You should just be able to run the .app from there. What was logged as this
was going on?

On Wed, May 18, 2011 at 9:47 AM, rusirius <[email protected]>wrote:

>  I tried running the app that was generated into the root of the install
> dir (presumably as a consequence of editing Makefile2) but although it
> lauched and the icon bobbed up and down on the Dock for a quite a while,
> after that nothing happened. In the end I had to do a forced close. Do I
> have to move the app or its resources somewhere or should it run as it
> stands from the stellarium file in the build directory?
>
>
>
>
> On 18/05/2011 12:20, Reaves, Timothy wrote:
>
> Maybe. :)  You'll need to try it and see.  libiconv was a real pain to get
> updated, and I can't remember exactly what I did, but I seem to remember
> replacing Apple's version with the new one.  Can't remember more than that.
>
>
>
>
>
> On Wed, May 18, 2011 at 2:31 AM, rusirius <[email protected]>wrote:
>
>>  Timothy,
>>
>> Thanks. Tried this and it did compile but with the following:
>>
>> Johns-Mac-Pro:macosx johnc$ make macosx_bundle
>> Scanning dependencies of target macosx_bundle
>> making the macosx bundle.
>> util/pkgApp.pl: [2] for MacOS/stellarium: what to do about
>> /usr/local/lib/libiconv.2.dylib being !!!
>> util/pkgApp.pl: [2] for MacOS/stellarium: what to do about
>> /usr/local/lib/libintl.8.dylib being !!!
>> Built target macosx_bundle
>>
>> Johns-Mac-Pro:macosx johnc$
>>
>>  Can I ignore this?
>>
>>
>>
>>
>> On 17/05/2011 00:13, Reaves, Timothy wrote:
>>
>> 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.
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> ------------------------------------------------------------------------------
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>>>>>> 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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