Sync SDL3 wiki -> header
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@@ -21,7 +21,7 @@ Requirements
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(The "Community" editions of Visual C++ do, however, support both
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desktop/Win32 and WinRT development).
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* A valid Microsoft account - This requirement is not imposed by SDL, but
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rather by Microsoft's Visual C++ toolchain. This is required to launch or
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rather by Microsoft's Visual C++ toolchain. This is required to launch or
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debug apps.
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@@ -44,8 +44,8 @@ Here is a rough list of what works, and what doesn't:
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SDL_GetPerformanceFrequency(), etc.)
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* file I/O via SDL_RWops
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* mouse input (unsupported on Windows Phone)
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* audio, via SDL's WASAPI backend (if you want to record, your app must
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have "Microphone" capabilities enabled in its manifest, and the user must
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* audio, via SDL's WASAPI backend (if you want to record, your app must
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have "Microphone" capabilities enabled in its manifest, and the user must
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not have blocked access. Otherwise, capture devices will fail to work,
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presenting as a device disconnect shortly after opening it.)
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* .DLL file loading. Libraries *MUST* be packaged inside applications. Loading
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@@ -55,7 +55,7 @@ Here is a rough list of what works, and what doesn't:
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SDL_Gamepad APIs, and is backed by Microsoft's XInput API. Please
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note, however, that Windows limits game-controller support in UWP apps to,
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"Xbox compatible controllers" (many controllers that work in Win32 apps,
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do not work in UWP, due to restrictions in UWP itself.)
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do not work in UWP, due to restrictions in UWP itself.)
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* multi-touch input
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* app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
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appropriate.
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@@ -198,7 +198,7 @@ libraries such that, when the app is built:
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1. each library gets built for the appropriate CPU architecture(s) and WinRT
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platform(s).
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2. each library's output, such as .dll files, get copied to the app's build
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2. each library's output, such as .dll files, get copied to the app's build
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output.
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To set this up for SDL/WinRT, you'll need to run through the following steps:
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@@ -239,19 +239,19 @@ To change these settings:
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2. choose "Properties"
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3. in the drop-down box next to "Configuration", choose, "All Configurations"
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4. in the drop-down box next to "Platform", choose, "All Platforms"
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5. in the left-hand list, expand the "C/C++" section
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5. in the left-hand list, expand the "C/C++" section
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**Note:** If you don't see this section, you may have to add a .c or .cpp
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Source file to the Project first.
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6. select "General"
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7. edit the "Additional Include Directories" setting, and add a path to SDL's
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"include" directory
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8. **Optional: to enable compilation of C code:** change the setting for
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"Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
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working with a completely C++ based project, this step can usually be
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"Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
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working with a completely C++ based project, this step can usually be
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omitted.
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9. **Optional: to disable precompiled headers (which can produce
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'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand
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list, select "Precompiled Headers", then change the setting for "Precompiled
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9. **Optional: to disable precompiled headers (which can produce
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'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand
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list, select "Precompiled Headers", then change the setting for "Precompiled
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Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
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10. close the dialog, saving settings, by clicking the "OK" button
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@@ -268,7 +268,7 @@ A few files should be included directly in your app's MSVC project, specifically
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To include these files for C/C++ projects:
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1. right-click on your project (again, in Visual C++'s Solution Explorer),
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1. right-click on your project (again, in Visual C++'s Solution Explorer),
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navigate to "Add", then choose "Existing Item...".
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2. navigate to the directory containing SDL's source code, then into its
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subdirectory, 'src/main/winrt/'. Select, then add, the following files:
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@@ -288,8 +288,8 @@ To include these files for C/C++ projects:
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8. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
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9. click the OK button. This will close the dialog.
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**NOTE: C++/CX compilation is currently required in at least one file of your
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app's project. This is to make sure that Visual C++'s linker builds a 'Windows
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**NOTE: C++/CX compilation is currently required in at least one file of your
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app's project. This is to make sure that Visual C++'s linker builds a 'Windows
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Metadata' file (.winmd) for your app. Not doing so can lead to build errors.**
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For non-C++ projects, you will need to call SDL_RunApp from your language's
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@@ -299,58 +299,58 @@ first <PropertyGroup> block in your Visual Studio project file.
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### 6. Add app code and assets ###
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At this point, you can add in SDL-specific source code. Be sure to include a
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C-style main function (ie: `int main(int argc, char *argv[])`). From there you
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should be able to create a single `SDL_Window` (WinRT apps can only have one
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window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
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draw content. Events are received via SDL's usual event functions
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(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
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you can start adding them to the project now. If not, or if you would like to
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make sure that you're setup correctly, some short and simple sample code is
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At this point, you can add in SDL-specific source code. Be sure to include a
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C-style main function (ie: `int main(int argc, char *argv[])`). From there you
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should be able to create a single `SDL_Window` (WinRT apps can only have one
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window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
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draw content. Events are received via SDL's usual event functions
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(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
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you can start adding them to the project now. If not, or if you would like to
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make sure that you're setup correctly, some short and simple sample code is
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provided below.
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#### 6.A. ... when creating a new app ####
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If you are creating a new app (rather than porting an existing SDL-based app),
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or if you would just like a simple app to test SDL/WinRT with before trying to
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get existing code working, some working SDL/WinRT code is provided below. To
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If you are creating a new app (rather than porting an existing SDL-based app),
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or if you would just like a simple app to test SDL/WinRT with before trying to
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get existing code working, some working SDL/WinRT code is provided below. To
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set this up:
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1. right click on your app's project
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2. select Add, then New Item. An "Add New Item" dialog will show up.
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3. from the left-hand list, choose "Visual C++"
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4. from the middle/main list, choose "C++ File (.cpp)"
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5. near the bottom of the dialog, next to "Name:", type in a name for your
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5. near the bottom of the dialog, next to "Name:", type in a name for your
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source file, such as, "main.cpp".
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6. click on the Add button. This will close the dialog, add the new file to
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6. click on the Add button. This will close the dialog, add the new file to
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your project, and open the file in Visual C++'s text editor.
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7. Copy and paste the following code into the new file, then save it.
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```c
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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int main(int argc, char **argv)
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{
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SDL_Window *window = NULL;
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SDL_Renderer *renderer = NULL;
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SDL_Event evt;
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SDL_bool keep_going = SDL_TRUE;
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if (SDL_Init(SDL_INIT_VIDEO) != 0) {
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return 1;
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} else if (SDL_CreateWindowAndRenderer(0, 0, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
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return 1;
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}
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while (keep_going) {
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while (SDL_PollEvent(&evt)) {
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if ((evt.type == SDL_EVENT_KEY_DOWN) && (evt.key.keysym.sym == SDLK_ESCAPE)) {
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keep_going = SDL_FALSE;
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}
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}
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}
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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SDL_RenderClear(renderer);
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SDL_RenderPresent(renderer);
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@@ -363,41 +363,41 @@ int main(int argc, char **argv)
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#### 6.B. Adding code and assets ####
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If you have existing code and assets that you'd like to add, you should be able
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If you have existing code and assets that you'd like to add, you should be able
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to add them now. The process for adding a set of files is as such.
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1. right click on the app's project
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2. select Add, then click on "New Item..."
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3. open any source, header, or asset files as appropriate. Support for C and
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3. open any source, header, or asset files as appropriate. Support for C and
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C++ is available.
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Do note that WinRT only supports a subset of the APIs that are available to
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Win32-based apps. Many portions of the Win32 API and the C runtime are not
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Do note that WinRT only supports a subset of the APIs that are available to
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Win32-based apps. Many portions of the Win32 API and the C runtime are not
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available.
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A list of unsupported C APIs can be found at
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A list of unsupported C APIs can be found at
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<http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
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General information on using the C runtime in WinRT can be found at
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General information on using the C runtime in WinRT can be found at
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<https://msdn.microsoft.com/en-us/library/hh972425.aspx>
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A list of supported Win32 APIs for WinRT apps can be found at
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<http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
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the list of supported Win32 APIs for Windows Phone 8.0 is different.
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That list can be found at
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A list of supported Win32 APIs for WinRT apps can be found at
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<http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
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the list of supported Win32 APIs for Windows Phone 8.0 is different.
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That list can be found at
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<http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
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### 7. Build and run your app ###
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Your app project should now be setup, and you should be ready to build your app.
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To run it on the local machine, open the Debug menu and choose "Start
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Debugging". This will build your app, then run your app full-screen. To switch
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out of your app, press the Windows key. Alternatively, you can choose to run
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your app in a window. To do this, before building and running your app, find
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the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
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this by clicking on the arrow on the right side of the list, then click on
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Simulator. Once you do that, any time you build and run the app, the app will
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Your app project should now be setup, and you should be ready to build your app.
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To run it on the local machine, open the Debug menu and choose "Start
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Debugging". This will build your app, then run your app full-screen. To switch
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out of your app, press the Windows key. Alternatively, you can choose to run
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your app in a window. To do this, before building and running your app, find
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the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
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this by clicking on the arrow on the right side of the list, then click on
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Simulator. Once you do that, any time you build and run the app, the app will
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launch in window, rather than full-screen.
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@@ -410,37 +410,37 @@ Windows 8.x that ran primarily on ARM-based tablet computers.
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To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
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- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
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- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
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debugs ARM-based apps via IP networks.
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- change a few options on the development machine, both to make sure it builds
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for ARM (rather than x86 or x64), and to make sure it knows how to find the
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- change a few options on the development machine, both to make sure it builds
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for ARM (rather than x86 or x64), and to make sure it knows how to find the
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Windows RT device (on the network).
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Microsoft's Remote Debugger can be found at
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<https://msdn.microsoft.com/en-us/library/hh441469.aspx>. Please note
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that separate versions of this debugger exist for different versions of Visual
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Microsoft's Remote Debugger can be found at
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<https://msdn.microsoft.com/en-us/library/hh441469.aspx>. Please note
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that separate versions of this debugger exist for different versions of Visual
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C++, one each for MSVC 2015, 2013, and 2012.
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To setup Visual C++ to launch your app on an ARM device:
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1. make sure the Remote Debugger is running on your ARM device, and that it's on
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1. make sure the Remote Debugger is running on your ARM device, and that it's on
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the same IP network as your development machine.
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2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
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2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
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it, then change the value to "ARM".
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3. make sure Visual C++ knows the hostname or IP address of the ARM device. To
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3. make sure Visual C++ knows the hostname or IP address of the ARM device. To
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do this:
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1. open the app project's properties
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2. select "Debugging"
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3. next to "Machine Name", enter the hostname or IP address of the ARM
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3. next to "Machine Name", enter the hostname or IP address of the ARM
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device
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4. if, and only if, you've turned off authentication in the Remote Debugger,
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then change the setting for "Require Authentication" to No
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5. click "OK"
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4. build and run the app (from Visual C++). The first time you do this, a
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prompt will show up on the ARM device, asking for a Microsoft Account. You
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do, unfortunately, need to log in here, and will need to follow the
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subsequent registration steps in order to launch the app. After you do so,
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if the app didn't already launch, try relaunching it again from within Visual
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4. build and run the app (from Visual C++). The first time you do this, a
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prompt will show up on the ARM device, asking for a Microsoft Account. You
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do, unfortunately, need to log in here, and will need to follow the
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subsequent registration steps in order to launch the app. After you do so,
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if the app didn't already launch, try relaunching it again from within Visual
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C++.
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