GLBasic forum

Main forum => FAQ => Topic started by: mrplant on 2012-Feb-22

Title: Possible to compile for Mac Store?
Post by: mrplant on 2012-Feb-22
Hi just a query.
Does anybody know..

In theory, if you compile your app and it is for the Mac - is it possible using the GLBasic system to get that app approved by Apple and upload the finished app to the Apple Mac Store?
I am not a registered Mac Developer at present so would like to know the answer first..

Anybody out there got a GLBasic app in the Apple Mac Store at present?

As I understand it there might be a problem the way GLBasic compiles the Mac binaries at present - correct? It does it outside of Xcode is what I am referring to - and as far as I know you need to use Xcode to submit to the app store now?

I know all this works with iOS and the App Store there but I am on specifically about the Mac Store..

Thanks.
Title: Re: Possible to compile for Mac Store?
Post by: MrTAToad on 2012-Feb-22
I believe as long as you compile for Intel, its okay.  Gernot, I believe has one of his games there.
Title: Re: Possible to compile for Mac Store?
Post by: Kitty Hello on 2012-Feb-22
YES!!! http://itunes.apple.com/us/app/tooyan/id424248700?mt=12 (http://itunes.apple.com/us/app/tooyan/id424248700?mt=12)
Title: Re: Possible to compile for Mac Store?
Post by: mrplant on 2012-Feb-22
How did you get the App submitted for the Mac Store?
I mean.. application loader does not seem to like the binaries produced by GLBasic - Is there a missing step here?

It doesn't seem to recognise the produced files as valid.
Shouldn't GLBasic produce an Xcode project so it can be signed the current way the iPhone apps get compiled by GLBasic?
Title: Re: Possible to compile for Mac Store?
Post by: ampos on 2012-Feb-22
Gernot, another $99 for Apple to be on MacStore?
Title: Re: Possible to compile for Mac Store?
Post by: mrplant on 2012-Feb-22
yep the $99 fee is an additional fee payable yearly.
Title: Re: Possible to compile for Mac Store?
Post by: Neurox on 2012-Feb-22
Quote from: Kitty Hello on 2012-Feb-22
YES!!! http://itunes.apple.com/us/app/tooyan/id424248700?mt=12 (http://itunes.apple.com/us/app/tooyan/id424248700?mt=12)

how do you solved the problem of drm ?
or
How to solve the problem of copy protection ?
Title: Re: Possible to compile for Mac Store?
Post by: MrTAToad on 2012-Feb-23
There is an on-going discussion about that in the English forums...  In short - its impossible...
Title: Re: Possible to compile for Mac Store?
Post by: mrplant on 2012-Feb-23
Still struggling with how you sign the binaries for upload through application loader.. Gernot?
Title: Re: Possible to compile for Mac Store?
Post by: Kitty Hello on 2012-Feb-23
In tools or compiler/platform/mac. Theres an osx app that does code signing via drag n drop. Thx trucidare!!
Title: Re: Possible to compile for Mac Store?
Post by: mrplant on 2012-Feb-23
Well been doing some digging around here..
A combination of command line programs and a GUI seem to be in order here..

Nearly got it..

Before you start you need to fill in all the apps metadata on the iTunes Connect site and get your app status into "Awaiting binary".

You need to right click on the app on a Mac and select Show Contents. Then you have to edit the info.plist file and make sure the Bundle names are correct and save again.

Then you need to codesign the binary produced by GLBasic using the command line codesign command and sign that with your mac application profile.
Next you need to create a package file using the createpackage command and sign that with your mac installer profile.
Then you can use the GUI Application Loader program to upload your binary.

Managed to get app uploaded now ok but then the website itself says upload received - then about 30 secs later it reports "invalid binary" but doesn't say what is wrong? argh!!!!

Could it be the icon file size? update: Nope GLBasic is generating the proper 512x512 sized file so its not that..

*The installer package when I run it doesn't seem to be installing into /Applications for some reason.. Stuck!

This page shows Apples guidelines here for doing manual codesign and submission for Mac store..

https://developer.apple.com/library/mac/#documentation/ToolsLanguages/Conceptual/OSXWorkflowGuide/DistributingApplications/DistributingApplications.html
Title: Re: Possible to compile for Mac Store?
Post by: mrplant on 2012-Feb-23
I just bought Tooyan (my niece will love it) and I will leave it a good review in a moment..

I was inspecting its info.plist file and compared to mine - there are not many differences..

Still can't figure our why it is being rejected after upload..

I thought it might be something to do with forcing full screen 1024x768 mode but I tried making a new build in non fullscreen mode. Anyway, Tooyan works in fullscreen mode -  I assume that is 1024x768 - it seems like it is..

Since Tooyan was built for the app store using GLBasic - can Gernot maybe shed a little more light on how he went about the upload and signing process - although I seem to have worked some of it out  - see my last post..

Something is still not right in my submission... confused....  :blink:
Title: Re: Possible to compile for Mac Store?
Post by: mrplant on 2012-Feb-23
After a lot of searching around, i came across this page:

http://technology.blurst.com/unity-games-and-mac-app-store/

Not done anything other than quickly read it - but the clue I need might just be in there!!
Title: Re: Possible to compile for Mac Store?
Post by: mrplant on 2012-Feb-23
Aha...

After a lot of submissions and rejected binaries - Apple finally got back to me via automated email to explain what was wrong...

erm. any ideas anyone? This binary was just created with GLBasic's Compile for Mac OSX option...



Dear Developer,

We have discovered one or more issues with your recent binary submission. Before your app can be reviewed, the following issues must be corrected:

Unsupported Architecture - Application executables may support either or both of the Intel architectures:

i386 (32-bit)
x86_64 (64-bit)
Other architectures may not be included in submitted binaries. Confirm that your Xcode project's build settings include those architectures and no others.
Specifically, we found the following unsupported architectures in your binary:

ppc (in Crush.app/Contents/Frameworks/SDL.framework/Versions/A/SDL)
Though not required, we also recommend that you address the following issues:

Invalid Signature - the executable Crush.app/Contents/Frameworks/SDL.framework/Versions/A/SDL is not signed, the signature is invalid, or it is not signed with an Apple submission certificate. Refer to the Code Signing and Application Sandboxing Guide for more information.

Invalid Signature - the executable Crush.app/Contents/MacOS/SoundEngine.dylib is not signed, the signature is invalid, or it is not signed with an Apple submission certificate. Refer to the Code Signing and Application Sandboxing Guide for more information.

Once the necessary issues have been corrected, go to the Version Details page and click Ready to Upload Binary. Continue through the submission process until the app status is Waiting for Upload and then use Application Loader to upload the corrected binary.

Regards,

The iTunes Store Team
Title: Re: Possible to compile for Mac Store?
Post by: MrTAToad on 2012-Feb-23
Sounds like you are compiling for Universal instead of Intel.

And possibly not signing the application correctly.
Title: Re: Possible to compile for Mac Store?
Post by: mrplant on 2012-Feb-24
I agree thats what it sounds like... but its not me compiling the app - its GLBasic .. I am clicking on compile multi platform - Build for OSX_X86 in GLBasic then trying to sign that binary..

Its a bit different with Compile for iPhone where you use Xcode to compile and can change things like architecture platform etc.

If GLBasic had an option to compile for "Mac (App Store)" - where it spat out a project to be compiled later with Xcode - wouldn't that be a way to solve this? Then you could sign yourself with Xcode as you do with iOS.
Title: Re: Possible to compile for Mac Store?
Post by: MrTAToad on 2012-Feb-24
Unless, of course the Intel applications are using PowerPC frameworks, even when compiling just for Intel...
Title: Re: Possible to compile for Mac Store?
Post by: Kitty Hello on 2012-Feb-24
OSX_X86 is the right option. Does it contain ppc code!?
Title: Re: Possible to compile for Mac Store?
Post by: MrTAToad on 2012-Feb-24
It looks like it could!
Title: Re: Possible to compile for Mac Store?
Post by: mrplant on 2012-Feb-24
It looks like there may be some PPC code in there as this is the automated rejection response from Apple when uploading the binary..


i386 (32-bit)
x86_64 (64-bit)
Other architectures may not be included in submitted binaries. Confirm that your Xcode project's build settings include those architectures and no others.
Specifically, we found the following unsupported architectures in your binary:

ppc (in Crush.app/Contents/Frameworks/SDL.framework/Versions/A/SDL)

Though not required, we also recommend that you address the following issues:

Invalid Signature - the executable Crush.app/Contents/Frameworks/SDL.framework/Versions/A/SDL is not signed, the signature is invalid, or it is not signed with an Apple submission certificate. Refer to the Code Signing and Application Sandboxing Guide for more information.

Invalid Signature - the executable Crush.app/Contents/MacOS/SoundEngine.dylib is not signed, the signature is invalid, or it is not signed with an Apple submission certificate. Refer to the Code Signing and Application Sandboxing Guide for more information.

Once the necessary issues have been corrected, go to the Version Details page and click Ready to Upload Binary. Continue through the submission process until the app status is Waiting for Upload and then use Application Loader to upload the corrected binary.


So the signatures are not required it would seem but the main stumbling block seems to be something in:
ppc (in Crush.app/Contents/Frameworks/SDL.framework/Versions/A/SDL)

When Apple says: Confirm that your Xcode project's build settings include those architectures and no others. - does that mean a project setting for Architectures supported would fix this?
If you marked your project as Intel only - would it ignore any PPC code in there I am wondering... There is no way to do that i know of - other than adding a setting manual to the info.plist file but I don't know what that setting would be..
Its more a project wide setting when creating a new project I know you can set it there..
Title: Re: Possible to compile for Mac Store?
Post by: MrTAToad on 2012-Feb-24
Looks like they don't want SDL programs to be in the store...
Title: Re: Possible to compile for Mac Store?
Post by: mrplant on 2012-Feb-26
I hope thats not what it is..
They accept iOS no problem..
I had a look inside the contents of the files in the Tooyan app  - and it has the SDL library in it..
Unless this is a recent change when they scan the files after submission to the mac app store - trying to search on google for SDK apps in Mac App store but can't find a definite yes/no answer to this...
Title: Re: Possible to compile for Mac Store?
Post by: MrTAToad on 2012-Feb-26
Indeed - fortunately (!) it does sound as though there is PPC code in the SDL framework - is it possible for someone to check it ?
Title: Re: Possible to compile for Mac Store?
Post by: fuzzy70 on 2012-Feb-26
There are 2 versions of the runtime on the site for 1.2, one for 10.4+ which is for PPC/Intel, the other is for 10.5+ & intel only.

regarding the 1.2/1.3/2.0 frameworks they are just source files so whatever is compiling them is the only thing that can introduce PPC code as far as I can tell. Not knowing how GLB creates it's apps I can't say if its GLB's end or the Xcode project it creates.

Lee
Title: Re: Possible to compile for Mac Store?
Post by: MrTAToad on 2012-Feb-26
In which case the wrong XCode settings could be being used.
Title: Re: Possible to compile for Mac Store?
Post by: fuzzy70 on 2012-Feb-26
Hmm, just thought I would compile a mac app just to look at what it produces but can't compile it. All compiles fine for windows & linux by using the options menu then build-multiplatform just both mac ones fail.

the code

Code (glbasic) Select
LOCAL n%,n2%, i%, j%, k%, TimeStart, TimeEnd, TimeTaken, DummyVar

n=250
n2=5000
DIM TestData3d[n][n][n]




PRINT "Writing Data to the 3d array",0,0

// Fill 3d array in Column order
TimeStart = GETTIMERALL()
FOR k=0 TO n-1
FOR j=0 TO n-1
FOR i=0 TO n-1
TestData3d[i][j][k]=0
NEXT
NEXT
NEXT
TimeEnd = GETTIMERALL()
TimeTaken = TimeEnd - TimeStart
PRINT "Column order took = "+TimeTaken,0,10

// Fill 3d array in Row order
TimeStart = GETTIMERALL()
FOR i=0 TO n-1
FOR j=0 TO n-1
FOR k=0 TO n-1
TestData3d[i][j][k]=0
NEXT
NEXT
NEXT
TimeEnd = GETTIMERALL()
TimeTaken = TimeEnd - TimeStart
PRINT "Row order took = "+TimeTaken,0,20

SHOWSCREEN

MOUSEWAIT

PRINT "Reading Data from the 3d array",0,0

// Read 3d array in Column order
TimeStart = GETTIMERALL()
FOR k=0 TO n-1
FOR j=0 TO n-1
FOR i=0 TO n-1
DummyVar=TestData3d[i][j][k]
NEXT
NEXT
NEXT
TimeEnd = GETTIMERALL()
TimeTaken = TimeEnd - TimeStart
PRINT "Column order took = "+TimeTaken,0,10

// Read 3d array in Row order
TimeStart = GETTIMERALL()
FOR i=0 TO n-1
FOR j=0 TO n-1
FOR k=0 TO n-1
DummyVar=TestData3d[i][j][k]
NEXT
NEXT
NEXT
TimeEnd = GETTIMERALL()
TimeTaken = TimeEnd - TimeStart
PRINT "Row order took = "+TimeTaken,0,20

SHOWSCREEN

MOUSEWAIT

// Clear 3d array from mem & create 2d one
DIM TestData3d[0][0][0]
DIM TestData2d[n2][n2]

PRINT "Writing Data to the 2d array",0,0

// Fill 2d array in Column order
TimeStart = GETTIMERALL()
FOR j=0 TO n2-1
FOR i=0 TO n2-1
TestData2d[i][j]=0
NEXT
NEXT

TimeEnd = GETTIMERALL()
TimeTaken = TimeEnd - TimeStart
PRINT "Column order took = "+TimeTaken,0,10

// Fill 2d array IN Row order
TimeStart = GETTIMERALL()
FOR i=0 TO n2-1
FOR j=0 TO n2-1
TestData2d[i][j]=0
NEXT
NEXT

TimeEnd = GETTIMERALL()
TimeTaken = TimeEnd - TimeStart
PRINT "Row order took = "+TimeTaken,0,20

SHOWSCREEN

MOUSEWAIT

PRINT "Reading Data from the 2d array",0,0

// Read 2d array in Column order
TimeStart = GETTIMERALL()
FOR j=0 TO n2-1
FOR i=0 TO n2-1
DummyVar=TestData2d[i][j]
NEXT
NEXT

TimeEnd = GETTIMERALL()
TimeTaken = TimeEnd - TimeStart
PRINT "Column order took = "+TimeTaken,0,10

// Read 2d array in Row order
TimeStart = GETTIMERALL()
FOR i=0 TO n2-1
FOR j=0 TO n2-1
DummyVar=TestData2d[i][j]
NEXT
NEXT

TimeEnd = GETTIMERALL()
TimeTaken = TimeEnd - TimeStart
PRINT "Row order took = "+TimeTaken,0,20

SHOWSCREEN

MOUSEWAIT



the OS-X_UNI version throw out these errors

Code (glbasic) Select
*** Configuration: OS-X_UNI ***
precompiling:
GPC - GLBasic Precompiler V.9.829 SN:5c64ff83 - 2D, WIN32
Wordcount:93 commands
compile+link:
powerpc-apple-darwin9-g++: installation problem, cannot exec 'cc1plus': No such file or directory
powerpc-apple-darwin9-g++: installation problem, cannot exec 'as': No such file or directory
powerpc-apple-darwin9-g++: installation problem, cannot exec 'as': No such file or directory
powerpc-apple-darwin9-g++: installation problem, cannot exec 'cc1plus': No such file or directory
Mac OSX compiler wrapper
compile for PowerPC
call:
"Q:\Compiler\platform\Mac\Bin\powerpc-apple-darwin9-g++.exe" -pipe -O3 -w -isysroot "/cygdrive/Q/Compiler/platform/Mac/SDKs/MacOSX10.4u.sdk" -I"/cygdrive/Q/Compiler/platform/Include" -I"/cygdrive/H/Programming/Projects/GLBasic/testing" -L"/cygdrive/Q/Compiler/platform/Mac/OSX/Lib" -framework OpenGL -framework Cocoa -framework QuickTime -DMACOSX -DMAC -DTARGET_OS_MAC -DNDEBUG -DWANT_SDL -DHAVE_OPENGL "/cygdrive/C/Users/LEEFUR~1/AppData/Local/Temp/glbasic/gpc_tempg.cpp" "/cygdrive/C/Users/LEEFUR~1/AppData/Local/Temp/glbasic/gpc_temp0.cpp"    -lGLBasicUni -lSDL_mixer -lSDL -lSDLmain -lpng_uni -lstdc++-static -o "/cygdrive/C/Users/LEEFUR~1/AppData/Local/Temp/glbasic/output_ppc.obj" -DOSXUNI=1
CurDir:
C:\Users\LEEFUR~1\AppData\Local\Temp\glbasic
failed (exit code 1)!
*** FATAL ERROR - Please post this output in the forum
_______________________________________
*** Finished ***
Elapsed: 2.6 sec. Time: 18:19
Build: 0 succeeded.
*** 1 FAILED ***



While the OS-X_X86 version produces the following errors
Code (glbasic) Select
_______________________________________
*** Configuration: OS-X_X86 ***
precompiling:
GPC - GLBasic Precompiler V.9.829 SN:5c64ff83 - 2D, WIN32
Wordcount:93 commands
compile+link:
i686-apple-darwin9-g++: installation problem, cannot exec 'cc1plus': No such file or directory
i686-apple-darwin9-g++: installation problem, cannot exec 'as': No such file or directory
i686-apple-darwin9-g++: installation problem, cannot exec 'cc1plus': No such file or directory
i686-apple-darwin9-g++: installation problem, cannot exec 'as': No such file or directory
*** FATAL ERROR - Please post this output in the forum
_______________________________________
*** Finished ***
Elapsed: 2.2 sec. Time: 18:21
Build: 0 succeeded.
*** 1 FAILED ***



Even the WinCE version compiles without a problem. So I must be doing something really dumb for it to fail or missing a step. I couldn't find any special instructions for compiling to mac in the help file

Lee

Title: Re: Possible to compile for Mac Store?
Post by: mrplant on 2012-Feb-26
After many hours glad to report i've cracked it!

Just managed to upload a valid binary..

Status changed to: waiting on review!

I will type up all my notes...and post later..

Bottom line - 6 or so terminal commands to manipulate glbasics output and keep Apple happy - there doesn't seem to be a need for anything to be changed or altered as far as GLBasics output is concerned!

Bear with me a bit...
Title: Re: Possible to compile for Mac Store?
Post by: trucidare on 2012-Feb-26
Just Strip ppc Symbols. Described this months ago. Tooyan is First valid app Store Game.
Title: Re: Possible to compile for Mac Store?
Post by: trucidare on 2012-Feb-26
And now to describe how i did that some pictures:

Very simple and i think kitty put this in his glbasic setup

[edit]
File is located in:
"C:\...\GLBasic\Tools\MacOSX-AppStoreHelper.pkg"

[attachment deleted by admin]
Title: Re: Possible to compile for Mac Store?
Post by: MrTAToad on 2012-Feb-26
Code (glbasic) Select
[quote author=fuzzy70 link=topic=7706.msg64146#msg64146 date=1330280879]
Hmm, just thought I would compile a mac app just to look at what it produces but can't compile it. All compiles fine for windows & linux by using the options menu then build-multiplatform just both mac ones fail.

That sounds like XCode isn't installed (or is not the correct version).
Title: Re: Possible to compile for Mac Store?
Post by: mrplant on 2012-Feb-26
To solve my last problem - that was all that was needed - strip the PPC symbols...

I hadn't read about your tool before Trucidare - very interesting   (maybe I should have searched the forum more) but you are right - I can now see your MacStore Helper App for the mac in the Program Files folder.
I will need to check that out in a bit..

Meantime, for those interested this is what I eventually worked out...

First, I added these line to the apps .plist file:

<key>LSApplicationCategoryType</key>
<string>public.app-category.arcade-games</string>

This string needs to match what you set on the iTunes Connect website.

I prefer using the Terminal commands - at least then I learn what I am doing when codesigning as its a total pain!

In the end I used the ditto command on the Mac to do strip out the ppc stuff:

ditto -v --arch i386 "glbasic.app" "stripped.app"

I then renamed stripped.app back to my apps name.

I set the permissions just in case with

chmod -R a+xr "appname.app"

I code signed the SDL framework with:

codesign -f -v -s "3rd Party Mac Developer Application: DevAccountName" "appname.app/Contents/Frameworks/SDL.framework/Versions/A"

I code signed the sound lib with:

codesign -f -v -s "3rd Party Mac Developer Application: DevAccountName" "appname.app/Contents/MacOS/SoundEngine.dylib"

I signed the app itself with:

codesign -f -v -s "3rd Party Mac Developer Application: DevAccountName" "appname.app"

I packaged the app with:

productbuild --component "appname.app" "/Applications" --sign "3rd Party Mac Developer Installer: DevAccountName" "appname.pkg"

(test with: sudo installer -store -pkg appname.pkg -target /)

I then used Application Loader to upload the .pkg file and at last iTunes Connect was happy ;-)
Title: Re: Possible to compile for Mac Store?
Post by: mrplant on 2012-Feb-27
I hate reporting bad news - honest I do!!

Ok I started up MacAppStoreHelper and this looks like a great utility.
However. I am using Lion here and have a small problem with it..

OK So it says Please Select Your Profile.. and it has one entry.

That entry being:

3rd Party Mac Devleloper Application: Frisch, Gernot.

That much is fine. I then go to Preferences and it says to enter your profile name - only the part after the :!
So I enter in our dev name which matches to our keychain name.

Now here is the problem - I click save..

It still has the original Gernot's profile name selected - it won't let me choose our profile - Dave...

I tried a good many times and even relaunched the app and tried again - still the same..

Maybe this is a Lion thing causing this but basically it is not taking the updated profile name.

Would really like to try this as it looks the bomb!

Trucidare?
Title: Re: Possible to compile for Mac Store?
Post by: trucidare on 2012-Feb-27
i will have a look later - this tool strips ppc symbols too so you dont need to have to do it through terminal - a simple plan isnt it?

p.s. you dont need to codesign the frameworks.

p.ss. i make the same steps in code as you and i could add a new profile. look

[attachment deleted by admin]
Title: Re: Possible to compile for Mac Store?
Post by: fuzzy70 on 2012-Feb-27
Quote from: MrTAToad on 2012-Feb-26
Code (glbasic) Select
[quote author=fuzzy70 link=topic=7706.msg64146#msg64146 date=1330280879]
Hmm, just thought I would compile a mac app just to look at what it produces but can't compile it. All compiles fine for windows & linux by using the options menu then build-multiplatform just both mac ones fail.

That sounds like XCode isn't installed (or is not the correct version).

Main problem is that GLB produces nothing at all that I can pass to my Mac to load into Xcode. Win32, Linux, WinCE all compile without problems but either Mac types fail with the messages above.

GLB was installed from the 118 package then I updated it to the current 244 version. Will download a more current full package & see what happens with that.

Lee

Update. Just installed again from the 202 build from main site & same problem & errors.
Title: Re: Possible to compile for Mac Store?
Post by: Kitty Hello on 2012-Feb-27
@fuzzy70 - please try to uninstall, the totally delete the C:\program files\GLBasic directory.
Reinstall and load updates.
Title: Re: Possible to compile for Mac Store?
Post by: fuzzy70 on 2012-Feb-27
Quote from: Kitty Hello on 2012-Feb-27
@fuzzy70 - please try to uninstall, the totally delete the C:\program files\GLBasic directory.
Reinstall and load updates.

Have just uninstalled & reinstalled. Tried with the fresh install (10.202) & failed then done the update & tried again & still got the same error.

Out of interest I tried compiling for Cannoo as well & got this error

Code (glbasic) Select

_______________________________________
*** Configuration: CAANOO ***
precompiling:
GPC - GLBasic Precompiler V.9.829 SN:358802a7 - 2D, WIN32
Wordcount:93 commands
compile+link:
Q:/Compiler/platform/caanoo/bin/ld.exe: crtbegin.o: No such file: No such file or directory
collect2: ld returned 1 exit status
*** FATAL ERROR - Please post this output in the forum
_______________________________________
*** Finished ***
Elapsed: 3.9 sec. Time: 10:41
Build: 0 succeeded.
*** 1 FAILED ***


I know I am running the free version but WinCE & GP2X compile with no errors as well as Windows & Linux  :O
Title: Re: Possible to compile for Mac Store?
Post by: mrplant on 2012-Feb-27
Trucidare - I can see it is obviously working at your end there ok - I take it you are on Lion too?

Still same here I am afraid - I will try reinstalling app again..

I have access to another Mac here so will try it on that as well - although I haven't got any dev certs on that yet. Fun and games!

It certainly looks much easier using your util to do this.

Re. Code signing libraries - not required yet as you said but I was getting warnings in automated emails from Apple - after they had received the binary - warning it was highly recommended I sign them, so I just deciided to and got no email on the last submission I made.
Title: Re: Possible to compile for Mac Store?
Post by: fuzzy70 on 2012-Feb-27
Ok I have managed to fix it but at the expense of breaking something else. The problem seemed to be that it was conflicting with my MinGW install, after removing my MinGW env variables & removing it from my path then rebooting all worked fine.

But now obviously I cannot use codeblocks for my C++ stuff or BlitzMax, the latter is not to much of a problem as only time I use it is for checking some of my old code to port to GLB, the codeblocks C++ part is a problem though.

Being seriously out of date with windows paths & env variables is it possible to write a batch file or something that adds the following for when I do need to use the others

Code (glbasic) Select

Variable name          Value
GCC_EXEC_PREFIX  C:\MinGW
MinGW                 C:\MinGW

Following line was in my path
;C:\MinGW\bin


Not an ideal solution though as would mean a reboot when I went back to GLB but it will do until I can figure out an alternative.

What really bugs me is why linux apps compile error free but the mac ones don't

Lee
Title: Re: Possible to compile for Mac Store?
Post by: MrTAToad on 2012-Feb-27
How odd - the MinGW problem was sorted ages ago.

This is my PATH :

QuoteC:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Program Files\Common Files\Microsoft Shared\Windows Live;C:\Program Files (x86)\Common Files\Microsoft Shared\Windows Live;%SystemRoot%\system32;%SystemRoot%;%SystemRoot%\System32\Wbem;%SYSTEMROOT%\System32\WindowsPowerShell\v1.0\;C:\Program Files (x86)\Windows Live\Shared;C:\MinGW\bin;C:\Program Files (x86)\Java\jdk1.6.0_25\bin;C:\Android\android-sdk\platform-tools;C:\Android\android-sdk\tools

With MinGW set to C:\MinGW\bin
Title: Re: Possible to compile for Mac Store?
Post by: fuzzy70 on 2012-Feb-27
I will try doing things one at a time, for example just set the path & see what happens then try the env variables 1 at time & see what breaks it.

Lee

Update:

All sorted now, the problem was with the "GCC_EXEC_PREFIX" env variable, it was needed with BlitzMax in the past but no longer required. However, BlitzMax does not like the current version of MinGW so it has been duly wiped from my machine  :D
Title: Re: Possible to compile for Mac Store?
Post by: trucidare on 2012-Feb-28
tried this on Mountain lion.
Title: Re: Possible to compile for Mac Store?
Post by: Kitty Hello on 2012-Feb-29
...and ... did it work? ;)
Title: Re: Possible to compile for Mac Store?
Post by: trucidare on 2012-Feb-29
its a tool from me ;) ofcourse it works :D
Title: Re: Possible to compile for Mac Store?
Post by: mrplant on 2012-Feb-29
Fraid still having probs here.. I am making sure the dev cert name is exact.
This in on our main dev system - an iMac running lion - video link here of problem we are having.

www.pictureviewerpro.com/storage/gen/appsign.m4v

I know the certs are ok as I managed to sign them using the command line and the app itself is currently going through review on the Mac App store right now..

stumped...
Title: Re: Possible to compile for Mac Store?
Post by: mrplant on 2012-Mar-21
Game was rejected a few weeks ago from Mac Appstore.. Been fixing a few other problems since that has taken my time up but the main reason for rejection was...

6.1

The user interface is not consistent with the Apple Human Interface Guidelines.

We have found there appears to be no clear way to quit the app.

Please evaluate whether you can improve the user experience and resubmit your app for review.

Erm.. Seriously.. they want me to mention you press Escape (anytime) to quit the app???

Always hoops and loops with Apple...
Title: Re: Possible to compile for Mac Store?
Post by: Ian Price on 2012-Mar-21
They moan if you put in a quit button and they moan if you don't. :S  :zzz:
Title: Re: Possible to compile for Mac Store?
Post by: Kitty Hello on 2012-Mar-21
Code (glbasic) Select

GLOBAL gShowQuitButton% = DDgui_msg("Do you expect a Quit button to be displayed?", "STUSER", TRUE)


BTW: We have a German word "veräppeln", which translates to "apple someone" and it means "to pull someone's leg".
Title: Re: Possible to compile for Mac Store?
Post by: Ian Price on 2012-Mar-21
That phrase was invented specially for Apple, surely?  :D
Title: Re: Possible to compile for Mac Store?
Post by: mrplant on 2012-Mar-21
hahah Like that GUI code. Might have to use it someday ;-)

Yea so used to not having a quit button on iOS, its strange they are insisting on one on Mac..

Ah well, my pop up help screen should fix that little issue.