I have neved did a cross platform development before but the process we currently employ such as doing the development on a Windows machine (as we are mostly a Windows shop) and then actually building the binaries on a Solaris box looks a bit convoluted to me.
Can you recomend me a cross compiler so I can limit development tasks to a Windows machine (e.g. building Solaris binaries (.so)), and only use Solaris machine for a testing and deployment.
It would also be great to be able to test a resulting binaries on a Windows machine before (e.g. dependencies b/w binaries) deploying them into the Solaris box, but it looks like I am asking for too much.
Why not use a tool like cruisecontrol to build your apps for you simultanously on both platforms. Doing it this way makes it easier to add more platforms in the future.
Failing that you could use cygwin or mingw to build on windows only for development, then build your real distribution on solaris.
I don't know anything about cross compilers as I've never used therm, sorry
I don't know if a Windows/Cygwin hosted compiler that targets Solaris exists as a ready-to-use product, in any case some googling around didn't give any results.
However, I do have some experience with the creation of gcc&friends based toolchains that run under Cygwin and target Linux platforms (i386 and ARM). When your target is Linux, there's a tool called crosstool that automates a lot of the work that needs to be done, so basically with a reasonably fast machine, a healthy dose of patience and a (longish) evening of build runs you'll be able to build a usable toolchain.
Although in theory you could mimic what crosstool does to create your own cygwin to solaris toolchain, I'm afraid that in practice it may just not be worth the effort.
Related
Is there any way to compile a D program under linux for a windows operating system?
The easiest way to do this would probably be to run the windows version of dmd under wine. You could set up a cross compiler, but that'll be a lot of extra hassle for the same effect.
Answer to your first question ("Should I ..."): It depends mainly on your development environment. If you work exclusively on Linux, then it is a good idea to setup cross-compiler and build Windows applications on Linux.
Answer to the second question ("Is there..."): Yes, there is - by using a cross-compiler capable of targeting Windows platform.
Both GDC and LDC can be built so they can target Windows 32bit or 64bit straight from your Linux box. You can find hundreds of resources on this topic on the Internet. Writing a guide how to build GDC cross-compiler is time-consuming, but if you somehow fail to do it on your own I will write a simple step-by-step guide how to do this.
I am working on a C, project which uses ffmpeg library.
Currently I'm working on windows platform, and I'll be cross compiling the project for Linux ARM.
With that background, I have few basic questions.
If I use ANSI C++, I can be sure that, I'll be able to cross compile the project using corresponding compilers [ MSVC, MingW ]
But ..
If I'm using "Win32" and other "Windows" specific APIs in my project, how does the cross compiler will handle it, to make the project able to run on Linux.
Similarly, If I'm using Linux specific "features" in my project, how does the cross compiler will handle it, to make the project able to run on Windows.
When you cross-compile, the code that is being cross-compiled must use APIs that are available on the target platform (ie, the one that it will eventually run on). A cross-compiler does not magically give access to Win32 APIs when its output is run on a Linux machine; it is the same as compiling the code on the target machine, but means you don't need to actually do so. You could achieve the same thing, in other words, by just running a native (non-cross) compiler on an ARM Linux box, but you'd need a powerful enough ARM box to run the compiler.
That said, in principle, you could cross-compile to Linux while using winelib to provide win32 APIs. Not sure how well it works on ARM though - it's only really meant to be used on x86.
Finally, note that cross-compiling tends to be quite complex even in the best of times. It may make your life simpler to cross-compile from x86 Linux to ARM Linux instead of x86 Windows to ARM Linux - while it's possible to do cross-OS and cross-platform builds, the less variables you have changing the simpler things will be.
If you use Winapi, your project will not be able to run on Linux.
Obviously you can't really run Mac or Linux apps on Windows, but can you compile binaries for those platforms using MSVC++ for example (plugging in additional compilers and tools obviously)? For a serious build system, you don't want one build server per platform so having an automated build server which compiles for all target platforms seems quite a reasonable aim.
Crosstool-NG seems like your best option for Linux apps; they show that as one of the standard configurations. I do not know about Mac OS X; this question suggests that it will probably be difficult.
I would like to believe (notice my careful words) that GCC can be built to run on windows (any relevant form of the triplet --mingw*) and target another triplet.
A proof-of-concept for the non-believers is provided here, where you can find Win64 hosted compilers that build native linux binaries. I assume the same can be done for mac if the necessary libraries (like the CRT and necessary Mac framework libraries) can be built/used by that compiler.
if you want to build applications using C++, why not use Qt from Nokia. it's cross platform. http://qt.nokia.com/
I have a small piece of code that works as a plugin for a larger graphics application. The development platform is Qt with c++ code. I've managed to build a .so, .dylib and .dll for linux, MacOS and Windows respectively, but to do so I had to have a machine running each operating system (in my case, running linux [ubuntu] gcc natively, and windows MinGW and MacOS XCode gcc in virtual machines).
Is there a way to build for all 3 platforms from one? I beat my head against this problem a while back, and research to date suggests that it's not easily (or feasibly) done. The code only needs to link against a single header that defines the plugin
API and is built from a fairly basic Makefile (currently with small variations per platform).
You should have a look at crosscompiling.
You basically build a compiler that (on your current plattform) will output binaries for your desired platforms.
Try this link about doing it on linux, for windows, with QT
Better late than never, I just came across IMCROSS
It looks quite promising!
For Linux it is fairly easy to setup or even download a virtual machine using VMWare for instance. Getting OSX to run on VMWare is somewhat tricky but possible.
Running VMWare and sharing a directory on a local drive you can even compile for the different platforms using the same exact files.
There is somewhere a cross-compiler for OSX but I wouldn't trust it to be of great quality.
How can a cross compilation setup be achieved to allow compiling Cell Linux programs on a Windows PC using the cygwin toolchain? The cygwin tools provide a GNU compiler to use in building the cross compiler, and associated tools for the build process e.g. rpm, cpio, make, flex, bison and so on.
I am moderately confident this is possible, but unaware of anyone who has actually done this. It has already been done for x86 Linux, but I wish to use Windows, without requiring the use and overhead of a virtual machine running an entire 2nd operating system.
The Cell Linux toolchain is a patched GNU toolchain, with C and C++ compilers for the PPU and SPU processors, and associated binutils. The sources for the Cell Linux SDK for Cell Linux can be found here. The source RPMS here have build scripts for use with the rpmbuild tool on Linux.
The specific question is: how can a set of Cell Linux GNU compilers for the PPU and SPU processors be built, on Windows, using Cygwin.
I've never done it, so I can't give you step by step instructions, but I can give you a general idea.
The instructions you linked will serve as a pretty good outline, but there will be definite changes.
For the host PC, you can install gcc and other build tools from MinGW or cygwin. That will give you the windows native parts of your toolchain.
Then you'll need to download the sources for the cell portions of the toolchain and compile them (with the appropriate options, --target, etc.) using the build environment you just installed.
Then you download and compile the sources for libspe2, and you're done.
But I'll warn you - it sounds easier than it is. Be prepared to spend a lot of time on it.
Since you can already do this on Linux x86, why don't you just install Linux a virtual machine? Also, what might be even easier, is to install Portable Ubuntu for Windows. It runs Linux alongside Windows using coLinux. Although this may not be optimal, it is probably much easier than trying to compile everything on Windows.
the ps2dev toolchain can easily be set up under cygwin
http://ps2dev.org/ps3/Tools/Toolchain
You should be able to build a canadian cross compiler on Linux that runs on windows and creates code for PS3. Have a look at the excellent crosstools from Dan Kegel.
Did you check if the Cell/PS3 devtools for windows/cygwin work for you?
A set of tools compiled to run on Windows via Cygwin can now be found on Sourceforge.
Mike Acton has a long, detailed article on cross-compiling for PS3 Linux on his Cell Performance blog.
It may be a bit out of date, but the bits on setting up the toolchain and various SDKs might prove handy.