I'm maintaining a piece of legacy software, written in C++, that uses QuickDraw when compiled on the Mac. I know Apple is doing their best to kill this thing. In a few months I hope to have time to give my program more modern underpinnings, probably SDL, but meanwhile I need it to survive.
On MacOS 10.7 and XCode 4, I was able to still get access to quick draw by building for the MacOS 10.5 SDK. Moving to Mac OS 10.9 and XCode 6, still using the MacOS X .5 SDK, I find that it can no longer find the QuickDraw header file. I'm having to boot back to 10.7.5 to get work done on this program. Ouch.
Is this really how bad it is? Has Apple managed to completely stomp QuickDraw, even when one is using an old SDK? Or is there some way to fiddle with include paths and library paths to keep on making this work?
Yes, it is that bad. QuickDraw has not made it to 64bit-land, and 10.8 removed dev support. You can try grabbing the headers from an old SDK, or use something like this workaround, but success is not guaranteed.
Related
When I was using pyqt it was necessary to compile for mac on a mac, instead of being able to export a build for mac from linux (or windows, or whatever)
Now that I'm using straight c++ development, does this fact change at all? Or must I still compile for a given OS on the given OS?
Ideally I'd love to be able to just pick a platform and compile for it. Unity3d does this, but I imagine I'm comparing apples and oranges at this point.
Is this possible? Or do I got to find a friend with a mac? Cuz I don't have no friends... ;)
Typically yes, you have to. In some cases you can cross-compile, for example, this is available stock for android apps, as there is no Qt SDK that can run on android cross-compilation is the only option. You can also build a custom Qt to cross-compile to another OS. This is not available by default, it requires a custom build.
However, when it comes to ios or macos cross-compilation is not an option, as far as I know there is no way around but to compile under macos.
I'm having a really hard time with Xcode 5, of which there is very little easily accessible (easy to read and understand for someone with little knowledge of this stuff). I'm new to the platform, so don't assume I know anything.
I'm trying to create a c++ command line tool that is executable on a different machine. It works on my Mac, but not on my friend's. The target OS is OS X 10.8 Mountain Lion. It includes openCV libraries. Xcode seems to make a unix executable file (a binary file) that works perfectly on my computer, but comes up with library errors on other computers. how can I package my tool such that the dependencies are included in the final product?
I have searched through a lot of topics and most of it seems to be in older versions of Xcode.
Thanks in advance.
I have recently created an Asteroids game/app for one of my CS classes with openGL, GLU and C++ for Linux. The teacher told me that if I get it to run on the iPhone he would give me extra credit. I have been looking around and I think I have to develop/port it to Objective C using the iPhone Development Kit. My questions are:
Would this be easy to port?
Can I install the Development Kit on Windows, or Linux (I do not have a Mac).
Is there an alternative way (shortcut) to maybe emulate Linux binaries on the iPhone?
I have not tried anything yet, because I would like to know first what you guys think. You do not have to tell me exactly what to do, but I would highly appreciate if you would point me in the right direction.
Thanks.
Well, if you don't want to port your program into another language. You CAN use SDL2, it seems pretty stable and it works on iOS (iPhone/iPad/iPod Touch). All you would have to do is change your code and then play around with the controls. You'll have to clone the Mercurial repo from http://hg.libsdl.org/. It will come with a README.iOS file, in which describes how the port works and some other details. I am not sure if it has multi-touch support yet, I have not tested it.
Also, you can use immediate mode on the iPhone, you just can't use OpenGL ES 2 if you do that. All you have to do is make a context for OpenGL ES 1.1.
And you WILL need a Mac, or perhaps you could get a Hackintosh to compile your code and then run it with a jailbroken iPod/iPhone/iPad.
NOTE:
I believe I have heard of some people compiling their code on a Hackintosh and then submitting it to the app store from a Mac within an Apple store.
I would like to port my C/C++ apps to OS X.
I don't have a Mac, but I have Linux and Windows. Is there any tool for this?
For Linux, there is a prebuilt GCC cross-compiler (from publicly available Apple's modified GCC sources).
https://launchpad.net/~flosoft/+archive/cross-apple
Update for 2015
After so many years, the industry-standard IDE now supports OSX/iOS/Android.
http://channel9.msdn.com/Events/Visual-Studio/Connect-event-2014/311
Embarcadero's RadStudio also supports building OSX/iOS/Android apps on Windows.
This answer by Thomas also provides a cross-compilation tool.
For all these options you still need a real mac/i-device to test the application.
I have created a project called OSXCross which aims to target OS X (10.4-10.9) from Linux.
It currently supports clang 3.2 up to 3.8 (trunk) (you can use your dist's clang).
In addition you can build an up-to-date vanilla GCC as well (4.6+).
LTO works as well, for both, clang and GCC.
Currently using cctools-870 with ld64-242.
https://github.com/tpoechtrager/osxcross
There appears to be some scripts that have been written to help get you set up cross compiling for the Mac; I can't say how good they are, or how applicable to your project. In the documentation, they refer to these instructions for cross-compiling for 10.4, and these ones for cross compiling for 10.5; those instructions may be more helpful than the script, depending on how well the script fits your needs.
If your program is free or open source software, then you may wish instead to create a MacPorts portfile (documentation here), and allow your users to build your program using MacPorts; that is generally the preferred way to install portable free or open source software on Mac OS X. MacPorts has been known to run on Linux in the past, so it may be possible to develop and test your Portfile on Linux (though it will obviously need to be tested on a Mac).
Get "VMware Player"
Get "Mac OS X vm image"
Compile/Debug/Integrate-and-test your code on the new OS to make sure everything works
When you are trying to get something working on multiple platforms you absolutely must compile/run/integrate/test on the intended platform. You can not just compile/run on one platform and then say "oh it should work the same on the other platform".
Even with the a really good cross-platform language like Java you will run into problems where it won't work exactly the same on the other platform.
The only way I have found that respects my time/productivity/ability-to-rapidly iterate on multiple platforms is to use a VM of the other platforms.
There are other solutions like dual-boot and ones that I haven't mentioned but I find that they don't respect my productivity/time.
Take dual-booting as an example:
I make a change on OS 1
reboot into OS 2
forget something on OS 1
reboot into OS 1
make a change on OS 1
reboot into OS 2 ... AGAIN...
BAM there goes 30 minutes of my time and I haven't done anything productive.
You would need a toolchain to cross compile for mach-o, but even if you had that, you won't have the Apple libraries around to develop with. I'm not sure how you would be able to port without them, unfortunately.
Apple development is a strange beast unto itself. OS X uses a port of GCC with some modifications to make it 'appley'. In theory, it's possible to the the sources to the Apple GCC and toolchain as well as the Apple kernel and library headers and build a cross compiler on your Windows machine.
Why you'd want to go down this path is beyond me. You can have a cheap Mac mini from $600. The time you invest getting a cross compiler working right (particularly with a Windows host for Unix tools) will probably cost more than the $600 anyway.
If you're really keen to make your app cross platform look into Qt, wxWidgets or FLTK. All provide cross-platform support with minimal changes to the base code. At least that way all you need to do is find a Mac to compile your app on, and that's not too hard to do if you have some technically minded friends who don't mind giving you SSH access to their Mac.
You will definitely need OS X somehow. Even if you don't own a Mac, you can still try some alternatives.
I found this small documentation on the net:
http://devs.openttd.org/~truebrain/compile-farm/apple-darwin9.txt
This describes exactly what you want. I am interested in it myself, haven't tested it yet though (found it 10 minutes ago). The documentation seems good, though.
You can hire a mac in the cloud from this website. You can hire them from $1, which should be enough (unless you need root access, then you are looking at $49+).
There are a few cross-compiler setups, but nearly all of them are meant for distcc-style distributed compiling. To my knowledge there is no way to directly target the Mac platform without actually having a Mac. The closest you can get without resorting to QT or wxWidgets is OpenStep with GNUStep or similar, but that's not a true Cocoa platform, just very close.
I know this question isn’t very active but answering anyways. Why don’t you try using TransMac, then download the XCode image and do it that way? Or you can use a VM, or Sosumi. You’ll find a video on youtube about sosumi, definitely.
The short answer is kind of. You will need to use a cross-platform library like QT. There are IDE's like QT Creator that will let you develop on one OS and generate Makefiles for others. For more information on cross platform development, check out the cross-platform episodes of this podcast (note that the series isn't over and new episodes appear to come out weekly).
As other answers explain you can probably compile for a Mac on Windows or Linux but you won't be able to test your applications so you should probably spend the $600 for a Mac if you’re doing professional programming, or if you’re working on open-source software find a developer with a Mac who will help you.
More out of interest than anything else, but can you compile a DirectX app under linux?
Obviously there's no official SDK, but I was thinking it might be possible with wine.
Presumably wine has an implementation of the DirectX interface in order to run games? Is it possible to link against that? (edit: This is called winelib)
Failing that, maybe a mingw cross compiler with the app running under wine.
Half answered my own question here, but wondered if anyone had heard of anything like this being done?
I've had some luck with this. I've managed to compile this simple Direct3D example.
I used winelib for this (wine-dev package on Ubuntu). Thanks to alastair for pointing me to winelib.
I modified the source slightly to convert the wchars to chars (1 on line 52, 2 on line 55, by removing the L before the string literals). There may be a way around this, but this got it up and running.
I then compiled the source with the following:
wineg++ -ld3d9 -ld3dx9 triangle.cpp
This generates an a.out.exe.so binary, as well as an a.out script to run it under wine.
If this is not about porting but creating, you should really consider OpenGL as this API is as powerful as DirectX and much easier to port to Mac or Linux.
I don't know your requirements so better mention it.
You can't link against wine as it's essentially a call interdictor/translator rather than a set of libraries you can hook into. If linux is important go OpenGL/SDL/OpenAL.
I believe(I've never tried this) you can can compile Linux binarys against winelib. So it works just like a Linux executable, but with the windows libraries.
http://www.winehq.org/site/docs/winelib-guide/index
go to the directory with the source and type in:
winemaker --lower-uppercase -icomdlg32 -ishell32 -ishlwapi -iuser32 -igdi32 -iadvapi32 -ld3d9 .
make
wine yourexecutable.exe.so
If you get this Error:
main.c:95:5: error: ‘struct IDirect3D9’ has no member named ‘CreateDevice’
make sure you have named your file main.cpp and not main.c.
There is currently no way to compile DirectX code to directly target Linux. You would build your application like you normally would, then run it using a compatibility layer like Wine/Cedega.
you can compile a directx apps in linux, but not launching it straight away.
if you use a crosscompilator that makes windows exe and point to the windows sdk and directx sdk.
Although this question is dated, I decided to updated on it, because it keeps popping up for me as the first suggestion for this particular problem.
As the previous answers already suggested you can compile against winelib. However, there are yet another two solutions.
The first solution would be either to use the MinGW provided for your distributions. MinGW is a 'cross-compiler', that compiles either from macOS or linux to windows and has support for DirectX. Note, that C++ libraries compiled with MinGW are not compatible with the MSVC compiler's ABI, thus cannot be consumed. However, the resulting binaries can be executed using Wine.
The second solution would be to use clang as a cross compiler. Clang usually includes the Compiler and Linker needed for Windows out of the box. However, it'll require you to include provide the headers and libraries yourself. On the other hand, libraries compiled this way are compatible with MSVC and, thus, can be consumed by it.
Side note:
Latter allows you to setup an CI server using linux (I did so on a raspberry pi), which creates compatible binaries for end users.
Wine is the only way to run DirectX in Linux