It isn’t a heck of a lot but I’ve heard from a few folks asking for pointers on how to get setup to try building RMD on the Mac.
Last night after I’d finished typing up an email response to one such request I flipped over to Bloglines and ran across Jeff Atwood’s reminder of a great post from Jon Udell. Both Jon and Jeff make the point that blogging something like say, a collection of pointers for building a binary XPCOM on the Mac is much more useful to more people than sending it off in an email or two. Unfortunately, they didn’t email me those thoughts so I almost didn’t realize they were talking to me ;-)
Like I said, it’s not much but hopefully this will help to get you started if you’d like to contribute the Mac version of the XPCOM component to RMD. And if I’ve said something that is not correct or you have any more insight on the topic, we’ll all benefit if you’d like to share it…
One of the first things you’ll need in order to build the XPCOM component fro RMD is the Gecko SDK for your platform.
For an Intel Mac you’d need to build XULRunner in order to get the SDK. There is what appears to be a good set of build docs (including a build requirements section).
For PPC you should be able to skip that step and grab the “official” Mozilla Gecko SDK.
Once you have the SDK for your platform I’d guess you really only need XCode on the Mac (I’m really Mac illiterate but I think this is a part OSX so you shouldn’t need to install any additional packages) . If you download my component’s source you’ll find a Linux make file that should be a good starting point for the Mac build.
If you use the Linux Makefile included as a starting point and you get link errrors that look something like “ld: -L: directory name missing” try removing the space in the LD flags:
-GECKO_LDFLAGS = -L $(GECKO_SDK_PATH)/lib \
+GECKO_LDFLAGS = -L$(GECKO_SDK_PATH)/lib \
FWIW, Mozilla have a pretty good tutorial for building C++ XPCOM using Visual Studio on Windows.