Re: Creating a bundle with XCode.
Re: Creating a bundle with XCode.
- Subject: Re: Creating a bundle with XCode.
- From: Jens Alfke <email@hidden>
- Date: Sun, 01 Jan 2017 11:53:18 -0800
> On Dec 31, 2016, at 11:54 PM, mrcyberfighter <email@hidden> wrote:
>
> I have try to build a bundle (with XCode),
> because it seems the way of building a Mac package
> (A *.dmg file to extract with the beautiful copy to Application window, and so on...).
No; a bundle is a directory with metadata that (usually) behaves like a file to the end-user. Applications are bundles, as are many document types.
If you want to build one of those disk images, you can just do it by hand using Disk Utility. There are probably tools for automatically building one, but I don’t know how to use them.
> It seems that's because I have set into Framework/Libraries
> the *.pc (pkg-config) files from my required libraries.
I think those are a Linux thing; I’ve never used one, and Apple’s toolchain certainly doesn’t use them.
> The ouput is warnings and errors as like:
> cannot find file: <gtk/gtk.h>
You’ll need to edit the target build settings to add /usr/local/include to the header search path, and /usr/local/lib to the library search path.
Also, if you build this way your app will have a dependency on an external copy of /usr/local/lib/libgtk.dylib, so it’ll fail to launch on nearly anyone else’s computer. To fix that you’d need to copy the dylib into your application (using a Copy Files build phase), and change the path the app binary expects to find it at. Unfortunately the second step is one I can never remember the details of, so I can’t advise you on how to do it; hopefully someone else here can chime in.
—Jens
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