I have create a game in unity . when I build the game it makes a exe file only with a big size. How can I make the dll file and a exe file that all other games have.
When you export for Windows, you get the .exe, called [what you exported it as].exe, plus a folder called [what you exported it as]_Data.
The data folder will contain many files, including the necessary DLLs.
I assume the issue you have, is that you don't want to distribute all of those files to everyone who wants to play your game?
If so, you'll probably want to package the game into a setup.exe, so you just just send people (or have them download) the one file.
There are loads of different ways of making this file. I personally use a free one called Inno Setup, which does the job fine for me.
Related
I am new to Android Studio and trying to understand how it works. I have a project which is a mixed code base (C++ and Java) and trying to convert that to an Android Studio project.
As of now, I am building my app from command line because my app is currently not using any IDE, it is made up of multiple folders. I was wondering if I should be structuring my project such that every module creates a .so file? In another words should I have:
One module and multiple folder under it
Multiple modules
Does every module create one .so file or multiple .so files?
This depends on the size and complexity of your project. One advantage of having multiple shared libraries (.so files) is that if you make binary-compatible changes in one area of the codebase, you don't have to recompile your entire project. You can just rebuild the module which you made changes in, and the dependent modules will link to the updated library.
If your project is quite large and rebuilding everything takes a long time, this can be a big timesaver. If you want to be able to reuse certain modules in other projects without having to pull in all the code from this project, it would make sense to separate into modules.
Splitting your C++ code into multiple modules does add some complexity to the build (and the syntax to specify C++ builds keeps changing on top of that), so you'll want to take that into account when you decide.
It is possible to extract executable files??
If it is what are the possible software may i use?
it depends how deep you want to dig into the executable and what kind of data you need from the exe.
As with all exe files you can analyse them on a low level. But I assume you want to have a high-level tool to get back the director files that were used to create the exe, right?
For the exe-file (the "projector" to use the appropriate director wording) there is no such tool known to me.
But very often the exe file is used together with files with extensions such as .dxr or .dir. Those are director files. DXR-Files are protected. But by importing them into director you can extract some of the cast memebers (graphics etc.) that are included. You need in-deep knowledge of lingo to do so.
You might also find .cst or .cxt files. Those are cast files. They can hold media, scripts etc. too. CXT are the protected versions. For these files the same is true as for the DXR and DIR files.
All in all - it is not easy and your chances are low to completly reveal all code and media. Most director programmer use the protected files for distributing their programs. Those do not allow to reveal all data included.
This Python script extracts Macromedia / Adobe Director movies and casts
from Windows and Mac executables.
https://github.com/n0samu/director-files-extract
How would one go about associating a file type with his application? I know how to read the command line arguments but I am not sure how I can "register" the file extension with Windows. Furthermore, my application is a stand-alone executable, so how would I keep Windows up-to-date on the location of my program?
I did a fair amount of searching and all I could find were old articles that didn't explain everything. How can I create file associations to a stand-alone executable in VB.NET?
Everything is handled by the registry. If you want to make your program self-register it's current location when run see this example.
http://www.codeproject.com/KB/dotnet/System_File_Association.aspx
I've always backed up all my source codes into .zip files and put it in my usb drive and uploaded to my server somewhere else in the world.. however I only do this once every two weeks, because my project is a little big.
Right now my project directories (I have a few of them) contains a hierarchy of c++ files in it, and interspersed with them are .o files which would make backing up take a while if not ignored.
What tools exist out there that will let me just back things up efficiently, conveniently and lets me specify which file types to back up (lots of .png, .jpg and some text types in there), and which directories to be ignored (esp. the build dirs)?
Or is there any ingenious methods out there that people use?
Though not a backup solution, a version control manager on a remote server responds to most of your needs:
only changes are saved, not the whole project
you can filter out what you don't want to save
Moreover, you can create archives of your repository for true backup purposes.
If you want to learn about version control, take a look at Eric Sink's weblog, in particular:
Source Control HOWTO, for the basics of source control
Mercurial, Subversion, and Wesley Snipes for the links to articles on distributed version control systems
I use dropbox, im a single developer developing software. In some projects I work out from my dropbox which means they synchronize every time i build. Other projects i copy the source code there my self. But most important is that i can work on all my computers with dropbox installed on them... works for my simple needs
Agree with mouviciel. If you do not want that, consider rsync or unison to efficiently keep an up-to-date copy, be it on the same or a different machine.
There are many programs out there that will allow you to pack a few files together and generate an executable that has the necessary code to extract them. Somehow, those files are residing inside the executable. I am interested in doing the same thing; how is this done?
FYI, I'm interested primarily in Windows .exe files, if it makes a difference.
Look at this: Article
You could probably save a file/files in a resource, compile it into the exe then use some code in the exe to extract it out to a file.
ie:
http://www.codeproject.com/KB/winsdk/binaryresources.aspx
Self extracting .exe files are usually archive files (zip, rar, tar, etc) concatenated together with a small program that does the extraction then executes the program that was extracted from the archive.
A really sophisticated one could extract the archive into memory and then jump to the extracted code and run it, but back in the old days, that sort of thing was easier to do.
If you wanted to write your own in Windows, you would create a small console application that did the extraction, and you would include the 'real' program in the console programs' resources.
There are also products like pkzip and winzip which do it for you. If your time is worth anything, those would be more efficient.
UPX is a well known packer for Windows .EXE which can be found here on WikiPedia. And here is the main site on sourceforge for UPX.
Hope this helps,
Best regards,
Tom.