Access to configuration option in Xcode - xcode

ALL,
In *nix, the usual way of building the software is to do:
../configure && make && make install
However sometimes you need to pass some options to configure. As an example you can say "../configure --prefix=".
Now sometimes configure has a lot of programmer defined options. As an example if I want to build a freeTDS software (driver to access MS SQL Server/Sybase Server) I can choose which DBMS I want to build against thru "--enable-mssql/--enable-Sybase".
Unfortunately I'm not very familiar with Xcode, however I do know that OSX is a type of *nix environment.
So my question is: do I have access to such configure options inside Xcode? Let's say I am building a software that uses ODBC. So I can use either unixODBC DM or iODBC DM. And so my thought is that I can use "--with-unixodbc/--with-iodbc" mutually exclusive configure options. But inside Xcode I have no idea where/how to define those.
Could someone please shed some light, please?
I have OSX 10.8 with the latest Xcode for that version, if it matters.
[EDIT]
On Linux when building pgodbc, I can use:
../configure --with-unixodbc=<some_dir>
or
../configure --with-iodbc=<some_dir>
Is there a way to tell Xcode I want to build with one OR another? Or you just build as many binaries as you wish?
Becase iODBC manager installs its files as a framework and unixODBC build from source installs as usual *nix file. So, when I build I want to know what I am testing against and what the user machine will have...
[/EDIT]

Related

What is user interface for JuliaHub/CUDD_jll

Julia has a package for binary decision diagrams called CUDD_jll available from JuliaHub. The package is able to install and compile on the Apple M1 architecture. It does appear to install and compile on macOS v13 running Julia v1.82. But the user interface from an older package CUDD does not appear to be compatible with CUDD_jll.
What is needed is a test or examples revealing user commands for initializing cudd, defining logical variables, and the basic operations of AND, OR, NOT.
Does anyone have such information they will share?
_jll packages are generally not meant to be used directly, they're backend dependencies that will be automatically installed when you add a package that uses them.
In this case, CUDD.jl is the package you want to install and work with. That will automatically install CUDD_jll as a dependency and use it. Actually, the current CUDD.jl doesn't yet use CUDD_jll as a backend. It instead does its own download of the CUDD library, from a source that doesn't provide M1-compatible binaries. CUDD_jll is a recent effort to change that. It does provide binaries for the M1 architecture, but is yet to be merged in as a backend.
In the meantime, you can try ] add CUDD#update-to-yggdrasil to directly add the branch that uses CUDA_jll as the backend, and see if that works for you. (Once the PR gets merged, you can remove this branch-specific dependency and ] add CUDD like before.)
The Apple M1 system is not compatible with CUDD. My mistake, sorry.

How do I install a GIMP plugin using 'make install'?

I am trying to install 'David's Batch Processor' in order to batch convert multiple very large folders of RAW images to jpeg. I have tried using this guide to install the plugin, but it is very unclear what files I should move and where, since none of the files provided on the DBP website are saved as .py or SCM. The DBP website says I need "g++ and the gimp development packages for the appropriate Gimp version ". I have never used g++ or used any gimp development packages before. I feel like I'm way over my head but would like to learn how to do this!
g++ is a C++ compiler (actually a thin front-end over gcc).
Normally you would just do make; make install but this requires some other tools such as make that are part of the build-essentials package on Linux.
DBP has a competitor (or successor, since DBP updates seem to have stopped in 2013) called BIMP, and its GitHub page has instructions to build it on macOS. And even if you prefer DBP these instructions may apply in good part to DBP.

Netbeans javafx mac bundle without JRE

I am having a hard time trying to build my javafx app into .app (for mac).
I found a legit way to do that, here is resource for that:
http://docs.oracle.com/javafx/2/deployment/deploy_quick_start.htm
However, it is far from what I'm looking for. By following that tutorial, I managed to build an app from my javafx project, however the size of file was just ridiculous and it is because the whole JRE is being bundled inside. I am now looking for a way to deploy .app file with dependencies (it's important) ONLY and without JRE. (JRE should be pre-installed by user). Is there a way to do that? I really tried to find one, but faild. Hope you, guys, help me.
Instructions for packaging a JavaFX application as a native installable app without including a JRE:
JavaFX packaging tools update - Self-Contained Applications: Create Package without Java Runtime.
The tools used are the same as from the deployment quick start you mention in your question. You just set the fx:platform basedir="".
I'll just quote the article here:
This may sound a bit puzzling at first glance. Package without embedded Java Runtime is not really self-contained and obviously will not help with:
Deployment on fresh systems. JRE need to be installed separately (and this step will require admin permissions).
Possible compatibility issues due to updates of system runtime.
However, these packages are much much smaller in size. If download size matters and you are confident that user have recommended system JRE installed then this may be good option to consider if you want to improve user experience for install and launch.
Technically, this is implemented as an extension of previous feature. Pass empty string as value for 'basedir' attribute and this will be treated as request to not bundle Java runtime, e.g.
<fx:platform basedir=""/>

Build & Install OpenSceneGraph-3.1.3 give me a No WindowSystemInterface error?

I am trying to install the latest SVN Update OpenSceneGraph-3.1.4 on Mac OS X Mountain Lion.
Do I need to install a specific WindowSystemInterface ?
$ osgviewer cow.osg
View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface available, cannot create windows.
Viewer::realize() - failed to set up any windows.
I build and re-build many times, using CMake with or without Gui, compiling Unix files or from within Xcode, but still same problem.
Thank you!
If you'd like a more recent Mac OSG binary which includes a
user-runnable installer, OSG Frameworks supporting both 32 and 64-bit
archs, etc. you can use the one published by ARToolworks:
http://www.artoolworks.com/dist/openscenegraph/3.1.x/
It doesn't include the COLLADA (.dae) plugin but most other plugins
are present.
Regards, Phil.
It sounds like somehow the GraphicsWindow*.cpp file didn't compile and link and execute, as this is what provides the WindowSystemInterface. This is an unusual condition, as normally this is built automatically, linked in and executed as the library starts up and the user is never the wiser.
I'm not sure what to advise you, only to re-check you build process as something has gone very wrong.

How to use FreeTDS with Xcode?

I'm a newbie on Mac development, I need to access sql server from cocoa app via FreeTDS but I don't know how to do that. Please help me.
Generally, I find that sort of work easiest if you just take the source code of the project and include it in the Xcode project and compile it all.
Later, you can build it as a framework or library in a separate target, but no need to that from the beginning.

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