On 6/16/20 7:01 AM, Chris wrote:
Sorry not QT6, QT5.6 which is listed in the cmake as the required
version. Or is that the minimum version?
Minimum. I believe 5.15 is available on Windows. I also have only a VM
for Windows, but will fire it up again when I have time. Last time, I
also did not succeed in compiling KMyMoney.
I did setup a craft environment.
I tried compiling kdevelop so I could use it as an IDE but it failed
on QTWebengine. said it was an ignored package whatever that means I
couldnt find a way to "unignore" it so I tried to get kmymoney "craft
kmymoney". However when it was taking hours and eventually crashed my
machine by consuming all available disk space of over 20Gb. I assumed
something was wrong and having tried to use emerge many years ago to
do the same thing I was not looking forward to days of debugging the
build environment.
That does seem high, but possible. What I generally do is to first use
the command for craft which just outputs which packages it is going to
install, and then do them one at a time. That way it is easier to know
where the problems are, although it does take more of your time.
That was the last thing I tried. I thought there must be a better way.
I had not heard of the OBS - interesting
Chris
On 16/06/2020 7:43 pm, Thomas Baumgart wrote:
Hi,
On Dienstag, 16. Juni 2020 06:44:11 CEST Chris wrote:
Hi
I am looking to build kmymoney to run on windows and possibly OSX as
I have
a need to make some customisations.
On MacOSX Dawid Wrobel recently setup a development environment
lately and made
some changes so that KMyMoney is working there again.
However I have had a lot of difficulty getting an environment on
windows.
there are so many missing dependencies including qt 6. qt does not even
provide that in its archives for qtcreator!
Qt6? That is not (yet) supported/required by KMyMoney. Should be
working with
Qt 5.9 to 5.15 AFAIU.
So I wondered what is the best approach. Should I build on windows
(I am
still running 7) or should I cross compile?
Can anyone give some advice?
A generic windows build can be made with 'craft' as build
environment. Instructions
on craft can be found here:
https://community.kde.org/Guidelines_and_HOWTOs/Build_from_source/Windows
>From what I understand, it now requires either MinGW or MSVC2019. I
have tried it lately
with MSVC2019 but my VM was slow and I am not so familiar with the
Windows details. I got
it to compile at some point but was not able to create an installer
in it. Maybe, you
have more luck.
Ralph Habacker maintains a cross-compile build on OBS (OpenSUSE Build
Service). So a
cross compile is also possible. This works using MinGW
What environment do you use to build windows binaries?
Since my home is windows free (at least in terms of computer OSes)
except the above
mentioned VM, I don't do full windows based builds. My test above was
enough to create
the libofx.dll and copy that onto a windows machine where I had
installed KMyMoney from
https://binary-factory.kde.org/job/KMyMoney_Release_win64/
It fails to compile, but that seems due to some Akonadi problem
(dependency).
Hope that helps. If you get something working, I am happy to verify
instructions on how
to set it up with detailed instructions on my VM.