@Ahsan-Niaz said in Releasing exe for 32 bit windows from a 64 bit windows qt creator:
Is it possible to add kits or whatever in my current qt creator.
Yes
As I already mentioned, I already have a project running perfectly on 64 bit windows. I want to create an exe that should run perfectly on 32 bit windows.
Please guide me with what steps I should follow. Thanks
Close Qt Creator
Run MaintenanceTool.exe
Select and install a 32-bit version of Qt from the MaintenanceTool
Install a compatible 32-bit compiler
If you're using MinGW, install it from the Qt installer
If you're using MSVC, install it from Microsoft's website
Open your project in Qt Creator and enable your 32-bit kit: https://doc.qt.io/qtcreator/creator-configuring-projects.html
Build and deploy your application using your 32-bit kit
I don't want to reinstall qt and select the packages or kits because its a headache.
You don't need to reinstall Qt.
You must install a new version of Qt on top of your existing installation.
Recently, I had to run an exe released from 64bit windows qt creator for my client on his 32 bit windows.
The bitness of Qt Creator does not matter. What's important is the bitness of your kit. (Qt Creator can manage many versions of Qt, both 32-bit and 64-bit, at the same time)
@JG97 said in QT 5.8.0 64 Bit with MinGW-w64 Configuration:
How do I configure the x86 package for building 64 bit applications?
You can't. You install Qt 5.12 MinGW 64bit and MinGW 64bit (it is available in the installer under Tools) and use this for 64bit apps. For 32bit apps you do the same but 32bit...
@SGaist So, last week our integrator had a moment of lucidity, and realized that we were actually using a debug-version of moc.exe instead of a release-build...........
I did a quick test with a release build of moc.exe, which took the exact same measurement I mentioned above back to 1m10s, so indeed faster than with the 5.4-version, as you expected.
Indeed, debug build should work as well. Hmmm, try switching to Debug, and do Clean All, run Qmake, Rebuild All. Maybe do that twice for good measure.
Anyway, now you're up and running in Release mode, happy VLC hacking!
I just created an empty project to test some stuff. The following code
QAudioDeviceInfo info = QAudioDeviceInfo::defaultInputDevice();
// Empty string as output
qDebug() << "Default input device" << info.deviceName();
// 0 as output
qDebug() << QAudioDeviceInfo::availableDevices(QAudio::AudioInput).size();
// 0 as output
qDebug() << QAudioDeviceInfo::availableDevices(QAudio::AudioOutput).size();
prints an empty string as input device, 0 available devices on WinRT. 'multimedia' is added as Qt module.
What could be wrong? A missing plugin (dll not deployed automatically)? Or is WinRT not supported (yet)?
Best
Wickie
@SGaist @hskoglund @belab @Franckynos
Thank you for helping me!
You were right, I did not import the symbols.
I added this :
#ifdef GAME_EXPORTS
# define GAME_API __declspec(dllexport)
#else
# define GAME_API __declspec(dllimport)
#endif
to my DLL code and now everything works.
Have a nice day, you rock! :-)