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, including Mavericks (10.9.2 at the moment).
  
 
== Prepare Mac OS X to build Stellarium ==   
 
== Prepare Mac OS X to build Stellarium ==   
  
Since Stellarium version 0.10.6, you need a machine with Mac OS X 10.5. These instructions were tested with Mac OS X 10.6 (latest version 10.6.8) or later<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>.
+
'''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 (5.2.1 at the moment): http://qt-project.org/downloads#qt-lib ([http://download.qt-project.org/official_releases/qt/5.2/5.2.1/qt-opensource-mac-x64-clang-5.2.1.dmg direct download])
# Install the latest version of Qt: Framework from the dmg (4.8.1 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 bazaar making use of macports:
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# 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=~/Qt5.2.1/5.2.1/clang_64/bin:$PATH</code>
  
  $ sudo port install bzr
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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 [[Bzr checkout|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
 +
 
 +
[[Configuring Build Options|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:
 +
 
 +
# read the link dependencies of Stellarium.app/Contents/MacOS/stellarium,
 +
# 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.
 +
 
 +
== 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 ==
 
== Compiling dependencies to build an universal binary ==
  
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]]
+
'''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]].'''
 +
 
 +
'''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:
 
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:
Line 51: Line 120:
  
 
I haven't tried to generate universal binaries on a Snow Leopard machine. We have to validate these steps.
 
I haven't tried to generate universal binaries on a Snow Leopard machine. We have to validate these steps.
 
 
== 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
 
 
And in that directory checkout the sources with the bzr command
 
 
$ bzr branch lp:stellarium stellarium
 
 
For more details, see [[Bzr checkout|the Bazaar checkout instructions]].
 
 
=== Time to compile stellarium ===
 
 
We setup the build directory
 
 
$ cd stellarium
 
$ mkdir -p builds/macosx
 
$ cd builds/macosx
 
 
[[Configuring Build Options|We run cmake]]<ref>You'll have to pass location of your QtSDK instllation, e.g.
 
 
$ cmake -DQT_QMAKE_EXECUTABLE=~/Development/QtSDK/Desktop/Qt/4.8.1/gcc/bin/qmake ../..
 
 
if your installation complains that it didn't found Qt with such an error message
 
 
  CMake Error at /Applications/CMake 2.8-9.app/Contents/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:97 (MESSAGE):
 
    Could NOT find Qt4 (missing: QT_QMAKE_EXECUTABLE QT_MOC_EXECUTABLE
 
    QT_RCC_EXECUTABLE QT_UIC_EXECUTABLE QT_INCLUDE_DIR QT_LIBRARY_DIR
 
    QT_QTCORE_LIBRARY) (Required is at least version "4.6.2")
 
  Call Stack (most recent call first):
 
    /Applications/CMake 2.8-9.app/Contents/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:288 (_FPHSA_FAILURE_MESSAGE)
 
    /Applications/CMake 2.8-9.app/Contents/share/cmake-2.8/Modules/FindQt4.cmake:1200 (FIND_PACKAGE_HANDLE_STANDARD_ARGS)
 
    CMakeLists.txt:248 (FIND_PACKAGE)</ref>...
 
 
$ cmake ../..
 
 
... and compile
 
 
$ make
 
 
== Packaging ==
 
 
$ make install
 
$ make macosx_bundle
 
 
'''IMPORTANT''': you should delete or move aside the old /Users/Shared/stellarium/Stellarium.app before each new build.
 
 
The macosx_bundle target includes a perl script that makes use of otool and install_name_tool to:
 
 
# read the link dependencies of Stellarium.app/Contents/MacOS/stellarium
 
# 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
 
 
== 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.
 
  
 
== Troubleshooting ==
 
== Troubleshooting ==

Revision as of 10:00, 9 March 2014

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, including Mavericks (10.9.2 at the moment).

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 (5.2.1 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=~/Qt5.2.1/5.2.1/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

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