procdump for ARM devices? or how can I catch crashes in ARM devices? - procdump

I have to catch crashes of particular application on ARM devices. procdump works fine for x86 and x64 archs, but doesn't run on ARM. Any pointers ?

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Unable to run/deploy iOS app in iPhone simulator

I am not able to deploy the Uno platform ios app to the iPhone simulator. My visual studio has connected to a remote mac. when I try to run ios app, I get the error in the simulator. you can see in the below image.
I can able to run all other types of projects of my Uno platform project except ios and macOS. please let me know what I am missing?
My git repo: https://github.com/avikeid2007/Repayabl

Do I need to provide Opencl.dll when deploying OpenCL app?

I'm about to deploy an app which has been developed using OpenCL and Nvidia's CUDA toolkit. For app to work correctly on my PC (where I have compiled and tested the app), I need OpenCL.dll. It is located in Windows folder. Do I need to provide a copy of this file when deploying my app to a user which is using a different PC with, possibly, a different graphics card ?
No - if the GPU supports OpenCL, then OpenCL.dll will have been installed along with the GPU driver.

Xamarin Forms: All device features available with USB Debugging?

When using Xamarin forms (VS2017 for Windows) for cross-app development, there is certain features that are not covered by the android emulator, such as Bluetooth. Is this any different with USB debugging? Assuming my app runs via USB debugging on an actual mobile device, would Bluetooth be available in my running app as if it was installed and running natively?
I just would like to know, if I can test all features that are missing in the emulator by using USB debugging or is there any other limitations in this case?
If you're using an actual device there are no limitations other than those imposed by the device itself.

Devolopping iOS apps with xamarin

i want to start a project that consist in mobile apps. can i develope native apps with Xamarin.Forms to the three platforms with a pc (Sony Vaio) and visual studio.
You can develop for Windows (Phone, or better yet Universal Windows Platforms Apps) and Android. They just work with Visual Studio.
If you want to build an iOS app as well, you are going to need a Mac. Building for iOS cannot be done without a Mac. There are a few options:
Buy a Mac laptop with a Windows VM; this is an option you see for most developers, however it is an expensive one because you're going to want a good MacBook Pro with a 1TB disk.
Buy a (cheap-ish) Mac (Mini); Xamarin is built so that you can let a standalone Mac machine do all the iOS building. All you have to do is install it with XCode and Xamarin, connect it to your network and you are ready to go. With the new Xamarin iOS Simulator for Windows you don't have to look at your Mac ever again. Let's be clear: the Simulator for Windows isn't a Simulator which runs on Windows. It simply mirrors the Simulator from your Mac.
Rent a Mac in the cloud. There are solutions like macincloud.com which let you rent a Mac hosted by them. They have different plans depending on your needs. The concept stays the same; you connect to a Mac in 'your network' (which is now over the internet) to build your iOS app.
Whichever option you choose; you are going to have to spend some extra money on Apple hardware to get to develop your iOS app.

Application built by Qt for WinRT running slower than Qt for Android on same Windows 8.1 host

I'm using Qt 5.4.1 (for WinRT and Android) on same windows 8.1 host and project using GUI (such as QListView). I see the application running on Windows runtime (built by Qt creator for both WinRT and Android) very different in terms of performance (WinRT build is slower than the Android one about 2-3 times).
How can I solve this? Thanks!
P.S.: I'm trying to use QListView (deploying to windows phone 8.1) and QScroller but is not as fast as listview in Windows phone (Maybe something's not optimized because app running in windows 8.1 (target = host) is slow too).

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