Android Simulator not run, become Hyper-V not available in Windows 10 Home - react-native

I'm studying React Native.
Unfortunately Windows 10 Home is not Support Hyper-V. Since, i can't use Android Studio Simulator.
Is there any way to run Simulator.

I have no idea where you got your information that you can't use it.
Android Studio's emulator uses HAXM (Hardware Accelerated Execution Manager) on Intel CPUs, which in return is also used by Hyper-V.
Hyper-V is a very self-absorbed technology that doesn't play well with others (just like many other things Windows offers) and having it ON is actually what screws things up and you need a workaround in that situation.
I also have Win10 Home on one of my computers and tried running the emulator with a default Basic task project on a virtual Pixel 2 with Android 8.1 Oreo. It works.

Sorry, mine was AMD Processor, for AMD HAXM no need, instead have to install Hypervision for AMD Processor in Sdk tool.
It worked.

Related

Windows virtual machine on a Pixel Slate?

I'd like to install a Windows virtual machine on one of my Chrome OS devices, ideally my Google Pixel Slate tablet, as it's quite powerful and is not being used. Is it possible to run a Windows VM on a Pixel Slate tablet? If so, which virtualization platform should I use?
I also have a Lenovo ThinkPad X230 on which I've installed Chrome OS Flex. It's a bit slow, but is also an option. As a last resort, I could also use my ThinkPad Carbon X1, which is running Chrome OS Flex, but I'd rather not, as it's my main computer. It's my understanding that Chrome OS Flex does not currently support Windows virtual machines, although Google is planning this for the future.

Does React Native support Apple's M1 macbook pro?

Can ios apps be compiled on the new M1 chipset?
Is there any schedule for official support?
The short answer is yes.
The latest version of XCode (version 12) is compiled as a universal app. This means that it runs on both Intel-based and Mac Sillicon machines natively. From Apple's website:
Xcode 12 is built as a Universal app that runs 100% natively on Intel-based CPUs and Apple Silicon for great performance and a snappy interface.* It also includes a unified macOS SDK that includes all the frameworks, compilers, debuggers, and other tools you need to build apps that run natively on Apple Silicon and the Intel x86_64 CPU.
This means that you should be able to compile iOS with the latest version of XCode without a problem. It would be kind of crazy for Apple to release professional hardware (MacBook Pro) without this capability.
Keep in mind that a number of third party applications may not work well on the ARM machines yet. VSCode is not currently supported on M1 devices (although Microsoft have said that it's coming). VSCode is an Electron based app which currently can't be emulated with Apple's Rosetta II platform. You might not use VSCode, but keep in mind that any Electron based apps that you use may not work straight away.
If you exclusively use XCode and don't critically rely on any third-party apps you should be ok.
EDIT: I just noticed that you tagged your post for react-native. Information is pretty slim for compatibility at the moment, so I would be cautious. If you need a Macbook Pro to do commercial work or school projects right now then you run the risk of things not working as intended. The M1 MacBooks will undoubtedly support everything that you need as a developer in the future and they're particularly great candidates for iOS development because of the parallels made possible by the shared ARM architecture.
If you're relying on a new machine to get work done right now, going with an Intel-based machine is probably the best option. For reference, I recently got an Intel-based 16" MacBook Pro with work because I need to get things done right now without any issues. The commercial value far outweighs the potential benefits that an M1 machine might bring in a year or two. If you're ok with running into some issues over the next few months, I'm sure that the M1 machines will provide plenty of value for years ahead.
While there are problems that do not allow compiling the application.
brew and cocoapods are installed in the console with rosetta enabled.
pod install / update fails because flipper and some parts of RN are not supported by the platform
if you use expo - without cli then everything is ok
updates: now cli working (after update all - homebrew, cocoapods and other to last version)
from what I know, iOS app only compiles on Mac os, so it should work with whatever macOS uses.

Is it possible to emulate Windows 8 for ARM?

I have a few programs I'd really like to test on Windows 8 for ARM. I don't have any Windows 8 ARM hardware though. Is it possible to install Windows 8 in some kind of ARM emulator or some such?
Yes, I know that if it compiles on WinRT it is suppose to "just work", but I'd really like to test it not only to see if it works, but also relative performance(as much can be guessed from an emulator)
There is no way, how to start you x86 PC in an "ARM mode", or launch Simulator in ARM mode. WinRT was designed to bridge the differences or these platforms so you don't need to worry about it and you can just develop. All I can think of right now is try to contact local Microsoft representative in your area - if they have any ARM tablet for testing, they might help you in this, but again if your app is not really flawed or computing power demanding, don't worry about the ARM platform :)
This now appears to be sorta possible (haven't tested yet) with the new App Ceritification Kit for WinRT, which appears to include ARM emulation.
EDIT: This isn't an emulator, it will only run on an ARM WinRT device. I guess there is no ARM emulator, despite that page mentioning ARM and emulation

How to make an emulator for Windows CE operating system targeting specific hardware

I think this is a common problem for all developers using Windows CE 6.0 operating systems on specific hardware. I have a client that needs a custom operating system for its ICOP PDX-089T PC with Touch panel, that is based on DM&P SoC CPU Vortex86DX-1GHz.
I do not have the hardware with me, so every time I make a change I have to send at least the NK.bin file, or the whole ghost image to the client to make the tests for.
Is there any way to build a custom Windows CE emulator to add it to Visual Studio 2005 for testing or may be a custom virtual machine to launch it through VMWare or Virtual PC?
I tried some guidelines from the internet to build one, but every effort in making one resulted in hanging up my PC.
Does anybody have similar needs and some solution?
Note: The emulator I need is for Vortex86DX processor and ICOP board.
Microsoft abandoned the x86 Emulator some time ago, choosing to support only an ARM emulator (the BSP ships in the box with Platform Builder 6.0). This means that you can't create an emulator for the x86 processor, though I'm hard-pressed to think of a scenario where you'd really need to and where just getting hardware isn't a better solution for anyway.
There is a BSP for doing Virtual PC OS builds that would run on x86. It's not had much activity in some time, and I've never tried it, so YMMV.

Can I use the Kinect API on a virtual machine?

This programming guide implies that this is possible, so I figure what the heck.
Right now, though, it doesn't work.
Host OS is Vista 64-bit, VMWare Workstation 6.5.3 is running Windows 7 Enterprise 32-bit.
Installed Software on the VM:
Visual C# 2010 Express
Microsoft Server Speech Platform Runtime
Microsoft Server Speech Recognition Language - Kinect
Microsoft Speech Platform SDK
Kinect for Windows SDK Beta
I plug in the Kinect, the device is recognized by the VM, then I run the Sample Shape Game and it doesn't recognize the device. It says "Plug in the Kinect and try again" which turns out to be error 0x80080014, which leads to
http://social.msdn.microsoft.com/Forums/en-US/kinectsdknuiapi/thread/4da8c75e-9aad-4dc3-bd83-d77ab4cd2f82/
which gives me two things to look at:
is it plugged in with the special cable? yes
are all 4 entries in the Device Manager? no
In the Device Manager, I see a "Microsoft Kinect" group containing Microsoft Kinect Audio Control, Microsoft Kinect Camera and Microsoft Kinect Device, but there is nothing under "Sound, video and game controllers" other than VMware VMaudio. "Kinect USB Audio" should be there.
I'm guessing that there is some further twiddling I have to do with the VMWare USB / hardware options (whatever that tray with the USB / CD / HD / floppy etc icons is called) or some deft combination of rebooting and (un)plugging, but I'm almost out of enthusiasm.
Any ideas? TIA
EDIT: I realized that I had some lingering drivers on my host (Vista) system from OpenKinect. After removing them, I can no longer see the Kinect at all in the VM. Hmm.
There is this on read.me
Virtual machines: You must run applications built with the Kinect for Windows SDK Beta in a native Windows environment. Kinect for Windows applications cannot run in a virtual machine, because the Microsoft Kinect drivers and this SDK Beta must be installed on the computer where the application is running.
just to share that (not really understood how) VM Workstation 8 running in a host win 7 x64 with guest OS Ubuntu 10.04 sucessfully detected and installed Kinect drivers.
I was able to test it with libfreenect (OpenKinect Project) http://openkinect.org/wiki/Getting_Started#Manual_Build_on_Linux
best regards,
I'm late to the party, but we've been running and developing for the Kinect with Windows 7 running under VMWare under Mac OS X Mountain Lion.
I'm not a Computer Scientist, but I thought Turing showed that a universal Touring Machine was basically the same as physical hardware. I've had Distributed COM+ running on 3 or 4 VM's on the same physical hardware, but somehow the Kinect device is different? I don't buy that at all.
The most recent version of Microsoft Kinect for Windows (v1.6, possibly slightly earlier versions) in combination with the "Kinect for Windows" hardware does work inside a virtual machine. I run this setup on a MacBook Pro, Parallels 7 and Windows 7.
Note that a Kinect for Xbox does not work inside a virtual machine.
This page from Microsoft says that the "Kinect for Windows" device should work in a VM, but that the "Kinect for XBOX" does NOT work.
First of all you just need two Things to be installed:
libfreenect
libusb
after that you should set three flags to 0x02 at the line
typedef enum {FREENECT_DEVICE_MOTOR = 0x02,FREENECT_DEVICE_CAMERA = 0x02,FREENECT_DEVICE_AUDIO = 0x02,} freenect_device_flags;
Inside the headerfile located at /usr/local/include/libfreenect libfreenect.h but you will lose the ability to control the movement and the the microphone usage will be disabled so don't even try to access them or your device might get damaged after that you should also set
#define PKTS_PER_XFER 32
#define NUM_XFERS 6
inside your libfreenect/src/usb_libusb10.h file at the linux Line
After that rebuild your libfreenect by
mkdir build
cd build cmake ..
make make install.
Than Restart your virtual System and plug and connect only the Kinect Camera Device and no other Kinect device during start of the VM. When System is up you could test your device is properly working by switching to your previously created libfreenect build directory and go to bin there you run ./freenect-camtest you should get no or only a small number of package losses if a lot of losses occur try restart your vm with the camera device pluged in and already connected to your vm. You might need to active disconnect and connect the Webcam from the VM during startup to receive images this should be done during first seconds of VM Boottime!
Works with Ubuntu 14.04 and Workstation 10 and 11 and 11.1
HOST OS Windows 7 and Kinect SDK installed and Kinectdevice for Windows
Also it seems to be quite unstable you often have to restart your virtual system if you can't receive images from your Kinect. But if you once received images don't unplug device or you won't get data until you reboot virtual system with Kinect Camera connected to it.
=> This actually solved the problem otherwise to much frames get lost and its not possible to display proper image!