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Problems making CB for OSX from wiki instructions

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bnilsson:
And a third:

contrib does not build byogames:

/usr/bin/ld: Undefined symbols:
byoGameBase::BackToWorkTimer()
byoGameBase::ReloadFromConfig()
byoGameSelect::byoGameSelect(wxWindow*, int)
byoGameSelect::~byoGameSelect()
byoGameLauncher::GetGames()
byoConf::byoConf(wxWindow*, int)
collect2: ld returned 1 exit status
make[4]: *** [libbyogames.la] Error 1
make[3]: *** [all-recursive] Error 1
make[2]: *** [all-recursive] Error 1
make[1]: *** [all-recursive] Error 1
make: *** [all-recursive] Error 1


If I temporarly disable it by editing the contrib/Makefile and revmove it from SUBDIRS, I can build ok.
make and make install are ok.
After bundling CodeBlocks.app and starting it I notice that there is no complaints about libdebuggergdb.zip anymore.
I have not yet created the contrib .zip files from the manifest.xml files, I hope it will complete the installation.

Is there any chance that all this will be automated in a future ./configure and make process?


bnilsson:
Platform:
PowerMac dual G5 2.3GHz
OSX 10.4.7
wxwidgets 2.6.3
CodeBlocks from svn checkout svn://svn.berlios.de/codeblocks/trunk

All manually created plugins.zip now loads except libwxsmith.zip, which crasches CB at startup.
Is this known?

afb:

--- Quote from: bnilsson on September 24, 2006, 08:41:56 pm ---2) There are some failures when applying the plugin patch:

patch -p0 -i codeblocks-rev2890_pluginslib.patch

Is this something to worry about?

--- End quote ---

I made an updated patch, codeblocks-rev2994_pluginslib.patch

Some plugins had moved/arrived, since the previous patch was made...
Basically all it is supposed to do is to add $(WX_LIBS) before libcodeblocks

afb:

--- Quote from: bnilsson on September 24, 2006, 09:12:58 pm ---Is there any chance that all this will be automated in a future ./configure and make process?

--- End quote ---

That is definitely the goal, yes...

The GNU libtool bugs on Mac OS X 10.4 might be hard to "fix" in the autoconf files,
but everything else should be doable like making it compile and link out of the box ?

You will find that the "steps" needed to process are in the DarwinPorts "Portfile", even
though it is a machine-readable format it should describe the various commands it does.

afb:

--- Quote from: Pecan on September 24, 2006, 01:57:31 pm ---
--- Quote from: bnilsson on September 24, 2006, 12:52:59 pm ---This version of CB does not load the plugins. It is looking for the wrong plugins, or the wrong plugins (names?) are installed.
CB says it wants .zip plugins, but there are only .la and .so files in the plugins folder.
But this would go into another thread.

--- End quote ---

PluginManager.cpp is looking for name.zip for it manifest.xml file, while MAC plugin names are libname.so etc. So the ziped manifest file name should be libname.zip, not name.zip in .../share/codeblocks.

So if the plugin is named DragScroll.so, the manifest.xml should be ziped into .../share/codeblocks/libDragScroll.zip

--- End quote ---

Hmm, wonder when this change happened ?

It used to load happily from the share/codeblocks/dragscroll.zip file just like it does on Linux...
Now it creates the files as "dragscroll.zip", but then tries to load them as "libdragscroll.zip". :-(


--- Code: ---Plugin resource not found: libdragscroll.zip
--- End code ---

Suggested change:

--- Code: ------ src/sdk/pluginmanager.cpp (revision 2994)
+++ src/sdk/pluginmanager.cpp (arbetskopia)
@@ -144,7 +144,7 @@
         wxFileName fname(pluginFilename);
         fname.SetExt(_T("zip"));
         wxString actual = fname.GetFullName();
-        #ifdef __WXGTK__
+        #if defined(__WXGTK__) || defined(__WXMAC__)
         // remove 'lib' prefix from plugin name (if any)
         if (actual.StartsWith(_T("lib")))
             actual.Remove(0, 3);

--- End code ---

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