Code Blocks Pour Mac Os



  1. Code Blocks Pour Mac Os 10.8
  2. Code Blocks Pour Mac Os X 10 12 6
  3. Code Blocks Pour Mac Os 10.10
  4. Code Blocks Pour Mac Os X 10 6 8

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.

On the next page, you are given the option to select which Code::Blocks setup package you wish to download based on your operating system (Windows, Linux 32-bit, Linux 64-bit, Mac). Click on the link for “Windows XP / Vista / 7 / 8.x / 10” given at the top of the page. Download codeblocks 10.05 for mac for free. Developer Tools downloads - CodeBlocks by The Code::Blocks team and many more programs are available for instant and free download. Code::Blocks 20.03 for Mac is currently not available due to issues caused by Apple hardening their install packages and lack of Mac developers. We could use an extra Mac developer to work on these issues.

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.

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.

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

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'

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

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

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.

Code Blocks Pour Mac Os

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.

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:

Code Blocks Pour Mac Os 10.8

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

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:

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/

(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

Code Blocks Pour Mac Os X 10 12 6

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'

There are not many things I miss from Mac OS 9. But there’s one that was really useful: the ability to test a hard drive surface. OS 9 disk formatter (I don’t even recall it’s name) had a “Test Disk” option that would perform a surface scan of the selected hard drive. That was awsome to test for bad blocks on the drives.

Unfortunately, that’s impossible to do with Mac OS X, at least with it’s built-in software. There are some commerical applications to do that (like TechTool Pro), but I get a little pissed off when I have to spend a lot of money buying a software that does a zillion things when all I want is surface scans, and specially when I could do it with the “old” OS and not with the new powerful UNIX-based one.

Well, Linux has the badblocks command that will do just that: test the disk surface for bad blocks. It’s a simple UNIX command, so I thought there must be a port of that to OS X (and, of course, I could try to compile it in OS X as last resource). After some googling, I found out badblocks is part of the ext2fs tools. And, fortunately, Brian Bergstrand has already done the port to OS X, including a nice installer.

The installer installs all the ext2fs stuff, including an extension that will allow you to access ext2fs volumes on OS X. As always, this is a somewhat risky operation. Personally, I avoid as many extensions as I can, because they run too close to the kernel for me to feel confortable. So, if possible, install it on a secondary OS (like an utility/recover system on an exteral hard drive, or so).

The badblocks command will be installed in /usr/local/sbin/badblocks, and it will probably not be on your PATH, so you have to type the entire path when using, or edit your PATH environment variable.

Usage is simple. First, run the “mount” command, so that you know the device names for the drives you want to test. You can obtain something like this:

arroz% mount
/dev/disk0s3 on / (local, journaled)
devfs on /dev (local)
fdesc on /dev (union)
on /.vol
automount -nsl [142] on /Network (automounted)
automount -fstab [168] on /automount/Servers (automounted)
automount -static [168] on /automount/static (automounted)

The internal hard drive is /dev/disk0 (note that /dev/disk0 is the entire drive, /dev/disk0s3 is a single partition). Imagining you want to test the internal hard drive you would type the command (as root):

badblocks -v /dev/disk0

This would start a read-only test on the entire volume. The -v is the typical verbose setting, so you may follow what’s happening. This will take a long time, depending on the hard drive you use. For a 160 GB hard drive, it took between 2 and 3 hours in a G5 Dual 2 Ghz.

I mention this because time is an important factor when testing hard drives! You should run badblocks on a known-to-be-in-good-condition hard drive, so that you can get the feeling of how fast (or slow) badblocks is. Later, if you test a possibly failing hard drive, and badblocks progresses notably slower, it will probably mean that the hard drive is in bad condition (even if it doesn’t have badblocks).

After running the command, you may get two results: your disk has, or hasn’t badblocks! 🙂 You will see many outputs of a successful surface scan, so I leave here an example of a not-so-successful one:

/usr/local/sbin arroz$ sudo ./badblocks -v /dev/disk0
Password:
Checking blocks 0 to 156290904
Checking for bad blocks (read-only test): 120761344/156290904
120762872/156290904
120762874/156290904
done
Pass completed, 3 bad blocks found.

This is the result of a test on a 160 GB hard drive with 3 bad blocks.

Code Blocks Pour Mac Os 10.10

After getting something like this, you may try to run badblocks again, in write mode. Note that this will destroy all the information you have on the hard drive!

Code Blocks Pour Mac Os X 10 6 8

badblocks won’t copy the information to memory, and than back to disk. It simple destroys it. The point of running a write-enabled badblocks check is forcing the hard drive to remap the damaged sectors. Hard drives have a reserved space to use when bad blocks are found. The bad blocks are remapped to that reserved space, until it fills. And this will only happen on a write. So, run badblocks in write mode, and then again in read-only mode. If badblocks finds no bad blocks, your hard drive is fine (for now). If badblocks still finds bad blocks, it means that there are so many damaged blocks on the disk surface that the reserved area is full. Forget it, and throw the disk away. It’s useless.