How to compile Kodi on Mac for IMX6 - xcode

I have the Kodi source code from github.com and I want to compile the source for an external media player.
I am able to compile the source to run on the Mac (El Capitan) using xcode.
Can I compile the source into an img (or file I can convert to an img) from which I can then create an SD card for an IMX6 Freescale device? I don't know Xcode very well and can't see how I would add a new target (if that is it) or if I need additional libraries or source to compile something for a linux platform.
I basically have a CuboxTV but I want to use Kodi v17 (krypton) so want to see if I am able to have that running on my CuboxTV (with v17).
Kodi v17 compiles and runs on the Mac - I just need to find out how I can compile it to run on a linux platform using an IMX6.
Any help would be greatly appreciated.
Thanks again :)

CuboxTV comes preloaded with OpenELEC, which is a Linux distribution specifically designed for Kodi.
If you want to compile the source code of KODI from github for the i.MX6 platform and write it to an SD card, you will need to take a distribution from the Cubox Download page (Debian, Archlinux, etc) to install Kodi on top of it.
You can take a look at the kodi-imx PKGBUILD for Archlinux in order to check the compiling instructions and dependencies.
https://github.com/archlinuxarm/PKGBUILDs/blob/master/alarm/kodi-imx/PKGBUILD

Related

how to compile a FMU on windows to be used in Mac?

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.

Mac compiler on windows

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.

compile lanshark on mac

I am trying to compile lanshark for mac, but do not know how to compile on mac. I am guessing that it is possible to compile linux source code on mac. if not how can i get this program to run?
A mac is, under the hood, a BSD 'darwin' box.
Go and take a look at the MacPorts webpage. You'll find lots of interesting information (like where to get a compiler etc ) there.
Another place to go for an apple development environment is apple (xcode) ...
It should be possible to get that to run, but it will be a bit of work. The source may need a small amount of modification, depending on exactly how the protocol works (if they're using raw ethernet, that is done quite differently). Also, the OS X linker (ld) works completely differently to the Linux linker, and so the build system will need a bit of tinkering.
However, the compilers and build utilities are in the XCode bundle on your install disk, or at the download link in the other answer, so install that and give it a go. If you're lucky, just following the Linux instructions will build it.

How to make qmake compile multiple cross platform binaries

I'm using QT Creator on a project and was wondering if there's a single command to compile the project to a Mac, Windows, & Linux binaries so I can easily send them to other computers for testing without having to send over the whole source code. Currently I'm running the QT Creator on Mac OSX if that matters.
This is possible, but it isn't as simple as you imply. To properly do this, you would need to set up a cross-compiling environment complete with libraries already compiled for the other platforms, and compilers/executables compiled for your platform that produce output for the other platform. You would then need to keep track of all these variables somehow in your qmake file to be sure you're producing the correct output.

I have an exe setup file. I want to make it compatible with Mac OS

I have an exe setup file. I want to make it compatible with Mac OS. Is there is any way through which we can convert an EXE to DMG, APP or a Jar?
No, you cant, you need to recompile the application for the target platform.
Nope*.
Moreover, if the contained software is compiled for Windows, it won't work on Mac.
If may work only if it is script-based (like in ruby, python, etc.). But usually, you'll have a proper Mac installation package when it is compatible.
**Exception*: some EXE are extractible archives, but it won't change the incompatibility if it is compiled for Windows.
The simple answer is to install software on a Macintosh OS you must recompile it down to a .dmg file. I jumped on Google and this article Creating a Mac OS X App from a Jar File was the second choice. The default Mac OS Java version was 1.5 for Leopard. Target 1.4+ and you should cover systems from at least Leopard and upwards.
As an aside, this tutorial was recently updated for Snow Leopard and covers the same stuff. Best of luck in getting it ported.
There are different distribution for Mac with have java6 and below version, for java 7 and 8 you need to make another app to run and compatible with
I did it on my way:
Create exe/ setup for your jar.
follow the link ---> winebottler.kronenberg.org
download winebottler(GUI based tool) for your mac type and simply follow this link below
https://www.youtube.com/watch?v=imPGlqEuYBk
No extra burden for you to how.
Note: This will pack your setup in app but app size will increase.

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