Game maker Studio pro 64 bits architecture for android requisites - game-maker-studio-1.4

Now Game maker Studio Pro is legacy so don't have more updates. Google Play Store have a new requisite to compile the apk on 64 bits architecture, but on Game maker Studio Pro it seems to be only the x86 option. How could I Compile with 64 bits architecture on that legacy version?

1.4 is legacy and does not support 64-bit architecture so you'll need to get hacky with it if you want it to work. I would take a look at this Reddit thread: https://www.reddit.com/r/gamemaker/comments/am4gwg/will_game_maker_14_be_adding_in_64_bit/
A user said:
so technically, you could build your game as YYC with 1.4.9999 and then change the references in the project libyoyo to the 64 bit versions
Idk how accurate that is but it's worth a shot.

Related

Compiled dll not working on intel Atom 32bit

I am compiling a dll in visual studio 2017 c++.
SDK: 10.0.17134.0
this project uses a template, that automatically creates 2 dll, one for 32 bit and one for 64 bit. I do have two machines that run the same software but have different hardware and OS.
First machine has a intel i7 and runs windows embedded standard 64 bit
the second machine has a intel atom and runs windows embedded standard 32 bit
On the 64 bit machine, both dll work. (32 bit and 64 bit), on the atom the 32 bit does not work tough. I do not have any error messages, the only thing i get from the software is that it is not compatible without any additional clues. The software is the same on both systems so I assume that the problem is related to the OS or the processor.
the software I am developing for is a vision system by omron so it is nothing that is available online or that can be shared here.
What could be the cause for this? If you need additional information just ask.
Generally, in order for an executable file (either an .EXE program or a .DLL support module) built using the MSVC C/C++ compiler in Visual Studio 2015 or later, to work on a target PC, you need to have the latest VC++ Redistributable run-time libraries installed on that PC.
See also this discussion on Stack Overflow.

Unsigned Long to support 64 bit iOS & OSX

For my iOS & OS X C++ Library, the data type unsigned long is causing problems in 64 bit environment. It works fine in 32 bit Architecture. In GCC read about -mx32 Compiler Flag, which will process all 64 bit data types as 32 bit. In iOS & OS X for llvm, does there exists any such Flags to support unsigned long as in 32 bit architecture.
I have tried adding -mx32 flag in Compliter Flags section, still size of unsigned long is printed as 8.
Thanks.
The size of long is defined by the platform ABI. Apple has announced that you must support their 64-bit ABIs:
64-bit Requirement for Mac Apps
At WWDC 2017, we announced new apps submitted to the Mac App Store must support 64-bit starting January 2018, and Mac app updates and existing apps must support 64-bit starting June 2018. If you distribute your apps outside the Mac App Store, we highly recommend distributing 64-bit binaries to make sure your users can continue to run your apps on future versions of macOS. macOS High Sierra will be the last macOS release to support 32-bit apps without compromise.
64-bit Apps on iOS 11
As a reminder, new iOS apps and updates submitted to the App Store must support 64-bit. Support for 32-bit apps is not available in iOS 11 and all 32-bit apps previously installed on a user’s device will not launch. If you haven’t updated your app on the App Store to support 64-bit, we recommend submitting an update so your users can continue to run your apps on iOS 11, which will be in the hands of hundreds of millions of customers this fall.
This means that going back to a 32-bit only build will not work in the near term. It is theoretically possible to build a custom compiler which has a 64-bit ABI on the outside, but different type sizes on the inside. OpenJDK does this internally, and the GNU toolchain supports something quite similar on x86-64 (although it still needs kernel support, so it's not an option for Darwin). But this is a lot of work, and requires lots of adjustments to system headers.
Unfortunately, your best bet is to replace unsigned long in your software with a portable type such as uint32_t.

Compiling Tesseract OCR on 64 bit Windows

I'm trying to compile Tesseract OCR into a Windows 64 bit version of the library. I've downloaded the source and got it compiling to a 32 bit version using Visual Studio Express C++ 2010, but as I'm not usually a C++ programmer, I'm at a loss as to how I move over to compiling a 64 bit version.
Any help would be really appreciated.
The reason I need a 64 bit version is that I'm using it as part of a Java project that requires a 64-bit JVM. The 32 bit version of Tesseract clearly won't work in the 64 bit JVM, but there doesn't seem to be an official 64 bit Windows build.
The relevant 64-bit DLLs are provided by Tesseract .NET wrapper project. You may want to check out its solution/project configuration to see how the DLLs are compiled.

can we use Qt(64) to produce an application that will work on both 32bit windows and 64bit windows?

http://qt-project.org/downloads . I downloaded the openGL since many say this set standard is better. but now i got requirement from my prof that I need to provide something that can work on windows 32/64. Is there any way that i do not have to install Qt for windows 32 and produce an application that can be run on windows 32?
what I am saying is that I only installed Qt for win64 but now I want something can work on win32 platform. so I suppose one way is to install Qt for win32 and create a new project. But I want to ask whether I can maybe do some configuration and produce something that can work on win32 using the installed Qt on win64 on my com
thanks!
For Windows Vista and up, there's no reason not to use the ANGLE implementation of OpenGL that's bundled with Qt. "many say tis set standard is better" - this is false unless you can guarantee that your customers have a decent OpenGL-supporting graphics card driver installed on their machine. I'd suggest forgetting about system OpenGL, and use ANGLE implementations.
It's trivial to compile your project for both 32 and 64 bit Qt, if you really need the 64 bit address space. For many applications, there's no reason at all to provide a 64 bit version.
No, you can't do it directly.
The only way to launch 64-bit applications on 32-bit Windows is to use emulators and virtual machines, for instance VMWare. But it reduces the application performance.

USB Programming with Qt

Is there anyway I can do USB programming in Qt? I am using Qt Creator 2.6 which is based on Qt version 5.0.0 and it is the latest Qt Creator which works with the Microsoft Visual Studio 2010 compiler.
I have the toy called "Dreamcheeky Thunder Missile Launcher" and I need to program this USB based device.
I have tried LibUSB but it messed up everything. It even renamed the device port and I had to undo everything using USBDview software. But I guess I installed it incorrectly. I followed these instructions. It is instructions for 64 bit, but I got 32 bit and since the instructions seems not to have big difference (instead the download file) I followed it. This is what I downloaded - libusb-win32-bin-1.2.6.0.zip
Whatever the API you recommend it doesn't matter, even libusb, but please be kind enough to tell me how to install it properly.
My OS is windows 7 ultimate 32 bit.
ollo's answer is out of date. TL;DR is use libusb.info. A bit of explanation:
Originally there was libusb-0.1. Later they updated the API to libusb-1.0, but since libusb-0.1 had been around so long many projects didn't bother switching (kind of like Python 2/3). libusb-0.1 was not available for Windows, but libusb-1.0 is now available for all major platforms.
libusb-win32 is a port of libusb-0.1 to Windows. You shouldn't use it for new code.
libusb.org is the old website for libusb. The latest release is from 2012 and there are no Windows downloads.
libusb.info is the current website for libusb. It contains libusb-1.0 downloads for all platforms and you should use this for new code.
To further confuse things, the sourceforge libusb-win32 mailing list is still used for libusb.info's development.
There's another good instruction for libusb here: http://www.dreamincode.net/forums/topic/148707-introduction-to-using-libusb-10/
libusb:
libusb
libusb-win32 (windows port - use this on windows!)
If you stay on windows you can use
WinUSB:
WinUSB API
Example
Installation
For windows you can use both, but if your program has to be cross-platform you should use libusb.