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Mac Binaries

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afb:

--- Quote from: Sonic McTails on May 05, 2006, 03:03:17 pm ---Seperate packages mean double the work for packing.
--- End quote ---

What kind of packaging did you have in mind, for Code::Blocks ?

Sonic McTails:

--- Quote from: afb on May 05, 2006, 03:10:28 pm ---
--- Quote from: Sonic McTails on May 05, 2006, 03:03:17 pm ---Seperate packages mean double the work for packing.
--- End quote ---

What kind of packaging did you have in mind, for Code::Blocks ?

--- End quote ---

I believe he means one PPC and one Intel binary, instead of having a single universal binary. It seems when cross-compiling for powerpc-apple-darwin, it doesn't properly build shared libraries, but I think I got it fixed.

Sonic McTails:
Ugh, ok, I got it to compile as a universal binaries but the plugins and libraries got mutated. libtool obviously has no idea what to do :-/. Having universal binaries is going to be a lot of work unless either Code::Blocks add universal binary support, or C::B switchs build systems.

EDIT: Well, I got a universal binary, but plugins are completely broken -  it only loads if I move it out of the way. It appears the problem is the plugins are built as bundles instead of libraries, which are not universally supported, hence why it blows it. The build system going to require major work to make this work well.

Trikko:
I've tried the latest mac binary. It works. I compiled also a simple wxWidgets project. By the way it has yet many bugs, have i to report them?

Game_Ender:
Maybe I am a little bit of newb here but I got wxMac to compile on an Intel iMac by just configureing with a configure option like "--enable-universal".  It worked without any problems, I was also able to compile the sample wxwidgets apps.  I also got another library, OpenSceneGraph to compile as universal by just including the proper "-arch" options in its makefiles.  From all I have been able to find GCC will do all the universal magic if you just pass it both "-arch ppc" and "-arch ix86" to it on both linking and compiling.  That is all I had to do OpenSceneGraph to get it as a universal library.

It also seems all these build headaches could be fixed if one of us just broke down and made an xcode project.  There will be more maintenance overhead but in the end I think it would be very cool if would could put together a Universal CodeBlocks.app for Mac users.  Although, I do hope the autotools can be made to place nice, less maintenance is always better.

Just a helpfull pointer: You must have the proper dev tools installed, there is a version on Apples website that includes non-universal builds of some libraries.  The dev tools that come with the iMac, on the CD/DVD should include universal versions of all the libraries.

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