Application Distribution - c++

I have a SDL app that compiles fine, and the images show up, but only if they are in the correct folder with the binary next to them, if the images are moved they wont show up next time the application is run. How can I make a complete binary that will allow me to compile the images as well as the code, so that I can distribute one single binary, and not a zip file with all of my assets. I have looked into writing a .deb file which is what I think I need, but the process looked complicated. I am running Ubuntu 10.10 I only need to distribute to Ubuntu

I suggest making a .deb file. If you really seriously want to distribute anything for Ubuntu, you will have to get comfortable with dpkg sooner or later.
Now there is a Right Way to create packages, described in the Debian New Maintainer's Guide.
And then there's the dirty hippie way. For that you just need (a) a directory with a particular structure, containing all the files you want to distribute; (b) a control file with a particular format; and (c) dpkg-deb -b mydir which produces mydir.deb. None of this is all that hard. You could be up and running in a few minutes.

You can use bin2c to create embeddable static arrays.

Related

Install Qt without admin rights

I'd like to download Qt. I tried to download it from Qt's website but this gives me an exe file and since I've got a limited account when I try to run it it asks for an admin password. I've searched the web for a way for a limited account to install Qt but I haven't found anything. Could someone please help me find a solution?
In case it matters, I'm using Code::Blocks and Windows 7.
You could download the free software source code and compile and build it on your machine (that takes about a whole night, or maybe more). Don't forget to configure the build appropriately (I don't know Windows, but on Linux I'll suggest explicitly setting the -prefix to some writable directory ...). Before starting, ask explicitly your boss for permission (if you violate your company policies, you can be fired at once), and ask for guidance from someone knowing your operating system better than you do. You might need to change your PATH too.
Alternatively, ask permission to install and use a Linux distribution.
PS. Be sure to get permission to do something (even if technically you can do it alone).
You can download this ZIP file with Qt. All you have to do is unzip the ZIP file (which will take time) and place the files it contains in the right folder, nothing that requires administrator privileges. I recommend you put the contents of the ZIP file in C:\Qt, otherwise it might not work correctly (if this folder doesn't already exist, you can create it without administrator privileges and if it does exist, Qt is probably already installed on your computer in which case you don't need to do anything). I've also posted Qt's license agreement as it is in the installer program here since Qt wants you to read it before you use Qt.
Furthermore, I recommend using Qt Creator to make your Qt projects instead of Code::Blocks, because it's difficult to get Qt5 to work with Code::Blocks and Qt5 is the version of Qt used on both this website and Qt's installer (see this question) (if you find a way to get Qt5 to work with Code::Blocks, all the better, maybe you could even answer the question for which I posted a link). Qt Creator is included in the ZIP files on my website and to use Qt with Qt creator, all you have to do is include the right header files, no linking is needed. The path of Qt Creator is in the table on the bottom of the website.
You can download an archived distribution of MSYS2. After you extract and run it, you can use its packet manager to download numerous packages, including Qt. The only downside is you will have to settle for the version it provides, which is a little old, currently 5.5.1. You can install by typing:
pacman -S mingw-w64-i686-qt5 // for 32bit build or
pacman -S mingw-w64-x86_64-qt5 // for 64bit
This will install Qt and all dependencies automatically. Make sure your antivirus is not running in the final stage, because it can mess with the binary patcher that patches Qt to run from its current installation folder (because advanced software like Qt apparently cannot work without hard-coded paths).
You can even get a static build of Qt, which is quite useful, just add a -static to the package name.
Just in case you were wondering - MSYS2 is a build environment, it can come quite in handy, for getting ready to use libraries, or for building libraries which require a build environment. You can build Qt without it, however, it is a very slow process that may fail, and even though it is not complex to do, I would not recommend it as a first option.
If you still decide to build it from source, there is a detailed guide which will get you through the process.

Qt Application : How to create standalone executable file for Windows (& Mac) from Mac?

I developed a Qt application in MacBook (El-Capitan 10.11.2) and it is ready now to be released.
What i want now, is to create the standalone executable file for both Mac and Windows OS.
But I don't know how !
I found this link but I am unable to follow it is guidance, it looks different from what my system is showing me.
If you have any idea, please help me.
Thank you
Well, to compile an application for windows, you will need a windows machine (or at least a virtual machine). You can't compile for windows on mac.
Regarding the "standalone": The easy way is to deploy your application together with all the required dlls/frameworks and ship them as one "package". To to this, there are the tools windeployqt and macdeployqt. However, those will not be "single file" applications, but rather a collection of files.
If you want to have one single file, you will have to build Qt statically! You can to this, but you will have to do it on your own. And if you do, please notice that the LGPL-license (the one for the free version of Qt) requires you to make the source-code of your program public! That's not the case if you just link to the dynamic libraries.
EDIT:
Deployment
Deployment can be really hard, because you have to do it differently for each platform. Most times you will have 3 steps
Dependency resolving: In this step, you collect all the exectuables/lirabries/translations/... your application requires and collect them somewhere they can find each other. For windows and mac, this can be done using the tools I mentioned above.
Installation: Here you will have to create some kind of "installer". The easiest way is to create a zip-file that contains everyhing you need. But if you want to have a "nice" installation, you will have to create proper "installers" for each platform. (One of many possibilities is the Qt Installer Framework. Best thing about it: It's cross platform.)
Distribution: Distribution is how to get your program to the user. On Mac, you will have the App-Store, for windows you don't. Best way is to provide the download on a website created for this (like sourceforge, github, ...)
I can help you with the first step, but for the second step you will have to research the possibilities and decide for a way to do it.
Dependencies
Resolving the dependencies can be done by either building Qt statically (this way you will have only one single file, but gain additional work because you will have to compile Qt) or using the dynamic build. For the dynamic build, Qt will help you to resolve the dependencies:
macdeployqt is rather easy to use. Compile your app in release mode and call <qt_install_dir>/bin/macdeployqt <path_to_your_bundle>/<bundle>.app. After thats done, all Qt libraries are stored inside the <bundle>.app folder.
For windeployqt is basically the same: <qt_install_dir>\bin\windeployqt --release <path_to_your_build>\<application>.exe. All dependencies will be inside the build folder. (Hint: copy the <application>.exe in an empty directoy and run windeployqt on that path instead. This way you get rid of all the build-files).
Regarding the static build: Just google it, you will find hundreds of explanations for any platform. But unless you have no other choice but to use one single file (for whatever reason) it would recommend you to use dynamic builds. And regarding the user experience: On mac, they won't notice a difference, since in both cases everything will be hidden inside the app bundle. On windows, it's normal to have multiple files, so no one will bother. (And if you create an installer for windows, just make sure to add a desktop shortcut. This way the user will to have "a single file" to click.)

Run pkg within dmg C++

Tried searching on Google but can't seem to find any information.
I need to execute a pkg file which exists within a dmg file via code. Reason is software update. I download an update via my application (which is a dmg) and need to run it. On Windows this is pretty straightforward: run the exe. Having trouble figuring out how to achieve this on a Mac.
As far as frameworks go, I'm using wxWidgets with cocoa (if that helps).
I don't know of a way to do this directly with cocoa APIs, but you can use external commands to do it: use /usr/bin/hdiutil attach /path/to/image.dmg to mount the disk image, then something like /usr/sbin/installer -package /Volumes/mountedvolume/installer.pkg -target / to install the package (see man installer for more information and options). Note that if the package requires admin rights to install, you'll need to run the installer command as root.
EDIT: to get the full path of the mounted volume, you'll probably have to parse the output of hdiutil. It'll look something like this, although it'll depend significantly on the format of the disk image:
/dev/disk2 Apple_partition_scheme
/dev/disk2s1 Apple_partition_map
/dev/disk2s2 Apple_HFS /Volumes/mountedvolume

g++: Use ZIP files as input

We have the Boost library in our side. It consists of a huge number of files which never change and only a tiny portion of it is used. We swap the whole boost directory if we are changing versions. Currently we have the Boost sources in our SVN, file by file which makes the checkout operations very slow, especially on Windows.
It would be nice if there were a notation / plugin to address C++ files inside ZIP files, something like:
// #ZIPFS ASSIGN 'boost' 'boost.zip/boost'
#include <boost/smart_ptr/shared_ptr.hpp>
Are there any support for compiler hooks in g++? Are there any effort regarding ZIP support? Other ideas?
I assume that make or a similar buildsystem is involved in the process of building your software. I'd put the zip file in the repository, and add a rule to the Makefile to extract it before the actual build starts.
For example, suppose your zip file is in the source tree at "external/boost.zip", and it shall be extracted to "external/boost", and it contains at its toplevel a file "boost_version.h".
# external/Makefile
unpack_boost: boost/boost_version.h
boost/boost_version.h: boost.zip
unzip $<
I don't know the exact syntax of the unzip call, ask your manpage about this.
Then in other Makefiles, you can let your source files depend on the unpack_boost target in order to have make unpack Boost before a source file is compiled.
# src/Makefile (excerpt)
unpack_boost:
make -C ../external unpack_boost
source_file.cpp: unpack_boost
If you're using a Makefile generator (or an entirely different buildsystem), please check the documentation for these programs for how to create something like the custom target unpack_boost. For example, in CMake, you can use the add_custom_command directive.
The fine print: The boost/boost_version.h file is not strictly necessary for the Makefile to work. You could just put the unzip command into the unpack_boost target, but then the target would effectively be phony, that is: it would be executed during each build. The file inbetween (which of course you need to replace by a file which is actually present in the zip archive) ensures that unzip only runs if necessary.
A year ago I was in the same position as you. We kept our source in SVN and, even worse, included boost in the same repository (same branch) as our own code. Trying to work on multiple branches was impossible, as it would take most of a day to check-out a fresh working copy. Moving boost into a separate vendor repository helped, but it would still take hours to check-out.
I switched the team over to git. To give you an idea of how much better it is than SVN, I have just created a repository containing the boost 1.45.0 release, then cloned it over the network. (Cloning copies all of the repository history, which in this case is a single commit, and creates a working copy.)
That clone took six minutes.
In the first six seconds a compressed copy of the repository was copied to my machine. The rest of the time was spent writing all of those tiny files.
I heartily recommend that you try git. The learning curve is steep, but I doubt you'll get much pre-compiler hacking done in the time it would take to clone a copy of boost.
We've been facing similar issues in our company. Managing boost versions in build environments is never going to be easy. With 10+ developers, all coding on their own system(s), you will need some kind of automation.
First, I don't think it's good idea to store copies of big libraries like boost in SVN or any SCM system for that matter, that's not what those systems are designed for, except if you plan to modify code in boost yourself. But let's assume you're not doing that.
Here's how we manage it now, after trying lots of different methods, this works best for us.
For every version of boost that we use, we put the whole tree (unzipped) on a file server and we add extra subdirectories, one for each architecture/compiler-combination, where we put the compiled libraries.
We keep copies of these trees on every build system and in the global system environment we add variables like:
BOOST_1_48=C:\boost\1.48 # Windows environment var
or
BOOST_1_48=/usr/local/boost/1.48 # Linux environment var, e.g. in /etc/profile.d/boost.sh
This directory contains the boost tree (boost/*.hpp) and the added precompiled libs (e.g. lib/win/x64/msvc2010/libboost_system*.lib, ...)
All build configurations (vs solutions, vs property files, gnu makefiles, ...) define an internal variable, importing the environment vars, like:
BOOSTROOT=$(BOOST_1_48) # e.g. in a Makefile, or an included Makefile
and further build rules all use the BOOSTROOT setting for defining include paths and library search paths, e.g.
CXXFLAGS += -I$(BOOSTROOT)
LFLAGS += -L$(BOOSTROOT)/lib/linux/x64/ubuntu/precise
LFLAGS += -lboost_date_time
The reason for keeping local copies of boost is compilation speed. It takes up quite a bit of disk space, especially the compiled libs, but storage is cheap and a developer losing lots of time compiling code is not. Plus, this only needs to be copied once.
The reason for using global environment vars is that build configurations are transferrable from one system to another, and can thus be safely checked in to your SCM system.
To smoothen things a bit, we've developed a little tool that takes care of the copying and setting the global environment. With a CLI, this can even be included in the build process.
Different working environments mean different rules and cultures, but believe me, we've tried lots of things and finally, we decided to define some kind of convention. Maybe ours can inspire you...
This is something you would not do in g++, because any other application that wants to do it would also have to be modified.
Store the files on a compressed filesystem. Then every application gets the benefit automatically.
It should be possible in an OS to allow transparent access to files inside a ZIP file. I know that I put it in the design of my own OS a long time ago (2004 or so) but never got it to a point where it was usable. The downside is that seeking backwards in a file inside a ZIP is slower as it's compressed (and you can't rewind the compressor state, so you have to seek from the start instead). This also makes using a zip-inside-a-zip slow for rewinding and reading. Fortunately, most cases just read a file sequentially.
It should also be retrofittable to current OSes, at least in client space. You can hook the filesystem access functions used (fopen, open, ...) and add a set of virtual file descriptors that your own software would return for a given filename. If it's a real file just pass it on, if it's not open the underlying file (possibly again via this very function) and pass a virtual handle. When accessing the file contents, read directly from the zip file without caching.
On Linux you would use an LD_PRELOAD to inject it into existing software (at usage time), on Windows you can hook the system calls or inject a DLL into the space of software to hook the same functions.
Does anybody know if this already exists? I can't see any clear reason it wouldn't...

xcode's executable product for c++ project

I've completed a simple numbers-version of the game "Towers of Hanoi" using xcode's command line tool in C++. Being accustomed to PC compilers like borland's and visual-c, I've attempted to "share" the game with others via e-mail by simply attaching the executable product built by xcode. However, the recipients can't run the program as it shows up in a different format - usually machine code, it sounds like.
After a bit of extensive searching, I'm realizing the complexity of building projects within xcode's IDE and the variations on the build settings/ targets, etc.
Anyone know how to build a self-contained c++ executable to be universally run? I don't go outside the STL library for this game. I'd greatly appreciate any help.
thanks
OS X is based on Unix, which uses plain binary files (i.e. no filename extension) as executables. If they have a certain "executable permission," they can be double-clicked to be run as executables, or run from the command line. However, this permission can't be sent over email - it's metadata within the file system itself, and this makes sense from a security standpoint (you wouldn't want spammers sending you executable viruses over email right?). So when the recipient receives the binary, they'll need to run the following command line command on it, assuming "hanoi" is the name of the binary file:
chmod +x /path/to/hanoi
If you really want to package it as an instantly double-clickable application, you'll need to give it a native UI and package it as a .app, then put that .app (which is actually a folder with the .app extension) in an archive to distribute. Sorry if that's more work than you were hoping for. Hope this helps!
Sharing applications across dot releases of the same OS can be notoriously difficult on the Mac (at least, as far as personal experience goes).
In order to be able to share your application with the least amount of effort, you will need to figure out:
What project type is this? Are you using any resources like images etc?
What version of the OS your friends are using? If they are not on the Mac, you're out of luck (or you'll have to recompile for their OS-es).
If they run Mac, check out that you have the same OS versions, if you have developed on Leopard and someone's running on SnowLeopard your application might simply fail. (I also ran into issues between Mac OS 10.5.4 and 10.5.3 so keep your fingers crossed.)
Check out what sort of hardware you are running. Are you building for your hardware (say, MacIntel) only or are you creating an Universal Binary?
Make sure that all resources are packaged into your application bundle. Make sure your application uses only relative paths.
Check if you are not writing to special folders (i.e. use only temp and/or word-writable locations, if you need to).
I wish I could give a more detailed/to the point reply but unfortunately you'll have to figure out some of the answers yourself (without any other specific information about the error you are getting).
If you're satisfied with a command line tool rather than a double-clickable app, it should suffice to zip it and attach that to the e-mail. Be sure to build universal if anyone you're sending to might be using a PowerPC-based Mac. Oh, and set the deployment target to the minimum OS that any recipient might be using.