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There are three ways you are probably reading this right now:
- On ObjFW's homepage, via Fossil
- On GitHub
- 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.
Table of Contents
- What is ObjFW?
- License
- Releases
- Cloning the repository
- Installation
- Writing your first application with ObjFW
- Documentation
- Bugs and feature requests
- Support and community
- Commercial use
What is ObjFW?
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 platform supported by ObjFW without having to worry about differences between operating systems or various frameworks you would otherwise need if you want to be portable.
It supports all modern Objective-C features when using Clang, but is also compatible with GCC ≥ 4.6 to allow maximum portability.
ObjFW is intentionally incompatible with Foundation. This has two reasons:
- GNUstep already provides a reimplementation of Foundation, which is only compatible to a certain degree. This means that a developer still needs to care about differences between frameworks if they want to be portable. The idea behind ObjFW is that a developer does not need to concern themselves with portablility and making sure their code works with multiple frameworks: Instead, if it works it ObjFW on one platform, they can reasonably expect it to also work with ObjFW on another platform. ObjFW behaving differently on different operating systems (unless inevitable because it is a platform-specific part, like the Windows Registry) is considered a bug and will be fixed.
- Foundation predates a lot of modern Objective-C concepts. The most
prominent one is exceptions, which are only used in Foundation as a
replacement for
abort()
. This results in cumbersome error handling, especially in initializers, which in Foundation only returnnil
on error with no indication of what went wrong. It also means that the return of everyinit
call needs to be checked againstnil
. But in the wild, nobody actually checks each and every return frominit
againstnil
, leading to bugs. ObjFW fixes this by making exceptions a first class citizen.
ObjFW also comes with its own lightweight and extremely fast Objective-C runtime, which in real world use cases was found to be significantly faster than both GNU's and Apple's runtime.
License
ObjFW is released under three licenses:
The QPL allows you to use ObjFW in any open source project. Because the GPL does not allow using code under any other license, ObjFW is also available under the GPLv2 and GPLv3 to allow GPL-licensed projects to use ObjFW.
You can pick under which of those three licenses you want to use ObjFW. If none of them work for you, contact me and we can find a solution.
Releases
Releases of ObjFW, as well as changelogs and the accompanying documentation can be found here.
Cloning the repository
ObjFW is developed in a Fossil repository, with automatic incremental exports to Git. This means you can either clone the Fossil repository or the Git repository - it does not make a huge difference. The main advantage of cloning the Fossil repository over cloning the Git repository is that you also get all the tickets, wiki pages, etc.
Fossil
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.
Git
To clone the Git repository, use the following:
$ git clone https://github.com/ObjFW/ObjFW
Installation
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
macOS and iOS
Building as a framework
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=arm-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=i386-apple-darwin
Using the macOS or iOS framework in Xcode
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
Broken Xcode versions
Some versions of Xcode shipped with a version of Clang that ignores
-fconstant-string-class=OFConstantString
. This will manifest in an error
like this:
OFAllocFailedException.m:94:10: error: cannot find interface declaration for
'NSConstantString'
return @"Allocating an object failed!";
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 error generated.
Unfortunately, there is no workaround for this other than to upgrade/downgrade Xcode or to build upstream Clang yourself.
In particular, Xcode 11 Beta 1 to Beta 3 are known to be affected. While Xcode 11 Beta 4 to Xcode 11.3 work, the bug was unfortunately reintroduced in Xcode 11.4.1 and a fix is not expected before Xcode 11.6.
You can get older versions of Xcode here by clicking on "More" in the top-right corner.
Windows
Windows is only officially supported when following these instructions, as there are many MinGW versions that behave slightly differently and often cause problems.
Getting MSYS2
The first thing to install is MSYS2 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.
Updating MSYS2
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.
Installing MinGW-w64 using MSYS2
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
Getting, building and installing ObjFW
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.
Nintendo DS, Nintendo 3DS and Wii
Download and install devkitPro.
Nintendo DS
Follow the normal process, but instead of ./configure
run:
$ ./configure --host=arm-none-eabi --with-nds
Nintendo 3DS
Follow the normal process, but instead of ./configure
run:
$ ./configure --host=arm-none-eabi --with-3ds
Wii
Follow the normal process, but instead of ./configure
run:
$ ./configure --host=powerpc-eabi --with-wii
Amiga
Install amiga-gcc. Then follow the
normal process, but instead of ./configure
run:
$ ./configure --host=m68k-amigaos
Writing your first application with ObjFW
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":
[of_stdout 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
.
Documentation
You can find the documentation for released versions of ObjFW here.
In order to build the documentation yourself (necessary to have documentation for trunk / master), you need to have Doxygen installed. Once installed, you can build the documentation from the root directory of the repository:
$ doxygen >/dev/null
Bugs and feature requests
If you find any bugs or have feature requests, please file a new bug in the bug tracker.
Alternatively, feel free to send a mail to js@nil.im!
Support and community
If you have any questions about ObjFW or would like to talk to other ObjFW users, the following venues are available:
- The forum
- A Matrix room
- An IRC channel on Freenode (
#objfw
), bridged to the Matrix room above
Please don't hesitate to join any or all of those!
Commercial use
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.