Build & Install OpenSceneGraph-3.1.3 give me a No WindowSystemInterface error? - osx-mountain-lion

I am trying to install the latest SVN Update OpenSceneGraph-3.1.4 on Mac OS X Mountain Lion.
Do I need to install a specific WindowSystemInterface ?
$ osgviewer cow.osg
View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface available, cannot create windows.
Viewer::realize() - failed to set up any windows.
I build and re-build many times, using CMake with or without Gui, compiling Unix files or from within Xcode, but still same problem.
Thank you!

If you'd like a more recent Mac OSG binary which includes a
user-runnable installer, OSG Frameworks supporting both 32 and 64-bit
archs, etc. you can use the one published by ARToolworks:
http://www.artoolworks.com/dist/openscenegraph/3.1.x/
It doesn't include the COLLADA (.dae) plugin but most other plugins
are present.
Regards, Phil.

It sounds like somehow the GraphicsWindow*.cpp file didn't compile and link and execute, as this is what provides the WindowSystemInterface. This is an unusual condition, as normally this is built automatically, linked in and executed as the library starts up and the user is never the wiser.
I'm not sure what to advise you, only to re-check you build process as something has gone very wrong.

Related

How to create distribution of Python GTK3 app?

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.

Access to configuration option in Xcode

ALL,
In *nix, the usual way of building the software is to do:
../configure && make && make install
However sometimes you need to pass some options to configure. As an example you can say "../configure --prefix=".
Now sometimes configure has a lot of programmer defined options. As an example if I want to build a freeTDS software (driver to access MS SQL Server/Sybase Server) I can choose which DBMS I want to build against thru "--enable-mssql/--enable-Sybase".
Unfortunately I'm not very familiar with Xcode, however I do know that OSX is a type of *nix environment.
So my question is: do I have access to such configure options inside Xcode? Let's say I am building a software that uses ODBC. So I can use either unixODBC DM or iODBC DM. And so my thought is that I can use "--with-unixodbc/--with-iodbc" mutually exclusive configure options. But inside Xcode I have no idea where/how to define those.
Could someone please shed some light, please?
I have OSX 10.8 with the latest Xcode for that version, if it matters.
[EDIT]
On Linux when building pgodbc, I can use:
../configure --with-unixodbc=<some_dir>
or
../configure --with-iodbc=<some_dir>
Is there a way to tell Xcode I want to build with one OR another? Or you just build as many binaries as you wish?
Becase iODBC manager installs its files as a framework and unixODBC build from source installs as usual *nix file. So, when I build I want to know what I am testing against and what the user machine will have...
[/EDIT]

Build or Compile Webkit on Windows7 64bit

I'm trying to just build webkit on windows. As usual I started with webkit site and trying to get developer tools setup. I'm struck basically at the cygwin Installation itself.
The cygwin-downloader gets all the packages and runs the setup normally.
As per the installation instructions, I selected the Install from Local Directory Option (cygwin install and source package directories are different).
There was some initial turbulance in finding the packages, somehow i could let it find the packages. The screen looks like this now.
I selected the packages (all) and then proceeded with next. It just ran very fast and exited saying nothing needs to be installed. It looked like this.
After I ran the cygwin shorcut from the desktop its shouting something is missing.
I don't understand what am I missing here. Also at some link it says we need a port to build webkit. If thats the case, how does anyone port webkit to their applications without building the webkit alone?
I know this is not a programming question. but this will help most of the people who are taking baby steps in understanding and build WebKit. Thanks!
According to this, it's seems a cygwin-downloader's bug.
However, there is a workaround...
Just copy {cygwin-downloader}\setup.ini file to a {cygwin-downloader}\x86\ directory. Then reopen setup.exe. It will show you a package list without turbulence. You don't need to click all from the package list. Just click Next.

Compile Assembly OSX (10.6.8)

I've decided to learn some assembly, however I haven't been able to figure out how to actually assemble it. I'm running OSX 10.6.8 with developer tools installed. I'm running Xcode 3.13, there's no downloads tab in the preferences in the version that I see and the download for command line tools from Apple's site doesn't run on anything less than 10.7.
I've seen some online sources saying that I should use the "as" "gas" or "gcc" commands, however terminal tells me that none of those commands exist. (to test, I simply opened a new terminal window and entered the command name with no parameters. I assume that would work but I could be mistaken.) I can't find any concrete documentation about whether or not this stuff is installed with developer tools/how to check if it is installed/where to install it.
Asking this question here was my last resort, however I'm sure the information was already out there and I just couldn't find it so if anyone could:
Explain why these commands don't work/what I should install if I want to assemble some basic assembly
Tell me how I could have figured this out on my own
I'd be really grateful. Thanks in advance.
[EDIT]There is a file named "as" in the Developer/usr/bin/ folder so I'm not sure why the command is not found. Do I have to do more than just navigate to the directory of the file I'm assembling and type "as filename"?
You wanted to check "UNIX development" when you installed Xcode. (How were you supposed to know this at the time?)
You can re-install Xcode, making sure to check that magic box.
However, the command-line drivers are actually present, they're just not in your path (they're in /Developer/usr/bin, if I remember right, though it's been a long time since I've tinkered around with Xcode 3.x). So you should be able to add that to $PATH and use them.
As a third alternative, you can always download a distribution of either gcc or clang.
Make sure that you have the Xcode "Command Line Tools" additional download installed. It's available in the Downloads tab of the Xcode preferences window.

Adding a Library to your build and link path in XCode

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.

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