Mac mini

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mharris
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Location: Annapolis, MD, USA

Mac mini

Post by mharris »

I just got a Mac mini. I love it.

I have successfully moved all my ps2dev crap from my ancient Linux machine (600MHz P3 w/ 128M RAM) to this little jewel, and everything's working wonderfully, including Oopo's toolchain, pksh, etc. A real unix system with an awesome UI... and for under US$800 (starting under $500, but I had to throw on a few extras ;-)

I may try my hand at getting Xcode to work. Seems like a decent IDE, anyone have any experience with getting it to work in a cross-development world?
J.F.
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Post by J.F. »

I've done Mac proggies in XCode... it's nice. I thought about using it for cross-platform, but never got around to trying it. If you get that going, please share - I'd love to move my PS2 development to my iMac and xcode. :)
Guest

Post by Guest »

How timely. I picked up a Mac mini last night.

I have been using my powerbook all along for dev work but wanted to setup the mini as a mini-server.

I also thought about trying out Xcode for the cross-compiler toolchain but it was only a thought since I have always been a command-line kinda guy. :)
mharris
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Location: Annapolis, MD, USA

Post by mharris »

gorim wrote:I also thought about trying out Xcode for the cross-compiler toolchain but it was only a thought since I have always been a command-line kinda guy. :)
Yeah, me too, for the most part. I generally use Emacs (which does allow you to compile within the editor, and jump to compilation errors, which is handy), but I'd hardly call it an IDE...

And yes, I noticed that OSX does preinstall Emacs, but I'd rather get with the 1990s, at least...
Guest

Post by Guest »

My preferred IDE is "vi" + "make". 90s folx are wussies. :)
dreamtime
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Post by dreamtime »

Gorim, I prefer "vi" + "make" too.

So, do you guys know of any online tutorials for building MacOS apps using "make" (I don't mean just simple console apps)? I'm just starting to tinker with Carbon and Cocoa using Xcode...but can't seem to find any "Export Makefile" menu item to see some examples of how to use/link Nibs and Frameworks with Makefiles (i think that's what they were called).

I've had the Mini for about 3 weeks now and absolutely love it. It's probably the most versatile and sexy little box I've ever owned.
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modman
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Post by modman »

SCPH-50001/N
HD SCPH-20401 U
Eyetoy SLEH-00031
Network Adaptor SCPH-10281
Logitech Z680 via FIber w00t!
Sony Wega TV + USB Keyboard
http://staff.philau.edu/barberej/
mharris
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Post by mharris »

dreamtime wrote:...but can't seem to find any "Export Makefile" menu item to see some examples of how to use/link Nibs and Frameworks with Makefiles
From what I can gather, Xcode does not use makefiles at all, unless you specify that the project uses an external makefile (in which case you manage it yourself). As fas as I can tell, for native apps, all of the dependencies, etc. are all in the XML files that Xcode manages. It might not be super tough to write an XML-to-Makefile converter, especially since Java 1.4.2 (bundled with OSX) includes all of the Xerces XML classes...

In other news, I've got a ghetto cross-compiler environment set up in Xcode, so that it builds EE elfs, highlights compile-time errors, etc. 'Executing' the elf calls the pksh eeexec binary. It's based on the 'external makefile' project type, and is still pretty kludgey, but as a proof-of-concept, it seems to do everything it needs to do.

I had to add a file, ~/.MacOSX/environment.plist to set the environment variables (.bash_profile is only executed when you're in a terminal session):

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http&#58;//www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
        <key>PS2DEV</key>
        <string>/usr/local/ps2dev</string>
        <key>PS2SDK</key>
        <string>/usr/local/ps2dev/ps2sdk</string>
</dict>
</plist>
I also had to change $(PS2DEV)/Makefile.prefs to insert the full pathnames:

Code: Select all

EE_PREFIX = ee-
EE_CC = $&#40;PS2DEV&#41;/ee/bin/$&#40;EE_PREFIX&#41;gcc
EE_CXX= $&#40;PS2DEV&#41;/ee/bin/$&#40;EE_PREFIX&#41;g++
EE_AS = $&#40;PS2DEV&#41;/ee/bin/$&#40;EE_PREFIX&#41;as
EE_LD = $&#40;PS2DEV&#41;/ee/bin/$&#40;EE_PREFIX&#41;ld
EE_AR = $&#40;PS2DEV&#41;/ee/bin/$&#40;EE_PREFIX&#41;ar
EE_OBJCOPY = $&#40;PS2DEV&#41;/ee/bin/$&#40;EE_PREFIX&#41;objcopy
EE_STRIP = $&#40;PS2DEV&#41;/ee/bin/$&#40;EE_PREFIX&#41;strip

IOP_PREFIX = iop-
IOP_CC = $&#40;PS2DEV&#41;/iop/bin/$&#40;IOP_PREFIX&#41;gcc
IOP_AS = $&#40;PS2DEV&#41;/iop/bin/$&#40;IOP_PREFIX&#41;as
IOP_LD = $&#40;PS2DEV&#41;/iop/bin/$&#40;IOP_PREFIX&#41;ld
IOP_AR = $&#40;PS2DEV&#41;/iop/bin/$&#40;IOP_PREFIX&#41;ar
IOP_OBJCOPY = $&#40;PS2DEV&#41;/iop/bin/$&#40;IOP_PREFIX&#41;objcopy
IOP_STRIP = $&#40;PS2DEV&#41;/iop/bin/$&#40;IOP_PREFIX&#41;strip
mharris
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Location: Annapolis, MD, USA

Post by mharris »

As fas as I can tell, for native apps, all of the dependencies, etc. are all in the XML files that Xcode manages. It might not be super tough to write an XML-to-Makefile converter, especially since Java 1.4.2 (bundled with OSX) includes all of the Xerces XML classes...
Oops, they're not XML, it's a mixture of some sort of pseudo-C code and some binary files. The text files are probably still failrly easy to parse if you have decent skills with flex and bison. The binaries in (*.pbxindex) appear to be just for source-code browsing, etc., but I'm not sure of that. In any event, the text files are probably sufficient to generate a makefile, once you analyze their structure.

I just tried xcodebuild, the command-line version of xcode. I'm at work and ssh'd into the mini at home: it works :-)
J.F.
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Post by J.F. »

If you're looking for an editor with syntax hilighting, support for projects, setting the environment vars, and running makefiles, try CUTE. It's really nice. It's got just the right balance of general project support versus monstrous project handling that takes months to learn (cough - eclipse - cough).

It's a small program meant to handle things just like PS2Dev. Give it a try - maybe it'll become the standard project manager for PS2Dev.

One note - they're close to releasing the Windows version. If you use Windows for PS2Dev, you might email to guy testing the Windows version to see if he'll let you help "test" it as well. ;)

I just installed the i386 RPM on my FC3 setup and it works nice. One note there - the RPM complains about two missing dependencies which really aren't missing. Just use "--nodeps" when installing to get around that.
dreamtime
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Post by dreamtime »

@modman & mharris: Thanks guys. Exactly what I was after. Modman, thanks for the sample Makefile.

@J.F: I could never use something called CUTE! :) Vim all the way!!
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