Help on installing a library like libical into Xcode - cocoa

I would like to use the libical library in my project, but I have never used an external library before. I have downloaded the libical files, but I am pretty much stuck there. I do not how how, or even if, I need to build/extract them and then how to get them into Xcode. Any help would be greatly appreciated. Thank you.

If this a pre-built library then you can just drag it into your Xcode project (or use Project => Add to Project…) in the same way that you would for source/header files.
If it's not pre-built then you'll need to build it for whatever environments and architecture you want to target. If it comes with an Xcode project then this is easy. If it's just the usual open source type of distribution then you usually do something like this:
$ ./configure
$ ./make
$ sudo ./make install
That will typically put the built library(ies) and header(s) into somewhere like /usr/local/lib and /usr/local/include. In your main Xcode project you can then just add these header(s) and library(ies) to your project.
Note that if you're cross-compiling, e.g. for iPhone, then you'll need to add some flags to the ./configure command so that you target the correct architecture, e.g. ./configure -build=arm-apple-darwin9.0.0d1.
Note also that it's usually a good idea to check MacPorts to see if they have already fixed up a given open source project for Mac OS X - this can save you a lot of work.
See also this blog about building and using libical on iPhone.

Getting libical to configure and build for arm is more tricky then ./configure -build=arm-apple-darwin.
See this question and answer for more details: Compiling libical

Related

Differences between Apple LLVM and LLVM

I have Apple's command line tools version 9.1 installed and am working through an LLVM tutorial. I need to use some libraries like llvm/ADT and llvm/IR but get an error when I run the code.
main.cpp:1:10: fatal error: 'llvm/ADT/APFloat.h' file not found
#include "llvm/ADT/APFloat.h"
^~~~~~~~~~~~~~~~~~~~
1 error generated.
I also don't seem to have tools such as the assembler. Are these things not usable with Apple's version? And can I install LLVM without conflicting with Apple's version?
Apple's fork misses most of the library,headers and command-line tools in the llvm trunk.
I suggest you compile a new llvm copy from trunk.
Conflicting depends on how you configure everything. You can:
Install your new copy to global location, where your $PATH configuration is responsible for choosing which version to use.
Install as a separate Xcode Toolchain.
Here is a build script I've been using:
cmake -G "Ninja" -DCMAKE_BUILD_TYPE=Release -DLLVM_APPEND_VC_REV=on -DLLVM_ENABLE_EH=on -DLLVM_ENABLE_RTTI=on -DLLVM_CREATE_XCODE_TOOLCHAIN=on -DCMAKE_INSTALL_PREFIX=~/Library/Developer/ ../LLVM
Running ninja install will install to global location, otherwise run ninja install-xcode-toolchain to install as a separate toolchain
In your case I suggest installing to global location to avoid the trouble of messing with CFLAGS/LDFLAGS/Header Search Path. Then remove the installation manually after you are done with the tutorial
EDIT: You might also want to check out the official build guide https://llvm.org/docs/CMake.html
For your use case, in-tree building is also a feasible option(Providing you are familiar with write cmake configs)
Actually, there is no need to build the LLVM yourself. You can get prebuilt version for your platform here: http://releases.llvm.org
In your case it would be something like this:
cd /opt
wget http://releases.llvm.org/5.0.0/clang+llvm-5.0.0-x86_64-apple-darwin.tar.xz
tar xvf clang+llvm-5.0.0-x86_64-apple-darwin.tar.xz
mv clang+llvm-5.0.0-x86_64-apple-darwin llvm-5.0.0
After that you will have everything under /opt/llvm-5.0.0, e.g.:
/opt/llvm-5.0.0/bin/clang
/opt/llvm-5.0.0/bin/llvm-config
/opt/llvm-5.0.0/lib/libc++.a
etc.
P.S. I use /opt just as an example, feel free to pick any other directory that fits you best.

Library not found OpenCV

I'm on mac 10.7.5, using xcode 4.6.2 and working with the OpenCV 2.4.3 library. I went through the process of making the build directory with the cmake files in terminal and did the download.
I added the .dylib files in Xcode and changed the header path, changed C++ Library to libstdc++, but when I compiled I got this error :
ld: library not found for -lopencv_calib3d.2.4.3
clang: error: linker command failed with exit code 1
I have libopencv_calib3d.2.4.3.dylib added in the project so I have no idea what else it needs.Any ideas?
If your "make back-end" is Cmake you should stick to using it. Local config changes in Xcode can "secretly" be overwritten when the cmake is rerun (which for example happens after you make changes to it) creating weird build errors and forcing you to remember all the manual changes you made.
Your problem seems to be that the generated project doesn't seem to know where to look for opencv.
Assuming you installed opencv using macports you should add a line saying
link_directories(/opt/local/lib)
to your CMakeLists.txt. (if you installed it using brew, or compiled it manually just replace /opt/local/lib for /usr/local/lib or the path to your compiled libraries)
Also make sure to link against opencv_calib3d instead of opencv_calib3d.2.4.3 (unless you have a very particular reason for bypassing this, but that usually means that something else is weird in the setup :) )
Final pointer that you might already know of: As you are already using Cmake you should add the libraries to link against using TARGET_LINK_LIBRARIES(...) in Cmake rather than manually adding them in Xcode (referring to my previous argument).

Cannot install SDL using mingw/msys

I don't know whether this is actually an SDL issue or just me not knowing how to build packages from msys/mingw. What I have done thus far:
downloaded latest mingw-get-inst.exe from sourceforge and ran it. This installed a C:\MinGW\ directory with msys inside. This brought me to my first bit of confusion. When I opened the mingw shell, rather than bringing me to my /home/ directory as I expected ( I have used mingw before and remember this being weird ) it placed me in /c/Users/me/.
I figured that this must be my home directory and put the extracted SDL-1.2.15/ in this location.
I then ran:
cd SDL-1.2.15
./configure --help
but received sh: ./configure: No such file or directory.
I then created a /c/MinGW/msys/1.0/home/ directory, set that as the HOME environment variable, moved the SDL folder into it and tried to configure again with the same result.
There are a few things I really dont understand about installing packages that I hope someone can clear up. I have installed a few before and the ./configure; make; make install; seems to be a common procedure. I know msys provides the functionality for make, but is configure a file that is supposed to be included in each package? If so, why is it not in the SDL package/how do configure it?
I have been following instructions from here and they seem to have worked for others in the comments. The bottom-most comment tells that mingw-get-inst works, though I did try it both ways.
I have a feeling my lack of msys/mingw knowledge is my problem.
I am on windows 7.
I had the same problem as you describe and I got SDL, SDL_image and SDL_ttf working after some research.
It seems that the configure file exists only in the source code packages. I found that out after I downloaded the SDL_image source. So, the problem probably lies in that the configure file comes only in the source packages.
However, I'm having other problems so I'm not sure this has fixed it for me, but it seems like it should.

Adding library to Xcode project

I'd like to add the libevent library to my Xcode project. I want to include it in the executable, because libevent isn't installed by default on Mac OS X.
I can compile the library from source using ./configure && make. I expected to find a .a library file, but there isn't. What do I do then? What files are relevant and how do I add them to Xcode?
Sorry for this very basic question, but I don't even know where to start.
First off, let's find out if your library truly got built. In the terminal, type in cd / and then find . -name libevent\* -print and see if the path for your libevent.a file actually appears.
If you can't find it, try running sudo make install from the top level of the library source code and then the library may end up getting installed in /usr/local/lib or some other appropriate place.
Once you do find the library, you can drag & drop it into your Project's list of Files in Xcode. Or you can include -levent in the link settings for your project.
Note that Xcode has this nasty "feature" that if it sees both dynamic and static versions of a library, it will always link against the dynamic one, even you specify the static one (.a) in your project. There's no way to override this "feafure" and you have to move or delete the dynamic one out of the library search paths.

Installing debug version of Qt on Mac OSX

I need to step through the Qt code to help solve a bug in my C++ application. I've downloaded qt-mac-opensource-src-4.5.2.tar from here and followed the install instructions that came with this:
unpacked the file to /tmp.
typed ./configure -debug.
typed make.
typed sudo make install.
edited the PATH environment variable as instructed.
set the DYLD_IMAGE_SUFFIX environment variable to _debug.
This installed Qt and my Qt application runs, but I still can't step into the Qt code.
I'm using Xcode 3.1.3 and tried changing the Executable Info to "use debug suffix when loading frameworks". This generated a lot of warnings like:
warning: Could not find object file "/private/tmp/qt-mac-opensource-src-4.5.2/src/corelib/.obj/debug-shared/qmalloc.o" - no debug information available for "global/qmalloc.cpp".
warning: Could not find object file "/private/tmp/qt-mac-opensource-src-4.5.2/src/corelib/.obj/debug-shared/qnumeric.o" - no debug information available for "global/qnumeric.cpp".
and also a lot of non-qt related warnings.
I'd shutdown the Macbook Pro overnight, which I can only assume clears the tmp directory as the unpacked file is no longer there.
I think I could fix it by rebuilding Qt without frameworks, but this is more of a work-around than a fix that will probably come back to bite me. I'm also a bit reluctant to do this, when each rebuild takes between 3 and 4 hours.
Alternatively, would downloading the binaries and debug libs work?
I'd be grateful for any suggestions on what I'm missing and how I address this.
Thanks.
With the help of Qt support, I've now resolved this.
There were a couple of issues:
The Qt debug "make install" doesn't currently generate dSYM files for the _debug stuff. They've raised a bug about this. To get round this:
4a. cd /usr/local/Trolltech/Qt-4.5.2/lib
4b. Type /usr/bin/dsymutil -o QtGui.framework/QtGui_debug.dSYM QtGui.framework/Versions/4/QtGui_debug
4c. Repeat for each Qt framework.
The tmp directory does indeed get wiped on each reboot. To get round this:
7- Copy the entire contents of /tmp/qt-mac-opensource-src-4.5.2 to a new directory ~/Qt .
I also added both the frameworks and source code to the Xcode project.
Have a look at this http://doc.trolltech.com/4.5/debug.html
There is a section especially for debugging under MacOSX and Xcode...
I guess you need to generate a makefile with debug option using qmake !
In OS X 10.6 and 10.6.1, setting DYLD_IMAGE_SUFFIX to _debug will cause problems. Hopefully this will be addressed by a future update of OS X 10.6.

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