QtCOAP is missing DTLS Support on Mac OS-X - macos

I want to play around with the QtCOAP plugin. Unfortunately the DTLS support is missing on my OS-X Catalina. All I got is this error:
qt.coap.connection: DTLS is disabled, falling back to QtCoap::NoSecurity mode.
I have fully installed Qt 5.14.1 (with sources) with the online installer and compiled the COAP Plugin afterwards by myself with the prebuilt qmake.
The DTLS specific parts in the QtCoap code are wrapped within #if QT_CONFIG(dtls) (qcoapqudpconnection_p.h) blocks. Which seems to be evaluated to false.
What can I do to enable DTLS support?

From a quick look at the sources, it seems that DTLS is currently only available using OpenSSL. By default Qt is built using the SecureTranport framework on macOS which is the official cryptographic library for that OS.
You can rebuild the qtbase module to use OpenSSL instead but ensure to install the latest version of the 1.1 series.
You can use either macports or brew to get OpenSSL.

Related

Universal macOS app won't build due to sqlite3 dylib being arm only

I am building a universal macOS app which uses sqlite3.
The library that comes with the system is of course architecture specific.
So when archiving, XCode ignores the system library and emits linker errors because there is not an intel version.
So will I have to download and embed a multi-architecture version of the library?
Or is there a weak link flag I can use?
Also the compiler emits a warning about sqlite version built for newer OS version (13) than being linked (deployment target macOS 12).
TIA
Mark
Sorry about noise. Discovered I could embed the sqlite3 source directly into my project.
Downloaded amalgamation source file and it just worked (with some minor warnings about int sizes).

Installing SDL 2 with Macports; Is X11 a dependency?

I am in the process of installing SDL 2 on Mac OSX 10.9 via macports, and for reference I have been following the official documentation as well as any sdl-specific information I can find.
https://guide.macports.org/ is straight-forward, as is:
https://guide.macports.org/#using.variants.invoking
I see that sdl2lib is available...
libsdl2 has the variants:
universal: Build for multiple architectures
x11: Enable X11 support
but despite having looked through pages at the above links and having searched for documentation for "SDL with X11", I can't seem to find information about whether I need X11 (and/or universal AKA powerpc) support. I wouldn't want to install SDL only to find that something is broken or missing.
Then again, there were some issues with X11 being enabled by default back when Mac OSX 10.1 was new:
https://forums.libsdl.org/viewtopic.php?t=2871&sid=52ca72a72c285196dd25fd8619715ae9
(That is another problem: much of the information I discover applies to outdated operating systems.)
Apparently SDL wasn't thread-safe at one point unless you used X11, but this was mentioned when SDL verson 1 was the main version:
http://forum.freegamedev.net/viewtopic.php?f=3&t=1078
How am I meant to proceed (Which flags, if any, are usually chosen?)
port install libsdl2 <???>
I would appreciate any help and follow-up warnings for the next stepsinstallation steps.
Thank you in advance.
Most people have moved to Homebrew as their package system, but Macports should work just fine.
Universal does not mean PowerPC necessarily. In fact almost no one needs it anymore. Universal means a fat binary, which architectures this defines is set in your Macports configuration.
SDL2 should work just fine under Quartz, no need to have X11 - as also makes deployment annoying and difficult as you need to have XQuartz installed.
Also don't be afraid to reinstall SDL2 with other options if you miss something, it shouldn't take to long.
TL;DR Just install it without any additional flags unless you discover you need something special.

How can I use the pre-compiled binaries to update to clang 3.3 on Mac OS 10.6.x?

I'm trying to install/update my clang from Apple clang version 1.7 (tags/Apple/clang-77) (based on LLVM 2.9svn) to clang version 3.3. I've downloaded the pre-compiled binaries into usr/bin/, as suggested by other posts (How can I update clang to 3.3 on Mac OS X 10.6).
The point of this installation/update is to be able to use C++ code (not written by me, and written for a newer machine OS 10.8.x) on my mac. I would preferentially use Xcode to update this, but unfortunately, Apple has not made the necessary version of Xcode available for free without a developer's subscription.
I've edited my PATH and LD_LIBRARY_PATH to include clang3.3/bin/ and clang3.3/lib, but I get an "Illegal Instruction" error and it's not clear to me why this is.
What I'd really like is to try the whole process again from the beginning with a step-by-step outline of the process, like is seen here (How to install clang pre-built binaries ubuntu 12.04), except for Mac OSX system, not Ubuntu.
I realize there are some previous threads that ask almost the same question, but I am asking specifically for these versions (and from a standpoint that includes very little experience installing via terminal/understanding pathways/etc.).
Thanks for any help.

PyGTK Binaries for Mac

I'm trying to find the Mac OS X binaries for PyGTK 2.24, PyCairo, and PyGObjects, as well as for Glade 2.8.0.
Where can I download these?
The included versions are one older than what you specified, but the 0install project has a very nice Quartz build installer package.
I don't think precompiled binaries are available.
You can install via macports or fink: PyGTK from these package repositories use X11.
There's a native port of GTK at gtk-osx.sourceforge. I don't know how mature it is, because I haven't followed it for the last few years. In this case I'm afraid you need to build it yourself.

What is a recommended approach for building Emacs from the unreleased development sources in a Mac OS X environment?

I am sort of switching to a Mac based development environment as the Mac line of laptops and workstations contains some very nice systems, albeit pricey. As an occasional Emacs developer, I want to build Emacs from the git/bazaar sources. Much to my surprise, the first time I attempted to do this using Xcode4, I discovered that the version of autoconf supplied with Xcode is less than that required by Emacs. So this raises the question: what approaches do those who develop Emacs daily using Mac hardware take in order to have the required libraries and headers available to build and run the Emacs development code on OS X? Left to my own devices, I will fetch and build the versions of components required by Emacs that are not satisfied by Xcode and put those into /usr/local/... but it does occur to me that other approaches, using fink for one example, might be less work and/or more satisfying, hence the question. This also applies to the add-on packages for graphics support (pdf, dvi, png, etc.) that are not supplied by Xcode.
The directions in the file nextstep/INSTALL is to issue the following commands:
./configure --with-ns
make install
The resulting "app" can be found in nextstep/Emacs.app.
However, there is an XCode project provided with Emacs, but I haven't got it to work.
I use the macports package 'emacs-app', which is just emacs configured --with-ns. They're currently at version 23.2.1
Even if you want to build emacs direct from GNU repos, using macports to get autotools should save you some time and energy. The autoconf package is at 2.68, and emacs configure.ac requires 2.65

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