Mathematica-Netlogo Link Install Issue - wolfram-mathematica

I have been trying to install the Netlogo-Mathematica Link to my Wolfram Desktop Version 12, using the NetLogo 6.1.0 package. It sometimes returns the directory not found error. If I try to load the package, it returns $Failed cannot open NetLogo. I'm on a macOS 10.14.5. Is it because I am on Wolfram Desktop rather than Mathematica, or is there some other problem?

Related

How to solve 'macOS Package Authoring Error'

I'm trying to install a new version of macOS. The only option I have is mojave. Despite that , when I click continue (the very first step in the installation wizard) it takes some time and says "the request to recovery server timed out".
Using a macbook pro 13inch, 2018 built.
The log says, Package Authoring Error,
access to path " /tmp/com.apple.pkg.testing" requires
and similar errors.
I do have a proper, uninterrupted Internet connection.
How to solve it?
Mac comes with a bunch of options, install new macos, update the current os, reinstall the os that came with the laptop. My solution was this,
shift+options+cmd+r on boot and it will reinstall the mac os that came along with the laptop.
Source : apple support

Program Octave in Xcode

Community,
probably my question seems really stupid, but maybe someone can guide me out of it.
I installed everything as described here: https://adampash.com/how-to-install-octave/
and I can use Octave now in my terminal.
Is it possible to program Octave in the Xcode window to use the debugging options or something similar? Or is it just possible within the terminal?
I have used Google to find a solution. Unfortunately, I haven't found any that described my question.
Thank you
Paul
No, you can't use Xcode. Xcode is for C, C++, Objective C, Swift, and other languages, but not Octave/Matlab. There's a reason for this: Xcode mostly supports compiled languages. Octave is an interpreted language with a heavy emphasis on interactive use. So a different sort of IDE is appropriate for it.
Octave has its own built-in GUI that is a sort of IDE. Use that instead of Xcode.
If you have Octave built with Qt support (which is the default for Homebrew and Octave.app installs on Mac), you can run it with octave --gui from the command line, or by double-clicking the Octave.app icon in /Applications.
The installation instructions in that link are out of date. There is no longer a --with-x11 option for brew install octave, you no longer need X11 or XQuartz, and it's no longer in homebrew/science. Just run:
brew install octave
NOTE as of April 2019: The current Homebrew Octave is Octave 5.1.0, which has significant stability problems with its GUI. Instead, you probably want to use Octave 4.4.1 for now. To do that, download Octave.app 4.4.1.

installing unreal devkit 4 for mac: image not recognized

I downloaded Unreal Development Kit 4,
I see a warning
" image not recognized "
while opening .dmg file.
any idea?
I can't find any information from anywhere.
I'm currently using osX 10.9.2 macbook pro,
meeting every requirements they officially require.
any help would be nice.
I had the same issue. The PROBLEM was that it didnt completely download the file.
The SOLUTION is to keep downloading the files again and again with a proper internet connection and you should get around 45MB File.
Cheers !

../include/wx/mac/carbon/private.h:1459: error: ‘Cursor’ does not name a type

I have been using RapidSVN on a Linux machine for the past few years - it has become an excellent tool for managing my source.
Yesterday my trusty Linux laptop had a couple of strokes so I decided it was time to replace it. Today I went out and purchased a new Mac Book Pro with the flashy display and solid state drives.
Then I went hunting for an SVN tool to run on Mac. I found that RapidSVN will run on a Mac as it was developed using wxWidgets (cross platform windowing).
So, I needed to install wxWidgets, however this doesn't come as an executable so I had to download the tar ball. To compile I realised I don't have a compiler installed yet... so, install Xcode 4.4, then learn that doesn't install a compiler either... find the Xcode preference to install the command line tools (compiler).
So, now I have Xcode installed, a gcc compiler, and tracking back up it comes to wxWidgets. It takes a little working out but I manage to extract the files into a directory in my home folder, (following instructions of course), and from the 'build' folder I run the ../configure command (which seems to work) and then the 'make' command which fails:
In file included from ../include/wx/mac/private.h:4,
from ../src/common/dynlib.cpp:48:
../include/wx/mac/carbon/private.h:1459: error: ‘Cursor’ does not name a type
../include/wx/mac/carbon/private.h:1488: error: ‘ClassicCursor’ does not name a type
make: *** [baselib_dynlib.o] Error 1
So I go hunting for a solution only to find this bug: http://trac.wxwidgets.org/ticket/14536 which unfortunately indicates this is not going to be fixed.
Changed 10 months ago by csomor
* status changed from new to closed
* resolution set to wontfix
A dismal day in the land of computers. I am now stuck for the next 5-6 years on a computer that will never be able to compile anything using wxWidgets - I rather feel like taking it back to Apple and getting my money back.
So where to from here? Is there a binary version of wxWidgets available? Is there a binary version of RapidSVN available? Should I downgrade to OSX 10.x something less than I am currently on? Should I upgrade to unstable wxWidgets?
This is an interesting but not very understandable read. What exactly are you trying to achieve? If you're looking to use the best available version of wxWidgets under OS X, get 2.9.4 or the current svn version and build it using the Xcode version you have already with Cocoa support. If you absolutely need to continue to use Carbon (why?), either install Xcode 3, available from Apple, or get 10.6 (or 10.5) SDK in some other way and pass it as the SDK to use to configure using --with-macosx-sdk option as explained in the documentation.
VZ is right. If you need to use wxWidgets 2.8 on OS X (and there are legitimate reasons for needing to do so), get the 10.6 SDK. Copy it alongside the already installed 10.7 and/or 10.8 , and select it in the project/target's build settings.
From here I have given up trying to compile anything on my current OSX. I am not going to downgrade or install multiple versions of different libraries in order to satisfy the lack of support for the latest current stable versions.
From here I will download and install binaries only.
I have Mac OSX Lion and just did this:
brew install wxmac
and was able to get through the install with no issues.

Building v8 on Mac with a 'missing Makefile-x64' error

What references do you know of related to problems with installing and building v8 on Mac and overcoming an error with message something like "missing Makefile-x64"?
Longer version:
I am now over 24 hours in to my attempt at using PyV8 in a python script on OSX. Describing each problem and attempts to fix it would take too long. I suspect the real problem is that up until yesterday I was a Windows user, and my experience installing PyV8 for use in a Python application was painless. But on OS X PyV8 just won't install because v8 was missing, so I install v8 using brew, which still didn't install the ".h" files that PyV8 seemed to want to reference, so I download the v8 source and attempt building it but after solving a dozen other minor issues I just can't seem to get past an error about a Makefile-x64 missing file when I call make native in the v8 source folder. So...
What references do you know of related to this problem?
Related question: https://apple.stackexchange.com/questions/44858/how-to-install-xcode-form-downloaded-package

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