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Re: still having problems with cross development
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Re: still having problems with cross development


  • Subject: Re: still having problems with cross development
  • From: Chris Espinosa <email@hidden>
  • Date: Mon, 27 Oct 2003 21:45:53 -0800

On Monday, October 27, 2003, at 07:01 PM, joshua portway wrote:

I'm still trying to solve my ongoing problem getting our project to build in some way that will run on 10.2 & 10.3 (we've now given up on a 10.1 release for the time being, since that seems too ambitious).

To recap - We used to build in project builder - many months ago before xcode came out. The resulting apps seemed to work on any version of OSX we tried it on. Now we've been using XCode for a while and suddenly have a crushing deadline - and we found that the apps XCode builds won't work on 10.2.

So - I've been spending the last couple of days desperately trying to get the build to work. Now my target SDKs are all set to 10.2 and my deployment targets are all set to 10.2. I've worked around what appears to be a bug in the SDKs, where if you use the OpenGL framework it won't link because XCode attempts to link against dylibs that aren't there (I worked around it by copying the dylibs into the 10.2 sdk from a jaguar install).

Yes, the OpenGL community has a separate dynamic loading/versioning scheme that's common to all OpenGL implementations, but very different from the way other Mac OS X frameworks do it. The OpenGL sample code has some examples of how to deal with different versions of OpenGL: basically you build your own jump table and indirect through it for every call.

Now my project links and launches, but then crashes reliably at the same bit of code each time, where it's constructing a std stream. The stack trace is at the bottom of this message. I've cleaned the project and done a complete rebuild (not a small task - it takes 2 hours even distributed between 3 G4s) and i still get the same problem. BUT when I build unoptimised the problem goes away.

So - I tried setting the per-file build setting for the offending file not to use optimisation, but after rebuilding again I notice that per-file build settings just seem to disappear and have no effect at all as far as i can tell (if it really isn't turned on that inspector pane should really have NOT WORKING in big letters across it).

That should be working -- how did you set it up?

Is there any way ( a pragma or something ?) to turn off optimisation just for this one file ? Is this a known problem with a workaround ? Or is it likely that if i manage to turn off optimisation here then I'll just hit the same problem somewhere else down the line ?

The gcc community eschews pragmas on principle, and we do what we can to add important ones back, but we don't support optimization pragmas in Xcode 1.0


Now I'm stuck. We have to ship on friday. I can't ship a totally unoptimised version of the app. It's frustrating because I've run out of time to try to fix this, and I'm going to have to work on other things for the rest of the week to get the Windows version ready for launch, and the Mac version will have to ship later. So frustrating when they've been developed in parallel for so long.

You could try building the problematic source file into a static lib with a separate target, then including that lib in your main program. If you have more compiler setting changes than can be easily handled with per-file flags, that's the way to do it.


Chris
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  • Follow-Ups:
    • Re: still having problems with cross development
      • From: Monroe Williams <email@hidden>
References: 
 >still having problems with cross development (From: joshua portway <email@hidden>)

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