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Re: [fltk.coredev] Re: Understanding macOS build environments

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Re: Re: Understanding macOS build environments Albrecht Schlosser Mar 04, 2021  
 
On 3/4/21 11:10 AM Manolo wrote:

On Wednesday, March 3, 2021 at 2:37:21 PM UTC+1 Albrecht Schlosser wrote:

    Q: Which "package management" tool(s) did you install and which tool(s)
    are you actually using?

 A: Fink. Although it doesn't work yet with macOS 11, so I may have to change.
It's installed in /opt/sw

[...]

Thanks to you and everybody else for your answers. I can't reply to everybody but I appreciate your help. I'll try to improve the build files and maybe I'll come back with specific questions or ask for help with testing.

A: I use Xcode to build and debug macOS, X11 and Windows versions of FLTK
and Virtualbox to run the Windows version.

P.S. I have since yesterday an M1-based MacBok Pro ...

Great! Now we can share our (FLTK) build experiences on M1 Macs!

BTW: Rumors say (and I think this is sensible) that there are no M1 (arm_64) versions of Virtualbox and maybe many or all the other VM tools (particularly parallels) - and these VM tools are not expected to come (at least not soon) since they would have to *emulate* an Intel processor, at least for Windows. Windows is officially available for ARM but (again, rumors say) is only distributed to/by OEM's and can't be bought by single users. Did you research this already for your own development? If it's true you'd certainly need to keep an older Intel Mac for your VM's.

and have problems with XQuartz:

slow and unpredictable, whereas it had been beautiful on Intel for many years.

I did not yet install XQuartz, so I can't say anything about this. Too much to do with other (not only FLTK) stuff, but I'll try as soon as time permits.

I have noticed, as expected, that FLTK apps work directly both in arm64 and x86_64 architectures
(provided, in the latter case, Rosetta is installed).

Yes, it worked even for me as a new macOS user pretty straight-forward. The only issues I'm having (so far):

(1) VS Code can't debug arm64 (or universal) apps (using lldb), but this is a VS Code problem and will hopefully be fixed soon. I can circumvent this issue by building for x86_64 and debug with VS Code - unless I need "other" libs (see (2)). My alternative option to debug is to use Xcode (I built FLTK with CMake/Xcode, tested, works) but I'm not yet familiar with it. It's very similar to what I used previously though. I'll try again later when I have a real use case.

(2) I can't build x86_64 or universal apps if I need to link to libraries (e.g. Cairo) installed with Homebrew because these libs are all arm64 only - which means I can't debug such apps with VS Code, see (1). But that's a minor issue for now and can be resolved later. I think that I can build such libs myself (with Homebrew) and then hopefully as universal libs. Maybe, we'll see.

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