ObjFW  Check-in [50c35fa745]

Overview
Comment:README.md: Update MSYS2 and remove leading $
Downloads: Tarball | ZIP archive | SQL archive
Timelines: family | ancestors | descendants | both | trunk
Files: files | file ages | folders
SHA3-256: 50c35fa7450a1f7802b142f38762d0d0f32f8494bb980d90e3805cc8a3a885fc
User & Date: js on 2024-03-17 13:22:29
Other Links: manifest | tags
Context
2024-03-17
13:35
ObjFWTest: Fix non-printed failure description check-in: ec58cc5830 user: js tags: trunk
13:23
README.md: Update MSYS2 and remove leading $ check-in: 9cd9c88ab4 user: js tags: 1.0
13:22
README.md: Update MSYS2 and remove leading $ check-in: 50c35fa745 user: js tags: trunk
13:06
OFFileManagerTests: Fix missing include check-in: 5d790836b2 user: js tags: trunk
Changes

Modified README.md from [6e10392554] to [f374e7bc3f].

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  Haiku                      | `pkgman install objfw`
  Haiku (gcc2h)              | `pkgman install objfw_x86`
  macOS (Homebrew)           | `brew install objfw`
  macOS (pkgsrc)             | `cd $PKGSRCDIR/devel/objfw && make install`
  NetBSD                     | `cd /usr/pkgsrc/devel/objfw && make install`
  OpenBSD                    | `doas pkg_add objfw`
  OpenIndiana                | `sudo pkg install developer/objfw`
  Windows (MSYS2/MINGW32)    | `pacman -S mingw-w64-i686-objfw`
  Windows (MSYS2/CLANG64)    | `pacman -S mingw-w64-clang-x86_64-objfw`
  Windows (MSYS2/CLANGARM64) | `pacman -S mingw-w64-clang-aarch64-objfw`



  If your operating system is not listed, you can
  <a href="#building-from-source">build ObjFW from source</a>.  


<h1 id="license">License</h1>








<


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  Haiku                      | `pkgman install objfw`
  Haiku (gcc2h)              | `pkgman install objfw_x86`
  macOS (Homebrew)           | `brew install objfw`
  macOS (pkgsrc)             | `cd $PKGSRCDIR/devel/objfw && make install`
  NetBSD                     | `cd /usr/pkgsrc/devel/objfw && make install`
  OpenBSD                    | `doas pkg_add objfw`
  OpenIndiana                | `sudo pkg install developer/objfw`

  Windows (MSYS2/CLANG64)    | `pacman -S mingw-w64-clang-x86_64-objfw`
  Windows (MSYS2/CLANGARM64) | `pacman -S mingw-w64-clang-aarch64-objfw`
  Windows (MSYS2/UCRT64)     | `pacman -S mingw-w64-ucrt-x86_64-objfw`
  Windows (MSYS2/MINGW32)    | `pacman -S mingw-w64-i686-objfw`

  If your operating system is not listed, you can
  <a href="#building-from-source">build ObjFW from source</a>.  


<h1 id="license">License</h1>

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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

  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="building-from-source">Building from source</h1>

  To build ObjFW from source and install it, 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="#building-from-source">regular instructions</a> above.

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

    $ clang="xcrun --sdk iphoneos clang"
    $ export OBJC="$clang -arch arm64e -arch arm64"
    $ export OBJCPP="$clang -arch arm64e -E"
    $ export IPHONEOS_DEPLOYMENT_TARGET="10.0"
    $ ./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="xcrun --sdk iphonesimulator clang"
    $ export OBJC="$clang -arch $(uname -m)"
    $ export IPHONEOS_DEPLOYMENT_TARGET="10.0"
    $ ./configure --prefix=/usr/local/iossim --host=$(uname -m)-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

  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="building-from-source">Building from source</h1>

  To build ObjFW from source and install it, 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="#building-from-source">regular instructions</a> above.

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

    clang="xcrun --sdk iphoneos clang"
    export OBJC="$clang -arch arm64e -arch arm64"
    export OBJCPP="$clang -arch arm64e -E"
    export IPHONEOS_DEPLOYMENT_TARGET="10.0"
    ./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="xcrun --sdk iphonesimulator clang"
    export OBJC="$clang -arch $(uname -m)"
    export IPHONEOS_DEPLOYMENT_TARGET="10.0"
    ./configure --prefix=/usr/local/iossim --host=$(uname -m)-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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  for the one called just "MSYS" are supported, but which packages you need to
  install depends on the environment(s) you want to use. If you only want to
  target Windows 10 and newer, the CLANG64 and CLANG32 environments are the
  recommended ones.

  For CLANG64, use:

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



  For CLANG32, use:

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



  For CLANGARM64, use (you need to use Fossil via another environment):

    $ pacman -Syu mingw-w64-clang-aarch64-clang

  For MINGW64, use:

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



  For MINGW32, use:

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



  For UCRT64, use:

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

  Follow the normal process, but instead of `./configure` run:

    $ ./configure --host=arm-none-eabi --with-nds

<h3 id="nintendo-3ds">Nintendo 3DS</h3>

  Follow the normal process, but instead of `./configure` run:

    $ ./configure --host=arm-none-eabi --with-3ds

<h3 id="wii">Wii</h3>

  Follow the normal process, but instead of `./configure` run:

    $ ./configure --host=powerpc-eabi --with-wii

<h2 id="amiga">Amiga</h2>

  Install [amiga-gcc](https://github.com/bebbo/amiga-gcc). Then follow the
  normal process, but instead of `./configure` run:

    $ ./configure --host=m68k-amigaos


<h1 id="first-app">Writing your first application with ObjFW</h1>

  To create your first, empty application, you can use `objfw-new`:

    $ objfw-new --app MyFirstApp

  This creates a file `MyFirstApp.m`. The `-[applicationDidFinishLaunching:]`
  method is called as soon as ObjFW finished all initialization. Use this as
  the entry point to your own code. For example, you could add the following
  line there to create a "Hello World":

    [OFStdOut writeLine: @"Hello World!"];

  You can compile your new app using `objfw-compile`:

    $ objfw-compile -o MyFirstApp MyFirstApp.m

  `objfw-compile` is a tool that allows building applications and libraries
  using ObjFW without needing a full-blown build system. If you want to use
  your own build system, you can get the necessary flags from `objfw-config`.


<h1 id="documentation">Documentation</h1>

  You can find the documentation for released versions of ObjFW
  [here](https://objfw.nil.im/docs/).

  In order to build the documentation yourself (necessary to have documentation
  for trunk / master), you need to have [Doxygen](https://www.doxygen.nl)
  installed. Once installed, you can build the documentation from the root
  directory of the repository:

    $ make docs


<h1 id="bugs">Bugs and feature requests</h1>

  If you find any bugs or have feature requests, please
  [file a new bug](https://objfw.nil.im/tktnew) in the
  [bug tracker](https://objfw.nil.im/reportlist).







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  for the one called just "MSYS" are supported, but which packages you need to
  install depends on the environment(s) you want to use. If you only want to
  target Windows 10 and newer, the CLANG64 and CLANG32 environments are the
  recommended ones.

  For CLANG64, use:

    pacman -Syu mingw-w64-clang-x86_64-clang \
                mingw-w64-clang-x86_64-fossil \
                mingw-w64-clang-x86_64-openssl

  For CLANG32, use:

    pacman -Syu mingw-w64-clang-i686-clang \
                mingw-w64-clang-i686-fossil \
                mingw-w64-clang-i686-openssl

  For CLANGARM64, use (you need to use Fossil via another environment):

    pacman -Syu mingw-w64-clang-aarch64-clang mingw-w64-clang-aarch64-openssl

  For MINGW64, use:

    pacman -Syu mingw-w64-x86_64-clang \
                mingw-w64-x86_64-fossil \
                mingw-w64-x86_64-openssl

  For MINGW32, use:

    pacman -Syu mingw-w64-i686-clang \
                mingw-w64-i686-fossil \
                mingw-w64-i686-openssl

  For UCRT64, use:

    pacman -Syu mingw-w64-ucrt-x86_64-clang \
                mingw-w64-ucrt-x86_64-fossil \
                mingw-w64-ucrt-x86_64-openssl

  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>

  Follow the normal process, but instead of `./configure` run:

    ./configure --host=arm-none-eabi --with-nds

<h3 id="nintendo-3ds">Nintendo 3DS</h3>

  Follow the normal process, but instead of `./configure` run:

    ./configure --host=arm-none-eabi --with-3ds

<h3 id="wii">Wii</h3>

  Follow the normal process, but instead of `./configure` run:

    ./configure --host=powerpc-eabi --with-wii

<h2 id="amiga">Amiga</h2>

  Install [amiga-gcc](https://github.com/bebbo/amiga-gcc). Then follow the
  normal process, but instead of `./configure` run:

    ./configure --host=m68k-amigaos


<h1 id="first-app">Writing your first application with ObjFW</h1>

  To create your first, empty application, you can use `objfw-new`:

    objfw-new --app MyFirstApp

  This creates a file `MyFirstApp.m`. The `-[applicationDidFinishLaunching:]`
  method is called as soon as ObjFW finished all initialization. Use this as
  the entry point to your own code. For example, you could add the following
  line there to create a "Hello World":

    [OFStdOut writeLine: @"Hello World!"];

  You can compile your new app using `objfw-compile`:

    objfw-compile -o MyFirstApp MyFirstApp.m

  `objfw-compile` is a tool that allows building applications and libraries
  using ObjFW without needing a full-blown build system. If you want to use
  your own build system, you can get the necessary flags from `objfw-config`.


<h1 id="documentation">Documentation</h1>

  You can find the documentation for released versions of ObjFW
  [here](https://objfw.nil.im/docs/).

  In order to build the documentation yourself (necessary to have documentation
  for trunk / master), you need to have [Doxygen](https://www.doxygen.nl)
  installed. Once installed, you can build the documentation from the root
  directory of the repository:

    make docs


<h1 id="bugs">Bugs and feature requests</h1>

  If you find any bugs or have feature requests, please
  [file a new bug](https://objfw.nil.im/tktnew) in the
  [bug tracker](https://objfw.nil.im/reportlist).