Welcome to TalkGraphics.com
Page 1 of 2 12 LastLast
Results 1 to 10 of 72

Hybrid View

  1. #1
    Join Date
    Aug 2006
    Posts
    15

    Default Re: MacOS X building instructions

    Quote Originally Posted by abligh View Post
    The size is probably debugging symbols. Mine is "only" 147Mb.

    In order to execute it successfully, you need to put it into a MacOS "bundle". I think this is pretty easy (some sort of mkdir with permissions and a copy). I'm not sure of the details, but I think it's something like this:
    mkdir -p XaraLX.app/Contents/MacOS
    cp xaralx XaraLX.app/Contents/MacOS

    then
    open XaraLX.app
    Three steps forward, one(?) step back.

    Now that I understand what a bundle is ... it turns out the build automatically creates a folder XaraLX.app and associated subdirectories in the build directory. So all I had to do is mv the executable to ~/XaraLX/XaraLX.app/Contents/MacOS. I then used finder to open it, and voila ... it started up with a normal GUI. Initially it complained about something with fonts and then about not having ImageMagick 6.0, but these seemed not to be fatal errors.

    But then disaster .. I simply clicked on the drawing window, and the program complained about a "very serious error" and said that it would have to close. Fortunately, it gave me the opportunity to generate an error report, which I have attached here.



    (you can, BTW, build wx for gtk if you install gtk on the Mac. Xtreme should then build fine but you will have a gtk interface not a Mac interface which is not what you want I presume...).

    Alex
    I'm too new to Macs to have any interface loyalty .. and i have no idea what the gtk interface is like. My prior experience is primarily with the Windows GUI and the Unix command line. If I continue to have problems getting a working Mac interface, I might like to take a look at the gtk version.
    Attached Files Attached Files
    IP

  2. #2
    Join Date
    Aug 2006
    Posts
    15

    Default Re: MacOS X building instructions

    Incidentally, the complaint about missing ImageMagick 6.0 seems spurious. I've investigated and found that I have exactly one version of ImageMagick installed --- version 6.1.8 -- and the executables are present in /sw/bin.

    I'm not sure how to tell Xtreme to look for it there.
    IP

  3. #3

    Default Re: MacOS X building instructions

    Quote Originally Posted by gpetty View Post
    Incidentally, the complaint about missing ImageMagick 6.0 seems spurious. I've investigated and found that I have exactly one version of ImageMagick installed --- version 6.1.8 -- and the executables are present in /sw/bin.

    I'm not sure how to tell Xtreme to look for it there.
    Ensure it is on your path, or in your preferences (when you've got it to run once, and then quit, you will have a .xaralx/preferences in your home directory), put this:
    ImageMagickPath=/sw/bin/convert
    replacing the existing line

    Alex
    Last edited by abligh; 14 August 2006 at 09:01 PM.
    IP

  4. #4
    Join Date
    Aug 2006
    Posts
    15

    Default Re: MacOS X building instructions

    Quote Originally Posted by abligh View Post
    Ensure it is on your path, or in your preferences (when you've got it to run once, and then quit, you will have a .xaralx/preferences in your home directory), put this:
    ImageMagickPath=/sw/bin/convert
    replacing the existing line

    Alex
    It is in my path ... for the shell I use (tchs). But I just realized I have no idea how the Finder passes paths to the applications it opens, since it (presumably) doesn't pay any attention to my preferred shell.
    IP

  5. #5

    Default Re: MacOS X building instructions

    Quote Originally Posted by gpetty View Post
    Initially it complained about something with fonts
    That would be the "we haven't written the font manager interface for the Mac yet" bug :-) (actually I'm not sure why it shouldn't work if you have pango installed, as that's all we use...)
    Quote Originally Posted by gpetty View Post
    and then about not having ImageMagick 6.0, but these seemed not to be fatal errors.
    Harmless
    Quote Originally Posted by gpetty View Post
    But then disaster .. I simply clicked on the drawing window, and the program complained about a "very serious error" and said that it would have to close. Fortunately, it gave me the opportunity to generate an error report, which I have attached here.
    OK, interesting. I would guess that this is CCamView::GetFrame() (in HandleDragScrolling) returnning a NULL. That method is inherited from wxView, and as far as I can tell it isn't meant to do that (ever) for an MDI-esque wxView.

    What happens if you start it from the command line (with Open I suppose) and pass it one of the designs? Does it render anything useful?

    It might be better to have this discussion on the dev list (see http://www.xaraxtreme.org/community/) by the way, there are more Mac folks there. I'm not sure they are a huge amount further forward than you though...

    Alex
    IP

  6. #6
    Join Date
    Aug 2006
    Posts
    15

    Default Re: MacOS X building instructions

    Quote Originally Posted by abligh View Post

    What happens if you start it from the command line (with Open I suppose) and pass it one of the designs? Does it render anything useful?
    Assuming I did it correctly ("open XaraLX.app"), it does the following:
    1) brings up the splash logo
    2) provides only two headings on the top menu bar: XaraLX and Help (this is in contrast to the case that I open it by clicking on the icon, when I got a full suite of menus)
    3) stubbornly fails to quit when told to do so.
    4) chews up CPU cycles until killed from the command line.


    It might be better to have this discussion on the dev list (see http://www.xaraxtreme.org/community/) by the way, there are more Mac folks there. I'm not sure they are a huge amount further forward than you though...

    Alex
    Fair enough .. I 'll check it out.
    IP

  7. #7
    Join Date
    Aug 2006
    Posts
    15

    Default Re: MacOS X building instructions

    Quote Originally Posted by abligh View Post

    Harmless
    You wrote this in response to my comment about it not finding ImageMagick. But interestingly, that initial failure to find it explains the difference in behavior I got when I started the program from the command line versus opening it via the GUI.

    Recall that when I tried to start it from the command line, the program displayed the splash logo and then immediately became unresponsive. It was using the CPU fully and it was failing to quit when asked to do so.

    My initial experience opening it via the GUI, on the other hand, was that it opened fine, though it failed to find ImageMagick, and then crashed only when I tried to do something in the drawing window.

    I opened it a second time and then closed it without doing anything else in order to create a preferences file, which I then edited to give the path to ImageMagick. I then found that when I opened it again via the GUI, it behaved exactly the same as when I had previously executed it from the command line (for which paths to ImageMagick were defined by my shell).

    In other words, it is ImageMagick, most likely convert (since that appeared in the ps listing) that caused Xtreme to hang on start-up. I just thought this behavior might be significant to somebody. Clearly I will have to disable the path to IM again in order to successfully start Xtreme again, unless someone can suggest another fix.



    It might be better to have this discussion on the dev list (see http://www.xaraxtreme.org/community/) by the way, there are more Mac folks there. I'm not sure they are a huge amount further forward than you though...

    Alex
    Since I haven't received the email with registration confirmation for that forum yet (I'm not sure whether a delay is normal or not), I'll just continue posting here for now.

    Also, I may have to at least temporarly scale back my efforts to get Xtreme working, because I just discovered, and successfully installed, the package Inkscape, which looks like it might accomplish most of what I was looking for in a drawing package.

    Thanks to both Ben and Alex for your efforts on behalf of getting Xtreme running on my Mac ... I'll try to stay tuned for news on this front.

    I guess one thing I never found out is whether *anyone* out there has a more or less functioning copy of Xtreme running on an Intel-based Mac?

    regards,
    Grant
    IP

  8. #8

    Default Re: MacOS X building instructions

    Quote Originally Posted by gpetty View Post
    I [have] just discovered, and successfully installed, the package Inkscape, which looks like it might accomplish most of what I was looking for in a drawing package.
    The package Inkscape runs under the X Windows System (the GTK that we heard about earlier), and this does not suit everyone.

    Quote Originally Posted by gpetty View Post
    I guess one thing I never found out is whether *anyone* out there has a more or less functioning copy of Xtreme running on an Intel-based Mac?
    I am fairly sure that I could create a Xara LX deliverable for Mac Intel (UB) in about half a day's work - if I had access to an Intel Mac, but it would likely still be a minefield of various Mac specific problems, so it would be 'more or less' functioning only in the most literal sense of that phrase. I really couldn't advance such a product for doing useful work, but Inkscape is used by thousands of people for diagrams, logos, icons, user interface mock-ups web page mock-ups and all forms of computer art.

    I do assure you that that the Linux edition of the Xara LX is held in high regard, and we expect that it only a matter of time and continued effort before the Mac version reaches parity with it; and of course, your comments and the account of your experiences has indeed been a help and stimulus!

    Thank you.

    Ben.
    IP

  9. #9
    Join Date
    Aug 2006
    Posts
    3

    Default Re: MacOS X building instructions

    Heya all,

    I figured I'd keep this going with my experience, in case someone's listening.

    I built Xara without any difficulties at all, first try, by following the XCode instructions on the site. Now, I'm running XCode 2.3 on a PowerBook G4 (1.25 gig of ram) with fink 0.80 and OSX 10.4.7. Because of Blender I also have my gcc set to v3.3; this might make a difference.

    Anyway, compiled fine with very few issues; the biggest problem was that I ran out of hard disk space. (After building, the total size of all compiled object files and the executable is 1.84 gig. That's insane.) Lemme hit you up with a few screen shots:

    http://ministryofdoom.org/cloud/xara...25/splash1.jpg
    http://ministryofdoom.org/cloud/xara...n-windows1.jpg
    http://ministryofdoom.org/cloud/xara...lock-file1.jpg

    First run was much as stated above -- I got windows, and the menus are built, but Xara->About did nothing and any attempt to use a tool caused a crash. On reload of the program I got the lock file message above. I tried deleting the .xara-xtreme folder and restarting, but that didn't seem to have any effect.

    I get the imagemagick error on every load, but I only got the font error on first load. Also, I'd like to attach the console output:

    Code:
    [Debug] 21:09:58: Launching: convert
    [Debug] 21:09:58: wxMacExecute Bad bundle: convert
    [Debug] 21:09:58: pid=22040
    [Debug] 21:09:58: no task_for_pid()
    [Debug] 21:09:58: Process ended
    [Debug] 21:10:30: Unrecognized accel key 'NUMPAD 1', accel string ignored.
    [Debug] 21:10:30: Unrecognized accel key 'NUMPAD 1', accel string ignored.
    [Debug] 21:10:30: Unrecognized accel key 'NUMPAD .', accel string ignored.
    [Debug] 21:10:30: Unrecognized accel key 'NUMPAD 2', accel string ignored.
    [Debug] 21:10:30: Unrecognized accel key 'NUMPAD 2', accel string ignored.
    [Debug] 21:10:30: Unrecognized accel key 'NUMPAD *', accel string ignored.
    [Debug] 21:10:55: ../src/mac/carbon/bitmap.cpp(229): assert "m_rawAccessCount == 0" failed.
    [Debug] 21:22:56: Launching: convert
    [Debug] 21:22:56: wxMacExecute Bad bundle: convert
    [Debug] 21:22:56: pid=22047
    [Debug] 21:22:56: Successfully added notification to the runloop
    [Debug] 21:22:56: Process ended
    [Debug] 21:23:47: Launching: convert
    [Debug] 21:23:47: wxMacExecute Bad bundle: convert
    [Debug] 21:23:47: pid=22057
    [Debug] 21:23:47: Successfully added notification to the runloop
    [Debug] 21:24:36: Process ended
    Aug 25 21:24:36 starbuck crashdump[22058]: XaraLX crashed
    Aug 25 21:24:38 starbuck crashdump[22058]: crash report written to: /Users/*****/Library/Logs/CrashReporter/XaraLX.crash.log
    Some of that's repeated from multiple launches. The thing eating up all processor cycles seems to be the crash reporter; let it run long enough and Xara crashes properly, with the log written out. For the curious the log from the above is available at http://ministryofdoom.org/cloud/xara....crash.log.zip -- wasn't sure if people wanted me attaching it here.

    Things about the build that I noticed right off the bat:
    - Two windows -- wxWindows is attempting to set up an MDI interface which is basically not possible / not preferred on the Mac. Once it stops crashing and starts displaying icons that's the first thing that needs to be fixed.
    - The icons -- is that part of the endian troubles that were mentioned? I thought I'd read that the icons are 32-bit .png files, in which case endian troubles don't make any sense. (I've compiled the same code using libpng on both PC and Mac and run across no problems.) Unless the icons are put into those .xar files? I haven't really given it more than a five-minute look.
    - The splash screen says Linux Edition. Mac version should say Mac Edition, in my opinion. (I won't go into how the color scheme makes me think of the good old CGA days, either. ^_^; )

    Anyway, I'd like to play with it more. Where's a good place to start for Mac folks? Are there any code primers?

    ~ Charles
    IP

  10. #10

    Default Re: MacOS X building instructions

    Quote Originally Posted by kattkieru View Post
    Heya all,

    I figured I'd keep this going with my experience, in case someone's listening.

    I built Xara without any difficulties at all, first try, by following the XCode instructions on the site. Now, I'm running XCode 2.3 on a PowerBook G4 (1.25 gig of ram) with fink 0.80 and OSX 10.4.7. Because of Blender I also have my gcc set to v3.3; this might make a difference.
    Great! It should compile with gcc 3.3 and gcc 4.x just fine.

    Quote Originally Posted by kattkieru View Post
    Heya all,

    First run was much as stated above -- I got windows, and the menus are built, but Xara->About did nothing and any attempt to use a tool caused a crash. On reload of the program I got the lock file message above. I tried deleting the .xara-xtreme folder and restarting, but that didn't seem to have any effect.
    Don't worry about the lockfile message (that's probably rerunning the program). Ditto the ImageMagick message is harmless (except to the extent you want more import filters).

    If it locks up when you use a tool, that's normally a symptom of not running from the package.

    Quote Originally Posted by kattkieru View Post
    Heya all,

    [Debug] 21:09:58: Launching: convert
    [Debug] 21:09:58: wxMacExecute Bad bundle: convert
    OK so that sounds like the source of the ImageMagick problem. I wonder why wxMacExecute needs convert to be a bundle.

    Quote Originally Posted by kattkieru View Post
    Heya all,

    Things about the build that I noticed right off the bat:
    - Two windows -- wxWindows is attempting to set up an MDI interface which is basically not possible / not preferred on the Mac. Once it stops crashing and starts displaying icons that's the first thing that needs to be fixed.
    It does whatever wxWidgets does with a wxMDIWindow on the Mac (at the moment). This isn't intended to be a permanent proposition...

    Quote Originally Posted by kattkieru View Post
    Heya all,

    - The icons -- is that part of the endian troubles that were mentioned? I thought I'd read that the icons are 32-bit .png files, in which case endian troubles don't make any sense. (I've compiled the same code using libpng on both PC and Mac and run across no problems.) Unless the icons are put into those .xar files? I haven't really given it more than a five-minute look.
    Yes that's odd, especially as other people have got the icons working on the Mac.

    What happens is a script called buildresources.pl is run which makes a zip file (called "resources.xrs") containing all the png files. This is then converted to an .h file (don't ask) with an array of all the bytes in the zip file and bound into the executable. wxWidgets contains a VFS like thing (wxFileSystem) which can be used to load files from it. Somewhere or other this process is failing. However, the resource file itself is clearly being build OK, because the xrc (XML) for the bar definitions is in there (also loaded through the wxFileSystem) as are the strings. Somewhere or other the bitmaps (only) are failing to load. The relevant file is wxOil/camresource.cpp if you want a poke around.

    Quote Originally Posted by kattkieru View Post
    Heya all,

    - The splash screen says Linux Edition. Mac version should say Mac Edition, in my opinion. (I won't go into how the color scheme makes me think of the good old CGA days, either. ^_^; )
    Right now it says Linux Edition even if it's run on FreeBSD. That's just a matter of putting in a different bitmap.

    Quote Originally Posted by kattkieru View Post
    Heya all,

    Anyway, I'd like to play with it more. Where's a good place to start for Mac folks? Are there any code primers?
    www.xaraxtreme.org and look at the "Developers" section. If you are debugging bitmap loading, look specifically at the section marked "Resource System". Also, the -dev mailing list is pretty friendly.

    Alex
    IP

 

 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •