Can #rpath be modified in a makefile with g++ on OSX? - macos

I am trying to dynamically link to a custom dynamic library in an OSX application. For various reasons, I don't want to have specify environment variables after the build. I want my build environment to provide everything needed to run the application.
I am compiling the application with gcc using a makefile (actually, I a script that makes calls to qmake and does some automated editing.). On linux I would just do:
-Wl,-rpath,<path/to/dynamic/library>
but for whatever reason OSX doesn't abide by these rules. I keep getting
#rpath/mylib.dylib Library not loaded
when I try to run the app.
I hope this is clear. I want the app itself to know where to look for mylib.dylib. I know how to do this in Xcode with LLVM, but it would be nice if I could do it with a makefile and gcc as well. I don't want to have to setup a whole Xcode project for simple little apps like this (of which I need to make many that link to my library). Qmake etc. is far more convenient.

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How to install wxWidgets with Code::Blocks?

I'm a windows developer and I need to use Code::Blocks
to develope multiplataform C++ GUI applications.
After installing Code::Blocks and wxWidgets in my first try to do a simple "Hello World" application, the IDE show me a box with $(#wx)
What is the $(#wx) ?
Googling for tutorials I see this
What is the -g ?
Finally the following error message appear:
For 3 days I'm trying over and over again without success !
I even try wxPack. Nothing works !
With VC++, C++Builder and even wxDev-C++ this is straightforward
Only Code::Blocks is so difficult !
Googling, I find many people with the same error, but the advices they get didn't work for me !
Can someone tell me step by step what I must do?
Thank you.
Your frustration comes, as usually does, from your ignorance. If your are required to learn about C::B, well, that's life. Don't waste time on getting so angry, life is short.
CodeBlocks are not tied to a compiler. You can use VC++, MinGW, TDM-GCC, GCC, etc. Thus, you must tell C::B the compiler to use. You may use different compilers for different "targets" (see below).
C::B is not tied to any library either. If you want to use wxWidgets you must tell C::B about the needed files and where to find them.
It's very common that people who use C::B use MinGW as the compiler. That's why when you first install C::B it searches for MinGW and, if found, set it as the default compiler. You can set your own preference in Settings->Compiler. Same goes for the debugger, usually GDB.
As a side note, be aware that MinGW is ONLY 32 bits. There's a different compiler (MinGW 64). TDM-GCC offers both compilers (and their GDB versions) at once, I recommend installing 32/64 versions in different folders and setting them in C::B as different compilers. For Linux, the "mother" GCC is the de-facto standard.
When you build your app you must define a target. This is nothing else but a way of telling things like "I want a 32 bit library" or "I want a 64 executable". In your required project you may set several targets. Select the desired one before compiling (combobox in the main tool bar).
While developing it's very advisable to set a target as a "debug". This means you want to use the debugger. This requires to use "debug symbols". With GCC (or one of its "children", MinGW...) you acomplish it but adding -g as a flag to the compiler.
Now you understand that probably you set not only one, but several targets like "release 64 exe", "debug 32 exe" etc. Right?
wxWidgets joins in scene
Despite C::B is made with wxWidgets, it doesn't ship with it. Download the version you like from wxWidgets site. While some binaries are offered, if you use some other compiler or some other parameters then you need to compile wxWidgets on your own. See the docs/msw/install.txt and learn about the different configurations (release, debug, static/dynamic lib, etc). Your "target" must match the wxWidgets configuration, so better build several versions, same as your targets. And don't forget to use the same parameters for your app target as you used to each wxWidgets target. You can do this at Project->Build options.
As with any compiler you must tell where to find the libraries and the headers. And the libraries you want to use. The Windows libraries (kernel32, user32, etc, they are a lot, ask in another thread) and the wxWidgets libraries.
When you update your app perhaps you use a newer wxWidgets version, but also want to support an older version with other wxWidgets version. You have several folders. For your project you should update all directories. Can this be done shortly? Yes. in C::B you can define variables(e.g. $wx31dir) and use them like $(wx31dir)/include. Redefining the var saves you a lot of typing.
You can use a global var $(#wx31dir) or several, project fitted vars. Your decision.
Finally, C::B offers a project template for a wxWidgets app. It will ask you some locations (wx dirs) and vars. If you don't understand well what it does, better don't use it and set everything on your own. First time is hard, I know. Go ahead and you'll get it if you pay attention to needed steps.
Have you read the CodeBlocks manual?
Since you having hard time using C::B, I suggest you switch to CodeLite which I find simpler to start with than C::B (My experience). Everything you need is documented on CodeLite Wiki. Creating project is well documented with screenshots but before you compile, open environment variables (Settings->Environment Variables) and add line WXWIN=/path/to/your/wxwidgets/installation and compile as it is explained there.
Ouch....
You do not need to interact with code::blocks at all to use wxwidgets.
You can simple download wx header and binary package (depends of your compiler), place it on directory and import (with #include) it in your source code.
I do not see what is relevant to C::B? You can use any library without compiling and setting any variable in your editor (IDE) - but then you lack of lot of feuters.
I hope that
Using wxWidgets Pre Built Binary in CodeBlocks at wxWidgets wiki
and
Using wxWidgets (MSW) 3.0 Binary with Code::Blocks Scripted Wizard
would be best and useful answer for your question.
Even I want to use wheel for my convenience every day, but I don't want to invent the wheel every day again and again.
Even that your question is about wxWidgets and Code::Blocks for MS Windows, and that the answer links are of the wxWidgets and Code::Blocks own,
For recommended stability, I include the full screenshot of this document of wxWidgets own wiki
and
this of Code::Blocks own wiki

How to install and use open source library on Windows?

I'd like to use open source library on Windows. (ex:Aquila, following http://aquila-dsp.org/articles/iteration-over-wave-file-data-revisited/) But I can't understand anything about "Build System"... Everyone just say like, "Unzip the tar, do configure, make, make file" at Linux, but I want to use them for Windows. There are some several questions.
i) Why do I have to "Install" for just source code? Why can't I use these header files by copying them to the working directory and throw #include ".\aquila\global.h" ??
ii) What are Configuration and Make/Make Install? I can't understand them. I just know that configuration open source with Windows need "CMake", and it is configuration tool... But what it actually does??
iii) Though I've done : cmake, mingw32-make, mingw32-make install... My compiler said "undefined references to ...". What this means and what should I do with them?
You don't need to install for sources. You do need to install for the libraries that get built from that source code and that your code is going to use.
configure is the standard name for the script that does build configuration for the software about to be built. The usual way it is run (and how you will see it mentioned) is ./configure.
make is a build management tool (as the tag here on SO will tell you). One of the most common mechanisms for building code on linux (etc.) is to use the autotools suite which uses the aforementioned configure script to generate build configuration information for use by generated makefiles which make then uses to build the software. make is also the way to run the default build target defined in a makefile (which is often the all target and which usually builds the appropriate library/binary/etc.).
make install is a specific, secondary, invocation of the make tool on the install target which (generally) installs the (in this case previously) built code into an appropriate location (in the autotools/configure universe the default location is generally under /usr/local).
cmake is, again as the SO tag says, a build system that generates configuration files for other build tools (make, VS, etc.). This allows the developers to create the build configuration once and build on multiple platforms/etc. (at least in theory).
If running cmake worked correctly then it should have generated the correct information for whatever target system you told it to use (make or VS or whatever). Assuming that was make that should have allowed mingw32-make to build the software correctly (assuming additionally that mingw32-make is not a distinct cmake target than make). If that is not working correctly then something is still missing from your system (and cmake probably should have caught that).
But to give any more detail you will need to give more detail about what errors you are actually getting and from what command.
(Oh, and on Windows, and especially if you plan on building your software with VS (or some other non-mingw32-make tool) the chances of you needing to run mingw32-make install are incredibly small).
For Windows use cmake or latest ninja.
The process is not simple or straight, but achievable. You need to write CMake configuration.
Building process is not simple and straight, that's why there exists language like Java(that's another thing though)
Rely on CMake build the library, and you will get the Open-Source library for Windows.
You can distribute this as library for Windows systems, distribute and integrate with your own software, include the Open Source library, in either cases, you would have to build it for Windows.
Writing CMake helps, it would be helpful to build for other platforms as well.
Now Question comes: Is there any other way except CMake for Windows Build
Would you love the flavor of writing directly Assembly?
If obviously answer is no, you would have to write CMake and generate sln for MSVC and other compilers.
Just fix some of the errors comes, read the FAQ, Documentation before building an Open Source library. And fix the errors as they lurk through.
It is like handling burning iron, but it pays if you're working on something meaningful. Most of the server libraries are Open Source(e.g. age old Apache httpd). So, think before what you're doing.
There are also not many useful Open Source libraries which you could use in your project, but it's the way to Use the Open Source libraries.

Wxwidgets project compiled using Codlite asking for dll on Windows

I am atempting to build a Multiplatform desktop application using WxWidegts. As the IDE I am using Codlite. Version info is
Codlite: Revision 5770
WxWidgets: 2.9.4
OS: Windows 7
Compiler: g++
The problem is, after compiling, trying to start the program will give an error that tells me wxbase294u_gcc_cl.dll is missing. I thought maybe its a debug library thing, so I set the build configs to release but still the same error.
My understanding was that Wxwidgets builds nativly to the OS so it shouldn't be dependant on such a large dll. The dll exists in the libs that was installed by Codlite, but the system does not seem to pick it up.
Am I supposed to build using VC++? not sure how to set that on the build settings.
I've been a WebApp guy for a long time and new to Cross-Platform devlopment, so help me out if I'm going the wrong way.
Thanks in advance.
The wxWidgets library code must be linked to your application code. This can be done in two ways: A) to use static libraries, which are linked to your application executable when it is built, or B) to use DLLs, which are linked to your application when it runs.
From your question, you have built your application to use DLLS.
You have two options to fix this problem. Easiest will be to copy the required DLLs into your application folder.
You can also change the codelite options to use wxWidgets static libraries - you will need a codelite expert to help you to do that.
I took a quick look at the codelite webpage. It does look like codelite uses wxWidgets DLLs by default. To change this, you will need to built wxWidgets the "DIY" way as described here but set the SHARED make option to 0

How to include Qt libraries with CMake inside a .app project on OSX?

I've created a Qt project using CMake as build system. I would like to include in the deployment phase, the necessary Qt frameworks
Qt3Support.framework/ QtNetwork.framework/ QtXml.framework/
QtCore.framework/ QtOpenGL.framework/
QtGui.framework/ QtSql.framework/
in order to be ready to distribute my program as standalone dmg.
This is usually done with macdeployqt command but it gives me a lot of errors like this:
ERROR: "strip: for architecture x86_64 object:
/Users/rs/build/myapp.app/Contents/Frameworks/QtXmlPatterns.framework/Versions/4/QtXmlPatterns
malformed object (unknown load command 5)
so I want to be able to do it directly in the deployment phase, is it possible?
I was using DeployQt4 and BundleUtilities for some time until I ran into a problem with it which wasn't easy to fix according to one of the authors.
I ended up writing a ruby script that does what BundleUtilities does barring that problem. My script has a limitation currently comparing to the BundleUtilities - it doesn't handle bundles with multiple executables. Writing the same functionality in cmake is beyond my degree of masochism (I managed to understand what BundleUtilities does and how but was appalled by the contraptions they had to use to organize data in memory).
The script itself is available here: https://github.com/artm/vision-ui-skeleton/blob/master/ruby/fixup/fixup.rb
It is used from cmake at the bottom of: https://github.com/artm/vision-ui-skeleton/blob/master/cmake/QArtmRelease.cmake
It works with ruby that comes with OSX 10.6.x and probably higher.

Can I use OpenFrameworks on OS X without having to use XCode?

I can't stand XCode, but really love OpenFrameworks, and I know it works on Linux+Win32 so I don't see why it should be XCode dependent. If I need to have XCode installed that's fine, I just don't want to use it at all.
Xcode internally uses gcc/llvm. in fact from the command line you can cd into a directory that contains an openFrameworks project and just type xcodebuild. but this won't allow you to edit the project file and add new source code, etc.
the Linux makefiles could be adapted to work on OSX as well. they already contain a lot of the information necessary about finding the correct source files, library paths etc. however Linux allows us to install many more components as shared system libraries, while on OSX we link most of the libs statically, so a number of extra library paths would need to be added. probably the biggest gotcha is that everything has to be compiled 32 bit, which means passing -arch i386 everywhere, so you can't just install dependant libs using Homebrew or MacPorts. we are in the process of transitioning to 64 bit but there are still some QuickTime calls that require us to stick with 32 bit, mainly around accessing legacy video capture devices that a lot of us still use for computer vision.
like #cdelacroix points out, we only maintain Xcode project files on OSX. this is mainly due to the lack of a decent alternative. there is a version of Code::Blocks for OSX but it is not very well supported, has some issues with native gui rendering and tends to lag behind the other platforms. Xcode is also the easiest way to install a toolchain on OSX so for most users installing Xcode is necessary.
if you do get a makefile based build system working, and would be interested in maintaining it medium to long term, please consider contributing it to the GitHub repository, it would be gladly accepted.
As of March 2013, openFrameworks has official makefile support for compiling the library itself. However, at the time of this writing, the changes haven't yet been merged into the stable release. You'll need to clone the Git repository and switch to the development branch.
git clone https://github.com/openframeworks/openFrameworks
cd openFrameworks && git checkout develop
cd libs/openFrameworksCompiled/project
make
As far as I can tell, we still need to use the unofficial solutions for compiling apps against the library.
You need Xcode, or at least a set of compilers (more information is available here), but otherwise, no, you can edit/work with the code in whatever editor or environment you want.
Here's a link to a makefile which will compile an OpenFrameworks application on OsX:
https://gist.github.com/labe-me/1190981
Place the makefile in the apps' directory and run make. Tested on OsX 10.6, but haven't tried with addons yet.
As #mipadi said, there is no requirement to actually use Xcode, you can do pretty much everything you do in Xcode with make or cake or any of your build system of choice. All you have to do is find the right set of command line options to pass to the usual tools (compiler, linker, strip, etc.), and sometimes the easier way is to... look in the Xcode build window how it is doing stuff (expand the lines with the small button on the right of each line).
For example you can link with your framework of choice with ld -framework Framework -FPathToFramework foo.o or your dynamic library with ld -lLib -LPathToDylib foo.o. You might have to learn about #rpath, #loader_path and install_name_tool to ship a self-contained packaged application.
As for OpenFrameworks, the "requirement" for Xcode is that the authors decided to maintain only Xcode project files. I just looked at how they do it, they ship source code and Xcode project files that build static libraries, so it will be even more simple for you (although you will need to link the library dependencies by hand). You will have to choose between compiling everything from source in your build system (if you want more customization power without touching Xcode), or just produce the 2 static libraries (openFrameworks.a and openFrameworksDebug.a) with Xcode once, then use them in your build system (recommended until you really need continuous customization).

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