ver 8.3.3.
Currently Delphi only supports 32-bit compiler for the iOS simulator. There is nothing you can do here. You can only generate 64-bit code for the real devices.
Delphi iOS Compilers - 10.2 Tokyo:
DCCIOSARM, the Delphi Compiler for the 32-bit iOS Device
DCCIOSARM64, the Delphi Compiler for the 64-bit iOS Device
DCCIOS32, the Delphi Compiler for the iOS Simulator
Delphi 10.3 will support 64bit compilers on MACOS this means that only with the next release of delphi it will be possibile to compile also (probably) on 64bit iOSSimulator that is based on the Mac Compiler for Intel 64.
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.
Is it possible to run an Adobe Air standalone app (portable, it got packed with the captive runtime) on Windows 8 RT?
No, it cannot. AIR supports Windows 8 desktop mode only. There is zero support for the Metro side. As Windows 8 RT only has the desktop available for Office and Windows Explorer, AIR is not supported.
From the Adobe roadmap for the Flash runtimes:
Adobe AIR is available and supported for Windows 8 Desktop on x86-based computers. Adobe currently has no plans to support Adobe AIR for Windows 8 Modern UI applications or Windows Mobile.
They originally did plan to support it, but cancelled support shortly after Windows 8 launched (and caused quite the stir among the community, too). Additionally, Windows 8 RT is ARM-based, which is not supported either (x86-only).
I'm developing for iPhone mainly but wonder for what other mobile platform I can develop on my Mac? Info about any mobile platforms (Symbian, Maemo, Win-mobile, Android, Bada etc) is appreciated.
For Android, of course. Only need to install Eclipse with Android SDK.
For Symbian, from what I have heard as well.
With Windows Mobile could be more complicated. Usually you need Visual Studio with Compact Framework, which as you can guess are only available for Windows.