How do I compile libnoise on Mac OS X Mountain Lio - c++

I am new to the Mac OS X environment when it comes to compiling linux based libraries. Whenever I used a library i just downloaded the .framework file, added it to my /Library/Frameworks and included it in my XCODE project, and all was fine.
Now I am stuck with libnoise. I want to use it on my project and I have no idea how to generate the .framework file/directory.
Can you help me please?

If you have libnoise, most likely it contains some sort of a Makefile or a configure script.
By running the
./configure
make all
you will get the library file (libnoise.a) for your platform, the OSX10.8.
Framework is essentially a folder with specific layout and a .plist file. To generate such a folder automatically, you may create an expty Xcode project of the type Framework and add the libnoise.a you've just created as a linker's input.
There is a detailed instruction on how to create the Framework from static libraries (.a files): http://www.blackdogfoundry.com/blog/creating-a-library-to-be-shared-between-ios-and-mac-os-x/
You might be missing the header files in you framework, but then can be also added to the Xcode project from libnoise sources.
This SO answer may be of use also: Difference between framework and static library in xcode4, and how to call them
Apple's documentation is also good: https://developer.apple.com/library/mac/#documentation/MacOSX/Conceptual/BPFrameworks/Tasks/CreatingFrameworks.html

I'm not entirely sure if this is what was meant by "with a different fork and cmake"
but I got libnoise to run in my mac using this git repo.
https://github.com/qknight/libnoise

Related

C++ how to manage dependencies (use libraries from github for example)

I'm very new to C++ world, so please, sorry for such a dummy question. I googled a little, but wasn't able to find a proper answer.
My question is fairly simple - how should I use libraries in C++ world. For example in Java - there is maven and gradle for this task. In Python - I use pip. In javascript npm and bower do all the stuff. In C# you use nuget or just adding DLL lib to your project. But looks like in C++ things isn't such easy.
I found a tool, called conan but amount of libraries they have is pretty small and does not include any what I'm looking for.
So, for example - I want to use nlp lib meta but it seems like they don't provide any installer files. So I assume I need to get sources from Github. Should I compile them and then try to add the compiled files to my project or do I need to have a lib folder in my project, and put meta's sources in those folder and after operate with meta's sources as they are in my project?
My question isn't about how to install specific meta lib, but more from the source management point of view. If I use Visual Studio on Windows for example, but my colleague will be coding Clion under Linux. And I don't know the proper way of managing dependencies in C++ world.
C++ doesn't have anything like pip or npm/bower. I don't know if maven or gradle can be persuaded to handle C++ libraries.
In general, you are going to have to end up with
Header files in a directory somewhere
library files (either static libraries, or DLLs/shared objects). If the library is a header-only library like some of the boost libraries, then you won't need this.
You get hold of the library files, either by building them on your machine (typical for open source projects, and projects aimed at Linux platforms), or by downloading the pre-compiled binaries (typical for Windows libraries, particularly paid-for).
Hopefully, the instructions for building the library will be included on the library website. As noted in the comments, 'meta' seems to be quite good at that.
When you try to compile with the library, you may need a command line option (eg -I) to specify the directory containing the header files, and you may need a linker option (eg -l) to tell the linker to link against your library.
Cget will install any package that uses standard cmake, and works for linux and windows. It has shorten syntax for getting packages directly from github(such as cget install google/googletest).
In addition, dependencies can be automatically downloaded as well by listing them in a requirements.txt file.
There is also recipes for installing non-cmake packages and the repository here has over 300 libraries(and growing). So you can install curl with just cget install pfultz2/cget-recipes curl.
C++ sadly has no package manager for libraries. Some are out there and try to be one which are still small and scattered though (like conan).
In linux you have some "-dev" packages you can install but they are also not "all".
You most likely end up downloading them yourself. Next though is you have the problem of integrating those libraries. You have different build systems per operating system so you have to see how you build c++ files.
Like in windows with Visual studio you have to get a visual studio project or a nmake compatible makefile to build the libraries and then add them to your project. Same with linux makefiles.
There are several build frameworks who are higher level like cmake. The example you have in your post also works with CMake. So integrating that one into a cmake build environment would be easier but this only applies for other libraries also trying to use/integrate cmake build environments to it (e.g. boost / qt is doing this).
Yeah these are some thoughts to this. Sadly there won't be an easy/definitive answer to this because there is no real central c++ packet repository which is also integrated into a build system.
It appears to me that the Crascit/DownloadProject could be of help in your situation. It provides CMake plugins for downloading projects from a git repository by specifying tags, etc. Then you can use add_custom_target to run commands you need to have the project built.
There are a number of popular C++ released via nuget packages.
You can search on the gallery for them, usually using the native or c++ tags. Obviously you need a nuget manager for your OS, and I'm pretty sure that the C++ nuget packages rely on MSBuild for a lot of the grunt work, so you may have trouble getting a non-Visual Studio oriented setup to work nicely.
Also Gradle actually does have some support for native dependencies as well. I had a look at little while ago but the work on it was curtailed because the support for VS 2015 was lacking.
I recommend vcpkg for cross platform development. It has a number of IDE integrations. GitHub project is here.
I do cross platform development using tools like CMake, Visual Studio, WSL. vcpkg was incredibly helpful.
I started new project... in cureent time it's just "source package manager" you can provide some source code on github and then it will be just copy to you project (based on cmake + auto generating cmake files)
So links here:
https://github.com/wsjcpp/wsjcpp

Using Ogre library locally for a project

what I would like to do is to have an application (I am currently working off the sample framework app) and include any ogre library files with it, as opposed to have it installed for the whole system. This way I can easily port the application onto other computers once built.
I am on Mac OS 10.9. I built Ogre by first running the CMake app to configure the Xcode project, then opening the created Xcode project and building the Install and SampleBrowser congifurations. A directory sdk/lib was created in the Ogre directory. This contains directories debug, OGRE and pkgconfig. The OGRE directory has all the samples .dylib files. What I do not see is the main ogre library file.
The contents of the file lib/pkgconfig/Ogre.pc suggest that there should be a library file called OgreMain in the lib directory:
Libs: -L${libdir} -lOgreMain -lpthread
As far as I understand it, I need this library file to be a part of my project. I could then link the sdk/include for all the Ogre's header files. I am confused about how to make this work. Could anyone please help?
Sounds like this is Ogre 1.8. In that case the libraries and frameworks need to be installed in your application bundle. Inside MyApp.app/Contents you will need folders named Components, Plugins and Frameworks. Ogre.framework goes in frameworks, component dylibs go into Components, plugin dylibs go in Plugins.
I actually found a great tutorial that worked straight away for me here: http://will.thimbleby.net/ogre3d-tutorial/
This is for Ogre 1.8, the only difference when using Ogre1.9 is that you don't use RenderSystem_GL.dylib but RenderSystem_GL.framework (found at the same place as Ogre.framework) and you deal with it in the same manner in terms of your project setup as with Ogre.framework.

lib clang.dylib: change installation path

I have a problem using libclang:
I built libclang locally. It resides somewhere like clang-llvm/…/libclang.3.4.dylib.
Then I developed a foundation tool using that dylib. (exactly: I copied a version to my project folder and linked against this.) The foundation tool works fine. But, of course, at load time it uses the dylib in my local build folder. This is unacceptable, because the user of the tool has to install clang to use my tool.
So I copied libclang.3.4.dylib to a location inside /usr/…/libclang.3.4.dylib and changed the installation path to that location using install_name_path -id /usr/…/libclang.3.4.dylib /usr/…/libclang.3.4.dylib.
After that my tool finds the dylib there but does not work since the parser cannot find stdarg.h any more in the file, that is parsed by my tool.
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/CoreFoundation.framework/Headers/CoreFoundation.h:12:10: fatal error: 'stdarg.h' file not found
How can I set the installation path of libclang.3.4.dylib to something public?
Amin, my good friend.
<sarcasm>
From what you wrote it should be OBVIOUS to EVERYONE that you have to create a release build of your tool and NOT a debug build. Xcode should have told you that in the form of CLEAR and EASY to understand error messages.
</sarcasm>
Solution: Use a release build of your tool instead of a debug build.
:)

How to compile a Qt program without installing sdk

Can someone tell me if it's possible to compile a project that works with Qt but without installing the entire sdk ? I mean, something like recompile Qt source code and link the libraries or something like this.
I know my problem is weird but I work in special conditions : I am on a linux machine and I have to work on a windows project therefore I use a distant server on windows to compile but I can't install anything on this serveur. I need an idea to have a fully portable folder with Qt who can compile without installing anything.
I hope I was clear in my explications.
Thank you for your help.
I has combined comments in answer.
You need to install compiler (e.g minGW) and Qt Library (as needed version).
You should add into environment variable 'PATH' your path to qmake and compiler.
Start terminal and move to directory with your source code of Qt project.
Run qmake and then exec make (e.g. It, for minGW, is mingw32-make).
For your case, you may choosen 2 way:
Build static Qt Library from source code and use static linking with your project.
Install Qt Library and copy libraries near your project with dynamic linking (recomended).

Building and Using a DYLIB in Xcode

I'm trying to build a .dylib in Xcode. Currently the .dylib builds, but when I drag the .dylib into another project and try to #import one of the headers (Seeker.h) in the .dylib, I get this error:
*: No such file or directory
Seeker.h: No such file or directory
The project is available as an Xcode project here.
I can confirm the header is indeed in a path alongside the .dylib once built, but as for what to do with it I have no idea. My only experience with .dylib files is frameworks built into Mac OS X, like libsqlite3.dylib, which works perfectly. All the tutorials I can find on .dylib files does not cover how to use them with Xcode in a sensible manner; all of them rely either on complex scripts or machine-dependent configuration which will not work for us.
So basically I need a start-to-finish step-by-step process that successfully builds the .dylib and successfully includes it in another Xcode project in a way that's not dependent on changing build settings for different users. In other words, a way that just works and that will work when we distribute both projects to members of our team.
Dylibs don't carry headers: they're brainless executable files. Built-in libraries have their headers in known locations, like /usr/include, which makes them globally available. What you're looking for is probably a framework.
Frameworks are packages that contain a dynamic library and header files, so once you link with the framework you can import the headers it has. It can also carry other resources such as images and sounds.
I suggest you read the Framework Programming Guide for more informations.
You are not able to create static library .dylib from Xcode because they are using OS, but you are able to create a dynamic framework with .dylib inside
[iOS static vs dynamic library]
[Create dynamic framework]