ObjFW  Diff

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There are three ways you are probably reading this right now:

 * On [ObjFW](https://objfw.nil.im/)'s homepage, via Fossil
 * On [GitHub](https://github.com/ObjFW/ObjFW)
 * Via an editor or pager, by opening `README.md` from a checkout or tarball

ObjFW is developed using Fossil, so if you are reading this on GitHub or any
other place, you are most likely using a mirror.


<h1 id="table-of-contents">Table of Contents</h1>

 * [What is ObjFW?](#what)
 * [License](#license)
 * [Releases](#releases)
 * [Cloning the repository](#cloning)
 * [Installation](#installation)
   * [macOS and iOS](#macos-and-ios)
     * [Building as a framework](#building-framework)
     * [Using the macOS or iOS framework in Xcode](#framework-in-xcode)
     * [Broken Xcode versions](#broken-xcode-versions)
   * [Windows](#windows)
     * [Getting MSYS2](#getting-msys2)
     * [Updating MSYS2](#updating-msys2)
     * [Installing MinGW-w64 using MSYS2](#installing-mingw-w64)
     * [Getting, building and installing ObjFW](#steps-windows)
   * [Nintendo DS, Nintendo 3DS and Wii](#nintendo)
     * [Nintendo DS](#nintendo-ds)
     * [Nintendo 3DS](#nintendo-3ds)
     * [Wii](#wii)
   * [Amiga](#amiga)
 * [Writing your first application with ObjFW](#first-app)
 * [Documentation](#documentation)
 * [Bugs and feature requests](#bugs)
 * [Support and community](#support)


 * [Commercial use](#commercial-use)


<h1 id="what">What is ObjFW?</h1>

  ObjFW is a portable, lightweight framework for the Objective-C language. It
  enables you to write an application in Objective-C that will run on any


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There are three ways you are probably reading this right now:

 * On [ObjFW](https://objfw.nil.im/)'s homepage, via Fossil's web interface
 * On [GitHub](https://github.com/ObjFW/ObjFW)
 * Via an editor or pager, by opening `README.md` from a clone or tarball

ObjFW is developed using Fossil, so if you are reading this on GitHub or any
other place, you are most likely using a mirror.


<h1 id="table-of-contents">Table of Contents</h1>

 * [What is ObjFW?](#what)
 * [License](#license)
 * [Releases](#releases)
 * [Cloning the repository](#cloning)
 * [Installation](#installation)
   * [macOS and iOS](#macos-and-ios)
     * [Building as a framework](#building-framework)
     * [Using the macOS or iOS framework in Xcode](#framework-in-xcode)
     * [Broken Xcode versions](#broken-xcode-versions)
   * [Windows](#windows)
     * [Getting MSYS2](#getting-msys2)
     * [Setting up MSYS2](#setting-up-msys2)

     * [Getting, building and installing ObjFW](#steps-windows)
   * [Nintendo DS, Nintendo 3DS and Wii](#nintendo)
     * [Nintendo DS](#nintendo-ds)
     * [Nintendo 3DS](#nintendo-3ds)
     * [Wii](#wii)
   * [Amiga](#amiga)
 * [Writing your first application with ObjFW](#first-app)
 * [Documentation](#documentation)
 * [Bugs and feature requests](#bugs)
 * [Support and community](#support)
 * [Donating](#donating)
 * [Thanks](#thanks)
 * [Commercial use](#commercial-use)


<h1 id="what">What is ObjFW?</h1>

  ObjFW is a portable, lightweight framework for the Objective-C language. It
  enables you to write an application in Objective-C that will run on any
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  The main advantage of cloning the Fossil repository over cloning the Git
  repository is that you also get all the tickets, wiki pages, etc.

<h2 id="cloning-fossil">Fossil</h2>

  Clone the Fossil repository like this:

    $ fossil clone https://objfw.nil.im objfw.fossil
    $ mkdir objfw && cd objfw
    $ fossil open ../objfw.fossil

  You can then use Fossil's web interface to browse the timeline, tickets,
  wiki pages, etc.:


    $ fossil ui

  It's also possible to open the same local repository multiple times, so that
  you have multiple working directories all backed by the same local
  repository.

  In order to verify the signature of the currently checked out checkin, you
  can use:

    $ fossil artifact current | gpg --verify







<h2 id="cloning-git">Git</h2>

  To clone the Git repository, use the following:

    $ git clone https://github.com/ObjFW/ObjFW

  Git commits are not signed, so if you want to check the signature of an
  individual commit, branch head or tag, please use Fossil.

<h1 id="installation">Installation</h1>

  To install ObjFW, just run the following commands:

    $ ./configure
    $ make
    $ make install


  In case you checked out ObjFW from the Fossil or Git repository, you need to
  run the following command first:

    $ ./autogen.sh

<h2 id="macos-and-ios">macOS and iOS</h2>

<h3 id="building-framework">Building as a framework</h3>

  When building for macOS or iOS, everything is built as a `.framework` by
  default if `--disable-shared` has not been specified to `configure`.






  To build for iOS, use something like this:

    $ clang="clang -isysroot $(xcrun --sdk iphoneos --show-sdk-path)"
    $ export OBJC="$clang -arch armv7 -arch arm64"
    $ export OBJCPP="$clang -arch armv7 -E"
    $ export IPHONEOS_DEPLOYMENT_TARGET="9.0"
    $ ./configure --prefix=/usr/local/ios --host=arm64-apple-darwin

  To build for the iOS simulator, use something like this:


    $ clang="clang -isysroot $(xcrun --sdk iphonesimulator --show-sdk-path)"
    $ export OBJC="$clang -arch i386 -arch x86_64"
    $ export OBJCPP="$clang -arch i386 -E"
    $ export IPHONEOS_DEPLOYMENT_TARGET="9.0"
    $ ./configure --prefix=/usr/local/iossim --host=x86_64-apple-darwin

<h3 id="framework-in-xcode">Using the macOS or iOS framework in Xcode</h3>

  To use the macOS framework in Xcode, you need to add the `.framework`s to
  your project and add the following flags to `Other C Flags`:

    -fconstant-string-class=OFConstantString -fno-constant-cfstrings







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  The main advantage of cloning the Fossil repository over cloning the Git
  repository is that you also get all the tickets, wiki pages, etc.

<h2 id="cloning-fossil">Fossil</h2>

  Clone the Fossil repository like this:

    $ fossil clone https://objfw.nil.im



  You can then use Fossil's web interface to browse the timeline, tickets,
  wiki pages, etc.:

    $ cd objfw
    $ fossil ui

  It's also possible to open the same local repository multiple times, so that
  you have multiple working directories all backed by the same local
  repository.

  In order to verify the signature of the currently checked out checkin, you
  can use:

    $ fossil artifact current | gpg --verify

  Please note that not all checkins are signed, as the signing key only resides
  on trusted systems. This means that checkins I perform on e.g. Windows are
  unsigned. However, usually it should not take long until there is another
  signed checkin. Alternatively, you can go back until the last signed checkin
  and review changes from there on.

<h2 id="cloning-git">Git</h2>

  To clone the Git repository, use the following:

    $ git clone https://github.com/ObjFW/ObjFW

  Git commits are not signed, so if you want to check the signature of an
  individual commit, branch head or tag, please use Fossil.

<h1 id="installation">Installation</h1>

  To install ObjFW, just run the following commands:

    $ ./configure
    $ make
    $ make check
    $ sudo make install

  In case you checked out ObjFW from the Fossil or Git repository, you need to
  run the following command first:

    $ ./autogen.sh

<h2 id="macos-and-ios">macOS and iOS</h2>

<h3 id="building-framework">Building as a framework</h3>

  When building for macOS or iOS, everything is built as a `.framework` by
  default if `--disable-shared` has not been specified to `./configure`. The
  frameworks will end up in `$PREFIX/Library/Frameworks`.

  To build for macOS, just follow the
  <a href="#installation">regular instructions</a> above.

  To build for iOS, follow the regular instructions, but instead of
  `./configure` do something like this:

    $ clang="clang -isysroot $(xcrun --sdk iphoneos --show-sdk-path)"
    $ export OBJC="$clang -arch armv7 -arch arm64"
    $ export OBJCPP="$clang -arch armv7 -E"
    $ export IPHONEOS_DEPLOYMENT_TARGET="9.0"
    $ ./configure --prefix=/usr/local/ios --host=arm64-apple-darwin

  To build for the iOS simulator, follow the regular instructions, but instead
  of `./configure` use something like this:

    $ clang="clang -isysroot $(xcrun --sdk iphonesimulator --show-sdk-path)"
    $ export OBJC="$clang -arch arm64 -arch x86_64"
    $ export OBJCPP="$clang -arch arm64 -E"
    $ export IPHONEOS_DEPLOYMENT_TARGET="9.0"
    $ ./configure --prefix=/usr/local/iossim --host=arm64-apple-darwin

<h3 id="framework-in-xcode">Using the macOS or iOS framework in Xcode</h3>

  To use the macOS framework in Xcode, you need to add the `.framework`s to
  your project and add the following flags to `Other C Flags`:

    -fconstant-string-class=OFConstantString -fno-constant-cfstrings
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  there are many MinGW versions that behave slightly differently and often
  cause problems.

<h3 id="getting-msys2">Getting MSYS2</h3>

  The first thing to install is [MSYS2](https://www.msys2.org) to provide a
  basic UNIX-like environment for Windows. Unfortunately, the binaries are not
  signed and there is no way to verify their integrity, so only download this
  from a trusted connection. Everything else you will download using MSYS2
  later will be cryptographically signed.

<h3 id="updating-msys2">Updating MSYS2</h3>

  The first thing to do is updating MSYS2. It is important to update things in
  a certain order, as `pacman` (the package manager MSYS2 uses, which comes
  from Arch Linux) does not know about a few things that are special on
  Windows.

  First, update the mirror list:

    $ pacman -Sy pacman-mirrors


  Then proceed to update the `msys2-runtime` itself, `bash` and `pacman`:


    $ pacman -S msys2-runtime bash pacman mintty

  Now close the current window and restart MSYS2, as the current window is now
  defunct. In a new MSYS2 window, update the rest of MSYS2:


    $ pacman -Su

  Now you have a fully updated MSYS2. Whenever you want to update MSYS2,
  proceed in this order. Notice that the first `pacman` invocation includes
  `-y` to actually fetch a new list of packages.

<h3 id="installing-mingw-w64">Installing MinGW-w64 using MSYS2</h3>

  Now it's time to install MinGW-w64. If you want to build 32 bit binaries:


    $ pacman -S mingw-w64-i686-clang mingw-w64-i686-gcc-objc

  For 64 bit binaries:


    $ pacman -S mingw-w64-x86_64-clang mingw-w64-x86_64-gcc-objc

  There is nothing wrong with installing them both, as MSYS2 has created two
  entries in your start menu: `MinGW-w64 Win32 Shell` and
  `MinGW-w64 Win64 Shell`. So if you want to build for 32 or 64 bit, you just
  start the correct shell.

  Finally, install a few more things needed to build ObjFW:

    $ pacman -S autoconf automake fossil make

<h3 id="steps-windows">Getting, building and installing ObjFW</h3>

  Start the MinGW-w64 Win32 or Win64 Shell (depening on what version you want
  to build - do *not* use the MSYS2 Shell shortcut, but use the MinGW-w64 Win32
  or Win64 Shell shortcut instead!) and check out ObjFW:

    $ fossil clone https://objfw.nil.im objfw.fossil
    $ mkdir objfw && cd objfw
    $ fossil open ../objfw.fossil

  You can also download a release tarball if you want. Now go to the newly
  checked out repository and build and install it:

    $ ./autogen.sh && ./configure && make -j16 install

  If everything was successfully, you can now build projects using ObjFW for
  Windows using the normal `objfw-compile` and friends.

<h2 id="nintendo">Nintendo DS, Nintendo 3DS and Wii</h2>

  Download and install [devkitPro](https://devkitpro.org/wiki/Getting_Started).

<h3 id="nintendo-ds">Nintendo DS</h3>







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  there are many MinGW versions that behave slightly differently and often
  cause problems.

<h3 id="getting-msys2">Getting MSYS2</h3>

  The first thing to install is [MSYS2](https://www.msys2.org) to provide a
  basic UNIX-like environment for Windows. Unfortunately, the binaries are not
  signed, so make sure you download it via HTTPS. However, packages you

  download and install via MSYS2 are cryptographically signed.

<h3 id="setting-up-msys2">Setting up MSYS2</h3>


  MSYS2 currently supports 5 different


  [environments](https://www.msys2.org/docs/environments/). All of them except

  for the one called just "MSYS" are supported, but which packages you need to

  install depends on the environment(s) you want to use.


  For MINGW64, use:

    $ pacman -Syu mingw-w64-x86_64-clang mingw-w64-x86_64-fossil



  For UCRT64, use:

    $ pacman -Syu mingw-w64-ucrt-x86_64-clang mingw-w64-ucrt-x86_64-fossil

  For CLANG64, use:



    $ pacman -Syu mingw-w64-clang-x86_64-clang mingw-w64-clang-x86_64-fossil


  For MINGW32, use:

    $ pacman -Syu mingw-w64-i686-clang mingw-w64-i686-fossil


  When using `pacman` to install the packages, `pacman` might tell you to close
  the window. If it does so, close the window, restart MSYS2 and execute the
  `pacman` command again.

  There is nothing wrong with installing multiple environments, as MSYS2 has
  created shortcuts for each of them in your start menu. Just make sure to use

  the correct shortcut for the environment you want to use.

  Finally, install a few more things that are common between all environments:

    $ pacman -S autoconf automake make

<h3 id="steps-windows">Getting, building and installing ObjFW</h3>

  Start the MSYS2 using the shortcut for the environment you want to use and

  check out ObjFW:

    $ fossil clone https://objfw.nil.im



  You can also download a release tarball if you want. Now `cd` to the newly
  checked out repository and build and install it:

    $ ./autogen.sh && ./configure && make -j16 install

  If everything was successful, you can now build projects using ObjFW for
  Windows using the normal `objfw-compile` and friends.

<h2 id="nintendo">Nintendo DS, Nintendo 3DS and Wii</h2>

  Download and install [devkitPro](https://devkitpro.org/wiki/Getting_Started).

<h3 id="nintendo-ds">Nintendo DS</h3>
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     room above
   * A [Telegram room](https://t.me/objfw), bridged to the Matrix room above
   * A [Gitter room](https://gitter.im/ObjFW/ObjFW), bridged to the Matrix room
     above

  Please don't hesitate to join any or all of those!

















<h1 id="commercial-use">Commercial use</h1>

  If for whatever reason neither the terms of the QPL nor those of the GPL work
  for you, a proprietary license for ObjFW including support is available upon
  request. Just write a mail to js@nil.im and we can find a reasonable solution
  for both parties.







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     room above
   * A [Telegram room](https://t.me/objfw), bridged to the Matrix room above
   * A [Gitter room](https://gitter.im/ObjFW/ObjFW), bridged to the Matrix room
     above

  Please don't hesitate to join any or all of those!


<h1 id="donating">Donating</h1>

  If you want to donate to ObjFW, you can read about possible ways to do so
  [here](https://objfw.nil.im/wiki?name=Donating).


<h1 id="thanks">Thanks</h1>

  * Thank you to [Jonathan Neuschäfer](https://github.com/neuschaefer) for
    reviewing the *entirety* (all 84k LoC at the time) of ObjFW's codebase in
    2017!
  * Thank you to [Hill Ma](https://github.com/mahiuchun) for donating an M1 Mac
    Mini to the project!


<h1 id="commercial-use">Commercial use</h1>

  If for whatever reason neither the terms of the QPL nor those of the GPL work
  for you, a proprietary license for ObjFW including support is available upon
  request. Just write a mail to js@nil.im and we can find a reasonable solution
  for both parties.