Windows 10 – "Search app in store?" ask when opening .exe files

I just made a new installation of Windows 10 Pro 1909. Now, every time I try to open an .exe file I get this popup window:

enter the description of the image here

This does not happen when an installed application starts. Only if you open a .exe directly. If I press "No", the program starts normally. If I press "Yes", the Store never opens and the program also starts normally.

I think this is only happening for unsigned applications. On another Windows PC, these same files notify me with the Windows Defender SmartScreen warning where I have to click "Run anyway" for the application to run. Could it be that some Windows Defender is missing?

Edit: I disabled "Check applications and files" in the Windows security settings and the pop-up window stopped later. Once I put it back on "Warn" they returned. It seems a strong indication that something is wrong with Defender / SmartScreen.

Create an EXE test using a series of NUnit classes

I have a series of NUnit Test classes configured in VS2019 Community Edition. I need to build an EXE so they can run anywhere. I tried to compile the EXE in VS and I don't see the executable. These were performed using C # Selenium within VS.
What is a good way to configure this correctly?

How to run .exe on Windows startup without having administrator access?

I want to know how to bypass the requirement of an administrator user for a program to run when Windows starts.

Is there any possible way to convert apk to exe?

I know you can't convert apk directly to exe, but is it possible to make a program that unzips an apk file and then packages it into an exe file?

unity – How to execute the built .exe file?

I am new to the unit and just followed several tutorials. Until now, I always used / tested the games inside the unit and now I would like to use them even on different systems. Therefore, I built the game and I will get a folder with several files, for example:

"Tutorial.exe"
"UnityCrashHandler64.exe"
"UnityPlayer.dll"
"WinPixEventRuntime.dll"

and the folders "MonoBleedingEdge"Y"Tutorial_Data".

I wonder why the .exe is called Tutorial.exe? Why am I using files from a tutorial? Probably, however, this is not really my question, instead I would like to know how to start the game … when I run "Tutorial.exe", the terminal opens and the following lines appear:

Mono path(0) = 'C:/Users/info/Desktop/game_tutorial/Tutorial_Data/Managed'
Mono config path = 'C:/Users/info/Desktop/game_tutorial/MonoBleedingEdge/etc'
PlayerConnection initialized from C:/Users/info/Desktop/game_tutorial/Tutorial_Data (debug = 0)
PlayerConnection initialized network socket : 0.0.0.0 55319
Multi-casting "(IP) 192.xxx.y.zz (Port) 55319 (Flags) 2 (Guid) 2366299205 (EditorId) 3420877675 (Version) 1048832 (Id) WindowsPlayer(DESKTOP-58KOK07) (Debug) 0 (PackageName) WindowsPlayer" to (225.0.0.222:54997)...
Started listening to (0.0.0.0:55319)
PlayerConnection already initialized - listening to (0.0.0.0:55319)
Initialize engine version: 2018.4.13f1 (497f083a43af)
Forcing GfxDevice: Null
GfxDevice: creating device client; threaded=0
NullGfxDevice:
    Version:  NULL 1.0 (1.0)
    Renderer: Null Device
    Vendor:   Unity Technologies
FMOD initialized on nosound output
Begin MonoManager ReloadAssembly
- Completed reload, in  0.132 seconds
UnloadTime: 0.683600 ms
Setting up 2 worker threads for Enlighten.
  Thread -> id: 2bc8 -> priority: 1
  Thread -> id: 2280 -> priority: 1

Would you expect to be part of the game? The game has no menu or anything else, one should be spawning in a landscape and walking. Instead, I end up on the console all the time.

What am I doing wrong?

More information: I am following this tutorial here: https://www.udemy.com/course/virtual-reality-game-development/learn/lecture/7118680#overview
Therefore, it is a virtual reality scenario, but afaik the building and others should not be really different. These are the options I use to build:

image

I would like to use the htc live. I use two different systems: the one that built the game has steam and steamvr installed but there is no hmd connected. The other is in another chamber where I play vr and so on.

Active Directory – How to send UltraVNC exe (VNC server) to clients with certain options selected?

Here is the scenario, we have about 100 Windows Pro endpoints, I would like to install the UltraVNC software on these 100 points with certain entries without administrator intervention or user intervention. I don't have an SCCM in our environment. It is a Windows AD environment. Let me know if there is any documentation available for this.

export – Godot: How do I edit exe icons of other sizes?

I asked this question in Godot Q&A:

https://godotengine.org/qa/53521/godot-program-icons

Basically, my problem is that I want my executable file icon to display my own custom icon instead of the default Godot icon. I learned that Windows executables come in packages and now I know that I should include icons of other sizes instead of just one.

How I do this?

How to create a * .exe from a button by changing its code in C #

Well, I'm developing a remote access Trojan (R.A.T), and my question is about the part of generating an exe, how can I do it by changing the code? Example: Within this exe it has the port and the ip, I want to change both according to the user's choice, Txtip = 192.168.1.0, txtport = 1177, and I want to put these properties in the exe that will be generated.

c ++: the program runs with the "Windows local debugger" but not when the .exe file is run after compiling in release or debug mode

I am trying to understand why a program written in C ++ can run perfectly through the & # 39; Local Window Debugger & # 39; Visual Studio and when I compile and run the .exe file in launch or debug mode, the window opens and immediately closes.

Can anyone tell me or better show me where the error is?

The game I'm trying to make is this: https://github.com/Zolomon/labyrinth. It is a maze written in C ++, use the Windows API.

Any help identifying the problem would be greatly appreciated!

Here is the code of the main.cc file:

#include 
#include 
#include 
#include 
#include 

#include "WindowOptions.h"
#include "Entity.h"
#include "Game.h"
#include "Level.h"
#include "Utils.h"

HWND btnNorth = NULL;
HWND btnEast = NULL;
HWND btnSouth = NULL;
HWND btnWest = NULL;

const int ID_OPEN = 1;
const int ID_QUIT = 2;
const int ID_ABOUT = 3;

const int BTN_NORTH_ID = 4;
const int BTN_EAST_ID = 5;
const int BTN_SOUTH_ID = 6;
const int BTN_WEST_ID = 7;

std::shared_ptr game;
std::weak_ptr wGame;

std::vector WindowOption::ButtonIDs = ()()->std::vector < int > {
    std::vector v;
    v.push_back(BTN_NORTH_ID);
    v.push_back(BTN_EAST_ID);
    v.push_back(BTN_SOUTH_ID);
    v.push_back(BTN_WEST_ID);
    return v;
}();

std::vector entities;

HMENU CreateMainMenu()
{
    HMENU file = CreateMenu();
    AppendMenu(file, MF_STRING, ID_OPEN, _T("&New"));
    AppendMenu(file, MF_SEPARATOR, 0, 0);
    AppendMenu(file, MF_STRING, ID_QUIT, _T("&Quit"));

    HMENU help = CreateMenu();
    AppendMenu(help, MF_STRING, ID_ABOUT, _T("&About"));

    HMENU main = CreateMenu();
    AppendMenu(main, MF_POPUP, (UINT_PTR)file, _T("&File"));
    AppendMenu(main, MF_POPUP, (UINT_PTR)help, _T("&Help"));

    return main;
}

void SetupButtons(HWND hwnd, HINSTANCE hInstance) {
    HFONT font = (HFONT)GetStockObject(DEFAULT_GUI_FONT);

    std::vector buttons;
    buttons.push_back(&btnNorth);
    buttons.push_back(&btnEast);
    buttons.push_back(&btnSouth);
    buttons.push_back(&btnWest);

    size_t btnIndex = 0;
    for (HWND* btn : buttons) {
        int x, y;
        std::tie(x, y) = WindowOption::ButtonPositions(btnIndex);

        wchar_t* name = WindowOption::ButtonLabels(btnIndex);

        *btn = CreateWindow(
            _T("BUTTON"),
            name,
            WS_CHILD | WS_VISIBLE,
            x, y,
            WindowOption::ButtonWidth, WindowOption::ButtonHeight,
            hwnd,
            (HMENU)WindowOption::ButtonIDs(btnIndex),
            hInstance, NULL);

        SendMessage(*btn, WM_SETFONT, (WPARAM)font, NULL);

        btnIndex++;
    }
}

LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {

    // TODO: fix duplication, casting char/ID to enum directly.
    switch (msg) {
    case WM_COMMAND:
        switch (LOWORD(wParam)) {
        case ID_QUIT:
            PostQuitMessage(0);
            return 0;
            break;
        case ID_ABOUT: {
            std::wstring about(   _T("You are a lonely duck trying to get home. rn"));
            about += std::wstring(_T("Can you reach the exit in least amount of steps?rn"));
            about += std::wstring(_T("Use the buttons or WASD-keys to explore the maze!rn"));
            MessageBox(hwnd, about.c_str(), _T("About Labyrinth"), MB_OK);
        }
            break;
        case ID_OPEN:
            game->Start();
            break;
        case BTN_NORTH_ID:
            game->ProcessInput(Command::MoveNorth);
            break;
        case BTN_EAST_ID:
            game->ProcessInput(Command::MoveEast);
            break;
        case BTN_SOUTH_ID:
            game->ProcessInput(Command::MoveSouth);
            break;
        case BTN_WEST_ID:
            game->ProcessInput(Command::MoveWest);
            break;
        }
        break;
    case WM_KEYDOWN:
        switch (wParam) {
        case 'W':
            game->ProcessInput(Command::MoveNorth);
            break;
        case 'D':
            game->ProcessInput(Command::MoveEast);
            break;
        case 'S':
            game->ProcessInput(Command::MoveSouth);
            break;
        case 'A':
            game->ProcessInput(Command::MoveWest);
            break;
        }
        break;
    case WM_PAINT:
    {
        PAINTSTRUCT ps;
        HDC hdc = BeginPaint(hwnd, &ps);
        EndPaint(hwnd, &ps);
        return 0;
    }
    break;
    case WM_ERASEBKGND:
        return 1;
    case WM_CLOSE:
        PostQuitMessage(0);
        return 0;
        break;
    }
    return DefWindowProc(hwnd, msg, wParam, lParam);
}

void Render(double interpolation) {
    game->Render(interpolation);
}

void processInput(const std::shared_ptr& game, MSG* msg) {
    while (PeekMessage(msg, NULL, NULL, NULL, PM_REMOVE)) {
        if (msg->message == WM_QUIT) {
            WindowOption::IsRunning = false;
        }

        TranslateMessage(msg);
        DispatchMessage(msg);
    }
}

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
    wchar_t className() = _T("LabyrinthClass");
    wchar_t windowName() = _T("Labyrinth");

    WNDCLASS wc = { 0 };
    wc.lpfnWndProc = WindowProc;
    wc.hInstance = hInstance;
    wc.lpszClassName = className;

    RegisterClass(&wc);

    HWND hwnd = CreateWindow(
        className,
        windowName,
        WS_OVERLAPPEDWINDOW,
        WindowOption::StartPositionX, WindowOption::StartPositionY,
        WindowOption::WIDTH, WindowOption::HEIGHT,
        NULL,
        CreateMainMenu(),
        hInstance, NULL);

    SetupButtons(hwnd, hInstance);

    UpdateWindow(hwnd);
    ShowWindow(hwnd, nCmdShow);

    game = std::make_shared();
    game->InitializeGraphics(hwnd);

    std::shared_ptr level0 = Utils::loadLevel(std::string("levels/level0.txt"));
    game->AddLevel(level0);

    game->Start();

    MSG msg = { 0 };

    const double FRAMES_PER_SEC = 60.0;
    const double SEC_PER_UPDATE = 1.0 / FRAMES_PER_SEC;

    auto previousTime = WindowOption::clock.now();
    double lag = 0.0;
    while (WindowOption::IsRunning) {

        auto currentTime = WindowOption::clock.now();
        auto deltaTime = std::chrono::duration_cast>(currentTime - previousTime).count();
        previousTime = currentTime;

        processInput(game, &msg);
        Render(1.0);
        game->CheckWinningCondition();

        if (SEC_PER_UPDATE - deltaTime > 0)
            Sleep(SEC_PER_UPDATE - deltaTime);
    }

    return msg.wParam;
}

Is it possible to import an .exe game (made and exported by cryengine) back to cryengine to edit it again?

I LOVE the game Prey (2017) made with CryEngine by Bethesda and Arcane Studios and I was thinking about how great it would be to play in virtual reality! I've seen things like VorpX and Viero Preception, but that only makes the game look 3D in the HMD, while I want manual tracking and a complete virtual reality experience. Is it possible to convert the game files back into a CryEngine project, edit the game for VR and export it again as a VR game? Would it be possible to do it, or would it be so difficult not worth it? More importantly, would it be legal to do so? Thank you!!