Missing AllegroTTF-5.0.framework - xcode

I have actually followed the guide http://wiki.allegro.cc/index.php?title=OSX,_Xcode_4,_Framework to install the allegro5 and AllegroTTF-5.0.framework was missing and so i deleted everything and followed http://stefanhendriks.wordpress.com/2013/01/11/getting-started-with-allegro-5-1-on-mac-os-x-10-8-xcode-4-5-and-homebrew/ this link and still the framework is missing i just don't know where i went wrong and os that i am using is a mac can anyone help !!!!!

In the tutorial there is a step:
brew install freetype
did it work out for you as expected?
It should install the nescesary dependencies to make the TTF component of Allegro work.
If not, is there any error message you are seeing when you generate the makefile for Allegro with cmake?

Related

After running make, get 'no rule to make target' error when looking for openGL framework after updating macOS and xcode

I have come back to working on a school project after a short hiatus. However, I can't get it to build anymore. We were provided with the following cmake file:
cmake_minimum_required(VERSION 2.8)
PROJECT(astro)
SET(VTK_DIR /Users/hank/Hartree/VTK/install/lib/cmake/vtk-6.0)
find_package(VTK REQUIRED)
include(${VTK_USE_FILE})
add_executable(astro MACOSX_BUNDLE astro)
SET(CMAKE_CXX_LINK_FLAGS "-framework OpenGL")
if(VTK_LIBRARIES)
target_link_libraries(astro ${VTK_LIBRARIES})
else()
target_link_libraries(astro vtkHybrid)
endif()
After running cmake and trying to compile the project with make, I get the following error:
*** No rule to make target >'/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Deve>loper/SDKs/MacOSX10.12.sdk/System/Library/Frameworks/OpenGL.framework', >needed by 'astro.app/Contents/MacOS/astro'. Stop.
I think I updated my os and xcode during my break from the project, and that caused the issue. I don't know a whole lot about cmake or makefiles, but I think that somehow the path to openGL is getting messed up. Poking through my file system I have found the paths
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk,
and
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk,
and I have been able to find the OpenGL frameworks in those directories, but there is no MacOSX10.12.sdk directory.
I found the following similar questions here and here. However, I have not been using Qt, and when I run xcode-select -pit prints the correct path /Applications/Xcode.app/Contents/Developer
Any ideas how to fix this?
I received exactly the same error when installing an application from source code. I solved this problem by duplicate the "MacOSX10.13.sdk" directory in
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/
and rename it "MacOSX10.12.sdk".
I am not an expert in MacOSX or cmake, therefore my answer may not be the best solution and may even cause problems, but it does solve this problem for me. If anyone knows the correct way to do, I'd like to know it.
Here are what I tried:
At beginning, cmake can not find "CMAKE_OSX_SYSROOT" after configuration.
I first changed the cmake settings to
CMAKE_OSX_DEPLOYMENT_TARGET:STRING=10.12
CMAKE_OSX_SYSROOT:STRING=macosx10.13
but this does not work. Same error.
Then I updated my Mac to MacOSX 10.13 High Sierra. This time cmake can correctly set
CMAKE_OSX_SYSROOT:PATH=/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk
but still generates the same error. Therefore I believe the problem comes from the application source code.
I googled how to install MacOSX10.12.sdk and find this post:SDKs.
The easiest way may be finding the old sdk from TimeMachine. But I just bought my Mac and it doesn't have the old version sdk. Therefore I simply duplicate and rename the sdk to try, and it works. I think putting the sym link of the real MacOSX10.12.sdk in the folder will be the best solution to this problem.

Graphics Magick installation on Mac El Capitan 10.11.3 for TYPO3

I'm frustrated. I'm a total beginner in this (TYPO3), know well about HTML/CSS though but all the info I found on the web reads like Chinese for me. Like that one: http://mac-dev-env.patrickbougie.com/graphicsmagick/
I have no clue what that means!
I've downloaded GM, extracted the zip and double-clicked the configure file. The installation finished without any problems (as far as I can tell).
So here's the ting: can anybody please tell me, how this sort of installation is suppossed to be completed? I need it from the very beginning, actually from unpacking the zip.
Do I have to have another program, like this terminal program on the Mac, where you have to type in command lines? Do I have to write or edit code somewhere? Do I need to create folders? Where, in the TYPO3-Backend, can I check if it even works?
TYPO3 is installed and it works perfectly so far. THANKS A LOT! :)
PS: I really like to learn this (!), but my head is bumping right now :(
Easy way:
If you want to "just install" GM I suggest you to use one of OS X package managers like homebrew or macports. They can simplify configuration, building and installation process for you. So you'll only need to open Terminal and type (depending on chosen package manager):
brew install graphicsmagick or port install graphicsmagick
To verify that your installation is successful open Terminal and type gm version, as result you should see version and other details of your installation.
Fundamental way:
If you want learn how to build and install GM from sources, I recommend you to start reading official documentation. And then, by the way, read about "Make" and other tools used in build process.
As #Oles Savluk pointed easiest way to install such stuff is using homebrew. When you'll install it already, open new terminal window and use command which gm to find the path it will be i.e.: /usr/local/bin/gm - copy/write it and use in the TYPO3's Install Tool in proper place.

Project ERROR: poppler-qt5 development package not found for mac

I have Qt 5.5 installed and poppler 0.36 installed on Mac OSX Yosemite 10.10.However when I was trying to build a .pro project, it shows error message like this:
Project ERROR: poppler-qt5 development package not found
I've tried with adding
INCLUDEPATH += /opt/local/include/poppler/qt5
LIBS += -L/opt/local/lib -lpoppler
to .pro file, but it doesn't look like working.
Can someone help me out here?
I'm currently in the same boat as you. From what I understand, the Qt5.5.0 pkg-config files are broken, and poppler depends on those build files to build it's poppler-qt5 bindings. Word on the street is that perhaps Qt5.5.1 (coming out this week probably) will resolve this.
I got a similar error when compiling qpdfview in Ubuntu. I solved this by installing libpoppler-qt5-dev library (see it here). This also installed libpoppler-dev.

framework not found QGLViewer

I am trying to install QGLViewer. When I compile it with QTcreator everything goes well, but when I try to build one of its examples, it gives me this error:
framework not found QGLViewer
I know that it is installed, because when I do
otool -D /Users/sara/Library/Frameworks/QGLViewer.framework/Versions/Current/QGLViewer
the response is QGLViewer
I really want this library to work. What could be the problem?
It was a bug. It was fixed in the last update.
http://www.libqglviewer.com/changeLog.html

glib2.28 build at windows 7 32bit with mingw error. I really have no idea about it

I'v search for a long times to solve this error,But still have no idea.
I am building gegl at windows. when run ./configure. It said need >= glib2.28.
So I download glib. Andready to complie it.At configure It works. but a error ocurred when make.I really do not understand why have this error.I am sorry new to this.
mingw was installed by mingw-get-inst-20111118.exe
could anyone can help me solve this error.
help please!
thanks.
I'v done with this error.
lib tool need libz.dll.a file,but I only have libz.a .I install libz.dll.a in lib path. and it works.

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