Code Blocks Compiler Mac Os X

IDE Stands for the Integrated Development Environment. It is a simple source code editor and it has some of the best tools for debugging. The topmost IDE has intelligent code completion and hence if you are working in a huge project working on IDE is a lot more beneficial. It gives ease in writing the code and saves your time in completing the project for the client or for yourself. So in this article, we have listed some best IDE for C and C++ which can be installed on different platforms like Linux, Windows, and Mac. The below given are the best C IDE.

Secret: One of them is an Online C++ IDE to compile CPP Online.

1) CLION – Best C++ IDE for Mac

The visual studio Code is also available for Mac os and Linux along with Windows. In my list of best C IDE it holds second place. When you are looking for the best C IDE for Windows 10, without a doubt, Visual Studio is the outstanding one. They also support various other code that you can use. Mac OS X 10.6 has GCC 4.2 as the default compiler, which won't work for the Mac OS X 10.4 SDK. FYI: ANSI or UNICODE. For the moment we are using 'ANSI' (-disable-unicode, default) for Mac OS X 10.3 and earlier, and 'UNICODE' (-enable-unicode, optional) for Mac OS X 10.4 and later.

One of the famous company JetBrains has developed Clion. It is one of the best IDE to compile and run c /c++ codes. It has a smart editor and embedded terminal. It has various languages and standard such as C++11, libc++,JavaScript, boost, HTML, CSS and XML. The shortcut makes the Project a lot more time saving and faster. You can take a look at their quick start guide that will guide you on how you can get started using this particular IDE. The C language IDE for Mac is also available in other platforms such as Windows and Linux. You can run it in any Mac OS.

Click the link to display the binary or executable installation for Code::Blocks. The link is labeled Download the Binary Release. Choose your computer’s operating system or scroll to the portion of the screen that lists options for that operating system. You may find sections (or pages) for Windows, Linux, and Mac OS X. Code::Blocks is a free, open-source, cross-platform C, C and Fortran IDE built to meet the most demanding needs of its users. It is designed to be very extensible and fully configurable. Finally, an IDE with all the features you need, having a consistent look, feel and operation across platforms.

The main disadvantage of the IDE is that it is a premium one and you will have to pay it in order to use it. However, they offer 30 days free trial.

Platforms: Linux, Mac OS X, Windows.

Download Link: https://www.jetbrains.com/clion/

2) Visual Studio – Best C++ IDE for Windows 10

Visual Studio is one of the best IDE by Microsoft. The best part is it’s a FREE IDE to run the program of C/C++. It also supports many more language. It has both the versions FREE and PRO. The visual studio Code is also available for Mac os and Linux along with Windows. In my list of best C IDE it holds second place.

When you are looking for the best C++ IDE for Windows 10, without a doubt, Visual Studio is the outstanding one. they also support various other code that you can use. The one thing people don’t like about this IDE is the download process. You can’t directly download the offline installer, you will have to download the setup after which you can install the IDE into your machine. Many of the people prefer direct installer.

Platform: Linux, Mac OS, Windows

Download Link: Visual Studio

3) Eclipse – Perfect C++ IDE for developers

You surely have heard about Eclipse IDE, one of the oldest and most used IDE for almost any kind of language. The best part about the IDE is that it supports many languages. Some of you might already be using this IDE for many of the purposes such as running Android Projects, etc. For all those developers out there, you don’t need to switch to any of the other IDE, you can simply use Eclipse for your editor for C Language projects.

Talking more about the software, it is an open source project which provides many development tools for C/C++. The remote system operator is also included in Eclipse. It also has IDE for JAVA and PHP along with C++

Download Link :Eclipse { C/C++ IDE }

4) Netbeans IDE – BEST CPP IDE for Developers and Java Lovers

With the remote development and File navigation feature, it is one of the good IDE FOR C/C++. They have various configuration options that are loved by the developers and for the same reason, programmers prefer Netbeans for C/C++ Development. It includes a dark theme for the people who love working on Dark theme C/C++ IDE.

People use Netbeans mostly for Java development and therefore, if you love coding in Java along with C/C++, you should surely give it a try.

Platforms: Linux, Mac OS X, Windows

Download Link:Netbeans

5) Geany – CPP IDE for Developers and Python Lovers

Geany is one of the best Lightweight IDE for C/C++. It has features like code folding, symbol name auto-completion, syntax highlighting, simple project management, auto closing of tags. If you are a C/C++ developer and looking for Best Lightweight and best c IDE for your project. Geany is the best option. It supports all the popular platform like mac, windows as well as Linux.

Download Link: Geany

6 Brackets code editor

It is one of the new IDE which has been used by many people. Basically, it is an editor but has IDE like features that will enhance the way you write your C language code. Therefore, you can use it as IDE. When you first download the IDE, it will look simple but you can easily extend the functionality by plugins. You can download the extension pack for C language and you can easily use it as IDE instead of an editor.
So, for the people who want something lightweight and something that has all the features of IDE also, you should give this a try. Do tell us in the comment section why you prefer IDE over the editor.
Platform: Windows, Mac, Linux

7 Atom Code Editor

Atom is another code editor that you can make use of if you love programming in C language. The atom code editor has everything you need. Most of the things in this editor is built in such as file browser as well as the package manager. You can just use the shortcut to replace any of the code. Moreover, it has the autocompletion tool that you can use and works perfectly well.
The IDE is available for Windows and you can also download the C Language IDE from the Github for other Operting systems such as Mac and Linux.
Platform: Mac, Windows, Linux

8 Codelite IDE

For the people who are looking for a lightweight IDE, Codelite is the best C++ IDE for you. They have two code completion engines for better suggestions and improved code completion. For the debuggers, they have support for LLDB along with the GDB support. You can make use of them for better coding.
Developers prefer this free C IDE for mac as well as for Windows and Linux. It also supports Node Js along with PHP language. You can try this IDE if you are also working on the given languages.
Download Link: Codelite

9 Code::Blocks

The other Best C IDE software you can try out is Code::Blocks. This deserves a place in the top when compared to others. They have a beautiful user interface along with all the features that a developer needs. It has support for Multi-target projects and not to mention auto-completion ability.
If speed is your main priority in opening and building your project, you should surely give this one a try as it is very fast and you can easily get the most out of it.
Download Link: Codeblocks

10 OnlineGDB – Best online C++ IDE

As promised, we will see one of the IDE that is online. You can use this online C++ IDE to compile C++ online. You can debug, download and even share the code that you have written. Even if it is online, they have made sure the user gets the best experience as offline. You no longer need to worry about online Turbo C++ Compiler.
This is especially for the people who were asking for the online C language compiler and debugger that they can use. Do try it out and tell us how it is.

Mac C++ Compiler

Link: OnlineGDB

Final Words

You should choose the IDE that has support for the next language you are using along with C/C++. For instance, if you are
Not sure about Programming language to learn next? Check this >> Which Programming Language should I learn.
For instance, if you are developing in Java along with C++, you should choose Netbeans as your IDE. In this way, choose the one that is best for you. You can surely give a try to a different IDE and select the best one. Almost all the C language IDE has the basic features that you need along with the dark theme that is loved by programmers out there. So, you don’t need to worry about it.
FEEL FREE TO COMMENT YOUR VIEWS AND IF YOU USE ANY OTHER IDE. DO COMMENT THEIR NAMES 🙂

These are instructions on how to build Code::Blocks under Apple Mac OS X.They have been tested under Mac OS X version 10.4 (PowerPC and Intel),and should work similarly on the newer Mac OS X 10.5 and 10.6 as well.

We will be building everything from scratch using the source code, andnot use any available package managers likeMacPorts,Fink,Gentoo orRPM.Packaging can be done later, once it has reached a more stable release.

Update: building for MacPorts can be found at the end of the document.

  • 2Check Autotools versions
  • 7Build wxWidgets
  • 8Bundle library for Mac
  • 10Build CodeBlocks from SVN
  • 11Bundle application for Mac
    • 11.1Way One: Mac OS (resource)
    • 11.2Way Two: NeXT (bundle)
  • 13Install with MacPorts

Install Developer Tools

If they didn't come bundled with Mac OS X, get the Xcode Tools (or Developer Tools for older Mac OS X) from http://developer.apple.com/tools/ or from your install disk.

This will install Apple versions of:

  • http://www.gnu.org/software/gcc/ (GNU Compilers)
  • http://www.gnu.org/software/gdb/ (GNU Debugger)
  • http://www.gnu.org/software/make/ (GNU Make)

Apple regularly pulls all older links in order to promote newer Mac OS X, but all theold developer tools can be downloaded from ADC at http://connect.apple.com/

You need a (free) developer registration with Apple first, in order to log in there.For Mac OS X 10.4, you want (at least) Xcode 2.2, since earlier versions were buggy.

Check Autotools versions

Depending on your OS version, you might need to download and compile new versions of these:

  • http://www.gnu.org/software/autoconf/ (GNU Autoconf)
  • http://www.gnu.org/software/automake/ (GNU Automake)
  • http://www.gnu.org/software/libtool/ (GNU Libtool)

Check what you have, with --version (note that GNU libtool is called 'glibtool' on Mac OS X)

Currently Code::Blocks requires versions:

  • autoconf 2.50+
  • automake 1.7+ (1.9+ needed in order to build the dist tarball)
  • libtool 1.4+ (1.5.8+ highly recommended to get some bug fixes)

Automake example

For Mac OS X 10.4, you will only need an upgraded (local) installation of automake 1.9.x.

You can download 'automake-1.9.6.tar.gz' and configure and install it with something like:

Since it's now known as 'automake-1.9', it won't interfere with the regular 'automake'

If you would rather have the new version to be called when calling 'automake', let it install into /usr/local and put /usr/local/bin before /usr/bin in your PATH.

Libtool example

Download libtool source. The following instructions will overwrite your current version of libtool with the one you just downloaded.

Note that this will replace the system version of glibtool, which might have some compatibility issues with building other software.

FYI: Universal Binaries

If you are building for Mac OS X 10.4 or later, you might want to build 'Universal Binaries 'These are binaries that contain code for both PowerPC ('ppc' arch) and Intel ('i386' arch)

The basic flags that needs to be added are:

(You only need the sysroot parameter on PowerPC Macintosh, not on a Intel Macintosh)The '-arch i386 -arch ppc' is what tells the compiler to build a 'universal' (or 'fat') binary.

Usually it's easiest to build one version for 'powerpc-apple-darwin8',and one version for 'i686-apple-darwin8', and then merge them with 'lipo'

Some caveats:

  • pre-compiled headers might fail with a 'no main' error. If they do, add a -c to only compile them
  • when cross-compiling, tools like auto_revision might fail to build. copy these from a native build
  • the Tiger compilers might crash from time to time, but that is only to be expected (it seems)...

See Technical Note TN2137: Building Universal Binaries from 'configure'-based Open Source Projects

FYI: Compilers

When building for older versions of the SDK, you want to make sure to use the same compiler.

Mac OS X 10.6 has GCC 4.2 as the default compiler, which won't work for the Mac OS X 10.4 SDK.

FYI: ANSI or UNICODE

For the moment we are using 'ANSI' (--disable-unicode, default) for Mac OS X 10.3 and earlier,and 'UNICODE' (--enable-unicode, optional) for Mac OS X 10.4 and later.

See http://www.wxwidgets.org/manuals/stable/wx_unicode.html#unicodeandansi

FYI: 32-bit or 64-bit

Code::Blocks currently uses wxMac (wxOSX/Carbon), which is 32-bit only. So it's not possible to build for 'x86_64'.

When Code::Blocks (and requirements) has been updated to use wxOSX/Cocoa, then a 64-bit version might be built too.

Build wxWidgets

Download the source code

Download the tarball for the wxMac release:

Apply necessary patches

Don't forget to apply any released patches!

Configure and (GNU) Make

note: the easiest way to build a Universal Binary with wxWidgets isthe new flag: --enable-universal_binary (you need wxWidgets 2.6.4+)

Install into Destination

Bundle library for Mac

To avoid having the Code::Blocks user having to compile or install wxWidgets themselves,we can bundle it with our application so that it is contained in the application bundle.This could also be done by statically linking wxWidgets, but with dynamic linking we canshare the wxWidgets library between all applications using wxWidgets (not just Code::Blocks)


Way One: Library (dynamic)

To bundle our shared library with the application, we include it in 'MacOS' and change the path:

@executable_path will be replaced with e.g. /Developer/Applications/CodeBlocks.app/Contents/MacOS

Way Two: Framework (bundle)

To bundle our framework with the application, we include it in 'Frameworks' and change the path:

This way it will first look in the framework path (-F), and then in for the shared library path (-L) as usual.

Install Subversion client

On Mac OS X 10.4, you need to install the Subversion (svn) program:

Note: you need SVN for the Code::Blocks revision scripts to work!

Build CodeBlocks from SVN

Download the source code

Apply necessary patches

For a list of all available patches, see:

You might need to convert line endings from DOS to Unix first.

Bootstrap with Autotools

You need to use the newer version of automake (see above), for the 'bootstrap'. (OS X 10.5 users may have recent enough autotools so they may not need to install them)

Mono Fix

If you have the Mono.framework installed, then it probably set up a symlink like:

Unless you have a 'proper' pkg-config installation the Code::Blocks configure will fail, so move this symbolic link aside.

Configure

Note: the easiest way to build a Universal Binary for Code::Blocks is to build once for PowerPC (-arch ppc) and once for Intel (-arch i386), and then merge them (with lipo) afterwards.

Note: You need to patch the location of the pre-compiled headers, or it will generate them in the same place for both arch.

Tiger Fix

There is a bug in the glibtool of Mac OS X 10.4, that fails to link C++ libs:

To work around this, you need to edit the generated 'libtool' script manually:

This bug has been fixed in GNU libtool 1.5.8 and later.

(GNU) Make

'nice' isn't strictly needed, it just makes the compile run at a lower process priority

For the Universal Binary build:

Install into Destination

'sudo' asks you for an admin password, in order to get install permissions

For the Universal Binary build:

Where 'lipomerge' is a custom shell script:

Bundle application for Mac

After building codeblocks in the regular Unix way, you need to bundle it with the iconsand various other info that it needs to make a regular stand-alone Macintosh application.

There are two ways of accomplishing this, old Mac OS-style resource or NeXT-style bundle.The old resources are handy while developing, while bundles are more suitable for release.

Note: You need to use either of these methods, or your application will launchin the background behind all other windows and will be unable to receive any events!

Way One: Mac OS (resource)

Handy while developing, as you don't need to create a whole bundle.

First we install the program to the PREFIX directory of your choice:

Note: on the Intel Macintoshes, the icon comes up as 'broken'(apparently it assumes that all apps with resforks are Classic)

Start the application with a small prefix shell wrapper like this:

Code Blocks Compiler Download

You don't need the 'DYLD_LIBRARY_PATH' stuff,if you are installing to a system directory.

Common PREFIX Settings

Local: PREFIX=/usr/local

System: PREFIX=/usr

MacPorts: PREFIX=/opt/local

Fink: PREFIX=/sw

Way Two: NeXT (bundle)

This does not involve resources, and is more relocatable.

Files needed:

  • codeblocks.plist (generated, rename to 'Info.plist')
  • codeblocks.sh (shell wrapper, rename to 'CodeBlocks')
  • app.icns (icons are available in src/src/resources/icons)

The MacOS program will just be a shell wrapper that calls 'bin/codeblocks', like above.Traditionally the bundle would include Frameworks and Resources, but we'll just avoid thosehere and use the regular 'lib' and 'share/codeblocks' instead (just as with a regular install). These temporary directories are listed in italic below, they're not really used in bundles...

Setup a hierarchy like this, and copy the files from the regular build/install and the above file list to it:

The CodeBlocks application can now be moved with the Finder, and started up like a regular Mac application. (the nightly build includes a more advanced Info.plist and more icons - for also mapping all the files that the application can open, like source code and header files and such)

Proper Application Bundling

Code

To avoid the shell wrapper, the binary can now be moved from 'bin/codeblocks' to 'MacOS/CodeBlocks'. Helper files are moved from 'share/codeblocks' to 'Resources'. The dynamic libraries are moved from 'lib' to 'MacOS':

To avoid having to use a DYLD_LIBRARY_PATH, we rename the shared libraries (with the install_name_tool program) from e.g. /usr/local/lib/ to @executable_path/:

The libraries can have their names changed using the -id parameter:

You also need to change all of the loadable bundles for the plugins:

You can check the result, what libraries/frameworks it links to, with:

Optionally you can then repeat the process, for the wx library too...

Here is a full script to do the job... It assumes to be executed at the same directory level as the CodeBlockSVN.app directory that will receive all the stuff... maybe enhanced but it is a first try that do work when packaging an OS X SVN build.

FYI: Darwin vs. Mac OS X

'Darwin is the UNIX technology-based foundation of Mac OS X.'

'Pure Darwin' here refers to the Open Source version of the OS:

  • http://puredarwin.org/ or http://gnu-darwin.sourceforge.net/

(that is: Darwin using X11 instead of Aqua for the user interface)

Install with MacPorts

Install wxWidgets

You will need the wxWidgets library, install as port with:

If you want the X11/GTK version on Mac OS X, instead use:

Install Code::Blocks

After that is installed, you can install Code::Blocks with:

If you want the X11/GTK version on Mac OS X, instead use:

This will download the SVN trunk, and any dependencies:

Note: to upgrade from SVN, you need to uninstall first:

Code Blocks Compiler Mac Os Xp

This is both because all SVN versions are numbered '0',but also due to a bug in the Code::Blocks build scripts.

Running +aqua (wxMac) version

After the build completes, you can start the program by:

Note that the wxMac application bundle in 'MacPorts'is just a wrapper, with symbolic links to /opt/local...

Running +x11 (wxGTK) version

The non-bundled wxGTK version is instead started with:

When running X11/wxGTK programs in Mac OS X, you can use'open-x11' to first start up X11.app and set up $DISPLAY:

Code Blocks Compiler Mac Os X Versions

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