I have followed the instructions given on how to build Skia on Mac.
Instructions on building Skia on Mac
However, I get the error:
ninja: error:
'../../third_party/externals/libjpeg-turbo/simd/jccolor-sse2-64.asm',
needed by 'gen/third_party/externals/libjpeg-turbo/jccolor-sse2-64.o',
missing and no known rule to make it
make: *** [most] Error 1
Here is what I did:
Installed Xcode
Installed depottools
Checked out Skia code via git
Run ./gyp_skia
ninja -C out/Debug dm
It fails on step 5.
I did not follow the instructions as closely as I should have.
Checking out the Skia source is NOT simply git clone, but involves other steps! Make sure you read the "Checkout the source code" link carefully.
Related
I have an issue that is going on for over a month and I can't find any solution for it.
I created an Appcelerator Titanium Module, which uses the OpenCV framework.
I tried literally everything I found on the internet to make it work, but no sucess.
The module compiles, but it crashes when building the App that uses it.
To dig deep in the problem, I compile the App via CLI using appc run -p ios -l trace to see the whole thing. This is what I get:
[TRACE] ld: framework not found opencv2 [TRACE] clang: error: linker command failed with exit code 1 (use -v to see invocation)
This happens if I declare the framework in the module.xconfig file, like this:
OTHER_LDFLAGS=$(inherited) -framework opencv2
If I don't declare it in the file, I get:
[TRACE] symbols not found for architecture x86_64 [TRACE] clang: error: linker command failed with exit code 1 (use -v to see invocation)
Well, the opencv2.framework file is inside the /ios folder in the module.
This is what I tried so far, to put the OpenCV Framework in the project:
OpenCV Official Example for XCode
Compiling it from scratch and then adding to the Project
brew install opencv and then adding it to the project
I configured Framework Search Paths like this:
$(inherited) $(PROJECT_DIR) $(SRCROOT)
Header Search Paths like this:
$(inherited) "$(TITANIUM_SDK)/iphone/include" /usr/local/Cellar/opencv/4.4.0/include (this last one, when installed by brew CLI command.
The Other Linker Flags, is configured like this:
This configuration I got from this tutorial: OpenCV on XCode
And finally, I tried adding the .dylib files from the source of the OpenCV Framework in the project by right-clicking the project's name and Add Files.
So, I tried everything I could find to solve it, but I can't get it to work.
Sorry for the long question, but I am completly out of ideas on how to make this work.
Please, help me!
First of all, the opencv2.framework is copied automatically to the XCode /ios folder (if you selected Copy Files if Needed). BUT, Appcelerator needs 3rd party frameworks to be put on /ios/platform folder. So, I moved it there.
Secondly I added -lz to the Other Linker Flags in Build Settings.
This solved the problem. I must thank the team and developers from TiSlack (An Appcelerator platform community), which helped me through this. Michael and Hans, Thanks!
Here is a video that helped me install OpenCV4 on my Macbook Pro Mojave 10.14.6. I tried installing OpenCV using another video and it led me to getting a linker error that was similar to yours.
Basically, the problem was the path I specified as for my /lib and /include folders.
https://www.youtube.com/watch?edufilter=NULL&v=HxNZEa7Slyk
trying to compile mrpt 1.3.2 under Windows and MinGW32.
The CMake configuration has the EIGEN_USE_EMBEDDED_VERSION checked, and my make command is [mingw32-make -f makefile CXXFLAGS="-std=gnu++11" SHARED=1 UNICODE=1 BUILD=release]
The build explodes compiling bayes/CParticleFilter.cpp, and yields the error message "The Eigen/Array header does no longer exist in Eigen3. All that functionality has moved to Eigen/Core."
What am I doing wrong (besides building under Windows ;) )?
It is already fixed in the master branch of MRPT in GitHub, please give it a try or wait for the next stable release.
I'm getting familiar with Ogre openGL engine on mac. I followed this steps to setup the SDK version 1.8.0 on mac
Go to http://www.ogre3d.org and click on Download.
Next click on Download a Prebuilt SDK.
Download the latest OSX SDK.
Double-click the .dmg to mount it
Drag & drop the OgreSDK folder wherever you like to install the SDK
Start up Xcode and load the OgreSDK/Samples/Samples.xcodeproj to build the samples
I have a problem in last step, when I opened the .xcodeproj file and tried to build the All_Build target, it gives this error:
make -f /Applications/OgreSDK/CMakeScripts/ReRunCMake.make
make[1]: *** No rule to make target `/Applications/CMake 2.8-8.app/Contents/share/cmake-2.8/Modules/CMakeCCompiler.cmake.in', needed by `CMakeFiles/cmake.check_cache'. Stop.
make: *** [/Applications/OgreSDK/CMakeFiles/ZERO_CHECK] Error 2
Command /bin/sh failed with exit code 2
Here it is a guide that can help you with this.
In a nutshell your problem is that you haven't configured the build yet, you can generate a makefile and configure your build with cmake, everything is described in the linked guide.
I am trying to build OpenCASCADE on Mac, but I am not having any luck.
I downloaded it from Github in tar.gz, but I am really new to Mac and I am stuck.
Can anybody explain what should be my next step?
(I found some terminal commands what I should use, but I am not familiar with them. So if it is the right way to build OpenCASCADE on Mac please write down the terminal commands with details. Thank you!)
EDIT:
I understood the command line commands now from the link below. I understood it before too, but I was mistaken, because my main problem was, that I didn't had gcc installed (XCode does not installs gcc automatically...). So anyways, now finally I can run the cmake command. It starts but it ends with this:
CMake Error at /Applications/CMake
2.8-9.app/Contents/share/cmake-2.8/Modules/FindX11.cmake:420 (MESSAGE): Could not find X11 Call Stack (most recent call first):
CMakeLists.txt:313 (FIND_PACKAGE)
Anybody have any idea what to do? I tryed to search this too here, and google...and I found some "solutions" but those didn't work for me.
EDIT EDIT:
The solution for the last edit is that Mountain Lion doesn't install X11. So open up an app that uses X11 or Xquartz and it will install automatically.
Unfortunetly it still doesn't work. My next error message is the following after the make command in terminal:
In file included from
/Users/davidbirkas/Documents/tpaviot-oce-6c9a06a/src/AlienImage/AlienImage_X11XWDAlienData.cxx:14:
/Users/davidbirkas/Documents/tpaviot-oce-6c9a06a/inc/Aspect_XWD.hxx:5:12:
fatal error:
'X11/XWDFile.h' file not found
# include
^ 1 error generated. make[2]: * [adm/cmake/TKService/CMakeFiles/TKService.dir/_/_/__/src/AlienImage/AlienImage_X11XWDAlienData.cxx.o]
Error 1 make1:
[adm/cmake/TKService/CMakeFiles/TKService.dir/all] Error 2 make: **
[all] Error 2
Any ideas how to fix this?
Ensure that, together with XCode, you also install the X11 support from Apple's Devtools. Your error message is indicating that it is missing.
FWIW, I have written a blog post about OCC and PythonOCC on Mac some time ago. Maybe you'll find some detailed info there.
http://cad-3d.blogspot.com/2011/10/pythonocc-open-source-interactive-cad.html
In this post, I still talk about using the binary installer, but recent updates to the OCE edition compile usually without problems out-of-the-box, also on OSX (that is NOT the case with the official OpenCASCADE release).
I spent a little time on this and I think I have it. Here is what I did step by step:
Preparation phase:
Installing Xcode (with command line tools) = Apple developer site
// If Xcode doesn't install gcc, than you can still download it from the developer site as Command Line Tools for Xcode.
Installing Cmake (with command line tools) = Google
// You can download it from the official site with a .dmg/.pkg file extension. Easy install.
X11 under Mountain Lion "changed" to Xquartz. Probably it is not installed by default, but it is easy to check it. Just go to the folder "Application" and start the X11 app. If X11/Xquartz is not installed than it will install automatically!
Installing FTGL = MacPorts = Google
// Download MacPorts from their official site, install it with the installer, than write this to the terminal:
sudo port install ftgl
Download OCE and extract it (.OCE-0.9.0.tar.gz file) = https://github.com/tpaviot/oce/wiki/Download
Installing phase:
I. Open Terminal.
II. Run this command
// This will set the proper PATH.
ln -s /opt/X11/include/X11 /usr/local/include/X11
III. Than from the Terminal go to the directory where you extracted the OCE file (the original extracted file name should be: tpaviot-oce-6c9a06a).
IV. Than write these commands:
// You make a build directory to the extracted OCE folder.
mkdir build
cd build
V. After this you give out the cmake command:
cmake -DOCE_INSTALL_PREFIX:PATH=$HOME/OCE \
-DOCE_WITH_FREEIMAGE:BOOL=ON \
-DOCE_WITH_GL2PS:BOOL=ON \
-DOCE_DRAW:BOOL=ON \
..
VI. And at the end the make commands:
make
make install/strip
If you did everything exactly like this, than it should work!
Give OCE a try. Compiling for osx is a walk in the park
I am currently trying to build a gcc 4.4 on a newly updated ubuntu 11.10. However building the compiler always fails with some problems, when trying to bootstrap.
First crti.o and crtn.o could not be found. I symlinked them into another directory within the search path, and so I could get a bootstrap compiler. However now it fails with the message:
configure: error: C compiler cannot create executables
I tried out to use the intermediate compiler on a simple test program, and I get the message:
$ ./host-x86_64-unknown-linux-gnu/prev-gcc/xgcc test.c
xgcc: error trying to exec 'cc1': execvp: File or directory not found
So something is seriously messed up with the paths of my intermediate compiler it seems. When I did the same thing on ubuntu 11.04 everything just worked fine.
I used the following command line to configure:
./configure --prefix=/opt --program-suffix=44
I also tried both a VPATH-built, as well as an in source build, but both have the same problem. I still have the gcc44 from before the update lying around within /opt, but it has become unusable since the update.
Is there any easy way to get gcc 4.4 working under Ubuntu 11.10? I does not have to be a self build compiler, if I can just download a package and install that, it would be fine as well.
This is caused by Ubuntu's switch to multi-arch. Basically all the "standard" paths have been changed so you can install libraries for multiple architectures on the same machine without any clashes.
Ubuntu GCC has been patched to fix the problem, of course, but the upstream compiler still wasn't fixed last time I checked.
See here: https://askubuntu.com/questions/69365/cant-build-gcc-anymore-since-upgrade-to-11-10