How to emulate clean mac environment to test .app - macos

I created the .app with Qt application that I'd like to distribute. It works fine on my developer machine and now I want to test it on clean mac system to check if all dependencies bundled and it works correctly. But I don't have another clean mac.
Is there a way to emulate clean environment on dev machine to check the .app?

You can install macOS on a virtual machine, using Parallels or VMware Fusion.
This can be useful to ensure your app is deployed correctly, with all the dependencies in the right place.
However, keep in mind that the VM won't support accelerate graphics, so if your app is using OpenGL, you will not be able to test it in this kind of environment.

Related

Sign windows electron build on macOS (Catalina)

On Mojave I had electron builder set up with osslsigncode to create windows builds working with an EV certificate. outlined here
Since 10.15/Catalina this is no longer possible as the build process uses Wine to create the nsis installer package. Wine is 32bit, support for which has been dropped.
The new recommended build process is to use a docker container to perform the build (essentially using linux). I am trying to create a docker image with osslsigncode without success so far, and am wondering if I will ever be able to get the EV usb dongle visible in a docker container.
Anyone have any solutions - other than build on windows!

Building and deploying multi platform nw.js apps from a mac

A bit of advice appreciated here before I start this. Hopefully the question will help other newbie users of nw.js as well.
I develop on a mac and I have build and deployed an HTML5 app using nw.js that runs successfully on a mac.
My question is simple. Can I build for windows and linux whilst still working from my mac, or do I need to invest in a windows machine and build it from there. Ditto for Linux.
My reason for asking is also because I read somewhere that the node modules installed in the package are not the same for each platform. I suppose you could say I have just answered my own question, but here's hoping!
The short answer is yes you can. I did (at least I have build for both Mac and Windows from Mac, I have not attempted Linux yet).
The mac build was easy. The windows build requires that you install wine (brew install wine, hopefully you installed node with brew, so brew is already on your system. If you did not, I recommend first removing node (very carefully!) and reinstalling it with brew).
Wine is required by the node build programmes (I use nw-builder-phoenix) to create the windows installer.
Wine has a few pre-requisites as well (cask, java and xquartz).
But having done all of this and re-run the build programme, it all works.
The icon format is different, .ico for windows apps and .icns for mac. They can both be generated from a .png file either using an app or a website.
Have fun.

Icenium / Phonegap Build - how do they create IOS ipa?

I'm currious to know how e.g. Telerik Icenium / Phonegap Build creates IOS ipa files?
Do they use physical mac's for this task or how do they come about this?
Or rephrased: Can I in any way create Cordova ipa files on Windows?
You don't need an actual Mac, just Mac OSX. If you don't feel like buying a mac than you can get a hold of the image of Mac OSX and install it onto your PC using Virtual Machine software. I use VMWare to run MacOSX from my Windows 7 x64 machine.
VM's are a great way to go, the driers can take a bit to setup, but once everything is working it's perfect.
VM's even support ethernet so from within the VM you can browse the web, download mac apps.
Install things like XCode or GameSalad. I suggest researching how to use Virtual Machines.
(I'm part of Icenium team). Yes, we're using physical Mac machine to build your app for iOS.

How can I create an installation package for a Mac OS application without having a Mac?

I have a C# application that works great in Linux and Windows. Now I want to make an installation package for the Mac OS but I don't have anything running it in order to develop it / test it. The software is open source, so I don't want to put money into buying yet another laptop just to test it.
Is there a way to create some kind of installer / package for this C# application without actually needing to have a Mac? I even made a .deb package for Linux. Isn't it possible to somehow convert it?
It depends on how fancy you want to get with the installer. I'd start with something simple like building a package for Homebrew.
That's all command-line, though. If you think your Mac users would be unhappy installing an running from the command-line, you'll have to look into more sophisticated solutions. Mac GUI applications are traditionally built into .app bundles. Unfortunately for you, C# does not have lots of support for cross-compiling to the Mac. It's possible, but it's going to take a lot of trial and error, which will be way more frustrating without a test machine to see if you're doing it right.
You might try CPack (part of CMake). CMake doesn't really do C# (otherwise it'd be perfect for you), but you may be able to point CPack at the completed binaries and get it to bundle them up for the Mac for you. You could also use CMake/CPack to build a dummy Mac application and then you'd be able to swap out all the pieces for your own binaries.

Running Xcode 4 locally, executing code externally?

We have a CUDA server at work that is running Linux.
I am running Xcode on my Mac which does not have a CUDA device. I wondered if it was possible to use Xcode 4 as an IDE to develop the code, but executing/building and debugging the code on the external CUDA server?
In other words, I want to store the files etc, on the CUDA server (I have SSH access), but manage the project/files from my Mac. When I press the build button in Xcode, I want everything to be build on the CUDA server.
Is this possible or do I have to use ssh and vim to develop my code?
How about mounting the Linux server over SFTP through the Finder, and then using Xcode to start a project directly on the server? It might be tricky to tell Xcode where to find the nvcc compiler and other necessary stuff on the Linux server, but I would try that first.

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