I'm deploying an app developed by Qt for both Windows and Linux:
On Windows I'm using built-in Qt windeployqt tool:
windeployqt.exe app.exe --qmldir %NS_REPO_DIR%\qml\
On Linux I'm using linuxdeployqt:
linuxdeployqt_EXE="${NS_REPO_DIR}/scripts/linuxdeployqt/linuxdeployqt-7-x86_64.AppImage"
${linuxdeployqt_EXE} app -qmake=${NS_QT_QMAKE_EXE} -qmldir=${NS_REPO_DIR}/qml/
The deployment size for Windows is around 70 MB and for Linux is around 300 MB. Is it normal? Is there anything I might be missing?
Thanks!
Update
This is my deployment on Linux whose content is sorted by size. The Qt files don't look like to be debug mode. Also, there is a huge libQt5WebEngineCore.so.5.12.7 file of 111 MB:
We would have to blame here to all the GNU/Linux distributions makers for changing so many things.
Unlike Windows that there are only few version Windows 7,8, 10 and that is it. In GNU/Linux we have so many versions and variants that we have to include "almost" everything that an application needs to ensure it will run on the majority of the existent system variants.
Said that, you can manually check the files deployed in your AppDir manually and remove those you know that your application will not require.
Side note: While linuxdeployqt is still functional there are other tools that do a better job. Consider checking https://github.com/linuxdeploy/ and https://github.com/AppImageCrafters/appimage-builder
Related
I am trying to build a cross platform (vista, xp, mac, Linux).
I need to put the application in the USB drive formatted in FAT-32 and it should run on any OS computers.
Planning to use Java/JavaFx to do it.
Any advice how we can run on the multiple platforms.
Hi, Can anyone advice use of uber-jar for the above requirment. Would that be good fit.
A few things to take into consideration:
The USB must be formatted with a filesystem compatible with all the OS you need to work with.
A Java application would be able to run on any OS that is able to run Java, but each OS needs a different Java runtime. There's a Java runtime for Linux, one for Windows, one for OSX, etc.
My suggestion would be to define which OS you want to support and create launcher scripts for each one of them on the root of the USB. For instance you would have at least a couple like: myapp.cmd (for Windows), myapp.sh (for Linux), etc.
Additionally you may want to have different Java Runtimes in the same USB, so with the launcher scripts you execute your Java application running it with the corresponding JRE in the USB filesystem.
A twist in the launcher script would be to somehow check if the OS has already a JRE available (Like checking for a variable JAVA_HOME in the environment, or checking the output of "java -version") and act accordingly (although, running a Java application from your own JRE would be safer).
I currently have a Java application packaged in an RPM that gets built for 32-bit RedHat platforms, and I want to create a 64-bit RPM, which is largely just the same as the 32-bit one, but with a couple different .so files included. All the Java stuff is the same on both platforms, so it's just JNI .so's.
My question is: Is it possible to have rpmbuild on a 32-bit system generate both the 32-bit and 64-bit RPMs (from different .spec files) since it's just repackaging already-built components, or do I need to build the 64-bit RPM on a 64-bit system?
N.B. I'm not actually building anything native on the system. I'm just repackaging stuff that's already built.
... or vice versa, can I build a 32-bit one on a 64-bit system? I really would prefer just to build and package this on one system than have two separate builds run for the separate RPMs.
As Aaron stated you can build an RPM for multiple distros on the same machine (64-bit), but you have to be very careful or you can run into issues. The biggest problem I've run into is you build on RHEL 5, then you try to deploy to RHEL 6, since RHEL 6 has a different version of RPM installed, it can cause conflicts and fail to install. So in this scenario you have a few options:
Build the RPM on two machines, you've stated you don't really want to do this.
If you have the disk space, configure Mock, I've used it a ton before and it's really easy to get going as long as you have the disk space and the package spec was designed to pull in requires properly.
Personally I'd give Mock a shot, it's quite simple to set up, and will allow you to do what you want with minimal effort as long as the proper repos are available. In the event the build fails the log is pretty comprehensive regarding what the RPM build error was.
I am involved in development of a large cross platform project that build for Windows, Linux, and Mac OS X. The build for the software is configured with CMake.
The CMake scripts have been designed to configure successfully for Visual Studio on Windows, and Makefiles are currently used for building on Linux and Mac OS X.
Pretty much all of the development for the project so far has been done with people working on Windows, and a little bit of work on Linux. I am interested in developing for the project using Xcode 4.6 on a Macintosh running Mac OS X 10.7, and I have encountering problems as the CMake files do not seem to configure properly for that development environment.
For non-windows platforms many custom commands have been written to try to configure things such as copying needed files or setting environments that are needed for certain operations such as running unit tests during the build process.
It seems that because Xcode is an integrated development environment simliar to Visual Studio is has this concept of a build configuration, and when software gets build output files in up in a directory path that includes that configuration concept (i.e. many build files end up in a path that ends with folder named something like Debug, Release, etc.)
CMake is supposed to have support for dealing with this build configuration concept and the mechanism utilized work well for Visual Studio. That do no seem to work for Xcode. For example our build engineers have design CMake scripts so that for Windows, many path and whatnot are configured using the CMAKE_CFG_INTDIR value which helps to qualify the build configuration.
The use of CMAKE_CFG_INTDIR is not working for Xcode as the script for Macintosh were written with Makefiles in mind which don't really have the build configuration concept. The use of CMAKE_CFG_INTDIR within custom commands used to configure things fails on the Macintosh as the value resolves to $(CONFIGURATION)$(EFFECTIVE_PLATFORM_NAME). This values are not define when the custom commands are run, so values are not set properly and build operations fail.
It is unclear what is needed so that the system can successfully configure for Xcode. Searching on the Internet so far has not yielded insight into what should be used to make sure that build configuration can be successful. What resources are available that would help in figuring out how to configure this project to build with Xcode?
If you're talking about custom commands set using add_custom_command, then you should prefer "generator expressions" to avoid issues regarding per-configuration build directories. From the docs for add_custom_command:
Arguments to COMMAND may use "generator expressions" with the syntax "$<...>". Generator expressions are evaluated during build system generation to produce information specific to each build configuration.
For example, the build directory for a target called "MyExe" could be referred to as $<TARGET_FILE_DIR:MyExe>
Generator expressions are available in a few CMake commands, not just add_custom_command.
If you have more specific problems, it's maybe worth asking further question(s) with the relevant details.
In a nutshell, the question is: I just finished my first application using Qt Creator on a computer running under Linux Ubuntu, now how do I make this available for everyone. Now follows the more detailed version ;)
I must apologize for asking this, I am aware that this question has probably been asked many times and that there is official documentation that I can read. I am just completely new to programming and I am very confused by everything I've read so far. If you are kind enough to help, please assume I know absolutely nothing :)
Here we go: I've just finished designing my first application (a scientific program) with Qt creator on my laptop which runs under Linux Ubuntu. It works fine and I'm very proud of it ;)
Here's what my project consists of: 40 header files, 42 source files, 1 pro file, 1 qrc file, 1 html file and 7 png files. In the code, I use #include for a bunch of fairly standard Qt classes (QWidget, QTextBrowser and so forth, maybe like 40 of those).
Now I'd like to make it available to other people. For Linux and Mac users, I've figured a way to do that: I can compress the folder containing my project, tell them to install Qt on their computer, then download and extract the files on their hard disk, open a terminal in the folder and run
qmake myProject.pro
qmake
make
That seems to work fine (by the way, does it matter that this is not precisely what Qt creator does? The qmake step there is qmake-qt4 myProject.pro -r -spec linux-g++ and the make step is make -w). Now, I assume there is a solution where I don't ask them to download and install something like 200Mo of Qt material. As for Microsoft Windows users, I don't have a clue.
I would be very grateful if you could explain to me in a very concrete way what I need to do. Needless to say, I'll go for the best and easiest solution, I don't need to understand everything about deployment. Many thanks in advance!
Edit: In case that's useful : I've been using Qt Creator 2.5.0 based on Qt 4.8.1 (64 bit), I'm working on a laptop with Ubuntu 12.04 64bits
For Linux and Mac users, I would compile the software for them in 32 and 64bit formats - no-one likes compiling unknown software from source. Obviously keep the source code option for those on more unusual architectures/OSs (and provide a shell script for them that mimics the commands Qt Creator calls!). As Qt runtimes are available from package managers on just about every distro (and come pre-installed on most anyway, KDE requires them for example), by not asking them to compile from source your users will have a much smaller download (if any) and won't require them to download software from a website potentially unknown to them. Of course the best way would be to try to get your software added as a package into the major distros' repositories, but that may take some time to organise.
Compile your software for Windows users for both 32 and 64bit formats. It's generally frowned upon to ask users to download runtime libraries they potentially don't know, and put them into their system32 folder... So most applications bundle all the libraries they need with their application. Qt-based applications are no different, and so put the runtimes into the folder where the executable is. Also it is much more professional to create a proper installer, there are a few free installer applications for Windows, a web search will give you the most popular (I think I saw a thread on SO about it as well).
As you can see the platforms aren't too dissimilar, the main point I would make is: Do not force people to compile from source! The vast majority of people on Earth do not even know what compiling is, so provide for the major arrchitectures/OSs yourself.
I've been coding with Python and C++ and now need to work on building a gui for data visualization purposes. I work on Mac Snow Leopard (intel), python 3.1 using gcc 4.2.1 (from Xcode 3.1)
I wanted to first install Qt and then PyQt. And my goals are to be able to:
- quickly prototype GUI and the accompanied logic that drives the GUI using PyQt and python
- if I decided I need the speed, or if it's fairly easy to translate my GUI into C++ using the Qt tools, I have the options to translate my app into C++
- Be able to deploy my application onto Windows (both the python and c++ version of my app)
Give the goals above, what are the correct steps I should take and what issues i should be aware of when setting up Qt and PyQt. Which other deployment tools do I need?
From my readings so far, here's what I have:
download the Qt source for mac and configure it with
-platform macx-g++42 -arch x86_64 -no-framework
(i've read somewhere that
building as framework causes some
trouble in deployment and/or
debugging, can't find the article
anymore)
download latest SIP source and build
download latest PyQt and build from source (any special options I should pay attention to?)
For deployment, I've read that I would need to use py2exe/cx_freeze for windows, p2app for mac:
http://arstechnica.com/open-source/guides/2009/03/how-to-deploying-pyqt-applications-on-windows-and-mac-os-x.ars
but seems like what the article describe is deploying an app you build on windows on the windows platform and vice versa. How do you deploy to windows (is it even possible?) if you are writing your Qt app on a mac ?
Really appreciate the help
I'm guessing by deploying, you mean a compiled version to users that have no Python or Qt or anything.
I'm been trying py2app for a while now and never really worked out for me. You can try PyInstaller. It worked out pretty well for me since it's made to work with plugins like PyQt and PIL etc. I put up some instructions here
http://tech.xster.net/tips/deploy-pyqt-applications-on-mac-os-x-with-pyinstaller/
They don't really support cross-compilation though. Just recently, they made cross-compilation for windows binaries on linux possible. If you want to spend some time hacking it, it's probably possible. But probably easier just to get a windows machine and building a binary with it.