With regards to STELROOT, I'm saying it does not need to be set by you.

On the command line, I'd try the ALL_BUILD target anyway; in Xcode, if I do
not run that target, I get errors.

When I get home, I'll try building as you did, and see what I get.



On Mon, May 16, 2011 at 8:44 AM, rusirius <[email protected]>wrote:

>  Timothy,
>
> Thanks for taking the time and trouble to respond despite my lack of
> information.
>
> I'm running as follows:
>
> Snow Leopard version 10.6.6
> XCode version 3.2.6
> QT 64bit Cocoa
> Cmake 2.8.4 ( 
> cmake-2.8.4-Darwin-universal.dmg<http://www.cmake.org/files/v2.8/cmake-2.8.4-Darwin-universal.dmg>
> )
> Libiconv 1.13.1
> Gettext 0.18.1.1
>
> Briefly the steps I have taken so far are:
>
> Installed XCode (version 3.2) from the Snow Leopard disk, but this gave me
> an error stating that the compiler could not compile an executable.
>
> Downloaded and installed XCode 3.2.6. This resolved the issue above and I
> could now build Libiconv and Gettext.
>
> Built Libiconv and Gettext, however, I could not compile with the
> .configure line in the Wiki. Although compiling Universal binaries would be
> ideal ultimately, at this time I need it to work on this system so I simply
> used a default ./configure with no options. This compiled and installed both
> libraries with no errors.
>
> I now moved on to compiling Stellarium. I followed the command line method
> detailed on the Wiki:
>
> $ cd stellarium
> $ mkdir -p builds/macosx
> $ cd builds/macosx
>
> $ cmake ../..
>
> $ make
> $ make install
> $ make macosx_bundle
>
> Having created the build directory named as above, I cd'd to that directory
> and ran cmake ../.. and then ran make. On the first attempt I got an error
> telling me that I was trying to build a 64 bit application using a 32 bit
> version of QT so I trashed Carbon and installed the 64 bit Cocoa. I ran
> cmake again, did a make clean, and tried make again. I didn't specify the
> ALL_BUILD target but just did a default 'make' with no options which
> completed without errors.
>
> I then ran the make install step with no problems.
>
> The final step, building the macosx_bundle target, gave me the 'No rule to
> make target' error below. I should probably also note that I tried this
> under my user account but just to ensure it was not a permissions issue I
> also did a sudo bash and then ran it again from the root command prompt with
> the same result.
>
> I then probably jumped ahead too far by trying to compile my plugin and
> then ran into the 'Undefined interface' issue. It looks like I probably need
> to go back a step and resolve the maxosx_bundle issue first.
>
> I'm not sure what you mean though when you say regards setting STELROOT
> that " it will be better to run it either as the app" and "from Xcode"? I
> have very little experience with the Mac OSX so I appreciate your patience.
> Are you suggesting that I load and compile the code in Xcode and set
> STELROOT within the IDE environment?
>
>
>
> On 15/05/2011 23:58, Reaves, Timothy wrote:
>
> This value does not need to be set; it is determined by the application.
> That the macosx_bundle target fails is a problem.  This target needs to be
> completely rewritten, but, it works for now.
>
> What are you using to compile?  How are you running?  You need to start
> posting more specific information.
>
> In any case, you need to execute three targets: ALL_BUILD, install, and
> macosx_bundle.  Install puts the files relative to your build directory.
> This is a Mac app, and /usr/local/anything would be inappropriate for
> installing software.  The install target creates a Stellarium.app in the
> build directory.
>
> The error you get is because the application can not find it's resources.
> Setting STELROOT from the command line may work, but it will be better to
> run it either as the app, or from Xcode, where the executable will be able
> to find its resource.
>
>
>
> On Sun, May 15, 2011 at 2:04 PM, rusirius <[email protected]>wrote:
>
>>
>> Having managed to set up my working development environment on the Mac,
>> I am trying to compile my plugin. I have managed to compile Stellarium
>> except for the last step:
>>
>> make macosx_bundle
>>
>> This doesent work and complains about there not being a rule:
>>
>> *** No rule to make target `CMakefiles/install.dir/all', needed by
>> `CMakeFiles/macosx_bundle.dir/all'. Stop.
>>
>> Since I have already completed the 'make' and 'make install' I though it
>> was Ok to proceed to compile the plugin anyway. However I am getting:
>>
>> Error: Undefined interface
>>
>> Usually this has indicated that the STELROOT varaible is not set.
>> However I have set it and confirmed it is present when opening a
>> terminal session. I initially tried to set it fist by using the usual
>> Unix method:
>>
>> export STELROOT=/User/johnc/Prog/stellarium
>>
>> This didn't work. So after a biit of Googling I found that on a Mac one
>> needs to edit the /etc/launch.conf. I did this and re-booted. Upon
>> opening a terminal I checked to see whether STELROOT was present. It
>> was. I did a make clean and a cmake ../.. and finally a make but still I
>> get the same error.
>>
>> I noticed a reference to environment.plist as well but I'm not sure what
>> the format of this file is as I can't find any examples. As I understand
>> it however, launch.conf is supposed to add the enironment variable in
>> 'all contexts' so I expected this to work.
>>
>> By the way, where does 'make install' place the files on a Mac? I was
>> expecting them in /usr/local/stellarium but I can't find them anywhere?
>> I should also point out that I'm not building Universal binaries as the
>> long .configure line did not work on my Mac. In the end I had to compile
>> libiconv and gettext with a default './configure'. I also had to change
>> from the carbon to the cocoa flavour of QT as upon running the make
>> script for Stellarium I got an error complaining that I was trying to
>> compile a 64 bit application with a 32 bit version of QT.
>>
>>
>>
>>
>>
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>
>
> ------------------------------------------------------------------------------
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> Learn how Intel has extended the reach of its next-generation tools
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>
> ------------------------------------------------------------------------------
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> What every C/C++ and Fortran developer should know.
> Learn how Intel has extended the reach of its next-generation tools
> to help boost performance applications - inlcuding clusters.
> http://p.sf.net/sfu/intel-dev2devmay
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Learn how Intel has extended the reach of its next-generation tools
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http://p.sf.net/sfu/intel-dev2devmay
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