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I'm toying with the idea of building a Cocoa app that uses OpenCV. I could take the easy route and just use MacPorts or some such tool to get OpenCV quickly. Unfortunately, sooner or later, I'd still have to tackle the issue of deployment so I decided to get that out of the way immediately.
My Question is:
What is the best strategy for deploying apps that rely upon libraries that do not ship with OS X?? Especially with regard to guaranteeing backward compatibility to OS X 10.5 or even 10.4?
The way I see it these are the options:
I could compile OpenCV from source as dynamic libraries and install
them on the customer's computer using an installer.
I could compile OpenCV statically and embed the static libraries in
the application bundle.
Then there is the option of creating a Private Framework but nobody seems to
have a clue about how to do that.
I'm leaning towards option 2 since I like the idea of distributing the app in a *.dmg image since that reduces installation to simply draging-and-dropping the app bundle to the 'Applications' folder.
I think Option 2 is Apple's recommended choice.
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I am trying to build jpeg_gpu, and the current Visual Studio error is "Cannot open 'GL/glcorearb.h' ".
I can find the file 'glcorearb.h' online at khronos.org, but I'm not entirely sure if I am supposed to just fetch this one file, or if it's supposed to be installed as part of some other library. It doesn't seem to come as part of GLFW or GLEW.
What is the most sensible way to obtain glcorearb.h? On its own, or as part of a larger library?
If it should be downloaded on its own, where is the most sensible place for it to live on a Windows machine for Visual Studio to find?
Khronos is the official group for OpenGL matters. They publish the headers.
People at GLFW, GLEW, VS, or whatever, download the headers and incorporate in their code. Sometimes they do some small changes, mainly for 32/64 bit types or compiler adjustments.
If you compare glext.h and glcorearb.h you will see that the later doesn't include any stuff for OGL before 3.2, while the glext.h contains all. So, general libs (like GLEW) will provide and use glext.h instead of glcorearb.h.
If your code requires glcorearb.h then just fetch it from Khronos and put it in the same folder where glext.h is.
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I have following concern:
I should creat a application for a documentation tool (Tex/Word files to a final PDF). This tool requires a GUI and I would really love to write it in my fav programming lang Ruby.
The main problem while asking my friend google was: every question was asked 3+ years ago and/or the libraries are outdated.
So is there a nice way to get a GUI with Ruby on Mac/Linux and Windows (it would not bother me to create two different interfaces). Or are some better solutions out there (please no .java)
(Ruby on Rails could be a solution, but only browserbased ...)
Would be happy for your Ideas and Solutions :)
Best Regards
bMalum
I grepped #ruby channel logs and found that people often recommend Shoes framework for Ruby GUI apps.
Since Shoes makes use of JRuby, it requires Java to run. It shouldn't be a problem if your software is intended for regular people, as Java is installed on most computers anyway.
GitHub: https://github.com/shoes/shoes4
Some tutorial: http://pragtob.wordpress.com/2013/07/17/shoes-4-a-progress-report/
While there are some Ruby solutions for GUI, I would go for writing a Rails Web application and wrapping it with node-webkit instead. You will have a separate window for the application so it's kind of a native app, not a webapp. ;)
Please note you will need to bundle both node.js and Ruby binaries for the platforms you want to support. The most popular approach for node-webkit wrapped apps is AngularJS - then you don't have to bundle Ruby.
I have created a Gem LibUI for creating small GUI tools in Ruby. You can try it out if you like.
https://github.com/kojix2/libui
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i'm thinking about programming a tool that would be useful in windows and mac (as we use those at work) and it's 100% necessary that is inside on a OS window.
The first thing that came to my mind was to use java - as it's cross platform - but, is there any alternative to program cross platform window based programs?
Has anyone tried to use C# windows forms with Mono in other OS's?
I'm interested in a garbage collected language if possible as I don't want to think about possible memory leaks for a tool that can be slower or faster without any trouble.
Also if it's possible to be as easy as it is in visual studio + C# it would be awesome!
Any idea will be appreciated, thanks!
Java is fine if you're comfortable with it.
Many languages have bindings to cross-platform toolkits: for example Python is very pleasant and has PyQt4 or WxPython, both of which can be used to make GUIs which work nicely on Windows or Mac.
In the manage-your-memory world, using Qt from within C++ is actually very pleasant (they have a nice API). I find it creates more elegant applications than my Java code (they feel a tad more native) though YMMV.
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On Windows 7, VB.NET Express, I have developed a simple Forms application. I don't really make use of any external plugins or anything - it just has a couple buttons, pictureboxes, GDI operations to modify some images...
And now it is complete. And I would like to already upload it. But, since this is actually the first time I try to submit something, what other details should I keep in mind when distributing my application? I mean stuff like... will my application work as expected in other machines? Other Windows versions? I am not in a proper position to test it in other machines, I fear, so I am relying the "default" settings and hoping it will simply work.
Unless you use platform-specific APIs (which are rare in your typical, garden-variety .NET application) then it should work on all versions of Windows that support your version of the .NET Framework. If the end user doesn't have that version of the .NET Framework installed, then he or she will need to get it manually. You can make that a little easier by using the built-in ClickOnce installer (Build > Publish <project name>) if you're not already using it.
Apart from that, no, there shouldn't be any problems, given that you say your application is a simple one. (And console applications can even work on Linux and Mac using Mono!)
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I was wondering it for a long time since Apple released iTunes for Windows. What did they use to write iTunes for Windows? It seems completely with its own UI components and everything is contained inside it. It even uses QuickTime resources files. Can we assume that they've Cocoa working with windows. Anyway, my main question is, is there any known (public or private) tool/language/framework used in developing iTunes for Windows?
Not a direct answer, but if the reason you're asking is that you want to port a cocoa application to Windows, you might be interested in this:
http://code.google.com/p/cocotron/
bit more info here:
http://cocoawithlove.com/2010/04/design-of-multi-platform-app-using.html
http://cocoawithlove.com/2010/04/porting-mac-program-to-windows-using.html
Haven't used it myself, but I gather they've got enough done to make a useable cross-platform Cocoa app.
itunes for both mac and windows are written in c++ as it is easier to port between operating systems with much or the same codebase