Does anyone know of a guide to getting Firebird working under OSX for Delphi apps?
I am using the InterBase Express components but when I start my app I get the error saying that libgds.dylib is missing. I have renamed the libfbclient.dylib to libgds.dylib. I have even made a copy in the original path and done a symbolic link to the /usr/local/lib folder (as is the case with libfbclient.dylib).
Here is what I have tried...
I have added '/usr/local/lib' to the paths in the target profile.
I have tried copying the file into the package
I have copied the file to my windows machine and then distribute it using the project deployment options.
Nothing appears to work. I'm not trying to create a redistributable package at this point. I just want to get the app working for debug.
One further bit of information. I installed the standard Firebird package rather than the Lipo package. I confess to not really understanding the difference. I am going to try installing the Lipo package now to see if that makes a difference.
Thanks in advance,
Martin
Solution found. The problem was the package that I installed.
After installing the Lipo package it appeared to find the dylib and continue.
Im not there yet as now I am getting a Permission Denied error trying to create the database in the Documents folder. I guess I will post another question if I cant get to the bottom of this one.
Related
I made an application using GTK3 on Windows (Mingw_x64 installation of GTK) and I cannot really figure out how to make a distribution out of this. According to official documentation of PyGObject, it is possible in some way.
I already tried to make a package using setuptools, but PyGObject documentation is not saying much about this process and I was not able to configure setup correctly to make it work. PyGObject has a lot of dependecies and weird imports, that I do not know how to include.
I also tried Pyinstaller, which claims it has GTK support, and it really can pack it into executable, however it is not working. I tried these two options:
make only one file (.exe), but in this situations, it throws an error, that some file is not found (libpixbufloader-ani.dll)
create a directory with all needed files (libpixbufloader-ani.dll and other libs are included this time), but when running exe, another exeption occurs, this time Struct and 2 other libraries are missing (strangely, there is a folder that contains Struct)
Becouse of the missing files, I tried adding as many paths containing needed libraries as possible to Pyinstaller, but without success.
Does anyone have any experience with packaging GTK appliciations in Python? There is definitely a way to do this, but I am not very experienced with packaging. If needed, I can provide more information.
This is an issue that has been brought up on PyInstaller's GitHub page, as others (including myself) have experienced the same issue that you've mentioned.
The last time I tried the dev version of PyInstaller, the issue still wasn't fixed, but I managed to get a working executable by using PyInstaller to find the dependencies that my Python3/GTK3 app needed, and then I used cx_Freeze to generate the final executable.
I am trying to write a simple application trying to get my feet wet with VTK. Here is where I am so far. After searching for a while and attempting to download and build with CMAKE unsuccessfully, I found this blog from KitWare: https://blog.kitware.com/kitware-packages-on-os-x-with-homebrew/
So, I went off, installed homebrew, I believe "installed" VTK and Insight ToolKit. This was followed by self high-fives and all around self-congratulations. But.. I'm still not where I need to be.
I can't seem to sort out where to go from here. I believe I'm at the critical "now link the libraries with your project" state. I can find the installs under "/usr/local/cellar/Vtk/7.0.0_5/include/" and "/usr/local/cellar/Vtk/7.0.0_5/lib/" folders. The "include" folder has a bunch of ".h" files. The "lib" folder has a bunch of ".dylib" files. In a Xcode (V8.1) CoCoa Project, I've linked iokit, cocoa, and openGL frameworks and it builds. However, when I try to include something like "vtkActor.h", it fails to find it unless I specifically link that file.
Updated! Screen shot of search paths:
So, my questions are thus:
Am I actually done installing? I thought I was to end up with some ".a" files. Whats up with that?
If I am done, and I'm linked to all those .dylib files, why isn't it working? Should I link to all the ".h" files?
I've tried linking the folder "usr/local/cellar/vtk" folder, but it fails. Should I be doing that, but making it "recursive" I believe is the word.
Long run for a short slide... Anyone have any good tutorials/examples of a running Xcode OS X project so that I can get an idea how these libraries actually interact once I can even get them linked?
Thanks so much for your wisdom in advance. If anyone would have the kindness for mentorship off-stack until I can get up and running, I'd much appreciate it.
Sorry for my poor English first.I have a problem and I googled it and try to solve this problem the whole day.
The problem is I have a cocoa framework project, and It build succeeded and archive succeeded.
BUT when my project using this framework, it will show can't find the framework, image not found.
OK, I know the problem now, so I searched and find out #executable_path and #loader_path, to make the project using this framework will find the path easy.
But when I change install directory in Building Settings from the default value ~/Library/Framework to #executable_path/../Framework, my framework STILL could build success and archive success.But I can't find the archive file and archive window will not show.Xcode tells me below:
Check dependencies
Warning: Installation Directory starts with #executable_path but Skip Install is disabled.
TIPS:
When I set #executable_path, Xcode tells me "The skip install to YES", I can't do that, because when I set to YES, it won't archive for me.
How could I solve this problem? Or anything wrong in my project?
Thanks so much!
My code here https://github.com/GuoJing/DoubanAPICocoa
you need to use loader path to identify the framework path
I am tryingo to build a GUI application using the JUCE framework on MAC OSX.
I have dowloaded all the API's and got a small hello World program running fine.
However, when I add files to my Xcode project I get compilation errors that say that the Juce library files don`t exist. I would like to know how to get the library API in the build and link path in XCode so that it finds the neccesary files for compilation.
What I would do on Visual Studio going to properties and adding aditional library dependencies, is what I need to do in XCode but I don't know how.
Any help greatly appreciated.
thanks.
Old question but maybe a useful answer in the future....
If you have the "Hello World" up and runnning, it should already be linked to the library. Are you using the introjucer? This should help get everything up and running for you. If you are, you need to add classes etc to the introjucer, as this sets up Xcode / VStudio for you. If not, (Presuming XCode 3 as you are using leopard) goto Xcode > Preferences. Scroll along to source trees, and add the path to the juce folder in there.
I'm very new to objective-c, xcode, and mac development in general (I
come from a java development background). I'm attempting to integrate
GHUnit into xcode to write some simple unit tests for an objective-c/
cocoa project I've recently been tasked with.
I've attempted to follow the directions here :
http://gabriel.github.com/gh-unit/_installing.html for:
Installing (Mac OS X)
-- Installing in /Library/Frameworks.
I'm working with xcode 3.1.3 running under Mac OS 10.5.8
I have created the new Target "Tests", and Link Binary With Libraries
shows the GHUnit.Framework.
I've added the GHUnitTestMain.m to the project as the directions
describe. However, I get "error: GHUnit/GHTestApp.h: No such file or
directory" for the #import
I looked for this header file in the framework and I don't see it
included. #import is not causing any errors, and I
DO see this file in the framework directories.
Is the downloaded framework and the GHUnitTestMain.m out-of-synch with
each other? or have I missed something in the configuration?
As another note, in the directions:
"If your main target is an application, you will need to include these
source files in the Test project manually."
I don't understand what action is required from this statement. I
have no idea if it's related to my current compilation error.
Thanks for any help in sorting this out.
Make sure you downloaded the OS X version of GHUnit. The github page lists a few downloads for iOS aswell. At the time GHUnit-0.4.26.zip is the latest OS X version.
I encountered the same problem.
You might add the test class to the main application target. Uncheck the target and then, the error "GHUnit/GHUnit.h file not found" disappeared.