I have never been clearly understand all these linking/building/dependency business. Now, I am trying to build the FreeType library (which is in C++), into the *.a library file for the iPhone (because another library I am trying to use, openFrameworks, would depend on FreeType).
I know that to compile C++ with iPhone I simply need to rename *.cpp to *.mm. (I have tried with some simply programs in main() and it works) But how can I build the library in Xcode then ? (without the main() I suppose)
On the other hand, it would be great if you guys could recommend some books or documents on such linking/building topics, which I found myself most confused about.
PS. I have already got the paid version of Xcode and some sample apps compiled onto the iPhone.
Renaming .cpp files to .mm would mean they'll be treated as Objective-C++ code rather than C++ code. I don't think that'd be a good idea, even if it should still work. Besides, FreeType is written in C, not C++.
Google for "compiler linker" and you'll find quite a few documents on how they work. That should help for documentation.
It's entirely possible to compile static libraries for the iPhone; what you can't do is compile dynamic libraries or frameworks - you could, but it's not encouraged.
Open your project
In the source/target browser, select the "Targets" node (with the little red and white target icon).
Right-click on the node, and in the popup menu select "Add", followed by "New Target".
A dialog opens. On the left hand side, there's an iPhone OS and a Mac OS X section. The iPhone OS section should already be selected; if not do so.
You should have three choices of targets, one of it is a static library. Select it, click OK.
Give the library a name in the next page. Click finish.
Your "Targets" node has includes a child for your static library now. You can add sources either via the file menu, or by dragging it onto the "Compile Sources" child node.
Hope that helps.
First, you do not need to rename any files to compile C++ code for the iPhone. Secondly, you'll want to create a separate project for the library. It looks like the iPhone target types don't include "static library", so you might need to create a Mac OS X project and modify it to output an ARM .a file. Not trivial, but probably doable.
Alternatively, if you're not going to be using this code in a lot of otherwise unrelated projects, you could include the source files directly into your App project. Collect them all into their own group, and you'll hardly know they are there.
Related
I am building a C++ OpenGL card game in Xcode 4.3.3, with the intention of running it on both 64-bit and 32-bit Macs, which is not my problem. My problem is that I have reached a point in the development of the program where I would like to test that it works on a different 32-bit Mac (mine is 64-bit) without having to install Xcode. This, obviously, requires me exporting it as an .app. I can find and run the exported Unix Executable File from my project, after some cd'ing, through Terminal, but that is undesirable for me and the intended audience of the program. I have trawled the google and Stack Overflow, looking for anything to help me, but all the things mentioning Archiving seem to have been unsuccessful with my particular project, and I think that's because it's a C++ command line tool project. So, can someone please help me export my project as a .app?
Thanks in advance.
The simplest way of doing this would be to create a Cocoa project, go to 'build phases' and remove all the objective-c frameworks from the 'link with libraries' build phase, remove any objective-c files added by the template (app delegate, etc.) and then replace main.c with your main.cpp file.
There's nothing really special about a Cocoa project except for the fact that it links against Cocoa and calls NSApplicationMain() from its main() function.
There are also a bunch of .plist entries used by Cocoa which you'll no longer need. But they won't affect the way OS X treats your application.
I'm searching for an XCode Settings solution but here's my current way to create an app:
You have to take your binary file (let say myapp) and put it in "MyApp.app/Contents/MacOS/myapp" then it can now be launched as a .app. That's a trick.
Just go to the targets folder in the file navigator on the left, and there will be an executable listed there. Left click on that executable and click "show in finder". (I'm describing from memory so I may have the exact details wrong.) The file path is ridiculously long (there is an arbitrary alphanumerical pathname involved, I have no idea why), so you probably won't be able to find it with the command line.
If you want you can change the extension of the file from nothing to ".app", it shouldn't affect the nature of the file at all. Also if you want a custom icon, you can "get info" on it in the finder, then click on the icon in the info window, and use Cmd-V to paste it in (obviously you have to have your icon copied to the clipboard). There is also a way to do this inside of Xcode, but I don't remember it.
I try to use Xcode (v.7.3.1) for my C++ project (build system - make), but the experience is quite poor (and it was always like that since old versions like v4 when I started using it) - code completion doesn't work, color syntaxing works oddly (no coloring sometimes, or partially colored code), no "jump-to-definition" functionality, can't switch b/w header/source files with shortcuts. Basically, it's just a text editor where I have to use "Find" and Cmd+Shift+O all the time.
Is this intentional and Xcode will never get any proper support for C++ projects with external build system (make) or am I misconfiguring my project? How can I re-index files in the project? How can I make code completion work?
Thanks,
I believe there is a way to use Xcode with makefiles by adding an external build target, file->new->target->External Build System.
This is an older tutorial but the steps may be worth looking through: http://web.ist.utl.pt/jose.alberto.coelho/mac/MakefilesXcode.pdf
I've never had a problem with the syntax highlighting, but I remember the refactoring support being limited for C++ in some ways.
So, I ended up using this workaround: even though, I use external build system, I create Console Application project in Xcode and choose C++ language in settings. Then, I simply add my source files to the project (just drag folders from the Finder window) and then manually create project targets of type External Build System as I need. I don't use default target and don't use generated main.cpp file at all.
My files get indexed with no problems. I'm also able to debug code as I used to.
I still think Xcode developers should review indexing process for the projects with external build system...
Thanks for all the insights though!
I am trying to learn C++ from some Stanford Course and they have a custom library which contains a bunch of header files(.h) and their associated source (.cpp) files.
I want to create new C++ projects in xcode 6.x to try out code and include those custom header files in my new projects.
I have no freaking idea how to include those files in my project so that i can peacefully #include "blahblahblah.h" and use functions from that header file without issues.
I am new to both xcode, c++(although i know some coding part) and anything else with this process.
Summary:
I have a folder Library which contains a series of .h and .cpp
files.
I have XCode 6.x.x/Eclipse installed.
I want to create a new C++ project and use #include
"OneOfThoseHeaderFiles.h" and then use a function or something from
those header files.
Also assume i have no clue how to run some command line codes that i see a lot of.
If someone can please tell me in the most simple way(preferably step-by-step) i would be so eternally grateful and sing praises to you until the day i die :)
Note: Either XCode or Eclipse is fine. I really just want to start coding.
I have spent the better part of a whole week trying out xcode, eclipse etc and trying to follow a ton of steps to get it working but i just cant get how to add the files without issues. Either the info seems to be for Xcode 4.x and every menu seems changed or the suggestions are so complicated that a novice like me cant figure it out.
First off, almost all the information for Xcode will be available on the Apple Developer's portal:
https://developer.apple.com/library/prerelease/ios/documentation/ToolsLanguages/Conceptual/Xcode_Overview/start_project.html#//apple_ref/doc/uid/TP40010215-CH2-SW5
To create a simple static library on Xcode 6 you start by creating a new project, then under OS X - Framework and Library select Library, on the next window change the Framework to None (Plain C/C++ Library) and static (since that is what your are stating).
Once your project is created, add the existing headers and sources to your project, either by dragging them with the mouse or with the add files drop menu from the right click functionality, you can create a new group in Xcode if you want some order for them.
When adding the files, on the add window shown you can select to either copy them or use their current location.
If needed you might have to change the "header search path" in your target configuration under "Build Settings", if it is the first time you are using Xcode some of this will sound weird but I am sure you will find most of it on the Apple Developers portal in great detail.
If you want to test the files without having to create an external static library you could create a command line project and test them faster and easier.
I'm new on here, but not a total beginner to programming. I got a book on creating a 2D DirectX game engine so I could expand my programming knowledge, however I am new to C++ and DirectX itself, so I'm afraid I'm a bit clueless on working with multiple project files and headers. I decided to develop my game engine in a proper development environment, so I got VS2013 Professional though the Dreamspark program.
As I said, I haven't worked with something like VS before, so I'm hitting issues with getting my game engine running and I'm not sure what to do. The book said that if I get all my code down correctly (in 3 .cpp source files, 3 headers and 1 main .cpp source file to initialize my engine in a blank game project) the program should compile fine, and it does. The issue is that I only get the resultant .obj files and the project's static library file to appear in my project folder. I don't know what I have to do to get the project to compile the executable needed to actually run this 'blank game' with the engine.
The actual project solution was taken from the disk which came with the book, I wrote my code on top of that solution as my own was causing linker errors. The project properties show that the project is defined as a .lib project, so how is this supposed to work?
I apologize if this is a simple problem, but I'm only used to working with 1 file console applications in C, this is a big jump for me but I'd like to understand how I'm meant to get an .exe created from this project, I would appreciate it if someone could explain to me how this sort of .lib project works. I can post the code if it's necessary, but there's 7 files of it so it's quite long. Thanks!
Solution 1:
As the project contains a main.cpp it looks like it is not meant to be a library-project.
In VS2013 you can switch the type of a project by
In your Solution Explorer (on the left side by default) rightclick onto the project
Select the item Properties from Context Menu (should be on the bottom)
Select the category General
In the section Project Defaults change the Configuration Type to Executable (.exe)
Solution 2:
It could be possible that the executable is stored somewhere else after a successful build. Check what is configured as output directory:
In your Solution Explorer (on the left side by default) rightclick onto the project
Select the item Properties from Context Menu (should be at the bottom)
Select the category General
In section General there should be an Output Directory defined (At the top of the configuration). Per default it should be something like $(SolutionDir)$(Configuration)\
I'm using VS2013 Express, but it should work with Prof too. I'm also using a German edition, hope I translated everything well.
I have lots of useful platform independent code made in C/C++ such as string/number/private data management, etc.
Now, as a starter to programming to iOS, I want to re-use the library for my project.
I don't think I can use it directly, but before starting, I want to check, but not easy to find the answer at this time.
What I want is
Implement a C++ library with public header files for iOS (not MacOSX) in Xcode.
Build them and get libProject.dynamic / libProject.a / other header files.
Integrate them into Xcode so that other separate client app (object-c) can use it.
If someone help me brief introduction how to achieve above or any other reference would be appreciated.
Thanks,
Hana
In Xcode, you can simply choose "New Project" from the "File" menu, and from the project template chooser, click on "Framework & Library" under the "iOS" section. There is a single entry - "Cocoa Touch Static Library". Use that as your Xcode project template to make the static library. Then you can include it in your other projects just like you would any other static library.