Forum Discussion
My idea of Unified Binaries
ChinmoyDip2007It would be a very good idea to brush up on how the IDE works, how compilers work, etc. You could select a different build option, make multiple releases based on the architecture, or you could just create a UWP App (basically a containerized version of the same thing) targeting as many architectures as possible. The problem with that is sometimes it makes it a much larger download, and not everyone would want that option. Some advantages are that it's more simple to deploy / update, if it's a very small application. On a mobile device, Xamarin and the UWP is really your only choice:
"App package architectures" -> https://docs.microsoft.com/en-us/windows/msix/package/device-architecture
What you were describing earlier was really just your frustration with object code / object files (which are part of an intermediate stage before linking.) Most people will just choose a different output format for the binaries / executables, and do multiple releases of the same thing, given C++ / C#, etc, are already high-level languages:
"Understand build configurations" -> https://docs.microsoft.com/en-us/visualstudio/ide/understanding-build-configurations
"In a C++ project, the linking step is performed after the compiler has compiled the source code into object files (*.obj). The linker (link.exe) combines the object files into a single executable file." -> https://docs.microsoft.com/en-us/cpp/build/reference/linking
"Cross-platform mobile development in Visual Studio" -> https://docs.microsoft.com/en-us/visualstudio/cross-platform/cross-platform-mobile-development-in-visual-studio
"The architecture options specify the architecture for code generation. Select the base hardware architecture you're working with to see /arch options for that target platform.
/arch (x86)
/arch (x64)
/arch (ARM)
/arch (ARM64)"
"/arch (Minimum CPU Architecture)" -> https://docs.microsoft.com/en-us/cpp/build/reference/arch-minimum-cpu-architecture