If you are building for Mac OS X You only need the sysroot parameter on PowerPC Macintosh, not on a Intel Macintosh The "-arch i -arch ppc" is what tells the compiler to build a "universal" or "fat" binary.
Usually it's easiest to build one version for "powerpc-apple-darwin8", and one version for "iapple-darwin8", and then merge them with " lipo ". To avoid having the Code::Blocks user having to compile or install wxWidgets themselves, we can bundle it with our application so that it is contained in the application bundle.
This could also be done by statically linking wxWidgets, but with dynamic linking we can share the wxWidgets library between all applications using wxWidgets not just Code::Blocks. This way it will first look in the framework path -F , and then in for the shared library path -L as usual. You need to use the newer version of automake see above , for the "bootstrap".
OS X Unless you have a "proper" pkg-config installation the Code::Blocks configure will fail, so move this symbolic link aside. Note: the easiest way to build a Universal Binary for Code::Blocks is to build once for PowerPC -arch ppc and once for Intel -arch i , and then merge them with lipo afterwards. Note: You need to patch the location of the pre-compiled headers, or it will generate them in the same place for both arch.
After building codeblocks in the regular Unix way, you need to bundle it with the icons and various other info that it needs to make a regular stand-alone Macintosh application.
The old resources are handy while developing, while bundles are more suitable for release. Note: You need to use either of these methods, or your application will launch in the background behind all other windows and will be unable to receive any events!gallbardofi.cf/map25.php
Installation: Building From Source
Note: on the Intel Macintoshes, the icon comes up as "broken" apparently it assumes that all apps with resforks are Classic. These temporary directories are listed in italic below, they're not really used in bundles The CodeBlocks application can now be moved with the Finder, and started up like a regular Mac application.
The dynamic libraries are moved from "lib" to "MacOS":. We can install them with the following command:.
After installing the required software, run the. If you need to install additional software, repeat this process with the sudo apt-get install command until. Not every required package will have the exact name you see in the error message — you may need to Google the error message to determine the required packages. This process may take some time, depending on your system and the size of the program. Use the following command to install it to your system:.
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Building Blender/Mac - Blender Developer Wiki
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