Are there any known issues with installing 4.3.x on OS X Mavericks (either binary or unified installer)? Just wondering if anyone has tested this yet. We are getting several new Macs for our designers and developers and need to know if Plone 4.3.x will install given the binary installers are Mountain Lion (10.8.x) specific.
Thanks.
Both the binary and Unified Installers for Plone 4.3.x work with OS X 10.9.
If you wish to use the Unified Installer, you must update the XCode command-line tools after updating OS X. Make sure you also perform the extra step to accept the license. If you're using the ports collection, also rebuild your ports.
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Is it possible to compile a Qt Project on Windows for Linux / Mac?
I am using Qt 5.0.2 with MinGW and Qt Creator.
i'm not saying it is impossible but it would be really hard. g++ could be tricked into generating object files but there are many linux libraries and headers that just don't exist on mingw. Linux apps are best built on linux itself.
For QT 4.* answer is YES, that's possible, I did that ones mainly for 'research purposes' and would not do it again ever.. It takes a lot of time, a lot of hacking bit's and pieces in makefiles, configurations.. There is no ANY practical sense in doing that. It takes 40 minutes to install Linux of your taste on a virtual machine (whatever you prefer) and get proper binaries.
Same applied for MacOSX.. never did it but again I believe it can be done by building a full tool-chain only question what for =))
In our organization we have 1 server with 3 virtual machines that are responsable for cross-platform building. I think that cross-compiling on one real OS may be used only for some kind of learning process, but not for real tasks.
I finally did it with compiling and building it on each OS. It is too much effort doing it on Widnows.
Not able to install blackberry ndk (installer-bbndk-bb10_1_x_macos.dmg). Double tapping on this dmg file mount disk and when tap on installer-bbndk.app it shows error "You can't open the application "installer bbndk" because PowerPC applications are no longer supported".
Googled for the issue but still not solved.
OS: Mountain Lion
Please help for issue, i am new to QT development.
The latest version of the NDK seems to be the installer here:
https://developer.blackberry.com/native/downloads/fetch/installer-bbndk-bb10_1_x-macosx-1020-201303191709-201303191501.dmg
You can also verify it with the MD5 checksum, since it is a large download.
Finally, you can check the Release Notes, there are some known issues/known limitations when installing on a Mac, including permission problems and environment settings. One solution is to try unsetting the environment variable 'PS1' before running the installer.
Update:
Please check that you have enabled the ability to install applications not downloaded from the Mac App Store. From the BlackBerry Native SDK downloads page:
Mac OS X 10.8 (Mountain Lion) has a new security option, under Settings > Security & Privacy > General that determines what kind of application can be installed on your system.
In order to install the NDK, change the option from the default "Mac App Store and identified developers" to "Anywhere".
Mountain Lion (OS X 10.8) is listed as a supported platform in the System Requirements for the BB10 Native/Cascades SDK.
I would actually recommend downloading and installing the new Momentics 10.2 Beta IDE, and then using that to download the SDK packages you need for BB 10.0 and 10.1 Development. Note that the same "Install Apps from Anywhere" setting for OS X 10.8 mentioned above is also required to install. While still beta, it does a much nicer job of allowing you to develop for multiple SDK versions, and has a new cleaner interface. Since you can install whichever SDK versions you choose from the new IDE, you are not required or limited to installing the 10.2 beta SDK and I've been using it for 10.0 and 10.1 development for about a month now.
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 have searched all around google for the originial source for the last release of Darwin OS that apple release. What I found was different OSes such as GNU Darwin and pureDarwin that were based on the Darwin Source code. Is there any place I can fork the original Darwin Source Code, or does it simply extinct?
Check Apple's open source site. The latest (10.7.4) kernel is xnu-1699.26.8, other source packages for 10.7.4 are available too. Remember that not all parts of Mac OS X are open source. You will not be able to build the complete system by source.
Apple provides information about how to build and debug a kernel in their developer library. Besides the devolper library you may find the book Mac OS X Internals. A Systems Approach. by Amit Singh useful.
Source code does exist, and if you know how you can assemble a open-source Darwin-based OS that can (partially) run OS X programs. However, since Apple did not provide all required sources for a working OS, you may need to seek for open-sourced replacements, including:
X Window System replacing WindowManager, as the resulting system will be just another plain UNIX system, using GUI would require that.
GNUstep as a replacing Cocoa and CoreFoundation implementation. GNUstep follows the development of Cocoa before there was Cocoa - it started in Mr. Jobs's NeXT times.
WindowMaker as a replacing Dock, and GWorkspace as a replacing Finder. This will make the resulting system's look and feel like that of Mr. Job's NeXT before it became OS X.
ProjectCenter and Gorm as replacing Xcode and Interface Builder. These are development tools which is going to be heavily used on that platform.
And some OS X apps are known to be able to be ported after a recompile or simple copied over (essentially any app that does not depend on Core* technologies or CoreFoundation, which are missing/not complete in GNUstep):
TextEdit (from OS X 10.6 or older) GNUstep used to ship a version of TextEdit ported from NeXT. With recent library developments, the version from 10.6 can be used instead.
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.