- Using swift to compile c on macos how to#
- Using swift to compile c on macos install#
- Using swift to compile c on macos portable#
- Using swift to compile c on macos code#
If you are interested to learn more about the latest Swift syntax, I would recommend reading Swift Programming: The Big Nerd Ranch Guide (2nd Edition) by M Mathias, J Gallagher: Use the next command to create an executable: 1 swiftc main.swift -import-objc-header opengl_includes.h -lglfw -lGL 2. mainĪt this point, you should have two files opengl_includes.h and main.swift in your current directory. Use the next command to create an executable: 1 xcrun -sdk macosx swiftc main.swift -I /usr/local/include -import-objc-header opengl_includes.h -L /usr/local/lib -lglfw3 2.
Using swift to compile c on macos code#
Next, we can write our Swift code that uses GLFW and OpenGL functions: 1 import Foundation 2 3 #if os ( OSX ) 4 import OpenGL 5 #endif 6 7 // Initialize GLFW 8 if ( glfwInit () = 0 ) 51 52 // Destroy the window and its context 53 glfwDestroyWindow ( window ) 54 55 // Terminate GLFW 56 glfwTerminate ()Īt this point, you should have two files opengl_includes.h and main.swift in your current directory. I’ll assume the above line was saved in a file named opengl_includes.h.
![using swift to compile c on macos using swift to compile c on macos](https://docs.microsoft.com/en-us/appcenter/build/macos/images/xcode-share-scheme.png)
For example, if we want to use GLFW from Swift, we will add the next line in a file ending in. This can be done using an Objective-C header file. In order to use a C function from Swift, we need to let the compiler know the function definition. Assuming that you have a simple Swift program saved as test.swift, this is how you can compile and run the code: 1 swiftc test.swift 2.
Using swift to compile c on macos install#
Next step is to install GLFW: 1 sudo apt install libglfw3-dev libglfw3Īt this point, I assume that you can build and run a Swift code from your Terminal. If you don’t have latest versions of Swift and Clang installed on your system, check my Getting started with Swift 3 on Linux article. Next, we’ll use Homebrew to install GLFW: 1 brew install homebrew/versions/glfw3 Once the above is installed, install the Homebrew package manager: 1 /usr/bin/ruby -e "$(curl -fsSL )" Next, install Apple’s Command Line Tools with: 1 xcode-select -install On macOS, first you need to install Xcode from the App Store.
Using swift to compile c on macos how to#
Basically, once you know how to call OpenGL functions from Swift and compile the code, it is just a question of writing supporting code for dealing with shaders, buffers and so on. Replacing the fixed OpenGL functionality from the article example is left as an exercise for the reader. If you want to use modern OpenGL, please check my other OpenGL articles. In order to keep the code short and as simple as possible, we’ll use the fixed OpenGL functionality. However, if you need to use a C++ library you will need to write a C wrapper around it, because Swift 3 is not interoperable with C++.Īs a practical example, we’ll use OpenGL to draw a yellow rectangle on a red background.
![using swift to compile c on macos using swift to compile c on macos](https://codewithchris-wpengine.netdna-ssl.com/wp-content/uploads/2019/09/xcode-run.png)
Keep in mind that, at time of this writing, Swift can call directly any C library.
Using swift to compile c on macos portable#
In order to keep the code portable on both operating systems, we’ll use GLFW to create a window with an OpenGL context. This is a short article about how to get started with Swift 3 and OpenGL on Linux and macOS. InstalledDir: /Applications/Xcode-beta.app/Contents/Developer/Toolchains/XcodeDefault.Solarian Programmer My programming ramblings Home Archives Contact Privacy Swift 3 and OpenGL on Linux and macOS with GLFW Posted on Novemby Paul Applications/Xcode-beta.app/Contents/DeveloperĪpple LLVM version 8.0.0 (clang-800.0.33.1) $ sudo xcode-select -switch /Applications/Xcode-beta.app/Contents/Developer/ Applications/Xcode.app/Contents/Developer To solve this problem you should simply install Xcode 8.Īfter installation make sure that you have switched command line tools to the recent Xcode: $ clang -version Here is and article where you may find some useful information: Objective-C Class Properties. Objective-C gained support for class properties within the new version of Clang and Xcode. Note: I want to compile this in the terminal with clang, not inside of Xcode. The version of Sierra I have is 10.12 beta (16A254g).
![using swift to compile c on macos using swift to compile c on macos](https://www.iphonetricks.org/wp-content/uploads/2021/11/Network-Speed-Test-in-Terminal-1200x691.jpg)
I have Xcode version 7.3.1 (7D1014) and Xcode version 8.0 beta 4 (8S188o) installed. InstalledDir: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin
![using swift to compile c on macos using swift to compile c on macos](https://koenig-media.raywenderlich.com/uploads/2017/06/New-Swift-File.png)
This is the version of clang that I'm using. System/Library/Frameworks/amework/Headers/NSObject.h:44:12: error: unknown property attribute (class, readonly) BOOL supportsSecureCoding In file included from /System/Library/Frameworks/amework/Headers/NSArray.h:5: In file included from /System/Library/Frameworks/amework/Headers/Foundation.h:10: However, when I try that command on Sierra, I see these errors. clang -x objective-c -framework Foundation main.m On El Capitan, I could compile with this command. I'm trying to figure out how to compile this snippet of code on macOS Sierra.