i'm trying to make work wxWidgets on OS X 10.8 with XCode 4. So far i've managed to build the library in static mode.
I'm currently trying to add the library to a basic "hello world" sample project.
For that, i follow a tutorial that explain step by step the process.
I'm stuck though on a simple error : can't find "wx/setup.h"
i've check the derivedData folder where is the .a library and there is no setup.h
I had one setup.h created when i compiled wxWidgets using the Terminal (but i had other errors this way after, so i had to switch to XCode wxWidgets generation.)
where is the generated setup.h when building wxWidgets from XCode ? and how do i tell the compiler to use it?
I've never compiled wxWidgets under OS X using Xcode so I can't help you with finding the file (however I do wonder if you tried find . -name setup.h or using Spotlight?), but I can guarantee that the library compiled from the command line is compatible with the applications built using Xcode, provided you use the same compiler and runtime library for both. So if you already have a version built from the Terminal, you really should be able to just use it.
Related
I am working on a project that uses Adobe's DNG SDK 1.6 library, and it is supposed to work on Windows and MacOS.
The library has instructions on how to build it for both platforms, but I had to figure out an error that came up on Windows with Visual Studio. I am not very experienced with big C++ projects so it was not trivial but I got it working. Most of my own code will be done in C# .Net Core, calling the native libraries using a wrapper class with P/Invoke.
Now for Mac that's a different story, I have a MacOS 11 VM, installed Xcode 12.5.1 and followed the steps provided, as expected, it does not work. Bare in mind this is my first time touching Xcode and MacOS.
The project I am trying to build is dng_validate, and it depends on two libraries built by these projects: XMPFiles64 and XMPCore64.
The library projects build without any hiccups, each one of them creating a ".a" file in the folder: dng_sdk_1_6/xmp/toolkit/public/libraries/macintosh/intel_64_libcpp/Debug, they are named libXMPFilesStaticDebug.a and libXMPCoreStaticDebug.a respectively.
When I try to build the dng_validate project, I get the following error:
Library not found for -lXMPFilesStaticDebug
Because of the the error starting with an "l" instead of "lib", under both libraries project settings, I changed the "Executable Prefix" setting to "l" instead of "lib". Rebuilt both of them and made sure the file names changed as expected. But the error persists when trying to build the main project.
Under dng_validate's project settings, there is a setting called "Library Search Paths" and it does point to the proper aforementioned folder using a relative path. I even changed it to an absolute path to see if that would make it work.
I am really lost here, does anyone have an idea of what might be causing it?
Well... After asking on other forums and almost hiring a freelancer to fix this for me, I tried another shot in the dark of renaming the library files and it worked.
I changed the extensions of libXMPFilesStaticDebug.a and libXMPCoreStaticDebug.a from ".a" to ".dylib" and it just compiled and blew my mind with it.
I'm having trouble linking an Xcode project using the AAF SDK, with Xcode 5.1.1 on MacOS 10.9.5. When I link the main dynamic library, these symbols come up missing:
_StgCreateDocfile
_StgCreateDocfileOnILockBytes
_StgOpenStorage
_StgOpenStorageOnILockBytes
AssertProc
I can't find a definition for them anywhere in the entire source tree for the SDK. The first four appear to be part of Structured Storage on Windows. A Structured Storage library is provided in the SDK and I'm already linking that.
Can anyone tell me of a Mac system library that defines these? Or is there a linker argument that pulls in a library for them? Thanks for any help.
A late answer (!), but in case anyone comes across this... The solution is either:
To use the makefiles with the AAF SDK to generate the AAF dylib,
which works fine. or...
If you use Xcode to build the AAF SDK, ensure the correct
#defines are kept, namely:
_DEBUG OM_DEBUG OM_STACK_TRACE_ON_ASSERT OM_USE_SCHEMASOFT_SS OM_STRUCTURED_STORAGE
Note that DEBUG=1 is absent (it is added by default by Xcode) - if defined, this brings in AssertProc. Define NDEBUG on release builds and omit the debug defines.
The Stg... functions are part of the MS implementation of Structured storage as you stated, but should not be referenced on a Mac, the Schemasoft implementation being used.
I'm writing an application in which I want to use free image to load files. I am on MacOSX 10.8.2 and I am using the mac ports version of free image. I had it working, but when I tried putting it on another computer without the port, it wouldn't run because it didn't have the files. The macports version comes with a dylib, can I use that to run it without downloading the port? If I can how would I compile it with the project because I have tried linking it as a Binary Library, but I can't include the files. Any help would be appreciated, as I have bee at this for a few hours now.
Thanks
You can actually build the FreeImage library as a static library. Unfortunately, the downloadable source from the http://freeimage.sourceforge.net/download.html website uses makefiles that are expecting to use the older SDKs for Xcode3.
I actually updated the Makefile.osx to build with Xcode4 using the 10.7 SDK and posted the change to https://gist.github.com/AhiyaHiya/5105571
You should be able to run this make from Terminal.app and create your .dylib and .a files for your needs.
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
We have multiple development machines, some running Xcode 3.2.5 and others running Xcode 4.2. We have a static library that is referenced by our project. It contains Objective C categories, so we need to use the -force_load flag with the path to the library.
The problem that we are having is that on Xcode 4.2, the library is linked from a different location than the path that we specified in -force_load. This causes duplicate symbol errors since it's trying to link two copies of the same library.
The path Xcode 4.2 links from is:
/Users/USERNAME/Library/Developer/Xcode/DerivedData/PROJECTNAME-ehxeazvigqrpvogkxlkcmdzpisdw/Build/Products/CONFIGURATION-PLATFORM/
whereas the location that Xcode 3.2.5 links from is:
PROJECT_ROOT_OF_STATIC_LIBRARY/build/CONFIGURATION-PLATFORM/
Is there a way to get Xcode 4.2 to use the same locations as Xcode 3.2.5 when linking static libraries so that we can use the force_load linker option? If not, can anyone suggest an alternative solution to get Xcode 3.2.5 and 4.2 to play nicely together?
It sounds to me like you are doing things the hard way.
I've never used -force_load to load static libraries. With the libraries I use, they are all stored as frameworks in a directory on my system which is separate from the project. I then use the XCode standard add frameworks dialogs to bring them into the project and "-ObjC -all_load" to ensure they work and categories are active.
I've successfully move a few projects from XCode 3 to 4 and not had the problem you are mentioning. I suspect that if you can stop using -force_load your problems will go away.