MindManager 10, 11 and 12 doesn't start in Windows 10 - mind-manager

MindJet.com wants you to upgrade for $280+ to MindJet 2015. Older versions of their mind mapping products install into Windows 10 without any errors. However you can not start the application. When you try to, nothing happens, and there are no error messages, not even in the Windows event log.

The above steps didn't work for me, but I used the steps in this microsoft support note to enable .NET Framework 3.5 and after that was able to open and use my MindManager 9 version on my Microsoft Surface!
https://answers.microsoft.com/en-us/insider/forum/insider_wintp-insider_install/how-to-instal-net-framework-35-on-windows-10/450b3ba6-4d19-45ae-840e-78519f36d7a4?auth=1
To check if the.NET Framework 3.5 is available in Control Panel and to enable it, please follow these steps:
a) Press “Windows Logo” + “R” keys on the keyboard.
b) Type “appwiz.cpl” in the “Run” command box and press “ENTER”.
c) In the “Programs and Features” window, click on the link “Turn Windows features on or off”.
d) Check if the “.NET Framework 3.5 (includes .NET 2.0 and 3.0)” option is available in it.
e) If yes, then enable it and then click on “OK”.
f) Follow the on-screen instructions to complete the installation and restart the computer, if prompted.
This will install the .NET Framework 3.5 feature on the computer.

Support and sales do not tell or document this but you can get earlier versions to run in Windows 10. The older versions depend on older versions of .NET Frameworks. Windows 10 has .NET Framework 4.5 pre-installed but nothing older than that.
How to install the older .NET Framework versions in Windows 10:
Settings | Apps & Features | Manage Optional Features | Add a Feature |
Choose the .NET Framework 3.5, 3, 2 package install option. It should be the first in the list.
Your older versions of Mindjet/MindManager products will now run in Windows 10.

Related

.net 6 and OLEDB

I have a program (.Net Framework 4.6) that reads and updates excel spreadsheet via OleDd.
I have ported this code to .Net 6 solution using the System.Data.OleDb (6.0.0) package.
It works fine on my development pc (Win 10), but when I upload it to deployment server (Windows server 2016) I get error:
The data providers require Microsoft Data Access Components (MDAC).
Please install Microsoft Data Access Components (MDAC) version 2.6 or
later.
The .Net Framework 4.6 app is working on the deployment server just fine.
I have installed:
AccessDatabaseEngine2016.exe
mdac28sdk.msi
My .Net 6 app is running in 32Bit mode
What am I missing?
Regarding a .NET_6 project I'm working on under 64bit Visual Studio with C#, and which I was in_serious trouble with, well, reading your question text brought me to rebuild this project of mine now specifically for 32-bit instead of building for "Any". This solved my_pending problem to get OLE.DB successfully opening a_connection to M$Access, which had been installed as part of 32-bit M$Office. It was a relief to finally get across my OLE.DB hurdle this way (after a good number of hours), but in hindsight I am surprised that earlier on, with .Net Framework v4.8, I can't seem to have needed this sort of bitwise accuracy.
So for what it's worth, at least in my case bitlevels were essential and crucial to get OLE.DB working under .NET_6.

using .NET Standard 2.1 with UWP

I made the big mistake of taking some NuGet library updates today. It forced me to either roll back a week's worth of work or upgrade to ASP .NET Core 3.0. I hate to use stuff that's not production, but I didn't want to untangle the libraries either, so I upgraded. Then it forces me to retarget .NET Standard 2.1 libraries. Which I did.
My problem now is with the client UWP code. When I try to compile, I get:
error : Project '..\ClassLibrary1\ClassLibrary1.csproj' targets 'netstandard2.1'. It cannot be referenced by a project that targets 'UAP, Version=v10.0.10586'.
This happens even with a virgin UWP and .NET Standard 2.1 library. Any clues on how to make Visual Studio 2019 client code work with the latest upgrade?
All Windows 10 SDKs currently don't support .NET Standard 2.1.
Windows 10 19H2 is using the same SDK number as 19H1, so it is unlikely that it will support .NET Standard 2.1. (But I certainly hope it does.)
Microsoft hasn't made an official announcement, but Windows 10 20H1 is getting a meaningful SDK update, so it is likely that it will support it. And once that's the case, UWP apps will require 20H1 to run (so that will become the minimum supported version).
One of the big issue with this situation is that Entity Framework Core 3.0 requires .NET Standard 2.1, so it can't be used in UWP apps for now (Update: This issue is resolved with Entity Framework Core 3.1 supporting .NET Standard 2.0).
By the way, as an experiment, I was able to fork Entity Framework Core 3.0 (for SQLite) and make it compile on .NET Standard 2.0. I basically had to manually copy a few new APIs from .NET Core 3.0 (like IAsyncXXX). And it worked, so it is an option for people who really need it. Note that, I did not try it with the SQL Server provider.
Update: The UWP team is planning to enable UWP apps to use .NET 5 and that's when UWP will support .NET Standard 2.1 (and more). This could happen in 20H2 or 21H1.
UWP does not support .Net standard 2.1 yet. It only support till .Net standard 2.0 and that too from windows 1709 onwards.
If you look at the link for 2.1 it states
Platform Support
An upcoming version Universal Windows Platform
so it may be 19H2
UPDATE
Microsoft is going to release a new framework called WinUI 3, this is going to support UWP as well as Win32 based application model. WinUI 3 would support .Net 5 for both the platforms. WinUI 3 preview is going to be available in mid May 2020, with final release in late 2020. WinUI 3 would be supported on windows 10 1803+.

Monogame: no sound effects until DirectX reinstalled.

Environment: Windows 10 (fresh install), using Monogame 3.6 (same goes for 3.5 for this matter) on DirectX projects.
Problem: I can’t hear any sound effect unless I reinstall DirectX.
Before reinstalling DirectX, there is no exception or status information I could use to trace why the sound is not audible. After reinstalling, it just works. Same code, even same binary.
I don’t want my users to have to reinstall DX. This will be awkward as Win10 comes with DX pre-installed.
So I wonder if someone knows which additional DX libraries I may include in project folder so that the sound effects are audible without reinstalling DX?
It's important to understand that you cannot "Install DirectX" on Windows 10 or any version of Windows back to Windows XP Service Pack 2. The DirectX End-User Runtime package (a.k.a DXSETUP) doesn't actually install Direct3D, DirectPlay, DirectSound, etc. It doesn't even include the CABs needed to install DirectX on older versions of Windows.
Not So Direct Setup
The version of "DirectX" installed is only ever updated via Windows Update, installing a new version of Windows, or some kind of Service Pack. Windows 10 includes all supported components of DirectX 9.0c, DirectX 10.x, DirectX 11.x, and DirectX 12.0 as part of the OS.
Direct3D 11 Deployment for Game Developers
What the DirectX End-User Runtime package does install is the various legacy side-by-side helper components: D3DX9, D3DX10, D3DX12, XAUDIO2.7 or earlier, XINPUT 1.3 or earlier, XACTENGINE, and the legacy Managed DirectX 1.1 assemblies. That's it. Furthermore, it installs about 100 MB of these things including every version that has ever shipped for both x86 and x64, which means your game is never going to use most of them. Likely Monogame is set up to use XAudio 2.7 which is the last version of XAudio to support Windows 7. As such, it needs just a handful of CABs from DXSETUP.
KB179113: How to install the latest version of DirectX
XAudio2 and Windows 8
Finally, the DXSETUP files that shipped in the end-of-life DirectX SDK (June 2010) are actually not the latest version of the DirectX End-User Runtime. I fixed a number of bugs in an online only April 2011 refresh.
DXSETUP Update

New iOS MVVMCross project - which Nuget package and/or PCL targets?

We are creating a new iOS project. I want to use the Universal API so pretty sure I need to switch to Xamarin Beta channel and pull the prerelease of MVVMCross.
However when I try and add the MVVMCross package to a fresh PCL I get
Could not install package 'MvvmCross.PortableSupport 3.5.0-beta1'. You
are trying to install this package into a project that targets
'portable-net45+sl50+Xamarin.iOS10+MonoAndroid10+MonoTouch10', but the
package does not contain any assembly references or content files that
are compatible with that framework. For more information, contact the
package author.
The error looks simple enough but those compatibility errors from NuGet are never as simple as they look
The PCL is targetting
.NET 4.5
Silverlight 5
Xamarin Android
Xamarin.iOS
Xamarin.iOS (Classic)
Which targets do I need to change so I can add the correct MVVMCross to build Universal iOS
It looks like Your challenge is supporting Silverlight 5 - sl50
All the other platforms you list will support modern PCL profiles like 78 and 259. However, Microsoft haven't built any Silverlight support for these profiles.
This dropping of the "older profiles" is why MvvmCross dropped the old WindowsPhone support - announced back in July 2013 http://slodge.blogspot.co.uk/2013/07/mvvmcross-wp7-tombstoned.html
I fixed the problem you had. I managed to fix it without hacking csproj. I couldn't deselect Silverlight 5. I selected Windows 8 target and then I was able to deselect Silverlight 5.

Setting up TideSDK in Titanium Studio

i am trying to setup the tidesdk in titanium studio but it won't work for some reason... Here is what i've done so far:
Downloaded Titanium Studio v2.1.2.201208301612 from appcelerator
Downloaded TideSDK v1.2.0.RC4 from tidesdk.org
Added the sdk in Titanium Studio like this: "Help > install specific
titanium sdk"
Basically i just followed the instructions from this: https://groups.google.com/forum/?fromgroups=#!topic/titanium-desktop-transition/wv6fiRD6Sbo
But the option to start a new desktop project won't come up. Is there something i am doing wrong or something?
I am using lion 10.7.4, according to this google group that shouldn't be a problem. Anyone's got any ideas?
Here are a couple of things to help you on your way:
Lion and Mountain Lion with Xcode 4.x are supported in the upcoming 1.3.0 but not 1.2.0.RC4. 1.2.0.RC4 will work fine with Snow Leopard 10.6.x on Xcode 3.x. Another possibility in the short term is to consider developing on either a Windows 7, or Ubuntu 11.04 virtual machine until the 1.3.0-beta has released. This release is expected very soon and provides updates to core libraries and offers support for current operating system versions of OSX, Windows and Linux.
Code you write in 1.2.0.RC4 will work fine in 1.3.0 since there are no API changes. The only change will be in the JavaScript namespace. In 1.3.0, the JavaScript namespace for the future will use 'Ti' as opposed to 'Titanium'. By setting a global variable in your code, you can start using 'Ti' to begin with.
var Ti = Titanium;
As far as Titanium Studio, unfortunately Appcelerator dropped the desktop support but have revived it. They have come out with an update that is reported to work:
http://preview.appcelerator.com/appcelerator/studio/desktop/update/beta/
If your run into any issue, an alternative is to download TiDev Community:
http://api.appcelerator.net/p/pages/app_page?token=m4rZLSv6
TiDev Community is really reaching the end of its life cycle but it will work for creating in running your apps in the short term.
The TideSDK team has a new app under development called TideSDK Builder. TideSDK Builder will provide the basics of creating, running and packaging your apps. It will also feature scaffolds for kickstarting your app projects. A new tidebuilder CLI will also be available with comparable functionality. We are hoping to bundle these for the official release of 1.3.0 that is targeted for the end of September.
Appcelerator has provided a Titanium Studio SDK. The TideSDK team is exploring this to see that Titanium Studio IDE can continue for the future.
One last thing to keep in mind is that Titanium Studio and TiDev Community no longer support the network packaging service that Appcelerator once offered. This means local packaging in the interim while TideSDK team continues to examine options.
Please follow TideSDK on twitter for updates and announcements at http://twitter.com/TideSDK

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