Compilation on Mac OS X

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This document attempts to describe how to build Stellarium from sources on MacOSX. This process ought to improve over time. The set of instructions was written for the 0.10.4 release and using an Intel machine with Leopard (10.5). The process has to be validated for other versions.
+
This document describes how to build Stellarium from sources on Mac OS X. This process ought to improve over time.
 +
 
 +
The set of instructions was written for the 0.13.0 release and using an Intel machine with Mountain Lion (10.8) or later (10.8.5 at the moment)<ref>If you build Stellarium 0.10.6+ by yourself on Mac OS X 10.4.11 then you need edit info.plist file then change value for LSMinimumSystemVersion key. You'll have to get [ftp://ftp.qt.nokia.com/qt/source/ older versions of Qt (Carbon)] too, if you want to create universal binaries (PPC and Intel).</ref>.
  
 
== Prepare Mac OS X to build Stellarium ==   
 
== Prepare Mac OS X to build Stellarium ==   
  
You need a machine with MacOS X 10.4 (latest version 10.4.11) or later
+
'''Note: if you need an universal binary, see section [[#Compiling dependencies to build an universal binary|Compiling dependencies to build an universal binary]] below.'''
  
 
# Install the latest version of Apple's Developer Tools: http://developer.apple.com/technology/xcode.html
 
# Install the latest version of Apple's Developer Tools: http://developer.apple.com/technology/xcode.html
# Install the latest version of cmake: http://www.cmake.org/cmake/resources/software.html
+
# Install the latest stable version of Qt5 from the dmg (5.1.1 at the moment): http://qt-project.org/downloads#qt-lib ([http://download.qt-project.org/official_releases/qt/5.1/5.1.1/qt-mac-opensource-5.1.1-clang-offline.dmg direct download])
# Install the latest version of Qt: Framework from the dmg (4.6.2 at the time these instructions were written) http://qt.nokia.com/downloads
+
 
# Install macports: http://www.macports.org/install.php
 
# Install macports: http://www.macports.org/install.php
# Install subversion making use of macports:
+
# Install cmake using macports: <code>$ sudo port install cmake</code>
 +
# Install bazaar using macports: <code>$ sudo port install bzr</code>
 +
# Add Qt5 to your PATH environment variable, adding to your ''.bash_profile'' file the following line: <code>export PATH=~/Qt5.1.1/5.1.1/clang_64/bin:$PATH</code>
  
  $ sudo port install subversion
+
Don't forget to restart your terminal session, so that your new PATH setting is taken in account.
  
Note:
+
== Building Stellarium itself ==
  
For MacOSX there are two different versions of Qt:
+
Create a build directory with your favorite shell (the following directory is just an example, you can pick any name and path you want)
  
* Carbon version: Default download and recommended option. It works for MacOS X 10.5/4/3, and both Intel and PPC architectures. Install this one if you want to create universal binaries
+
$ mkdir ~/Development
 +
$ cd ~/Development
  
* Cocoa version: Exclusively for Intel architecture and MacOSX 10.5 and later. You can use this if you aren't going to create universal binaries.
+
=== Getting Stellarium source code ===
  
== Compiling dependencies to build an universal binary ==
+
In that directory checkout the sources with the bzr command
  
We have to compile the dependencies with special flags to be able to generate an universal binary. If you don't intend to create an universal package you can skip this and going to the next section: [[#Building stellarium itself]]
+
$ bzr branch lp:stellarium stellarium
  
In case you are compiling in a Leopard or Snow Leopard machine you have to recompile stellarium dependencies making use of the oldest system libraries (in our case those in 10.4 aka Tiger). We need the following compilation flags:
+
For more details, see [[Bzr checkout|the Bazaar checkout instructions]].
  
a. We want to generate a single binary for both intel and ppc architectures so:
+
If you have already done it once, you have just to update your copy using this bzr command
  
-arch i386 -arch ppc
+
$ bzr pull
  
b. We want to link with the old framework and system libraries:
+
=== Time to compile Stellarium ===
  
-mmacosx-version-min=10.4
+
We setup the build directory
-isysroot /Developer/SDKs/MacOSX10.4u.sdk/ (Not sure if this is really needed)
+
  
=== Compiling dependencies ===
+
$ cd stellarium
 +
$ mkdir -p builds/macosx
 +
$ cd builds/macosx
  
- Libiconv: It's important to compile libiconv in the first place because gettext depends on it. Get the latest release from here: http://www.gnu.org/software/libiconv/ Uncompress the file in your favorite directory and configure and compile like this:
+
[[Configuring Build Options|We run cmake]]...
  
  $ ./configure --prefix=/usr CFLAGS='-arch i386 -arch ppc -mmacosx-version-min=10.4 -isysroot /Developer/SDKs/MacOSX10.4u.sdk/'
+
$ cmake ../..
  $ make
+
  $ make install
+
  
- Gettext: Get the latest release from here: http://www.gnu.org/software/gettext/ . Uncompress the file in your favorite directory and configure and compile like this:
+
... and compile
  
  $ ./configure CFLAGS='-arch i386 -arch ppc -mmacosx-version-min=10.4 -isysroot /Developer/SDKs/MacOSX10.4u.sdk/'
+
$ make
  $ make
+
  $ make install
+
  
At the moment of writing these steps 4.6.2 is the latest version of Qt. Trolltech provides support from MacOS 10.4 to 10.6 so our binaries will be constrained by this. I went through these instructions in a Leopard machine. To compile in Snow Leopard it's necessary to consider the following notes copied from the Qt 4.6.0 changelog:
+
=== Testing ===
  
* Gcc 4.2 is used by default. Configure with -platform macx-g++40 to select 4.0.
+
Optionnaly, we test our build
* Using the 10.4u SDK requires gcc 4.0.
+
* Configuring for the Cocoa port (-cocoa) produces 64-bit binaries by default. Use the -arch flags to override.
+
* Building for ppc64 is no longer supported by the gcc tool chain.
+
* Building for ppc is still supported.
+
  
I haven't tried to generate universal binaries on a Snow Leopard machine. We have to validate these steps.
+
$ make tests
 
+
== Building stellarium itself ==
+
  
Create a build directory with your favorite shell (the following directory is just an example, you can pick any name and path you want)
+
== Packaging ==
  
$ mkdir ~/Development
+
'''IMPORTANT''': you should delete or move aside the old Stellarium.app before each new build:
$ cd ~/Development
+
  
And in that directory checkout the sources with the svn command
+
$ rm -r Stellarium.app/
  
$ svn co https://stellarium.svn.sourceforge.net/svnroot/stellarium/trunk/stellarium stellarium
+
Then make the Mac OS X application:
  
=== Time to compile stellarium ===
+
$ make install
 +
$ make mac_app
  
We setup the build directory
+
The mac_app target includes a python script that makes use of otool and install_name_tool to:
  
$ cd stellarium  
+
# read the link dependencies of Stellarium.app/Contents/MacOS/stellarium,
$ mkdir -p builds/macosx
+
# copy those dependencies into the app (.frameworks and .dylibs),
$ cd builds/macosx
+
# recurse on those copied-in dependencies, stopping at a point where system libraries are called for.
  
We run cmake and compile
+
== We recommend Qt Creator ==
  
$ cmake ../..
+
The core group of developers of stellarium uses QtCreator as main IDE, its integration with Qt and the possibility of having a consistent tool through different platforms makes it the most suitable option for our goals.
$ make
+
  
== Packaging ==
+
== Compiling dependencies to build an universal binary ==
  
$ make install
+
'''Note: This step is needed only if you need an universal binary. If you don't intend to create an universal package you can ignore this and refer to section [[#Building Stellarium itself|Building Stellarium itself]].'''
$ make macosx_bundle
+
  
'''IMPORTANT''': you should delete or move aside the old /Users/Shared/stellarium/Stellarium.app before each new build.
+
'''Note: This step is potentially outdated. If you know how to update it, feel free to do it.'''
  
The macosx_bundle target includes a perl script that makes use of otool and install_name_tool to:
+
We have to compile the dependencies with special flags to be able to generate an universal binary.
  
# read the link dependencies of Stellarium.app/Contents/MacOS/stellarium
+
In case you are compiling in a Leopard or Snow Leopard machine you have to recompile stellarium dependencies making use of the oldest system libraries (in our case those in 10.4 aka Tiger). We need the following compilation flags:
# copy those dependencies into the app (.frameworks and .dylibs)
+
# recurse on those copied-in dependencies, stopping at a point where system libraries are called for
+
  
This seems to work for making a relocatable Stellarium.app.  Making a universal build from here is a matter of taking an intel and a ppc and merging them appropriately.
+
a. We want to generate a single binary for both intel and ppc architectures so:
  
I've found that making a universal app directly via cmake to not work, even the better mac-supporting 2.6.  Any insights appreciated!
+
-arch i386 -arch ppc
  
To get CMake to do all the packaging and linking above (to take better advantage of cmake 2.6), we need to re-arrange the CMAke properties a bit across all the ports, and this is a somewhat larger undertaking.
+
b. We want to link with the old framework and system libraries:
  
== Why Not Xcode? ==
+
-mmacosx-version-min=10.4
 +
-isysroot /Developer/SDKs/MacOSX10.4u.sdk/ (Not sure if this is really needed)
  
Cmake has an Xcode generator (as opposed to "Unix Makefiles"), now in 2010, this seems to be working better.  One wants to choose the macosx_bundle target, and build it.  This author prefers the unix makefiles, but now happily it's just a matter of preference.
+
=== Compiling dependencies ===
  
Getting a universal build out of Xcode depends entirely on having universal libraries for all the dependencies.
+
- Libiconv: It's important to compile libiconv in the first place because gettext depends on it. Get the latest release from here: http://www.gnu.org/software/libiconv/ Uncompress the file in your favorite directory and configure and compile like this:
  
Cmake generally has made this whole compilation process on the mac both more repeatable, and more like the other platforms (or, at least, more like the unix and such...).  This is a Good Thing.
+
  $ ./configure --prefix=/usr CFLAGS='-arch i386 -arch ppc -mmacosx-version-min=10.4 -isysroot /Developer/SDKs/MacOSX10.4u.sdk/'
 +
  $ make
 +
  $ make install
  
== Troubleshooting ==
+
- Gettext: Get the latest release from here: http://www.gnu.org/software/gettext/ . Uncompress the file in your favorite directory and configure and compile like this:
  
All kinds of things might go wrong! 
+
  $ ./configure CFLAGS='-arch i386 -arch ppc -mmacosx-version-min=10.4 -isysroot /Developer/SDKs/MacOSX10.4u.sdk/'
 +
  $ make
 +
  $ make install
  
# if the cmake or the build complains about a missing library, it might need installation. Start with fink.
+
At the moment of writing these steps 4.6.2 is the latest version of Qt. Trolltech provides support from MacOS 10.4 to 10.6 so our binaries will be constrained by this. I went through these instructions in a Leopard machine. To compile in Snow Leopard it's necessary to consider the following notes copied from the Qt 4.6.0 changelog:
# if the compilation breaks on some code, it may be that the developers are in the middle of something, and come back in a svn revision or so.
+
# anything else I haven't remembered or encountered!
+
  
== Loadable Module Support ==
+
* Gcc 4.2 is used by default. Configure with -platform macx-g++40 to select 4.0.
 +
* Using the 10.4u SDK requires gcc 4.0.
 +
* Configuring for the Cocoa port (-cocoa) produces 64-bit binaries by default. Use the -arch flags to override.
 +
* Building for ppc64 is no longer supported by the gcc tool chain.
 +
* Building for ppc is still supported.
  
I was able to get loadable module support working, and have submitted patches for the CMakeLists.txt files in StellaGui and HelloStelModule. These build straightforwardly:
+
I haven't tried to generate universal binaries on a Snow Leopard machine. We have to validate these steps.
  
# edit the top-level CMakeLists.txt file to point to where your real stellarium source and build directories are.
+
== Troubleshooting ==
# make builds/macosx and cd to it
+
 
# run cmake and make:
+
All kinds of things might go wrong! 
  
  cmake -G "Unix Makefiles"  ../..
+
We will write here the most frequent problems and the possible solutions found by the developers.  
  make
+
  make install
+
  
and you should have StellaGui or HelloStelModule as a directory in builds/macosx, which you can copy to ~/Library/Preferences/Stellarium/modules/ (you may have to make that directory).
+
== References ==
 +
<references/>
  
  
 
[[Category:Development]]
 
[[Category:Development]]

Revision as of 19:15, 2 October 2013

This document describes how to build Stellarium from sources on Mac OS X. This process ought to improve over time.

The set of instructions was written for the 0.13.0 release and using an Intel machine with Mountain Lion (10.8) or later (10.8.5 at the moment)[1].

Contents

Prepare Mac OS X to build Stellarium

Note: if you need an universal binary, see section Compiling dependencies to build an universal binary below.

  1. Install the latest version of Apple's Developer Tools: http://developer.apple.com/technology/xcode.html
  2. Install the latest stable version of Qt5 from the dmg (5.1.1 at the moment): http://qt-project.org/downloads#qt-lib (direct download)
  3. Install macports: http://www.macports.org/install.php
  4. Install cmake using macports: $ sudo port install cmake
  5. Install bazaar using macports: $ sudo port install bzr
  6. Add Qt5 to your PATH environment variable, adding to your .bash_profile file the following line: export PATH=~/Qt5.1.1/5.1.1/clang_64/bin:$PATH

Don't forget to restart your terminal session, so that your new PATH setting is taken in account.

Building Stellarium itself

Create a build directory with your favorite shell (the following directory is just an example, you can pick any name and path you want)

$ mkdir ~/Development
$ cd ~/Development

Getting Stellarium source code

In that directory checkout the sources with the bzr command

$ bzr branch lp:stellarium stellarium

For more details, see the Bazaar checkout instructions.

If you have already done it once, you have just to update your copy using this bzr command

$ bzr pull

Time to compile Stellarium

We setup the build directory

$ cd stellarium 
$ mkdir -p builds/macosx
$ cd builds/macosx

We run cmake...

$ cmake ../..

... and compile

$ make

Testing

Optionnaly, we test our build

$ make tests

Packaging

IMPORTANT: you should delete or move aside the old Stellarium.app before each new build:

$ rm -r Stellarium.app/

Then make the Mac OS X application:

$ make install
$ make mac_app

The mac_app target includes a python script that makes use of otool and install_name_tool to:

  1. read the link dependencies of Stellarium.app/Contents/MacOS/stellarium,
  2. copy those dependencies into the app (.frameworks and .dylibs),
  3. recurse on those copied-in dependencies, stopping at a point where system libraries are called for.

We recommend Qt Creator

The core group of developers of stellarium uses QtCreator as main IDE, its integration with Qt and the possibility of having a consistent tool through different platforms makes it the most suitable option for our goals.

Compiling dependencies to build an universal binary

Note: This step is needed only if you need an universal binary. If you don't intend to create an universal package you can ignore this and refer to section Building Stellarium itself.

Note: This step is potentially outdated. If you know how to update it, feel free to do it.

We have to compile the dependencies with special flags to be able to generate an universal binary.

In case you are compiling in a Leopard or Snow Leopard machine you have to recompile stellarium dependencies making use of the oldest system libraries (in our case those in 10.4 aka Tiger). We need the following compilation flags:

a. We want to generate a single binary for both intel and ppc architectures so:

-arch i386 -arch ppc

b. We want to link with the old framework and system libraries:

-mmacosx-version-min=10.4 -isysroot /Developer/SDKs/MacOSX10.4u.sdk/ (Not sure if this is really needed)

Compiling dependencies

- Libiconv: It's important to compile libiconv in the first place because gettext depends on it. Get the latest release from here: http://www.gnu.org/software/libiconv/ Uncompress the file in your favorite directory and configure and compile like this:

 $ ./configure --prefix=/usr CFLAGS='-arch i386 -arch ppc -mmacosx-version-min=10.4 -isysroot /Developer/SDKs/MacOSX10.4u.sdk/'
 $ make
 $ make install

- Gettext: Get the latest release from here: http://www.gnu.org/software/gettext/ . Uncompress the file in your favorite directory and configure and compile like this:

 $ ./configure CFLAGS='-arch i386 -arch ppc -mmacosx-version-min=10.4 -isysroot /Developer/SDKs/MacOSX10.4u.sdk/'
 $ make
 $ make install

At the moment of writing these steps 4.6.2 is the latest version of Qt. Trolltech provides support from MacOS 10.4 to 10.6 so our binaries will be constrained by this. I went through these instructions in a Leopard machine. To compile in Snow Leopard it's necessary to consider the following notes copied from the Qt 4.6.0 changelog:

  • Gcc 4.2 is used by default. Configure with -platform macx-g++40 to select 4.0.
  • Using the 10.4u SDK requires gcc 4.0.
  • Configuring for the Cocoa port (-cocoa) produces 64-bit binaries by default. Use the -arch flags to override.
  • Building for ppc64 is no longer supported by the gcc tool chain.
  • Building for ppc is still supported.

I haven't tried to generate universal binaries on a Snow Leopard machine. We have to validate these steps.

Troubleshooting

All kinds of things might go wrong!

We will write here the most frequent problems and the possible solutions found by the developers.

References

  1. If you build Stellarium 0.10.6+ by yourself on Mac OS X 10.4.11 then you need edit info.plist file then change value for LSMinimumSystemVersion key. You'll have to get older versions of Qt (Carbon) too, if you want to create universal binaries (PPC and Intel).
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