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通过Visual Studio* 2015 创建基于 X86 和 ARM* 设备的 Android* 应用

Android APKs can support seven different architectures as defined by the presence of .so files (native libraries) in the lib/ folders in the APK. Where corresponds to the supported architectures, that is, on Android: armeabi, armeabi-v7a, x86, mips, arm64-v8a, mips64, x86_64. All the architectures are automatically supported in case there is no .so files inside an APK, but that’s not the case with Visual Studio* 2015 projects. APKs from Visual Studio* 2015 Android* application projects generate CPU-specific APKs, whether they’re C# (Xamarin) or Visual C++ projects.
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  • Convert so file to x86 from armeabi?

    I have an Android project that has an so lib file from a third party spell checker I use. (My app is the only downloadable keyboard for Android Wear, so the system spell checker is not available.) I don't have the source for the library, and have so far failed to get it.

    Can an so file be decompiled so it can simply be recompiled into an X86 version? If so, how? Without this, I simply can't support Intel based Wear smartwatches. (Fossil and Tag Heuer)

    Installing Intel haxm error Windows 10 - Enable Intel VT-x

    Hello, 

    I'm trying to Install Intel Haxm for Android Studio but i'm getting an error saying that my Intel VT-x is not turned on. I have googled a bit and tried different solutions but it isn't working for me. 

    I am using Windows 10 that has a i7-3610QM CPU @ 2.30 GHz. I have the BIOS Version: American Megatrends Inc. E1756IMS. 105, and the BIOS mode of Legacy. I'm using a GE70 0NC system model for MSI. 

    What I have tried: 

    I tried turning off Avast to download Haxm but it still shows up the error. 

    案例分析:使用 CRI 中间件实现面向 Android* 的英特尔® X86 支持

    Android* devices powered by the Intel® Atom™ processor are rising in popularity, and supporting applications are being released continuously. To meet the needs of application developers focused on creating games for Android devices with Intel Atom processors, middleware companies began supporting x86. One such company, CRI Middleware Co., Ltd., offers runtime library x86 support for Android middleware. It has done this by changing the build settings of the makefile in the Android NDK and replacing the ARM* NEON* instructions. Included in x86 support of the middleware runtime library for Android devices is a plug-in for Unity*, a game engine developed by Unity Technologies, which allows developers to build games by simply setting the x86 folder as the build target with the Android NDK.
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  • 一个经常被忽略的游戏性能衡量指标——帧时间

    Frame time mostly refers to the time it takes for the software to render each frame. More precisely, the data takes into consideration the duration of the benchmark multiplied by the average FPS of the application or rather, the total amount of frames rendered over the length of the benchmark rather than its duration in seconds. This data can be collected using benchmarking tools, such as the suite of Intel® INDE Graphic Performance Analyzers, and is crucial to take into account when assessing performance.
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  • 使用 OpenCL™ 2.0 读写图片

    While Image convolution is not as effective with the new Read-Write images functionality, any image processing technique that needs be done in place may benefit from the Read-Write images. One example of a process that could be used effectively is image composition. In OpenCL 1.2 and earlier, images were qualified with the “__read_only” and __write_only” qualifiers. In the OpenCL 2.0, images can be qualified with a “__read_write” qualifier, and copy the output to the input buffer. This reduces the number of resources that are needed.
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  • 使用 OpenGL* ES 3.1 面向 Android* 的自适应体积阴影图

    As a follow-up to Adaptive Volumetric Shadow Maps for DirectX* 11, we present a port of the same algorithm adapted for Android* devices that support OpenGL ES* 3.1 and the GL_INTEL_fragment_shader_ordering OpenGL* extension.
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