compile wxWidget on Snow Leopard - wxwidgets

I just downloaded wxWidget source code on my snow leopard machine. The source code is the multiplatform one, so it contains windows and GTK components of wxWidget as well. I'd like to compile the wxWidget source code, but haven't found a good guide yet.
This is my first step to create a multiplatform project, hopefully I would be able to use CMake to generate makefile later on.
Any help would be appreciated.
EDIT: Just to clarify, I'd like to build stable release of wxWidget on Snow Leopard, it would be building wxWidget 2.8.x on OS X 10.6.x. I have read the compiling wiki here http://wiki.wxwidgets.org/Development:_wxMac#Building_under_10.6_Snow_Leopard
Unfortunately, it didn't help.

I like using configure/make/make install:
./configure --enable-monolithic --enable-universal_binary --disable-shared --with-macosx-sdk=/Developer/SDKs/MacOSX10.5.sdk
make
sudo make install
I just tried this with wxWidgets 2.9.0 and it worked great.

The wxWiki is always a good place for guides, specifically the various OSX guides and the extra note here about compiling under 10.6.
It would also be good to note that there have been many changes between the current stable releases and the trunk, specifically much work has been done on a port to Cocoa.
Using CMake is pretty straight forward, just check the FindWxWidgets.cmake file in CMake for instructions, you can also check out the CMake docs (I would give the link but they don't seem to be up right now).

Related

wxWidgets Libraries missing from 3.1.0

I am building a solution with CMake that uses wxWidgets. I have downloaded the source code for 3.1.0 and compiled it without issue. However, there are three libraries that my solution needs that are not in 3.1.0: dbgrid, mono, and odbc. I tried compiling 3.0.2, but VStudio 2015 will not compile the source code because it is outdated. I tried building 3.0.2 with GCC, but the Makefile was not recognized.
Any thoughts/suggestions on how I can build or find these three libraries, or build wxWidgets 3.0.2?
Thank you.
You should use the components with the same version known to work with your "solution". For example, use the same wxWidgets version that worked without issues.
On a more detailed note, ODBC component, including dbgrid, have been removed from anything later than wxWidgets 2.8; I have no idea what "mono" is but it doesn't sound like anything in wxWidgets. So going with any 3.x version is not going to help you. You might need to dig up version 2.8.12 from somewhere.
Also, for the sake of completeness, I have no idea what "the Makefile was not recognized" means, but GCC is a pretty reliable way of building wxWidgets, regardless the version of either of the two or the flavour of the former.

how to compile objective c file in google native client?

I have a npapi plugin(bundle) for chrome, which use C++ and objective-c. now it needs to be build by google native client.
I wonder that can nacl support objective-c? how to compile o-c file by MakeFile
And if possible, how to build nacl plugin in Xcode? I tried, but i found that the libraries of nacl are " archive with no architecture specification".(use lipo -info *.a)
I hope someone to help me, thanks a lot!!!
If you use Objective-C without any of its usual libraries then you should be able to use the PNaCl toolchain (which is based on LLVM) to have it parse Objective-C. I'm not aware of projects that have done this, so you should definitely let folks on the mailing list know if you get something working (do keep the questions on SO, though!).
It sounds like your application won't be running on the open web (where only architecture-independent PNaCl can run, not NaCl), so you could either use the PNaCl toolchain to create a .pexe, or you could use the same toolchain to create a .nexe for each architecture you target. The documentation I linked to helps with both approaches, but note that using the PNaCl toolchain to create a .nexe is currently being improved. You can therefore follow the instructions on the bug tracker, or try out nacl-clang when it's released (or build it yourself if you're brave).

CocoaPods : cmd-line builds

It seems that in cmd-line builds, Pods don't get built automatically. Even when invoking xcodebuild to reference the workspace that declares how projects link to each other.
Is there a way to fix this, besides manually opening the project in Xcode and building?
I don't have any problem with such configuration: CocoaPods 0.28.0 and Xcode5 (+ Command-Line Tools) here and building using the Command-Line quite often (especially for Continuous Integration) without having any problem.
Neither with the Apple's xcodebuild command, nor with xctool (see also this NSHipster's article) when building my personnal project using Travis-CI either, everything works fine;
At work we have plenty of Xcode workspaces created using CocoaPods / pod install and we use Jenkins-CI to run xcodebuild to build them and no problem either.
Maybe you need to check a bit more about your configuration? Which CocoaPods & Xcode version, Which Command-Line Tools (xcode-select --print-path?), How is you Xcode configured (maybe you changed some of Xcode's default settings that broke it somehow)?
Tell us more about your specific configuration and the error/warning messages you got, because there should not be any problem.
Also make sure you have an up-to-date version of CocoaPods (some stuff were fixed some versions ago regarding Xcode5 and the new arm64 architecture, that broke implicit dependency detection in some cases)

how to build g++

I'm currently trying to get g++ working, and looking at http://gcc.gnu.org/install/build.html, I can't seem to find where it says how "to perform a 3-stage bootstrap of the compiler". Where would I find this information?
(I'm on a mac, in case that matters.)
After running configure, you do make bootstrap
You cannot bootstrap GCC without an already-functioning compiler on your platform:
From the prerequisites page:
ISO C90 compiler
Necessary to bootstrap GCC, although versions of GCC prior to 3.4 also allow bootstrapping with a traditional (K&R) C compiler.
And to preempt your next question, you also need a functioning compiler (usually GCC) in order to build Clang+LLVM.
It might be possible to do what you're trying so hard to do, by cross-compiling GCC from some other platform (see this section of the documentation). But I imagine this is not for the feint of heart, and you'd be far, far better off simply updating your copy of Mac OS X to the latest version with Xcode support.
From that link:
For a native build, the default configuration is to perform a 3-stage bootstrap of the compiler when `make' is invoked.
It seems to me that if your configuration isn't tweaked, it should do it out of the box. Just type make.
More specifically, you have to download the source code, and follow the instructions in that whole tutorial in order to build.
A side note - I am finding it hard to believe that there is no easy way to get GCC on an OSX box without having the installation media. That sounds really annoying :)
Edit:
If you are simply trying to write C++ on OSX, you could install one of many other IDEs. If you are lucky, they may come with their own compiler. Here is a list of alternatives to XCode:
http://alternativeto.net/desktop/xcode/?profile=mac&platform=mac

DbLinq and Mono 2.4: Working Together?

Hopefully this is a silly question and there's really a simple solution somewhere out there but...
Has anybody successfully gotten DbLinq to play nicely with Mono 2.4 on Mac OS X 10.5?
I've got my SQLite database ready but for the life of me, I can't find sqlmetal to generate my objects.
I'm guessing I might have to download a previous version of Mono that included sqlmetal, build and install it, and then just use the code generated from that version on Mono 2.4...but I'm hoping to avoid it at all costs.
I'd avoid using DBLinq for production code... many of Linq-To-SQL's features aren't implemented, and walking through the source code shows a low level of maturity... many of the methods are not implemented or marked as "unterminated".
...you've been warned!
Using the pre-compiled binary in this case just doesn't work.
To get a properly generated DbLinq data layer, you have to use the sqlmetal tool included with Mono (but, apparently, not with the pre-compiled binaries for OS X). You have to pull down the Mono trunk (along with all the dependencies) and build Mono from the source.
Once you build and install Mono from source, you should have the sqlmetal tool. Once you generate your code, it's as easy as including the generated *.cs file and importing Mono.Data.Sqlite.
Mono 2.6 will include for the first time a preview of DbLinq with Mono. You can take it out for a spin today if you install DbLinq on your own side-by-side with your current Mono setup.