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Building on Linux

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Prerequisites

All requisites should be available for your distribution. The most important are:

  • The basic program build tools. On Ubuntu and Debian these are available in the meta-package build-essential. On other distributions, you may need to install the GNU C++ compiler separately. The package is going to have c++ or g++ in its name. If you can't find the equivalent of build-essential meta-package for your distribution, be sure to install the 'make' utility as well.
  • CMake, the cross platform build system.
  • Qt version 4.4.0 or higher (but Qt version 5.x won't work). If you have KDE 4.1 or later installed then you will have the runtime libraries but you may have to install the header files and utilities. These are in the package libqt4-dev on Ubuntu and Debian. Generally, developer packages have the -dev or -devel suffix.
  • Several more developer packages:

These are the package names on Debian and Ubuntu, find the similar ones for your distribution. For Fedora, use '-devel' instead of '-dev' as suffix and drop the version numbers.

PackageVersionPossible Package Names
libjpeganylibjpeg62-dev
Fedora: libjpeg-turbo-devel
zlibanyzlib1g-dev
libpnganylibpng12-dev
libtiffanylibtiff4-dev
libboost>= 1.35libboost1.40-all-dev
boost-libs
(if that fails, try: libboost1.55-all-dev)
libxrenderanylibxrender-dev
libXrender-devel

Configuration

Open a console window and go to the directory that contains the scantailor sources. From there, run the following (notice the dot at the end):

There will be lots of messages from cmake ending with:

  • If you have missing dependencies you will get an error message telling you what is missing. You can then search for the missing package and install it.
  • If you have a library and header files installed in a non-standard place then cmake will not find them. In that case you can run the interactive program ''ccmake'' which allows you to specify paths to libraries and header files.

Compilation and Installation

Building on Mac OS X

MacPorts

MacPorts has already scantailor as a package(Xcode prerequisites for MacPorts apply)

Building on Mac OS X is very similar to building on Linux but the package names are different and the MacPorts packaging system needs to be installed in order to get the needed packages. Also the nonstandard location that MacPorts installs qmake to needs to be specified.

Prerequisites

  • Xcode. Install it either from your Mac OS X install media or better, go download the latest version from http://developer.apple.com/TOOLS/Xcode/
  • MacPorts. Choose and install the correct dmg version for your version of Mac OS X from http://www.macports.org/install.php, then open a Terminal window and run:
  • Then install the rest of the needed packages with

This installs:

  • CMake, the cross platform build system.
  • Qt version 4.6.0 beta currently
  • Boost version 1.40.0 including libboost
  • libxrender

The rest of the needed packages are installed as dependencies of these.

Configuration

Download the scantailor source code package and then upack the source by entering the following in the directory where the source package resides:

Replace the file name above with the name of the version that you have downloaded. Typing the first few letters of the name and typing tab will autocomplete the filename for you.

Then navigate to the directory that contains the scantailor sources. From there, run the following (single line and mind the dot at the end):

There will be lots of messages from cmake ending with

  • If you have missing dependencies you will get an error message telling you what is missing. You can then search for the missing package and install it.
  • If you have a library and header files installed in a non-standard place then cmake will not find them. In that case you can specify them as above for qmake or run the interactive program ''ccmake'' which allows you to specify paths to libraries and header files.

Compilation and Installation

The following program is a complete program that uses some math functions:
We create a static library so that we could reuse all the custom math functions for other programs. In this example, we will place the function declaration into libmymath.h. Then, we place the functions for circle in mymath1.c and the power functions in mymath2.c.
Note: You can have many C program file with just one header file such as lib.h, lib1.c, lib2.c ... and so on.
Create C Static Library in Xcode
To create static library in Xcode, please fellow the procedure:
On the 'Welcome to Xcode' page, select 'Create a new Xcode project'.

Alternatively, you can use File >> New >> Project....
On the template page, select Framework & Libraries >> C/C++ Library

Make Search Libraries Application Mac Os

. Click Next.

On the options page, enter the name of static library. In my case, it is mymath. Make sure that the type is set to Static. You may want to check 'Use Automatic Reference Counting' if your library implementation contains pointers.
Library Naming Convention
The naming convention of a library package must be prefix with lib follow by the name of the library and the file must end with .a. Therefore a typical library should be named as libmymath.a. However, you can ignore the prefix and the extension when using Xcode. In this case, the library name mymath is alright.
Click Next. Then select the file location of your project. Click Create.
Once the project is created you will notice that the target is automatically name libmymath.a.
To create the header file, select File >> New >> File...

On the template page, select 'Header File' and click Next.
On the Save As dialog page, enter the name of header file libmymath.h

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. Make sure the Targets mymath is checked as shown below. Click Create.

The header file for libmymath.h is as follows:
To create the library implementation file, select File >> New >> File...
On the template page, select C File. Click Next.

On the dialog box, enter the first program as mymath1.c as shown below. Click Create.
The program file for libmymath1.c is as follows:Make Serahc Libraries Application Mac

To create the next implementation use the same procedure as above.
The program file for libmymath2.c is as follows:

To compile the library program, select Product >> Build:
Make Serahc Libraries Application Mac


Select File >> New >> Project.... On the template page select Applications and Command Line Tool. Click Next.
On the options page enter the program name app1. Make sure that the type is set to C. You may want to check 'Use Automatic Reference Counting' if your library implementation contains pointers. Click Next.


Enter the location of your file and click Create.
Include Library File
This is the most important section in this tutorial. To use the static library you've just created, you need to add the static library to your current project.

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Method 1

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There are many ways to include static library. The fist method is to add all the files from the library project file. Select File >> Add Files to 'app1'....

Navigate to your static library project folder and select the entire folder of the static library. Your project panel should be similar to the one shown below:

Method 2
The second method is to just copy the product (libmymath.a) and header file (libmymath.h). Open your static library project and your application program. Stack them as shown below.

Then drag the file libmymath.h and libmymath.a to your current application project. Check 'Copy items...' and 'Add to targets'. Click Finish.

Your application project should be similar to the screen below:
Note:
  • Method 2 is much cleaner if your static library is very large. If your library implementation is not big, first method is good enough.
  • One way to distribute the static library for different user is to copy the header file and the static library to a share folder. Other users will will use Method 2 to copy the library and header files into their project.
  • For more complex multiple user scenario, please consult the Xcode user guide.

Create the following application program in main.c:

Make Search Libraries Application Mac Os


Running The Application

To run the project, you can click the run button or select Product >> Run. The results should be shown as follow:


Special Note
Please note that the methods are the simplified methods of using static library. Instead of copying files to your projects, you can also change the build settings to reference headers file and library file elsewhere. Please consult the Xcode user guide to explore further options.