O.K., I get the same error.  I do not know what is causing it, and don't
have the time to track it down at the moment.  If you edit Makefile2 in the
CmakeFiles directory in your build directory, change this line (line 133 in
my file):

CMakeFiles/macosx_bundle.dir/all: CMakeFiles/install.dir/all
to this line:
CMakeFiles/macosx_bundle.dir/all:

And it will build fine.



On Mon, May 16, 2011 at 4:04 PM, Reaves, Timothy <
[email protected]> wrote:

> You need to generate the Xcode project file.  In a new folder under builds,
> run cmake -G Xcode ../..
>
>
>
> On Mon, May 16, 2011 at 3:43 PM, rusirius <[email protected]>wrote:
>
>>  Timothy,
>>
>> Thanks for this.
>>
>> Now I'm back home and on the Mac I can give you the full error message:
>>
>> Johns-Mac-Pro:macosx johnc$ make[2]: *** No rule to make target
>> `CMakeFiles/install.dir/all', needed by `CMakeFiles/macosx_bundle.dir/all'.
>> Stop.
>>
>> > make[1]: *** [CMakeFiles/macosx_bundle.dir/rule] Error 2
>> > make: *** [macosx_bundle] Error 2
>> > Johns-Mac-Pro:macosx johnc
>>
>> I also tried compiling the ALL_BUILD target from the command line:
>>
>> Johns-Mac-Pro:macosx johnc$ make ALL_BUILD
>> make: *** No rule to make target `ALL_BUILD'.  Stop.
>>
>> Johns-Mac-Pro:macosx johnc$
>>
>> Sorry if this is a daft question, but what file do I need to open in order
>> to load the Stellarium project into Xcode? I tried opening CMakeLists.txt as
>> I would normally do in QT but this does not appear to do anything useful.
>>
>>
>>
>>
>> On 16/05/2011 17:43, Reaves, Timothy wrote:
>>
>> 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.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> ------------------------------------------------------------------------------
>>>> Achieve unprecedented app performance and reliability
>>>> 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
>>>> _______________________________________________
>>>> Stellarium-pubdevel mailing list
>>>> [email protected]
>>>> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel
>>>>
>>>
>>>
>>> ------------------------------------------------------------------------------
>>> Achieve unprecedented app performance and reliability
>>> 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
>>>
>>>
>>> _______________________________________________
>>> Stellarium-pubdevel mailing 
>>> [email protected]https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel
>>>
>>>
>>>
>>>
>>> ------------------------------------------------------------------------------
>>> Achieve unprecedented app performance and reliability
>>> 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
>>> _______________________________________________
>>> Stellarium-pubdevel mailing list
>>> [email protected]
>>> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel
>>>
>>>
>>
>>
>
------------------------------------------------------------------------------
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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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