I've decided to learn c++ and try to make a game with SDL framework. The problem is that I don't know how to use SDL together with Xcode 4.3, since I can't use it like a template, as seen in other guides. Would be great if someone could help me get SDL to work with Xcode 4.3.
EDIT:
I try add SDL to Xcode project following http://meandmark.com/blog/2012/01/using-sdl-with-xcode-4/
When I try to compile I get this error:
The following article should help you:
Using SDL with Xcode 4
It took a quite long time until I got SDL and Xcode running. So, don't care. :-)
I uploaded here a simple SDL template for Xcode 4.5 and Mac OS X 10.7 and 10.8 (also using OpenGL 3.2 Core Profile possible). Step by Step instructions:
Download SDL (at the moment version 1.2.15)
Open the downloaded .dmg file
copy the SDL.framework into /Library/Frameworks/
Done. You can use the Xcode template (you should see a red area):
Further details and an image on my Blog (only german, sorry).
Related
I just freshly installed Xcode 6.1 and SDL 1.25. I am trying to link them and get a simple template going so I can finally get this underway.
I have searched far and wide through the internet to find this but there doesn't seem to be any tutorials with correct information on how to set up an SDL_Template and linking the directory correctly.
I would highly recommend you use SDL 2.0 rather than SDL 1.2 but if you really must use 1.2 Lazy Foo's tutorial will still work even though it was done in Xcode 4.4
http://lazyfoo.net/SDL_tutorials/lesson01/mac/xcode/index.php
If you want to use SDL 2.0 then this tutorial shows the setup for it and also comes with a handy template pre-made
http://zamma.co.uk/setup-sdl2-in-xcode-osx/
I'm a newbie and trying to work through this tutorial:
https://developer.apple.com/library/mac/documentation/musicaudio/conceptual/audiounitprogrammingguide/Tutorial-BuildingASimpleEffectUnitWithAGenericView/Tutorial-BuildingASimpleEffectUnitWithAGenericView.html#//apple_ref/doc/uid/TP40003278-CH5-SW4
I'm using OSX 10.6.8 Snow Leopard so could only install XCode 3.2.6. I can't seem to find Core Audio SDK anywhere and the only solutions I've been able to find are all for XCode 4 and above.
Can anyone point me in the right direction? I'm very new to all this so layman's terms would be much appreciated where possible.
Thanks,
Jess
I downloaded the source code for the examples of the OpenGL superbible 5th edition from here:
http://www.starstonesoftware.com/OpenGL/
It was a file called XCode.zip
The projects there were actually never updated for the latest Xcode for OpenGL 3.0.
I wonder if someone already walked this perilous and dark way and made these projects work, or if there is a new zip file for the latest XCode.
The issue is that the examples use GLUT, which hasn't been updated to be able to use OpenGL 3 on OS X yet.
Apple didn't update GLUT. Trying to make time to adopt GLFW as the new framework.
— Richard S. Wright Jr., post on Twitter
I'm trying to go back into programming after a few years break. I also want to try this C++11 stuff. So I installed GCC 4.6 from MacPorts. However, I still want to use Xcode. I remember that I once tinkered with custom compilers, like creating a custom command line tool in one target and using that tool to create custom documentation in another target. Can we get Xcode, both the compiling and debugging systems, to use the newer stuff from MacPorts? (I would adjust these per project so I can use the default tools on other projects, including Mac apps.) I would use the newer stuff to build command-line tools, like testing Boost.
Oh, by the way, I'm still on my obsolete system (August-2002 eMac with a G4 processor) stuck on Mac OS X 10.4 Tiger. So any answers have to be for Xcode 2.5! (I guess you could provide answers for Xcode 3.x and 4.x to help others, but realize that those will be useless for me.) As a key for the speed, MacPorts took over 2 days straight to build GCC 4.6!
Well, I certainly haven't tested any of this stuff on 10.4 or Xcode 2.5, but I did recently get GCC 4.6 working in Xcode 4.2. In 3.6 and 4.2 there are some compiler template XML files that you can modify once you install a new compiler. In 4.2 they are here:
/Developer/Library/Xcode/PrivatePlugIns/Xcode3Core.ideplugin/Contents/SharedSupport/Developer/Library/Xcode/Plug-ins/
In 3.6 the are in /Developer/Library/Xcode/Plug-ins
I have no idea if they exist in 2.5, but they might. If you want the details on how I did this with a more recent version you can find them here:
http://thecoderslife.blogspot.com/2015/07/building-with-gcc-46-and-xcode-4.html
It might help give you some ideas on where to start with the older version.
XCode 3.2.4 on OSX 10.6 (upgraded from 10.5), using GCC 4.2, tells me it can't find .
I know it's located under "/Developer/SDKs/MacOSX.4u.sdk/usr/include/c++/4.0.0/i686-apple-darwin8/bits/c++config.h", as well as other target platforms and the 10.5 and 10.6 SDKs; I don't think I need to enumerate them all here, as I suspect what I got going on is standard, but I will provide additional path information on request; There's a lot...
I know this file is also found under "/usr/include/c++/..." as well, but that isn't terribly relevant to this situation, I think...
Anyway, The project is set to build against the 10.6 SDK, though I've tried them all. I don't know or understand how XCode resolves these platform specifics. I've tried building under debug and release, i386 and x86_64, and different compiler versions.
Can someone help me help XCode resolve this? I'd love a fix that didn't involve a hack with symlinks that would lock me into building a particular platform (my fear). I do build across platform architectures so preserving that drop down menu to choose between them is ideal.
I reinstalled the system from scratch instead of upgrading.