/usr/bin/make: no such file or directory - makefile

I recently installed Mac OS X on my system. This is probably a very basic question but when I run make it says make not found and there is no make under usr/bin. How to correct this?

The easiest way to get make, gcc and so on is to install Xcode (this can be found on the 'Applications' DVD that came with your computer, or you can download it from the Apple website, or you can download it from the App Store).
However, the Apple versions of those packages are old - you can use MacPorts to get newer, improved versions of those.

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How to install XCode 9 GM on MacOS Sierra 10.12?

I actually built a Hackintosh to learn programming with Xcode. It runs on my Asus X555LA laptop. I downloaded the latest Xcode 9 GM build from the Apple Site (not from App store). After extracting, when I tried to install, it shows "You can't use this version of the application "Xcode" with this version of macOS; You have macOS 10.12. The application requires macOS 10.12.6 or later".
Is there any tweak to make it run on my Sierra 10.12 itself? I can't really think about upgrading the macOS version as it's a Hackintosh. I followed this guide to install macOS on my Asus laptop.
Xcode requires latest macOS, you have no choice, you need to upgrade the macOS version on your Hackintosh. Or better: Reinstall macOS in a recommended way on your PC, if you're doing Hackintosh... :)
The guide you linked is very poor... Never use premade install images, because these have been modified in an uncertain way, and you don't want to install a premade undocumented mess to your computer. It might be packed with threats, malwares, spy tools and so on.. It's the worst thing I can imagine in security aspect to install an OS image from uncertain source.
Also, there is no universal macOS installer for PCs - even though many are trying to find a way to create it: it's a bad idea and it will never succeed because there are so many PC parts, millions of differently built computers..
The only way to create a stable fully functional Hackintosh is to know your hardware and create an installer flash drive for that specific PC. First you have to download the latest macOS Sierra from AppStore, this is the only source that you can trust, because it's downloading from Apple's servers. Then install a small program, called Clover bootloader to the flash drive to make it bootable.
This is the only full and up to date guide for PC laptops. If you have questions, register to the linked site and start a new forum thread posting your questions. They will help you but please read this guide at least 3-4 times carefully because everything is described here.

../include/wx/mac/carbon/private.h:1459: error: ‘Cursor’ does not name a type

I have been using RapidSVN on a Linux machine for the past few years - it has become an excellent tool for managing my source.
Yesterday my trusty Linux laptop had a couple of strokes so I decided it was time to replace it. Today I went out and purchased a new Mac Book Pro with the flashy display and solid state drives.
Then I went hunting for an SVN tool to run on Mac. I found that RapidSVN will run on a Mac as it was developed using wxWidgets (cross platform windowing).
So, I needed to install wxWidgets, however this doesn't come as an executable so I had to download the tar ball. To compile I realised I don't have a compiler installed yet... so, install Xcode 4.4, then learn that doesn't install a compiler either... find the Xcode preference to install the command line tools (compiler).
So, now I have Xcode installed, a gcc compiler, and tracking back up it comes to wxWidgets. It takes a little working out but I manage to extract the files into a directory in my home folder, (following instructions of course), and from the 'build' folder I run the ../configure command (which seems to work) and then the 'make' command which fails:
In file included from ../include/wx/mac/private.h:4,
from ../src/common/dynlib.cpp:48:
../include/wx/mac/carbon/private.h:1459: error: ‘Cursor’ does not name a type
../include/wx/mac/carbon/private.h:1488: error: ‘ClassicCursor’ does not name a type
make: *** [baselib_dynlib.o] Error 1
So I go hunting for a solution only to find this bug: http://trac.wxwidgets.org/ticket/14536 which unfortunately indicates this is not going to be fixed.
Changed 10 months ago by csomor
* status changed from new to closed
* resolution set to wontfix
A dismal day in the land of computers. I am now stuck for the next 5-6 years on a computer that will never be able to compile anything using wxWidgets - I rather feel like taking it back to Apple and getting my money back.
So where to from here? Is there a binary version of wxWidgets available? Is there a binary version of RapidSVN available? Should I downgrade to OSX 10.x something less than I am currently on? Should I upgrade to unstable wxWidgets?
This is an interesting but not very understandable read. What exactly are you trying to achieve? If you're looking to use the best available version of wxWidgets under OS X, get 2.9.4 or the current svn version and build it using the Xcode version you have already with Cocoa support. If you absolutely need to continue to use Carbon (why?), either install Xcode 3, available from Apple, or get 10.6 (or 10.5) SDK in some other way and pass it as the SDK to use to configure using --with-macosx-sdk option as explained in the documentation.
VZ is right. If you need to use wxWidgets 2.8 on OS X (and there are legitimate reasons for needing to do so), get the 10.6 SDK. Copy it alongside the already installed 10.7 and/or 10.8 , and select it in the project/target's build settings.
From here I have given up trying to compile anything on my current OSX. I am not going to downgrade or install multiple versions of different libraries in order to satisfy the lack of support for the latest current stable versions.
From here I will download and install binaries only.
I have Mac OSX Lion and just did this:
brew install wxmac
and was able to get through the install with no issues.

What's the standard way to set up a dev environment on a Mac?

I've just done a clean install of XCode 3.2.6 on Snow Leopard, to the default /Developer dir.
Is the right/normal way that all libs, and software tools such as CMake/git should be installed inside /Developer too? Is it comparable with how Linux expects standard dirs to be used for things, or more like Windows where it's all down to personal preference?
Any good guide for a experienced developer who's a noob to Mac dev is appreciated. For instance I'm confused where and how my SVN client came from and why I have SVN but not Git.
In general, you should not install anything inside of /Developer (not /Development). You should assume that anything under it is managed by Apple via Xcode packages. For additional command line tools and libraries, one standard Unix-y practice is to install them in /usr/local which is provided for such purposes. (Do not install anything in any other /usr locations as they are also managed by Apple.) But, rather than building and installing a lot of third-party software - like git - yourself or using binary installers from different providers which may not play well together, it is a good idea to use one of the open-source package managers for OS X. The most widely used are Homebrew, MacPorts, and Fink. Pick one and stick to it.
In Xcode 3, Apple shipped svn but not git. That changes in Xcode 4, the default on 10.7 Lion, which does include git. And, as of Xcode 4.3, there no longer is a /Developer directory as Xcode itself is now an app in /Applications and the items formerly in /Developer are included within its app bundle.

I have an exe setup file. I want to make it compatible with Mac OS

I have an exe setup file. I want to make it compatible with Mac OS. Is there is any way through which we can convert an EXE to DMG, APP or a Jar?
No, you cant, you need to recompile the application for the target platform.
Nope*.
Moreover, if the contained software is compiled for Windows, it won't work on Mac.
If may work only if it is script-based (like in ruby, python, etc.). But usually, you'll have a proper Mac installation package when it is compatible.
**Exception*: some EXE are extractible archives, but it won't change the incompatibility if it is compiled for Windows.
The simple answer is to install software on a Macintosh OS you must recompile it down to a .dmg file. I jumped on Google and this article Creating a Mac OS X App from a Jar File was the second choice. The default Mac OS Java version was 1.5 for Leopard. Target 1.4+ and you should cover systems from at least Leopard and upwards.
As an aside, this tutorial was recently updated for Snow Leopard and covers the same stuff. Best of luck in getting it ported.
There are different distribution for Mac with have java6 and below version, for java 7 and 8 you need to make another app to run and compatible with
I did it on my way:
Create exe/ setup for your jar.
follow the link ---> winebottler.kronenberg.org
download winebottler(GUI based tool) for your mac type and simply follow this link below
https://www.youtube.com/watch?v=imPGlqEuYBk
No extra burden for you to how.
Note: This will pack your setup in app but app size will increase.

GCC without Xcode on OS X

I've just unwrapped my new MacBook Pro (yay!) and am now setting it up properly for development. Since I want to avoid clutter, I'm wondering if I really need to install the Xcode tools at all (I never use the IDE or Mac specific tools), since I'll install a newer version of GCC anyway, using MacPorts.
So, is there any benefit in installing Xcode? Is it necessary? What kind of set-up does it do behind the scenes? Basically: can I skip this or will it come back to haunt me because some Unix development tools just assume that OS X is always set up in this way?
In order to perform an easy and successful install of MacPorts, already having tools from the xCode installer is necessary. You only need the install option that places a copy of the unix/header files outside of xcode; everything else can remain uninstalled.
A friend of mine recently released this:
https://github.com/kennethreitz/osx-gcc-installer
Have fun :)
I tried this trick and I was constantly chasing missing header files and such. Just install XCode.
We primarily use the Xcode IDE for building Cocoa/Carbon applications. Xcode typically has different project templates (and project settings fixed accordingly). As long as you are not going to generate a Universal Binary or a framework I think you should be ok. As far as I am concerned, when I am too pissed with Xcode, I go back to the command line, set up the paths myself and start using GDB.
First of all, congratulations on the new MBP. I recently bought a 15" unibody myself. =)
You can safely skip Xcode installation, and you can install almost everything Xcode installs through MacPorts, except Xcode itself, of course.
However, I believe you'll find yourself installing Xcode one day anyway, and installing Xcode is much easier than installing all the tools (especially GCC) through MacPorts.
You can strip down the Xcode install quite a lot - when you install Xcode there is a "Customise" button where you can remove a lot of stuff (gigabytes worth).
You can also go in and delete stuff from /Developer/, for example the 10.3 SDK is about 150MB (I think), and if you're not writing software for that it's quite safe to delete. Obviously be careful when deleting, but if you break things, you can always reinstall the Developer Tools!
Apple now provides the command line tools as a separate download from Xcode. They work with Lion and Mountain Lion. You can download them from the Apple Developer Center.
(This is noted on the osx-gcc-installer GitHub page.)

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