I followed this tutorial and set up a very simple opengl progam using SDL2. First, click the Apple logo in the top left corner of your Mac Desktop and select System Preferences, then select Extensions in the top-level menu (shown in the 3rd row from the top). If you’re on OSX 10.10 or higher, get sync status directly from Finder by enabling Finder overlays in Settings.In short, indicates that all I need to do is “download the Development Library for OSX and copy it into /Library/Frameworks/.” (directly from the dmg? I thought that the dmg has only a package installer. The program opens a window, sets the background color to be red, and loops until the escape key is pressed. #include 0x7fff9c6891fa : jmp 0x7fff9c689d6e _OSSpinLockLockSlowMy vague understanding is that SDL2 is dynamically linked and after reading this answer, I assume that when I link against folly, I'm using a different implementation of some library than when I don't link against folly.
Sdl2 For Local User Code And TheBased on the various discussions of Stackoverflow and the information I have, I don’t quite understand what the procedure is.Compiling on Linux would require the following instruction:Gcc -o myprogram myprogram.c sdl2-config -cflags -libsBut that is unlikely to work immediately on mac.This command from my post above seems to use the mac-specific cocoa, which is not desirable assuming this will keep the application mac-only:In short I am a little confused by the many ways to install the library and am not sure what I need to do so I can start using the library outside of the IDE provided with Xcode.Would you (or someone) who might know more about installation on Mac OSX please clarify the instructions? Thanks again.I’m sure Honebrew provides instructions on how to completely remove it. Xcode and the developer tools are installed, but I am not sure how to install SDL for use with a different environment. I will be following SDL tutorials from here: Another option is to use an old version of code blocks (13), according to this: (is that a good option?)Right, I understand. Dmg to install the libraries in the usual place with the installer?I am also interested in playing with openGL further in the future. Also, I see that the Cocoa framework is linked in the above example, which suggests that I’d still create a mac-only application.I am also wondering whether it would be possible to install SDL such that I could use both Xcode and makefiles / the command line or any other IDE.Xcode and the developer tools are installed, but I amNot sure how to install SDL for use with a different environment. I do all my MacDevelopment using the command line development tools included with XcodeAnd downloading a few extras like automake and Mercurial.On Fri, at 9:18 AM, Karl wrote:Right, I understand. (Is it?))Universal: Build for multiple architecturesIn that case, would it be best for me to install X11 first and have both variants installed, or should I just pick one or neither?$ sudo port install libsdl2 +universal +x11Should I install any of the other ports listed on the macports page?Afterwards, what other steps do I need to take before I can write a “hello world” so-to-speak?It adds -framework Cocoa because that’s an SDL dependency, not because youNeed to write Cocoa code in your application.You don’t need macports, you don’t need homebrew. In this case, how do you go about using macports to install and set-up sdl then? (I already have macports installed and can also go ahead and install X11 if that is necessary. I don’t see anything wrong with having another package manager, so I can go with macports since you know more about it. Not with your current level of experience (don’t get me wrong, there are just some pitfalls that you will probably encounter otherwise).But the instructions would stay the same.Can’t help further with Homebrew, as I wrote, I’m not using it.Okay. This part of my build is cross-platform, soThe same commands work on Linux, macOS and Windows (using MSys2). While this sometimes provedProblematic 5 or 10 years ago, nowadays this normally works out of the box.The benefit of having all that stuff in /usr/local is that (a) it does notInterfere with anything that comes with macOS, and (b) once it comes toCreate an application bundle, I know exactly which libraries to include inWhen it comes to building my own project, I also use GNU autoconf as aBuild system, but frankly plain Makefiles or CMake or anything else willWork more or less equally well. /configure, make and make install). Microsoft office 2011 v1400 for mac os xNormally aSingle script would be enough to fully create the App bundle.I should have updated the topic–I was able to get SDL working withHomebrew, and the basic makefile is set as well.Without homebrew, would I just download the developer dmg on the site andIn any case, what I have seems to be working.
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