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Released for Mac in September 2016, Rocket League is one of those games that the older it gets, the more popular it becomes. Yet, Rocket League's secret is simple: a thriving Multiplayer community. And there's a reason why everybody loves this game so much, even after all these years. The March Update was the final update for Mac and Linux versions of Rocket League.If you have played the game on macOS or Linux, June 10, 2020 was the last day to request a refund through Steam. The macOS and Linux (SteamOS) versions will no longer be updated or supported.
Visual Studio enables you to set up your applications to target different platforms, including 64-bit platforms. For more information on 64-bit platform support in Visual Studio, see 64-bit applications.
Target platforms with the Configuration Manager
The Configuration Manager provides a way for you to quickly add a new platform to target with your project. If you select one of the platforms included with Visual Studio, the properties for your project are modified to build your project for the selected platform.
To configure a project to target a 64-bit platform
On the menu bar, choose Build > Configuration Manager.
In the Active solution platform list, choose a 64-bit platform for the solution to target, and then choose the Close button.
If the platform that you want doesn't appear in the Active solution platform list, choose New. Spiderattack (ksk studio) mac os.
The New Solution Platform dialog box appears.
In the Type or select the new platform list, choose x64.
Note Limiter mac os.
If you give your configuration a new name, you may have to modify the settings in the Project Designer to target the correct platform.
If you want to copy the settings from a current platform configuration, choose it, and then choose the OK button.
Postal training program mac os. The properties for all projects that target the 64-bit platform are updated, and the next build of the project will be optimized for 64-bit platforms.
Note
The Win32 platform name is used for C++ projects, and it means x86. Visual Studio considers both project-level platforms and solution-level platforms, and the project platforms come from the language-specific project systems. C++ projects use Win32 and x64, but the solution platforms use x86 and x64. When you choose x86 as the solution configuration, Visual Studio selects the Win32 platform for C++ projects. To see both project-level platform and solution-level platform settings, open Configuration Manager and note the two platform settings. The solution-level platform is shown in the Active solution platform dropdown, and the table shows the project-level platform for each project.
Target platforms in the Project Designer
The Project Designer also provides a way to target different platforms with your project. If selecting one of the platforms included in the list in the New Solution Platform dialog box does not work for your solution, you can create a custom configuration name and modify the settings in the Project Designer to target the correct platform.
Performing this task varies based on the programming language you are using. See the following links for more information:
For Visual Basic projects, see /platform (Visual Basic).
For Visual C# projects, see Build page, Project Designer (C#).
For Visual C++ projects, see /clr (Common Language Runtime compilation).
Manually editing the project file
Sometimes, you need to manually edit the project file for some custom configuration. An example is when you have conditions that can't be specified in the IDE, such as a reference that is different for two different platforms, as in the following example.
Example: Referencing x86 and x64 assemblies and DLLs
You might have a .NET assembly or DLL that has both x86 and x64 versions. To set up your project to use these references, first add the reference, and then open the project file and edit it to add an ItemGroup
with a condition that references both the configuration, and the target platform. For example, suppose the binary you are referencing is ClassLibrary1 and there are different paths for Debug and Release configurations, as well as x86 and x64 versions. Then, use four ItemGroup
elements with all combinations of settings, as follows:
Note White rose (demo) mac os.
Performing this task varies based on the programming language you are using. See the following links for more information:
For Visual Basic projects, see /platform (Visual Basic).
For Visual C# projects, see Build page, Project Designer (C#).
For Visual C++ projects, see /clr (Common Language Runtime compilation).
Manually editing the project file
Sometimes, you need to manually edit the project file for some custom configuration. An example is when you have conditions that can't be specified in the IDE, such as a reference that is different for two different platforms, as in the following example.
Example: Referencing x86 and x64 assemblies and DLLs
You might have a .NET assembly or DLL that has both x86 and x64 versions. To set up your project to use these references, first add the reference, and then open the project file and edit it to add an ItemGroup
with a condition that references both the configuration, and the target platform. For example, suppose the binary you are referencing is ClassLibrary1 and there are different paths for Debug and Release configurations, as well as x86 and x64 versions. Then, use four ItemGroup
elements with all combinations of settings, as follows:
Note White rose (demo) mac os.
In Visual Studio 2017, you need to unload the project before you can edit the project file. To unload the project, right-click on the project node, and choose Unload project. When done editing, save your changes and reload the project by right-clicking the project node and choosing Reload project.
For more information about the project file, see MSBuild project file schema reference.
See also
Rocket Vs Target Mac Os Download
May 4, 2013
(Updated May 5, 2013 to include weak_import
)
I used to have a WordPress blog. I no longer update that blog, because it became a PITA to constantly update WordPress. Also, my desire to help people waned after the infiltration of our little Mac community by the horde of iOS developers. No offense. Well, not much offense. Night of the wolf slot machine. Nonetheless, I occasionally have something helpful to say to people. So, I'm just going to write a self-contained article here, with no promise of any future articles. I'm so serious about no promises that I'm not even setting up an RSS feed for articles, and if you know me, that's telling.
Enough chit-chat, on to business. Speaking of business, my company's apps still run on Mac OS X 10.6 Snow Leopard. However, the latest version of Xcode does not contain the Mac OS X 10.6 SDK. As the Church Lady would say, 'How convenient!' Therefore, in order to build our apps with the latest Xcode, we have to set the SDK to Mac OS X 10.7 and the Deployment Target to 10.6. The problem with this setup is that if we accidentally use API that only exist on 10.7, then there is no build warning, but the app will crash at launch on 10.6. How convenient!
My friend Paul Kim was lamenting this issue recently, and my friend Daniel Jalkut pointed us toward a possible solution on Stack Overflow. (I call them my friends. They probably hate my guts, but at least we speak frequently.) This solution was designed for iOS, though, and didn't seem to work for Mac OS X. That's where I came in. I decided to hack at it until I found a solution for Mac OS X, and I believe that I did. Put the following code in your prefix header (.pch
file):
We are redefining macros in the system headers. Redefining AVAILABLE_MAC_OS_X_VERSION_10_7_AND_LATER
takes care of methods introduced in 10.7, which are marked in the headers by NS_AVAILABLE()
or NS_AVAILABLE_MAC()
.
Redefining NS_CLASS_AVAILABLE
takes care of classes introduced in 10.7, which are marked in the headers by NS_CLASS_AVAILABLE()
or NS_CLASS_AVAILABLE_MAC()
. See for the original definition of those macros, which I won't paste here.
When you use my prefix header above, you will get a deprecation build warning whenever you use 10.7 API with a 10.6 deployment target. Why have a deprecation warning rather than throwing an error? Because this allows you to conditionally use the 10.7 API when running on Mac OS X 10.7. In order to intentionally use 10.7 API, you need to compile out the build warning. For example:
Rocket Vs Target Mac Os Catalina
Obviously, my solution only works with the 10.7 SDK and 10.6 Deployment Target. You'll have to modify it if you use a different SDK or Deployment Target. I haven't been able to think of a general-purpose solution to this problem, that works with all SDKs and Deployment Targets.
Rocket Vs Target Mac Os X
That's it for now. Please leave any questions or corrections in the comments section below. Love, Jeff.