Waht are the minimum requirements to runt he application?

Dear All,
                  I want to know that, what are the minimum requiremetns to run the application, with the Modbus implemented and communicating to the device through the COM port, on the PCs where LV is installed, this application is running but on those PCs, on which only LV run time Engine is installed, this application is not opening the COM port atleast, so please suggst me something.
Thanks,
Nishant

Hi Nishant
If You are planning o run the application on the same PC on which you have tested the Source Code then You dont Need to create installer (Provided you are not going to uninstall the LabVIEW and other toolkits installed for development)
but if you are planning to deploy your application to other users then you must create an installer.
Installer ensures that all the compnents required by your application are present on the system where you are deploying your application.
Tushar Jambhekar
[email protected]
Jambhekar Automation Solutions
LabVIEW Consultancy, LabVIEW Training
Rent a LabVIEW Developer, My Blog

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    What Intel video card do you have? The only Intel HD graphics cards officially supported by Photoshop CC are:
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  • Best way to announce that the hardware does not meet the minimum requirements

         Hi Everybody!!!
         I'm in the process of tiding my App up, and I stumbled into a requirement that needs to be addressed. I'm not quite familiar with the latest trends, so I was wondering if anybody could recommend a way to inform the user if the hardware
    to use does not meet the minumum requirements.
         In a nutshell:
     * I just created a game using Direct3D / DirectX 11,
     * I'm using "DrawIndexedInstanced", which means that the videocard to use should meet at least DirectX v10 (my shaders are using model 9_3 but I tested it in a computer with DirectX9 model 3 (or so the nvidia brochure said), and the game pretty
    much died in my arms).
     * According to the App Certification Requirements: "if you choose a minimum feature level higher than 9_1, your app must detect at launch whether or not the current hardware meets the minimum requirements. If not, the app must display a message to
    the customer detailing the Direct3D requirements."
     * I know how to detect the Direct3D level supported by the current videocard. What I would like to know is how to tell the user that the videocard does not support the minimum requirements.
         I don't have much knowledge about the current trends:
     * I assume that displaying a message box may not be the best option, as that would mean I need to link the MFC layer to do so (the game is in Visual C++ and that's what I would do if it were one of my day-job projects). I'm quite sure that
    is too much of a library just to show a message box... not to mention that most likelly the MFC is no longer supported in a Metro application...
     * I was thinking about displaying a nice graphic warning about the issue, but if the D3DDevice1 is not what I expect then I don't think I can be sure that at least it can display the graphic with the information.
     * I'm not quite sure if I should be linking to a .NET Library ("System.Windows.Forms" comes to mind), but then again maybe it's too much of a library for just a messagebox.
     * Then again, displaying that message in a command prompt may not be the best idea either.
         Any help is greatly appreciated!!!
         Best Regards,
         Tarh Ik
    Tarh ik

         Hi Chuck,
         I tried your idea, but the game always crashed when calling the DrawIndexedInstanced() function in a computer that only supported DirectX Level 9.1 (plenty of those computers at my day-job, sometimes I swear this office could be
    a museum). The crash started as a driver unload call, and after that everything goes down.
         I also tried using the WARP mode, but the performance was horrible, and after a minute of playing I started to have temperature issues with the CPU (I did not see that one coming)
         What I finished doing was to create two sets of shaders (pixel and vertex):
     * If the feature reported by D3D11CreateDevice was 9_3 or above, I'd use my very own and happy shaders, compiled in 9_3 model. Beautiful performance with DrawIndexedInstanced().
     * If on the other hand the feature reported by D3D11CreateDevice was either 9_2 or 9_1, I'd use a set of shaders compiled for level 9_1. That seemed to be enough to draw a couple of images on the screen and tell the user, using my own game elements,
    that the computer did not match the hardware requirements.
          It looks like this was a good approach. My game passed the certification test, and it is currently on the AppStore.
          Best Regards,
          Tarh Ik
    PS: This posting has been posted "AS IS"
    Tarh ik

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