Well, you can always try writing a layer that allows opening an OpenGL ES
drawing context from something that approximates the usual C program
structure of having main(), and then (some time in the future) attaching
our Core Animation implementation to it... ;-)


On Fri, Mar 28, 2014 at 3:53 PM, Mathias Bauer <[email protected]>wrote:

> Update: as the NDK also contains clang 3.3, I gave it a try. No problems
> with the assembler. :-)
>
> So now I successfully compiled and linked libobjc2 and most of the test
> cases.
>
> Now I'm curious about the next steps...
>
> Am 28.03.14 15:45, schrieb Mathias Bauer:
>
>> I tried to compile libobjc2 with a standalone-toolchain based on the
>> current NDK (contains clang 3.4) on Ubuntu_64 (12.04).
>>
>> After removing some lines in the CMakeLists.txt of libibjc2 that are not
>> needed, but don' work, I got the makefiles generated with CMake. Thanks
>> for your "script" BTW, it helped me to figure out how to tell CMake what
>> to do and so saved me a lot of time!
>>
>> Calling "make" however ended up in the assembler complaining that the
>> selected processor "does not support ARM mode blx r3" and the like. I
>> added -integrated-as to the flags for C and C++ files and then the make
>> went on to 40% and then complained about a similar problem again. I also
>> saw some warnings about "soft-float" not being a recognized feature for
>> the target.
>>
>> As you obviously had more success back then with clang 3.1, maybe it's a
>> problem caused by (not necessarily in) the compiler.
>>
>> So currently I have no clue how to proceed.
>>
>> I wonder whether it's possible to use the vanilla clang trunk version
>> instead of the clang provided by the NDK, but probably the NDK clang
>> contains some necessary patches.
>>
>> Regards,
>> Mathias
>>
>> Am 26.03.14 15:48, schrieb Ivan Vučica:
>>
>>> Any work I have done has focused solely on getting *something* to work.
>>> I've essentially tested if NSString works, and that's about it.
>>>
>>> The best way to determine whether something you're interested works is
>>> to try it out. I wasn't personally interested in getting more than a
>>> proof that it is possible to continue to work on gnustep-base. And it is
>>> possible. One can sit down, iterate and contribute upstream. Even that's
>>> fantastic news compared to, say, four years ago. You "only" have to deal
>>> with a nonstandard libc, nonstandard directory layouts, nonstandard
>>> sandboxing approaches and a requirement to interface with Java. You
>>> don't have to build your own compiler, deal with a custom build system
>>> or (as was the case until recently on certain other platforms) find a
>>> way to target a proprietary bytecode VM...
>>>
>>> I'd say that, similar to any other platform where portability is not
>>> proven yet nor guaranteed, it is best to start a project 'from scratch'
>>> and work on target ports 'in parallel', adapting to quirks of each in
>>> the process. Based on what experience I had with targeting Android in
>>> general (and that isn't much), I'd treat porting existing code akin to
>>> starting a new port of a game that draws with DirectX and in general
>>> shows little consideration for non-Win32 platforms -- one year into the
>>> project. It's probably not going to end well (or at least not without
>>> many stolen staplers and burning buildings).
>>>
>>>
>>> On Wed, Mar 26, 2014 at 11:40 AM, Mathias Bauer <[email protected]
>>> <mailto:[email protected]>> wrote:
>>>
>>>     Hi,
>>>
>>>     what is the current status for GNUstep base on Android?
>>>
>>>     I did some research and found some activity, but mostly older stuff.
>>>     Nowadays one year already is quite old. :-)
>>>
>>>      From an external view point I see the following possible problems:
>>>
>>>     - as Linux/ARM showed us, exception handling and unwinding on ARM
>>>     don't work properly with clang <= 3.4, but that's the clang version
>>>     used by the Android NDK; so should we expect similar problems there?
>>>
>>>     - I couldn't find reliable information about libdispatch on Android,
>>>     and AFAIR Android does not have a fully compliant implemenation of
>>>     pthreads, so I'm concerned if the pthread-workingqueue lib (a
>>>     prerequisite of libdispatch) works on Android
>>>
>>>     - GNUstep base has some prerequisites like libxml2 etc.; I think
>>>     they all need to be compiled for Android also
>>>
>>>     - I wonder if there is an NSNetServices implementation in GNUstep
>>>     that works on Android
>>>
>>>     I know that there is apportable.com <http://apportable.com>, but
>>>     they claim not to use GNUstep anymore, so this does not give any
>>>     hints about the feasability of using GNUstep/libobjc2/libdispatch
>>>     for porting Objective-C code (at least code that does not use GUI
>>>     classes) from iOS to Android.
>>>
>>>     Regards,
>>>     Mathias
>>>
>>>     _________________________________________________
>>>     Discuss-gnustep mailing list
>>>     [email protected] <mailto:[email protected]>
>>>     https://lists.gnu.org/mailman/__listinfo/discuss-gnustep
>>>     <https://lists.gnu.org/mailman/listinfo/discuss-gnustep>
>>>
>>>
>>>
>>>
>>> --
>>> Ivan Vučica
>>> [email protected]
>>> <mailto:[email protected]>
>>>
>>
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-- 
Ivan Vučica
[email protected]
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