How to do multi platform compiling with fpc? - cmd

How to generate an ios or android executable after compiling with free pacal on windows using command line?
I usually do this to compile files :
C:/fpc/path/to/compiler.exe C:/path/to/file.pas
But that command will just create a windows executable.

Here you have a good Android tutorial on how to set-up Android SDK and how to compile an example app using Lazarus IDE: Free Pascal - Android Tutorial
Also you have it for iPhone: Free Pascal - iOs Tutorial

Related

Fldigi open-source project compiling in windows 10

How to compile open-source project in windows?
I want to use Fldigi project. I am not getting how to edit the source code of fldigi and compile it in windows 10? Please help.

Integrate C++ in Cordova electron

As we all know Cordova has added electron platform to build desktop apps for different Operating Systems. Like we can integrate C++ in android using JNI and Objective C wrappers for iOS and mac OSX. Is that possible to do something similar in Cordova's electron platform and windows platforms.
Followed references
1
2
Those references didn't helped me incase of Cordova project.
Can someone help me with this. Thank you for your time and response.
There is Webview https://github.com/webview/webview , which can help to build GUIs similar to electron but with c++. It is using HTML / CSS / JS as UI layer.
The old version was header only but didn't run on msvc c++. The new version runs on msvc but is more complicate.
There also is Nimview https://github.com/marcomq/nimview, which uses an older version of webview and already has some C++ / msvc examples. It improves testing, debugging and development for offline applications, compared to webview.
Nimview can also be used for Android.
Disclaimer:
I'm the author of Nimview

Loading OpenSSL dynamic libraries arm & x86 (FMX, C++)

I am able to use OpenSSL static libraries (libcrypto.a and libssl.a) in my iOS app thanks to this help. Now i can also use OpenSSL dynamic libraries (libcrypto.so and libssl.so) in my Android app version thanks to this info. I downloaded the files for Android in the OpenSSL_1.0.2g_Android.zip file from here. I just guessed and used the ARM files (armeabi-v7a folder) instead of the Intel files (x86 folder) and it worked on my Android test phone.
My question: How do I make an Android build that uses the correct library files on ARM devices AND also on Intel? I don't know how to deploy both sets of files for this. Below is snip of project window showing where i test added the second libcrytpo.so library file for x86.
But, this second libcrypto.so does not show up in the deployment window, only the first version i added (the ARM version) remains.
I was hoping i could somehow use compiler directives but maybe i just need 2 independent projects altogether? One built for Android ARM and other for Android x86? Further, all i'm needing in my code is an IdHTTP1->Get() so maybe their is a way i can use the built in BoringSSL fork? If so, how?
russ
C++Builder 10.3 Version 26.0.33219.4899
RAD Studio does not support producing Android apps for Intel, only for ARM, so don't even worry about trying to use the x86 libs on Android.
Also, Indy does not support BoringSSL at this time.

Xamarin iOS simulator build

Does anyone know if Xamarin build for iOS simulator is somehow different from regular Xcode simulator build?
In other words is Xamarin simulator build "clean" native build?
As stated in Xamarin docs:
When you compile any Xamarin platform application, the Mono C# (or F#)
compiler will run and will compile your C# and F# code into Microsoft
Intermediate Language (MSIL). If you are running a Xamarin.Android, a
Xamarin.Mac application, or even a Xamarin.iOS application on the
simulator, the .NET Common Language Runtime (CLR) compiles the MSIL
using a Just in Time (JIT) compiler. At runtime this is compiled into
a native code, which can run on the correct architecture for your
application.
However, there is a security restriction on iOS, set by Apple, which
disallows the execution of dynamically generated code on a device. To
ensure that we adhere to these safety protocols, Xamarin.iOS instead
uses an Ahead of Time (AOT) compiler to compile the managed code. This
produces a native iOS binary, optionally optimized with LLVM for
devices, that can be deployed on Appleā€™s ARM-based processor.

Compile OSX app on Windows with Xamarin

I have a Xamarin Mac app I've been handed to make some changes. I've got everything working correctly as far as Windows Visual Studio Xamarin connecting to Mac Xamarin -- the Mac ssh agent works and whatnot.
However, how do I compile the app? When I build it on Windows, it generates an .exe file. Is something supposed to be generated on the Mac side, too? Or do I take that .exe file and somehow package it into an OSX app?
I was trying to stay in my Windows environment to do the coding and building as much as possible.
Thank you.
You will need to compile/package/debug it on macOS.
The build process is performed locally on Windows, generating IL assemblies that cannot be used for running or debugging apps, and it doesn't create application bundles.
re: https://developer.xamarin.com/releases/vs/xamarin.vs_4/xamarin.vs_4.2/#Xamarin.Mac_minimum_support.
macOS Apps
Mac apps can be opened and compiled in Visual Studio to check for errors, however to debug or create a working executable the project must currently be built on a Mac. This limited support for Mac projects allows for easier code sharing in Visual Studio between iOS, Android, Windows, and Mac apps.
re: https://developer.xamarin.com/guides/cross-platform/windows/visual-studio/#macOS_Apps

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