I need to insert jpeg images in my C++ program. I tried doing it on turbo C++ and code blocks using graphic.h header but it didn't work. So someone told me that dev C++ supports graphics well and inserting pictures can be done easily. So I wonder if dev C++ can run on mac and also I am a new mac user.
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I have generated one FMU on Windows, and imported the FMU on Mac using Matlab Simulink, and got the following error. I searched for the problem and get some clues from the answer here
https://tomlankhorst.nl/quick-fix-matlab-fmu-import-error/, it seems like FMU will be stored as different form when generated on Windows and Mac.
the question is: is it possible to generate a FMU on windows that still works on Mac.
In order to compile for MacOS, you need the C headers for the MacOS platform. These are only available in XCode which only runs on MacOS and the headers themselves are not allowed to be redistributed.
As such, it's pretty hard to cross-compile for MacOS. You can install XCode on your Mac, move the required headers to your system and compile a Darwin toolchain on your Windows machine (I believe), but it's very error-prone and annoying to update for newer MacOS versions.
The easiest way would be to run MacOS and cross-compile Windows+Linux binaries since these platforms are less closed.
Or like #matth commented, generate a source-code FMU and compile that using the native toolchain on any platform you need.
I have spent the past hour looking for the AMD APP SDK location for Mac OSX 10.10 and cannot find it for the life of me. I don't know the file name even so I can't just search for it and searching SDK doesn't work.
I know I have it because I'm on a Mac Pro with AMD cards.
I'm trying to set up an OpenCL version of Caffe and need a reference to my SDK for it to compile (https://github.com/amd/OpenCL-caffe/wiki). Because I'm not able to set the export AMDAPPSDKROOT=/opt/AMDAPPSDK-*/ I'm getting a compile error File /Users/mbahr/Downloads/OpenCL-caffe-stable/build/CMakeFiles/CMakeTmp/CheckSymbolExists.c: /* */
I've looked in my usr and found nothing. I looked for this comment on where the openCL SDK would be and found nothing there, I don't even have a Developer folder as far as I can tell... much less a GPU Computing folder.
Help?
I know I have it because I'm on a Mac Pro with AMD cards.
If you are running OS X, you neither have nor need the AMD APP SDK.
I've just built OpenCL-Caffe from the GitHub repository on my own MacBook (10.11). The only configuration options I had to pass to CMake were to tell it where clBLAS was installed.
The only changes I needed to make to the source code were to replace #include <CL/...> with #include <OpenCL/...> in these files:
include/caffe/common.hpp
include/caffe/util/math_functions.hpp
and to remove #include <malloc.h> from src/caffe/device.cpp.
Is it possible to develop cross-platform application on Windows and can also compile for Mac OS X from Windows? I have checked Qt but that requires one to compile from Mac using Xcode.
If this is your priority then one option would be Java as at least a jar file built on one platform can be run on another.
If however you're talking about C or C++...
If you are creating a small command line tool then you might be able to make this work with gcc and a cross compiler, but I think it would be a lot of work.
If however you are wanting to create a GUI application I would urge you to give up now. There are so many issues - you'd have to use Carbon or Cocoa APIs which you can't build for on any other platform, you'd have to link against frameworks which won't exist on your compilation host, you won't be able to easily generate .plist files. Qt won't help as you need to be able to build it, which relies on these same frameworks.
In short, there's no alternative to building on an actual mac.
Furthermore, when it comes to fixing bugs, you will absolutely have to do this on a mac (either physical or virtual).
From what I know , in general you do need a mac to make the executable , even for a simple ansi c program you need gcc for mac.
You can create MacPorts Portfile.(If your application is open source)
A MacPorts port is a set of specifications contained in a Portfile
that defines an application, its characteristics, and any files or
special instructions required to install it. This allows you to use a
single command to tell MacPorts to automatically download, compile,
and install applications and libraries.
Take a look at IMCROSS.
IMCROSS is a simple, scripted method of installing cross-compilers and
cross-compiled libraries on a Linux (or possibly other *nix) system,
so that you can develop programs targeted to run on Microsoft Windows
and Mac OS X at the same time and in the same environment as you
develop Linux versions of those programs.
You can certainly do this using Real Studio. It can create Mac OS X applications on Windows without any trouble.
It cross-compiles for Windows, OS X and Linux. And it does it from any platform. It also can create web apps.
Sounds like you should check it out.
Hi stackoverflow community!
I am about to start developing patches for FreeBSD Ports Collection (pkgng utility) using C programming language.
The problem is that I am using Mac OS X and I am really do not want to switch to another operating system. I have installed Freebsd 9.0 on Parallels Desktop VM. Xcode 4.1 seems to be rather nice development tool for C.
Is it possible to implement development for FreeBSD via Xcode 4.1? How to set up project environment for such form of development and compile source for FreeBSD?
I am also opened for any other suggestions concerning cross-platform development using MacOS X to develop patches for FreeBSD. Which is the best way to organize all necessary stuff?
Since you want to develop patches for pkgng, I would strongly suggest that you compile and test the code on FreeBSD, because it is the only system that uses the ports and packages system that pkgng interfaces with. So unless it can cross-compile for FreeBSD, using any OS X IDE is probably not a good idea.
I'm not familiar with Parallels, but there is probably a file-sharing mechanism that you can set up between OS X and the FreeBSD running in the VM. That way you can edit your files on OS X and use them under FreeBSD.
X Code is really nice, and I would lean toward using it but then doing regular builds on a system actually running FreeBSD. If you have source for everything you're using (except standard libraries whose interfaces match), there is no reason not to work on OS X with Xcode. You can build your own libraries if need be. One thing writing cross platform does (provided you regularly build on the other platform) is make your code more portable. It's easier to avoid using platform specific "extensions".
I am developing a mac program in an intel mac, under OS X. It needs to be also an universal binary, so guess with Xcode one can create the universal binary (UB), am I wrong?
But my question is if there is some kind of virtual machine or such other method, so I can test whether the binary powerpc part runs ok, but I have only the intel mac.
I have also a PS3, and as it has a pwerpc proc, I wonder if the command line application could be tested here.
Thanks
Xcode can make a universal binary
It can be tested using rosetta on your intel mac. To test with rosetta, select the file in finder, select file>>get info, tick "Open using rosetta", and then start the app
It can not be tested on your PS3