Code Blocks For Macos Catalina

(Redirected from Compiling Code::Blocks in Mac OS X)

These are instructions on how to build Code::Blocks under Apple Mac OS X.They have been tested under Mac OS X version 10.4 (PowerPC and Intel),and should work similarly on the newer Mac OS X 10.5 and 10.6 as well.

We will be building everything from scratch using the source code, andnot use any available package managers likeMacPorts,Fink,Gentoo orRPM.Packaging can be done later, once it has reached a more stable release.

The last available binary Code::Blocks available for Mac download was released in 2013 and it is for i386 (32-bit) installations — so that excludes Catalina. According to the Code::Blocks site, they have not updated their Mac builds due to lack of resources and demand — so no version 17 is available for Mac. Code Blocks is an excellent programming option for C. It consists of an open source, multiplatform integrated development environment that supports using multiple compilers, among which are: GCC (MingW / GNU GCC), MSVC, Digital Mars, Borland C 5.5 and Open Watcom. The default compiler that this Code Blocks package comes with is MinGW. I am using macOS Catalina Version 10.15 Beta (19A501i) if that matters to the group. After the original update to Catalina, my 'Fuse dependent' application that was triggering some issues was CloudMounter. The reason I am sharing this is that CloudMounter has a similar sort of function as PCloud.

Torrent for mac os catalina

Update: building for MacPorts can be found at the end of the document.

  • 2Check Autotools versions
  • 7Build wxWidgets
  • 8Bundle library for Mac
  • 10Build CodeBlocks from SVN
  • 11Bundle application for Mac
    • 11.1Way One: Mac OS (resource)
    • 11.2Way Two: NeXT (bundle)
  • 13Install with MacPorts

Install Developer Tools

If they didn't come bundled with Mac OS X, get the Xcode Tools (or Developer Tools for older Mac OS X) from http://developer.apple.com/tools/ or from your install disk.

This will install Apple versions of:

  • http://www.gnu.org/software/gcc/ (GNU Compilers)
  • http://www.gnu.org/software/gdb/ (GNU Debugger)
  • http://www.gnu.org/software/make/ (GNU Make)

Apple regularly pulls all older links in order to promote newer Mac OS X, but all theold developer tools can be downloaded from ADC at http://connect.apple.com/

You need a (free) developer registration with Apple first, in order to log in there.For Mac OS X 10.4, you want (at least) Xcode 2.2, since earlier versions were buggy.

Check Autotools versions

Depending on your OS version, you might need to download and compile new versions of these:

  • http://www.gnu.org/software/autoconf/ (GNU Autoconf)
  • http://www.gnu.org/software/automake/ (GNU Automake)
  • http://www.gnu.org/software/libtool/ (GNU Libtool)

Check what you have, with --version (note that GNU libtool is called 'glibtool' on Mac OS X)

Currently Code::Blocks requires versions:

  • autoconf 2.50+
  • automake 1.7+ (1.9+ needed in order to build the dist tarball)
  • libtool 1.4+ (1.5.8+ highly recommended to get some bug fixes)

Automake example

For Mac OS X 10.4, you will only need an upgraded (local) installation of automake 1.9.x.

Install android emulator mac. You can download 'automake-1.9.6.tar.gz' and configure and install it with something like:

New mac os catalina

Since it's now known as 'automake-1.9', it won't interfere with the regular 'automake'

If you would rather have the new version to be called when calling 'automake', let it install into /usr/local and put /usr/local/bin before /usr/bin in your PATH.

Libtool example

Download libtool source. The following instructions will overwrite your current version of libtool with the one you just downloaded.

Note that this will replace the system version of glibtool, which might have some compatibility issues with building other software.

FYI: Universal Binaries

If you are building for Mac OS X 10.4 or later, you might want to build 'Universal Binaries 'These are binaries that contain code for both PowerPC ('ppc' arch) and Intel ('i386' arch)

The basic flags that needs to be added are:

(You only need the sysroot parameter on PowerPC Macintosh, not on a Intel Macintosh)The '-arch i386 -arch ppc' is what tells the compiler to build a 'universal' (or 'fat') binary.

Usually it's easiest to build one version for 'powerpc-apple-darwin8',and one version for 'i686-apple-darwin8', and then merge them with 'lipo' Bluestacks 4 for mac.

Some caveats:

  • pre-compiled headers might fail with a 'no main' error. If they do, add a -c to only compile them
  • when cross-compiling, tools like auto_revision might fail to build. copy these from a native build
  • the Tiger compilers might crash from time to time, but that is only to be expected (it seems)..

See Technical Note TN2137: Building Universal Binaries from 'configure'-based Open Source Projects

FYI: Compilers

When building for older versions of the SDK, you want to make sure to use the same compiler.

Mac OS X 10.6 has GCC 4.2 as the default compiler, which won't work for the Mac OS X 10.4 SDK.

FYI: ANSI or UNICODE

For the moment we are using 'ANSI' (--disable-unicode, default) for Mac OS X 10.3 and earlier,and 'UNICODE' (--enable-unicode, optional) for Mac OS X 10.4 and later.

See http://www.wxwidgets.org/manuals/stable/wx_unicode.html#unicodeandansi

FYI: 32-bit or 64-bit

Bootable usb os x el capitan. Code::Blocks currently uses wxMac (wxOSX/Carbon), which is 32-bit only. So it's not possible to build for 'x86_64'.

When Code::Blocks (and requirements) has been updated to use wxOSX/Cocoa, then a 64-bit version might be built too.

Build wxWidgets

Code block pour mac os catalina

Download the source code

Download the tarball for the wxMac release:

Apply necessary patches

Don't forget to apply any released patches!

Configure and (GNU) Make

note: the easiest way to build a Universal Binary with wxWidgets isthe new flag: --enable-universal_binary (you need wxWidgets 2.6.4+)

Install into Destination

Bundle library for Mac

To avoid having the Code::Blocks user having to compile or install wxWidgets themselves,we can bundle it with our application so that it is contained in the application bundle.This could also be done by statically linking wxWidgets, but with dynamic linking we canshare the wxWidgets library between all applications using wxWidgets (not just Code::Blocks)


Way One: Library (dynamic)

To bundle our shared library with the application, we include it in 'MacOS' and change the path:

@executable_path will be replaced with e.g. /Developer/Applications/CodeBlocks.app/Contents/MacOS

Way Two: Framework (bundle)

To bundle our framework with the application, we include it in 'Frameworks' and change the path:

This way it will first look in the framework path (-F), and then in for the shared library path (-L) as usual.

Install Subversion client

On Mac OS X 10.4, you need to install the Subversion (svn) program:

Note: you need SVN for the Code::Blocks revision scripts to work!

Build CodeBlocks from SVN

Download the source code

Apply necessary patches

For a list of all available patches, see:

You might need to convert line endings from DOS to Unix first.

Bootstrap with Autotools

You need to use the newer version of automake (see above), for the 'bootstrap'. (OS X 10.5 users may have recent enough autotools so they may not need to install them)

Mono Fix

If you have the Mono.framework installed, then it probably set up a symlink like:

Unless you have a 'proper' pkg-config installation the Code::Blocks configure will fail, so move this symbolic link aside.

Code blocks for macos catalina patcher

Configure

Note: the easiest way to build a Universal Binary for Code::Blocks is to build once for PowerPC (-arch ppc) and once for Intel (-arch i386), and then merge them (with lipo) afterwards.

Note: You need to patch the location of the pre-compiled headers, or it will generate them in the same place for both arch.

Tiger Fix

There is a bug in the glibtool of Mac OS X 10.4, that fails to link C++ libs:

To work around this, you need to edit the generated 'libtool' script manually:

This bug has been fixed in GNU libtool 1.5.8 and later.

(GNU) Make

'nice' isn't strictly needed, it just makes the compile run at a lower process priority

For the Universal Binary build:

Install into Destination

'sudo' asks you for an admin password, in order to get install permissions

For the Universal Binary build:

Where 'lipomerge' is a custom shell script:

Bundle application for Mac

After building codeblocks in the regular Unix way, you need to bundle it with the iconsand various other info that it needs to make a regular stand-alone Macintosh application.

There are two ways of accomplishing this, old Mac OS-style resource or NeXT-style bundle.The old resources are handy while developing, while bundles are more suitable for release.

Note: You need to use either of these methods, or your application will launchin the background behind all other windows and will be unable to receive any events!

Way One: Mac OS (resource)

Handy while developing, as you don't need to create a whole bundle.

First we install the program to the PREFIX directory of your choice:

Note: on the Intel Macintoshes, the icon comes up as 'broken'(apparently it assumes that all apps with resforks are Classic)

Start the application with a small prefix shell wrapper like this:

You don't need the 'DYLD_LIBRARY_PATH' stuff,if you are installing to a system directory.

Common PREFIX Settings

Code Blocks For Macos Catalina 10.15

Local: PREFIX=/usr/local

System: PREFIX=/usr

MacPorts: PREFIX=/opt/local

Fink: PREFIX=/sw

Way Two: NeXT (bundle)

This does not involve resources, and is more relocatable.

Files needed:

  • codeblocks.plist (generated, rename to 'Info.plist')
  • codeblocks.sh (shell wrapper, rename to 'CodeBlocks')
  • app.icns (icons are available in src/src/resources/icons)

The MacOS program will just be a shell wrapper that calls 'bin/codeblocks', like above.Traditionally the bundle would include Frameworks and Resources, but we'll just avoid thosehere and use the regular 'lib' and 'share/codeblocks' instead (just as with a regular install). These temporary directories are listed in italic below, they're not really used in bundles..

Setup a hierarchy like this, and copy the files from the regular build/install and the above file list to it:

Games For Mac Os Catalina

The CodeBlocks application can now be moved with the Finder, and started up like a regular Mac application. (the nightly build includes a more advanced Info.plist and more icons - for also mapping all the files that the application can open, like source code and header files and such)

Proper Application Bundling

To avoid the shell wrapper, the binary can now be moved from 'bin/codeblocks' to 'MacOS/CodeBlocks'. Helper files are moved from 'share/codeblocks' to 'Resources'. The dynamic libraries are moved from 'lib' to 'MacOS':

To avoid having to use a DYLD_LIBRARY_PATH, we rename the shared libraries (with the install_name_tool program) from e.g. /usr/local/lib/ to @executable_path/:

The libraries can have their names changed using the -id parameter:

You also need to change all of the loadable bundles for the plugins:

You can check the result, what libraries/frameworks it links to, with:

Optionally you can then repeat the process, for the wx library too..

Here is a full script to do the job.. It assumes to be executed at the same directory level as the CodeBlockSVN.app directory that will receive all the stuff.. maybe enhanced but it is a first try that do work when packaging an OS X SVN build.

FYI: Darwin vs. Mac OS X

'Darwin is the UNIX technology-based foundation of Mac OS X.'

'Pure Darwin' here refers to the Open Source version of the OS:

  • http://puredarwin.org/ or http://gnu-darwin.sourceforge.net/

New Mac Os Catalina

(that is: Darwin using X11 instead of Aqua for the user interface)

Install with MacPorts

Install wxWidgets

You will need the wxWidgets library, install as port with:

If you want the X11/GTK version on Mac OS X, instead use:

Install Code::Blocks

After that is installed, you can install Code::Blocks with:

If you want the X11/GTK version on Mac OS X, instead use:

This will download the SVN trunk, and any dependencies:

Note: to upgrade from SVN, you need to uninstall first:

This is both because all SVN versions are numbered '0',but also due to a bug in the Code::Blocks build scripts.

Running +aqua (wxMac) version

After the build completes, you can start the program by:

Note that the wxMac application bundle in 'MacPorts'is just a wrapper, with symbolic links to /opt/local..

Running +x11 (wxGTK) version

The non-bundled wxGTK version is instead started with:

When running X11/wxGTK programs in Mac OS X, you can use'open-x11' to first start up X11.app and set up $DISPLAY:

Retrieved from 'http://wiki.codeblocks.org/index.php?title=Installing_Code::Blocks_from_source_on_Mac_OS_X&oldid=6415'

Comment Amid Apple's attempt to fend off criticism for its removal, restoration, and re-removal of an app used by pro-democracy protesters in Hong Kong, the company is also facing particularly voluble criticism from users of its latest desktop operating system, macOS Catalina.

Catalina

Since at least 2015, developers and other technically-savvy folk have fretted that Apple's software quality isn't what it could be. The gripes reached Apple executives and by 2018, there were reports that company technical leaders were focused on improving quality.

To judge by the reception of macOS Catalina, aka macOS 10.15, it appears Apple's quality push was more aspirational than actual.

In two posts this week, macOS developer Tyler Hall, from Nashville, Tennessee, savaged Apple's macOS Catalina update, likening it to the reviled Windows Vista and subsequently detailing its many alleged faults.

The Register contacted Hall to discuss his concerns, but he declined to comment further. '[T]his has all blown up way more than I ever intended,' he said in an email. 'And I’ve heard personally from folks inside Apple who I’m friends with and others that I just know by reputation, that my comments were hurtful. I’d rather not say anything else.'

The Register also asked Apple whether the company would comment on how macOS Catalina has been received and whether user dissatisfaction differed from previous releases. But Apple – and this may not come as a surprise – has not responded.

To some extent, dissatisfied users should be expected with any software release. And there's no shortage of these. Apple's macOS Catalina forum is currently full of people reporting problems, and criticizing Apple's quality assurance process. Discontent can be attributed in part to Catalina's removal of support for 32-bit apps, necessary for a possible future transition away from Intel. But there's more to it than that.

Experienced macOS users tend to advise waiting a few months for updates and bug fixes before installing a major operating system revision. Even so, macOS Catalina appears to be worse than people's general low expectations for software.

Among those discussing Hall's posts on Hacker News, there's quite a bit of support for his concerns.

• 'I'm sort of surprised that they actually released with the state it is currently in.'
• 'This year all their OSes seem to be riddled with issues at release. iOS 13.0 was so bad they released 13.1 in less than 5 days, but even now many things are still hit and miss (with 13.2 in beta). watchOS 6.0 is also still pretty bad and not yet fixed (with 6.1 in beta). macOS 10.15 GM seems pretty buggy.'

Sentiment on Twitter isn't much better:

macOS Catalina is a trash fire right now. I’m not updating a single machine yet. Definitely not production ones (never do this), but I’m not even gonna do my laptops yet.

— Quinn Nelson (@SnazzyQ) October 9, 2019

Then there are theposts that purport to be from Apple employees and describe the company's internal disarray and lack of communication. The Register is unable to verify who these people might be, but other people posting to the thread confirm that Apple employees they've known have raised similar concerns.

In particular, these supposed employees raise the same issue cited by Hall, that Apple's marketing group overrides engineering concerns.

As Hall argues, 'Apple’s insistence on their annual, big-splash release cycle is fundamentally breaking engineering.'

Michael Tsai, a macOS software developer who blogged about Apple's software quality problems back in 2015, told The Register in an email that he thought Hall's critique is mostly fair.

Torrent For Mac Os Catalina

MacOS wakes to a bright Catalina sunrise – and broken Adobe apps

READ MORE

In Twitter message, developer Steve Troughton-Smith said he didn't have much to say about Catalina. 'It's been in a pretty stable state for a while, as far as I know,' he said, noting that much of the criticism of the operating system follow from its security and privacy features, which he's disabled on his machine.

'I don't think it was premature, I think it's been in roughly the same state for a while,' he said. 'People were running into problems syncing their Reminders to Mojave from iOS 13 because of the new Reminds app, so it wouldn't surprise me if Apple accelerated Catalina by a couple weeks just to make that problem go away.'

Even so, Troughton-Smith agreed that Apple's software quality recently has been uneven.

'I think they made last year a little better at the expense of this year,' he said. 'They've been having software quality issues since at least iOS 7 and the switch to [Craig] Federighi.'

Mac Os Catalina For Pc

'I think iOS 8, 11, and now 13 have been breaking points. iOS 13 has been the first time the OS didn't make it over the line for the iPhone release. There is a pattern here that may be due to scale/complexity, or management style, but it seems balanced on a knife edge.' ®

Install Mac Os Catalina

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