Mercurial > sdl-ios-xcode
annotate README.MacOSX @ 172:37e3ca9254c7
Date: Sat, 8 Sep 2001 04:42:23 +0200
From: Max Horn <max@quendi.de>
Subject: SDL/OSX: Joystick; Better key handling
I just finished implementing improved keyhandling for OS X (in fact
the code should be easily ported to the "normal" MacOS part of SDL, I
just had no chance yet). Works like this:
First init the mapping table statically like before. Them, it queries
the OS for the "official" key table, then iterates over all 127
scancode and gets the associates ascii code. It ignores everythng
below 32 (has to, as it would lead to many problems if we did not...
e.g. both ESC and NUM LOCk produce an ascii code 27 on my keyboard),
and all stuff above 127 is mapped to SDLK_WORLD_* simply in the order
it is encountered.
In addition, caps lock is now working, too.
The code work flawless for me, but since I only have one keyboard, I
may have not encountered some serious problem... but I am pretty
confident that it is better than the old code in most cases.
The joystick driver works fine for me, too. I think it can be added
to CVS already. It would simply be helpful if more people would test
it. Hm, I wonder if Maelstrom or GLTron has Joystick support? That
would be a wonderful test application :)
I also took the liberty of modifying some text files like BUGS,
README.CVS, README.MacOSX (which now contains the OS X docs I long
promised)
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 11 Sep 2001 19:00:18 +0000 |
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0 | 1 ============================================================================== |
2 Using the Simple DirectMedia Layer with Mac OS X | |
3 ============================================================================== | |
4 | |
5 These instructions are for people using Apple's Mac OS X (pronounced | |
6 "ten"). | |
7 | |
8 From the developer's point of view, OS X is a sort of hybrid Mac and | |
9 Unix system, and you have the option of using either traditional | |
10 command line tools or Apple's IDE ProjectBuilder (PB). | |
11 | |
12 To build using the command line, use the standard configure and make | |
13 process: | |
14 | |
15 ./configure | |
16 make | |
17 make install | |
18 | |
19 (You may need to create the subdirs of /usr/local manually.) | |
20 | |
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21 /* |
0 | 22 To use the library once it's built, you need to use the "Carbon |
23 framework", which is the port of the old Mac Toolbox to OS X. | |
24 To do this, use the -F and -framework arguments for compiling | |
25 and linking, respectively: | |
26 | |
27 cc -c myprog.c -I/usr/local/include/SDL -F/System/Library/Frameworks/Carbon.framework | |
28 cc myprog.o -L/usr/local/lib -lSDL -framework Carbon | |
29 | |
30 sdl-config knows about the linking path and -framework, so it's | |
31 recommended to use it to fill in your Makefile variables. | |
172
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32 */ |
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33 |
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34 To use the library once it's built, you essential have two possibilities: |
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35 use the traditional autoconf/automake/make method, or use Apple's Project Builder. |
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36 |
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37 ============================================================================== |
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38 Using the Simple DirectMedia Layer with a traditional Makefile |
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39 ============================================================================== |
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40 |
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41 In the following, it will be mostly assumed that you are using autoconf and |
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42 automake to setup your SDL project, and furthermore that you use the AM_PATH_SDL |
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43 macro provided by SDL in sdl.m4. If you are not using these tools, you can |
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44 still use SDL but it will be somewhat hard to get running. |
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45 |
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46 Only step 1) is really required to get started, but for full OS X support you |
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47 will want to do the other steps, too. |
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48 |
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49 1) Update your acinclude.m4 file in case you have copied an older version of |
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50 sdl.m4 into it. This is essential as AM_PATH_SDL now performs some additional |
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51 tasks when used on MacOS X |
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52 |
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53 Rationale: AM_PATH_SDL copies /usr/local/share/sdl/Info.plist and the folder |
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54 /usr/local/share/sdl/SDLMain.nib/ into the directory where configure is invoked. |
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55 This is essential for the configure script to be able to run the test code |
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56 that detects SDL. |
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57 |
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58 2) Copy SDL's Info.plist.in file (from src/main/macosx) into your project's main |
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59 folder (the same spot that your configure.in sits), and edit it to suite your |
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60 needs. Then add it to your AC_OUTPUT list in configure.in |
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61 |
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62 Rationale: The Info.plist file can be used to specify an icon file for |
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63 your app, and also to provide a human readable version/copyright string |
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64 and other meta-information to the user via the Finder's Get Info dialog. |
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65 |
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66 3) Add something like the following rule to your Makefile.am: |
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67 |
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68 APP_NAME.app: EXE_NAME |
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69 mkdir -p $@/Contents/MacOS |
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70 mkdir -p $@/Contents/Resources |
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71 mkdir -p $@/Contents/Resources/SDLMain.nib |
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72 echo "APPL????" > $@/Contents/PkgInfo |
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73 $(INSTALL_DATA) Info.plist $@/Contents/ |
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74 $(INSTALL_DATA) SDLMain.nib/*.nib $@/Contents/Resources/ |
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75 $(INSTALL_PROGRAM) $< $@/Contents/MacOS/ |
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76 |
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77 You should replace EXE_NAME with the name of the executable. APP_NAME is what |
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78 will be visible to the user in the Finder. Usually it will be the same |
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79 as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME |
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80 usually is "TestGame" |
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81 |
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82 If your project builds more than one application, you will have to do a bit more. |
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83 For each of your target applications, you need a seperate rule. Furthermore, each |
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84 needs its own Info.plist file, since that has to contain the exact name of the |
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85 executable (i.e. EXE_NAME above). One way to do that is to use sed in your make rules |
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86 and modify a single master Info.plist. |
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87 |
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88 Rationale: on Mac OS X, executables have to be put into so-called "bundles". |
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89 The make rule given above will construct such a bundle around the executable |
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90 for you. You need to make a copy of it for each target application. |
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91 |
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92 4) If you want the create bundles to be installed, you may want to add this |
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93 rule to your Makefile.am: |
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94 |
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95 install-exec-local: Exult.app |
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96 mkdir -p /Applications/ |
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97 cp -r $< /Applications/ |
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98 |
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99 This rule takes the Bundle created by the rule from step 3 and installs them |
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100 into /Applications/. An alternate installation place would be $HOME/Applications/ |
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101 |
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102 Again, if you want to install multiple applications, you will have to augment |
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103 the make rule accordingly. |
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104 |
0 | 105 |
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106 ============================================================================== |
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107 Using the Simple DirectMedia Layer with Project Builder |
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108 ============================================================================== |
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109 |
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110 These instructions are for using Apple's Project Builder IDE to build SDL applications. |
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111 |
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112 - First steps |
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113 |
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114 The first thing to do is to unpack the PBProjects.tar.gz archive in the |
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115 top level SDL directory (where the PBProjects.tar.gz archive resides). |
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116 Because Stuffit Expander will unpack the archive into a subdirectory, |
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117 you should unpack the archive manually from the command line: |
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118 cd [path_to_SDL_source] |
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119 tar zxf PBProjects.tar.gz |
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120 This will create a new folder called PBProjects, which you can browse |
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121 normally from the Finder. |
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122 |
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123 - Building the Framework |
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124 |
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125 The SDL Library is packaged as a framework bundle, an organized |
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126 relocatable folder heirarchy of executible code, interface headers, |
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127 and additional resources. For practical purposes, you can think of a |
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128 framework as a more user and system-friendly shared library, whose library |
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129 file behaves more or less like a standard UNIX shared library. |
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130 |
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131 To build the framework, simply open the framework project and build it. |
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132 By default, the framework bundle "SDL.framework" is installed in |
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133 ~/Library/Frameworks. Therefore, the testers and project stationary expect |
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134 it to be located there. However, it will function the same in any of the |
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135 following locations: |
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136 |
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137 ~/Library/Frameworks |
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138 /Local/Library/Frameworks |
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139 /System/Library/Frameworks |
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140 |
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141 - Build Options |
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142 There are two "Build Styles" (See the "Targets" tab) for SDL. |
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143 "Deployment" should be used if you aren't tweaking the SDL library. |
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144 "Development" should be used to debug SDL apps or the library itself. |
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145 |
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146 - Building the Testers |
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147 Open the SDLTest project and build away! |
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148 |
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149 - Using the Project Stationary |
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150 Copy the stationary to the indicated folders to access it from |
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151 the "New Project" and "Add target" menus. What could be easier? |
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153 - Setting up a new project by hand |
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154 Some of you won't want to use the Stationary so I'll give some tips: |
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155 * Create a new "Cocoa Application" |
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156 * Add src/main/macosx/SDLMain.m , .h and .nib to your project |
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157 * Remove "main.c" from your project |
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158 * Remove "MainMenu.nib" from your project |
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159 * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path |
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160 * Add "$(HOME)/Library/Frameworks" to the frameworks search path |
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161 * Add "-framework SDL" to the "OTHER_LDFLAGS" variable |
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162 * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib" |
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163 * Add your files |
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164 * Clean and build |
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166 - Building from command line |
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167 Use pbxbuild in the same directory as your .pbproj file |
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168 |
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169 - Running your app |
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170 You can send command line args to your app by either invoking it from |
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171 the command line (in *.app/Contents/MacOS) or by entering them in the |
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172 "Executibles" panel of the target settings. |
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173 |
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174 - Implementation Notes |
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175 Some things that may be of interest about how it all works... |
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176 * Working directory |
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177 As defined in the SDLMain.m file, the working directory of your SDL app |
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178 is by default set to its parent. You may wish to change this to better |
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179 suit your needs. |
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180 * You have a Cocoa App! |
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181 Your SDL app is essentially a Cocoa application. When your app |
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182 starts up and the libraries finish loading, a Cocoa procedure is called, |
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183 which sets up the working directory and calls your main() method. |
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184 You are free to modify your Cocoa app with generally no consequence |
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185 to SDL. You cannot, however, easily change the SDL window itself. |
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186 Functionality may be added in the future to help this. |
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187 * My development setup: |
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188 I am using version 1.0.1 (v63.0) of Project Builder on MacOS X 10.0.3, |
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189 from the Developer Tools CD for May 2001. |
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190 As of May 31 2001, Apple hasn't released this version of the tools to the public, |
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191 but I expect that things will still work on older versions. |
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192 |
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194 LocalWords: Stuffit |