Overview
Comment: | README.md: Update MSYS2 and remove leading $ |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | 1.0 |
Files: | files | file ages | folders |
SHA3-256: |
9cd9c88ab4905b8282657681c00f51be |
User & Date: | js on 2024-03-17 13:23:41 |
Other Links: | branch diff | manifest | tags |
Context
2024-03-17
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14:26 | GitHub Actions: Add MSYS2 check-in: 5afe63f938 user: js tags: 1.0 | |
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 | |
2024-03-11
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20:44 | Set version to 1.0.12 check-in: d43df2354c user: js tags: 1.0, 1.0.12-release | |
Changes
Modified README.md from [6e10392554] to [f374e7bc3f].
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90 91 92 93 94 95 96 | 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` | < > > | 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 | 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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132 133 134 135 136 137 138 | 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: | | | | | | | | | | | | | | | | | | | | | 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 | 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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256 257 258 259 260 261 262 | 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: | | > > | > > | | > > | > > | > > | | | | | | | | | | | 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 | 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). |
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