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|
/****************************************************************************
**
** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
** All rights reserved.
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** This file is part of the documentation of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** No Commercial Usage
** This file contains pre-release code and may not be distributed.
** You may use this file in accordance with the terms and conditions
** contained in the Technology Preview License Agreement accompanying
** this package.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Nokia gives you certain additional
** rights. These rights are described in the Nokia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** If you have questions regarding the use of this file, please contact
** Nokia at qt-info@nokia.com.
**
**
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
/*!
\page deployment.html
\title Deploying Qt Applications
Deploying an Qt application does not require any C++
programming. All you need to do is to build Qt and your
application in release mode, following the procedures described in
this documentation. We will demonstrate the procedures in terms of
deploying the \l {tools/plugandpaint}{Plug & Paint} application
that is provided in Qt's examples directory.
\section1 Static vs. Shared Libraries
There are two ways of deploying an application:
\list
\o Static Linking
\o Shared Libraries (Frameworks on Mac)
\endlist
Static linking results in a stand-alone executable. The advantage
is that you will only have a few files to deploy. The
disadvantages are that the executables are large and with no
flexibility (i.e a new version of the application, or of Qt, will
require that the deployment process is repeated), and that you
cannot deploy plugins.
To deploy plugin-based applications, you can use the shared
library approach. Shared libraries also provide smaller, more
flexible executables. For example, using the shared library
approach, the user is able to independently upgrade the Qt library
used by the application.
Another reason why you might want to use the shared library
approach, is if you want to use the same Qt libraries for a family
of applications. In fact, if you download the binary installation
of Qt, you get Qt as a shared library.
The disadvantage with the shared library approach is that you
will get more files to deploy. For more information, see
\l{sharedlibrary.html}{Creating Shared Libraries}.
\section1 Deploying Qt's Libraries
\table
\header
\o {4,1} Qt's Libraries
\row
\o \l {QAxContainer}
\o \l {QAxServer}
\o \l {QtCore}
\o \l {QtDBus}
\row
\o \l {QtDesigner}
\o \l {QtGui}
\o \l {QtHelp}
\o \l {QtNetwork}
\row
\o \l {QtOpenGL}
\o \l {QtScript}
\o \l {QtScriptTools}
\o \l {QtSql}
\row
\o \l {QtSvg}
\o \l {QtWebKit}
\o \l {QtXml}
\o \l {QtXmlPatterns}
\row
\o \l {Phonon Module}{Phonon}
\o \l {Qt3Support}
\endtable
Since Qt is not a system library, it has to be redistributed along
with your application; the minimum is to redistribute the run-time
of the libraries used by the application. Using static linking,
however, the Qt run-time is compiled into the executable.
In general, you should deploy all plugins that your build of Qt uses,
excluding only those that you have identified as being unnecessary
for your application and its users.
For instance, you may need to deploy plugins for JPEG support and
SQL drivers, but you should also deploy plugins that your users may
require, including those for accessibility.
For more information about plugins, see the
\l{plugins-howto.html}{How to Create Qt Plugins} documentation.
When deploying an application using the shared library approach
you must ensure that the Qt libraries will use the correct path to
find the Qt plugins, documentation, translation etc. To do this you
can use a \c qt.conf file. For more information, see the \l {Using
qt.conf} documentation.
Depending on configuration, compiler specific libraries must be
redistributed as well. For more information, see the platform
specific Application Dependencies sections: \l
{deployment-x11.html#application-dependencies}{X11}, \l
{deployment-windows.html#application-dependencies}{Windows}, \l
{deployment-mac.html#application-dependencies}{Mac}.
\section1 Licensing
Some of Qt's libraries are based on third party libraries that are
not licensed using the same dual-license model as Qt. As a result,
care must be taken when deploying applications that use these
libraries, particularly when the application is statically linked
to them.
The following table contains an inexhaustive summary of the issues
you should be aware of.
\table
\header \o Qt Library \o Dependency
\o Licensing Issue
\row \o QtHelp \o CLucene
\o The version of clucene distributed with Qt is licensed
under the GNU LGPL version 2.1 or later. This has implications for
developers of closed source applications. Please see
\l{QtHelp Module#License Information}{the QtHelp module documentation}
for more information.
\row \o QtNetwork \o OpenSSL
\o Some configurations of QtNetwork use OpenSSL at run-time. Deployment
of OpenSSL libraries is subject to both licensing and export restrictions.
More information can be found in the \l{Secure Sockets Layer (SSL) Classes}
documentation.
\row \o QtWebKit \o WebKit
\o WebKit is licensed under the GNU LGPL version 2 or later.
This has implications for developers of closed source applications.
Please see \l{QtWebKit Module#License Information}{the QtWebKit module
documentation} for more information.
\row \o \l{Phonon Module}{Phonon} \o Phonon
\o Phonon relies on the native multimedia engines on different platforms.
Phonon itself is licensed under the GNU LGPL version 2. Please see
\l{Phonon Module#License Information}{the Phonon module documentation}
for more information on licensing and the
\l{Phonon Overview#Backends}{Phonon Overview} for details of the backends
in use on different platforms.
\endtable
\section1 Platform-Specific Notes
The procedure of deploying Qt applications is different for the
various platforms:
\list
\o \l{Deploying an Application on X11 Platforms}{Qt for X11 Platforms}
\o \l{Deploying an Application on Windows}{Qt for Windows}
\o \l{Deploying an Application on Mac OS X}{Qt for Mac OS X}
\o \l{Deploying Qt for Embedded Linux Applications}{Qt for Embedded Linux}
\o \l{Deploying an Application on the Symbian platform}{Qt for the Symbian platform}
\endlist
\sa Installation {Platform-Specific Documentation}
*/
/*!
\page deployment-x11.html
\contentspage Deploying Qt Applications
\title Deploying an Application on X11 Platforms
Due to the proliferation of Unix systems (commercial Unices, Linux
distributions, etc.), deployment on Unix is a complex
topic. Before we start, be aware that programs compiled for one
Unix flavor will probably not run on a different Unix system. For
example, unless you use a cross-compiler, you cannot compile your
application on Irix and distribute it on AIX.
Contents:
\tableofcontents
This documentation will describe how to determine which files you
should include in your distribution, and how to make sure that the
application will find them at run-time. We will demonstrate the
procedures in terms of deploying the \l {tools/plugandpaint}{Plug
& Paint} application that is provided in Qt's examples directory.
\section1 Static Linking
Static linking is often the safest and easiest way to distribute
an application on Unix since it relieves you from the task of
distributing the Qt libraries and ensuring that they are located
in the default search path for libraries on the target system.
\section2 Building Qt Statically
To use this approach, you must start by installing a static version
of the Qt library:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 0
We specify the prefix so that we do not overwrite the existing Qt
installation. The example above only builds the Qt libraries,
i.e. the examples and Qt Designer will not be built. When \c make
is done, you will find the Qt libraries in the \c /path/to/Qt/lib
directory.
When linking your application against static Qt libraries, note
that you might need to add more libraries to the \c LIBS line in
your project file. For more information, see the \l {Application
Dependencies} section.
\section2 Linking the Application to the Static Version of Qt
Once Qt is built statically, the next step is to regenerate the
makefile and rebuild the application. First, we must go into the
directory that contains the application:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 1
Now run qmake to create a new makefile for the application, and do
a clean build to create the statically linked executable:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 2
You probably want to link against the release libraries, and you
can specify this when invoking \c qmake. Note that we must set the
path to the static Qt that we just built.
To check that the application really links statically with Qt, run
the \c ldd tool (available on most Unices):
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 3
Verify that the Qt libraries are not mentioned in the output.
Now, provided that everything compiled and linked without any
errors, we should have a \c plugandpaint file that is ready for
deployment. One easy way to check that the application really can
be run stand-alone is to copy it to a machine that doesn't have Qt
or any Qt applications installed, and run it on that machine.
Remember that if your application depends on compiler specific
libraries, these must still be redistributed along with your
application. For more information, see the \l {Application
Dependencies} section.
The \l {tools/plugandpaint}{Plug & Paint} example consists of
several components: The core application (\l
{tools/plugandpaint}{Plug & Paint}), and the \l
{tools/plugandpaintplugins/basictools}{Basic Tools} and \l
{tools/plugandpaintplugins/extrafilters}{Extra Filters}
plugins. Since we cannot deploy plugins using the static linking
approach, the executable we have prepared so far is
incomplete. The application will run, but the functionality will
be disabled due to the missing plugins. To deploy plugin-based
applications we should use the shared library approach.
\section1 Shared Libraries
We have two challenges when deploying the \l
{tools/plugandpaint}{Plug & Paint} application using the shared
libraries approach: The Qt runtime has to be correctly
redistributed along with the application executable, and the
plugins have to be installed in the correct location on the target
system so that the application can find them.
\section2 Building Qt as a Shared Library
We assume that you already have installed Qt as a shared library,
which is the default when installing Qt, in the \c /path/to/Qt
directory. For more information on how to build Qt, see the \l
{Installation} documentation.
\section2 Linking the Application to Qt as a Shared Library
After ensuring that Qt is built as a shared library, we can build
the \l {tools/plugandpaint}{Plug & Paint} application. First, we
must go into the directory that contains the application:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 4
Now run qmake to create a new makefile for the application, and do
a clean build to create the dynamically linked executable:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 5
This builds the core application, the following will build the
plugins:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 6
If everything compiled and linked without any errors, we will get
a \c plugandpaint executable and the \c libpnp_basictools.so and
\c libpnp_extrafilters.so plugin files.
\section2 Creating the Application Package
There is no standard package management on Unix, so the method we
present below is a generic solution. See the documentation for
your target system for information on how to create a package.
To deploy the application, we must make sure that we copy the
relevant Qt libraries (corresponding to the Qt modules used in the
application) as well as the executable to the same
directory. Remember that if your application depends on compiler
specific libraries, these must also be redistributed along with
your application. For more information, see the \l {Application
Dependencies} section.
We'll cover the plugins shortly, but the main issue with shared
libraries is that you must ensure that the dynamic linker will
find the Qt libraries. Unless told otherwise, the dynamic linker
doesn't search the directory where your application resides. There
are many ways to solve this:
\list
\o You can install the Qt libraries in one of the system
library paths (e.g. \c /usr/lib on most systems).
\o You can pass a predetermined path to the \c -rpath command-line
option when linking the application. This will tell the dynamic
linker to look in this directory when starting your application.
\o You can write a startup script for your application, where you
modify the dynamic linker configuration (e.g. adding your
application's directory to the \c LD_LIBRARY_PATH environment
variable. \note If your application will be running with "Set
user ID on execution," and if it will be owned by root, then
LD_LIBRARY_PATH will be ignored on some platforms. In this
case, use of the LD_LIBRARY_PATH approach is not an option).
\endlist
The disadvantage of the first approach is that the user must have
super user privileges. The disadvantage of the second approach is
that the user may not have privileges to install into the
predetemined path. In either case, the users don't have the option
of installing to their home directory. We recommend using the
third approach since it is the most flexible. For example, a \c
plugandpaint.sh script will look like this:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 7
By running this script instead of the executable, you are sure
that the Qt libraries will be found by the dynamic linker. Note
that you only have to rename the script to use it with other
applications.
When looking for plugins, the application searches in a plugins
subdirectory inside the directory of the application
executable. Either you have to manually copy the plugins into the
\c plugins directory, or you can set the \c DESTDIR in the
plugins' project files:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 8
An archive distributing all the Qt libraries, and all the plugins,
required to run the \l {tools/plugandpaint}{Plug & Paint}
application, would have to include the following files:
\table 100%
\header
\o Component \o {2, 1} File Name
\row
\o The executable
\o {2, 1} \c plugandpaint
\row
\o The script to run the executable
\o {2, 1} \c plugandpaint.sh
\row
\o The Basic Tools plugin
\o {2, 1} \c plugins\libpnp_basictools.so
\row
\o The ExtraFilters plugin
\o {2, 1} \c plugins\libpnp_extrafilters.so
\row
\o The Qt Core module
\o {2, 1} \c libQtCore.so.4
\row
\o The Qt GUI module
\o {2, 1} \c libQtGui.so.4
\endtable
On most systems, the extension for shared libraries is \c .so. A
notable exception is HP-UX, which uses \c .sl.
Remember that if your application depends on compiler specific
libraries, these must still be redistributed along with your
application. For more information, see the \l {Application
Dependencies} section.
To verify that the application now can be successfully deployed,
you can extract this archive on a machine without Qt and without
any compiler installed, and try to run it, i.e. run the \c
plugandpaint.sh script.
An alternative to putting the plugins in the \c plugins
subdirectory is to add a custom search path when you start your
application using QApplication::addLibraryPath() or
QApplication::setLibraryPaths().
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 9
\section1 Application Dependencies
\section2 Additional Libraries
To find out which libraries your application depends on, run the
\c ldd tool (available on most Unices):
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 10
This will list all the shared library dependencies for your
application. Depending on configuration, these libraries must be
redistributed along with your application. In particular, the
standard C++ library must be redistributed if you're compiling
your application with a compiler that is binary incompatible with
the system compiler. When possible, the safest solution is to link
against these libraries statically.
You will probably want to link dynamically with the regular X11
libraries, since some implementations will try to open other
shared libraries with \c dlopen(), and if this fails, the X11
library might cause your application to crash.
It's also worth mentioning that Qt will look for certain X11
extensions, such as Xinerama and Xrandr, and possibly pull them
in, including all the libraries that they link against. If you
can't guarantee the presence of a certain extension, the safest
approach is to disable it when configuring Qt (e.g. \c {./configure
-no-xrandr}).
FontConfig and FreeType are other examples of libraries that
aren't always available or that aren't always binary
compatible. As strange as it may sound, some software vendors have
had success by compiling their software on very old machines and
have been very careful not to upgrade any of the software running
on them.
When linking your application against the static Qt libraries, you
must explicitly link with the dependent libraries mentioned
above. Do this by adding them to the \c LIBS variable in your
project file.
\section2 Qt Plugins
Your application may also depend on one or more Qt plugins, such
as the JPEG image format plugin or a SQL driver plugin. Be sure
to distribute any Qt plugins that you need with your application,
and note that each type of plugin should be located within a
specific subdirectory (such as \c imageformats or \c sqldrivers)
within your distribution directory, as described below.
\note If you are deploying an application that uses QtWebKit to display
HTML pages from the World Wide Web, you should include all text codec
plugins to support as many HTML encodings possible.
The search path for Qt plugins (as well as a few other paths) is
hard-coded into the QtCore library. By default, the first plugin
search path will be hard-coded as \c /path/to/Qt/plugins. As
mentioned above, using pre-determined paths has certain
disadvantages, so you need to examine various alternatives to make
sure that the Qt plugins are found:
\list
\o \l{qt-conf.html}{Using \c qt.conf}. This is the recommended
approach since it provides the most flexibility.
\o Using QApplication::addLibraryPath() or
QApplication::setLibraryPaths().
\o Using a third party installation utility or the target system's
package manager to change the hard-coded paths in the QtCore
library.
\endlist
The \l{How to Create Qt Plugins} document outlines the issues you
need to pay attention to when building and deploying plugins for
Qt applications.
*/
/*!
\page deployment-windows.html
\contentspage Deploying Qt Applications
\title Deploying an Application on Windows
This documentation will describe how to determine which files you
should include in your distribution, and how to make sure that the
application will find them at run-time. We will demonstrate the
procedures in terms of deploying the \l {tools/plugandpaint}{Plug
& Paint} application that is provided in Qt's examples directory.
Contents:
\tableofcontents
\section1 Static Linking
If you want to keep things simple by only having a few files to
deploy, i.e. a stand-alone executable with the associated compiler
specific DLLs, then you must build everything statically.
\section2 Building Qt Statically
Before we can build our application we must make sure that Qt is
built statically. To do this, go to a command prompt and type the
following:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 11
Remember to specify any other options you need, such as data base
drivers, as arguments to \c configure. Once \c configure has
finished, type the following:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 12
This will build Qt statically. Note that unlike with a dynamic build,
building Qt statically will result in libraries without version numbers;
e.g. \c QtCore4.lib will be \c QtCore.lib. Also, we have used \c nmake
in all the examples, but if you use MinGW you must use
\c mingw32-make instead.
\note If you later need to reconfigure and rebuild Qt from the
same location, ensure that all traces of the previous configuration are
removed by entering the build directory and typing \c{nmake distclean}
before running \c configure again.
\section2 Linking the Application to the Static Version of Qt
Once Qt has finished building we can build the \l
{tools/plugandpaint}{Plug & Paint} application. First we must go
into the directory that contains the application:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 13
We must then run \c qmake to create a new makefile for the
application, and do a clean build to create the statically linked
executable:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 14
You probably want to link against the release libraries, and you
can specify this when invoking \c qmake. Now, provided that
everything compiled and linked without any errors, we should have
a \c plugandpaint.exe file that is ready for deployment. One easy
way to check that the application really can be run stand-alone is
to copy it to a machine that doesn't have Qt or any Qt
applications installed, and run it on that machine.
Remember that if your application depends on compiler specific
libraries, these must still be redistributed along with your
application. You can check which libraries your application is
linking against by using the \c depends tool. For more
information, see the \l {Application Dependencies} section.
The \l {tools/plugandpaint}{Plug & Paint} example consists of
several components: The application itself (\l
{tools/plugandpaint}{Plug & Paint}), and the \l
{tools/plugandpaintplugins/basictools}{Basic Tools} and \l
{tools/plugandpaintplugins/extrafilters}{Extra Filters}
plugins. Since we cannot deploy plugins using the static linking
approach, the application we have prepared is incomplete. It will
run, but the functionality will be disabled due to the missing
plugins. To deploy plugin-based applications we should use the
shared library approach.
\section1 Shared Libraries
We have two challenges when deploying the \l
{tools/plugandpaint}{Plug & Paint} application using the shared
libraries approach: The Qt runtime has to be correctly
redistributed along with the application executable, and the
plugins have to be installed in the correct location on the target
system so that the application can find them.
\section2 Building Qt as a Shared Library
We assume that you already have installed Qt as a shared library,
which is the default when installing Qt, in the \c C:\path\to\Qt
directory. For more information on how to build Qt, see the \l
{Installation} documentation.
\section2 Linking the Application to Qt as a Shared Library
After ensuring that Qt is built as a shared library, we can build
the \l {tools/plugandpaint}{Plug & Paint} application. First, we
must go into the directory that contains the application:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 15
Now run \c qmake to create a new makefile for the application, and
do a clean build to create the dynamically linked executable:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 16
This builds the core application, the following will build the
plugins:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 17
If everything compiled and linked without any errors, we will get
a \c plugandpaint.exe executable and the \c pnp_basictools.dll and
\c pnp_extrafilters.dll plugin files.
\section2 Creating the Application Package
To deploy the application, we must make sure that we copy the
relevant Qt DLL (corresponding to the Qt modules used in
the application) as well as the executable to the same directory
in the \c release subdirectory.
Remember that if your application depends on compiler specific
libraries, these must be redistributed along with your
application. You can check which libraries your application is
linking against by using the \c depends tool. For more
information, see the \l {Application Dependencies} section.
We'll cover the plugins shortly, but first we'll check that the
application will work in a deployed environment: Either copy the
executable and the Qt DLLs to a machine that doesn't have Qt
or any Qt applications installed, or if you want to test on the
build machine, ensure that the machine doesn't have Qt in its
environment.
If the application starts without any problems, then we have
successfully made a dynamically linked version of the \l
{tools/plugandpaint}{Plug & Paint} application. But the
application's functionality will still be missing since we have
not yet deployed the associated plugins.
Plugins work differently to normal DLLs, so we can't just
copy them into the same directory as our application's executable
as we did with the Qt DLLs. When looking for plugins, the
application searches in a \c plugins subdirectory inside the
directory of the application executable.
So to make the plugins available to our application, we have to
create the \c plugins subdirectory and copy over the relevant DLLs:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 18
An archive distributing all the Qt DLLs and application
specific plugins required to run the \l {tools/plugandpaint}{Plug
& Paint} application, would have to include the following files:
\table 100%
\header
\o Component \o {2, 1} File Name
\row
\o The executable
\o {2, 1} \c plugandpaint.exe
\row
\o The Basic Tools plugin
\o {2, 1} \c plugins\pnp_basictools.dll
\row
\o The ExtraFilters plugin
\o {2, 1} \c plugins\pnp_extrafilters.dll
\row
\o The Qt Core module
\o {2, 1} \c qtcore4.dll
\row
\o The Qt GUI module
\o {2, 1} \c qtgui4.dll
\endtable
In addition, the archive must contain the following compiler
specific libraries depending on your version of Visual Studio:
\table 100%
\header
\o \o VC++ 6.0 \o VC++ 7.1 (2003) \o VC++ 8.0 (2005) \o VC++ 9.0 (2008)
\row
\o The C run-time
\o \c msvcrt.dll
\o \c msvcr71.dll
\o \c msvcr80.dll
\o \c msvcr90.dll
\row
\o The C++ run-time
\o \c msvcp60.dll
\o \c msvcp71.dll
\o \c msvcp80.dll
\o \c msvcp90.dll
\endtable
To verify that the application now can be successfully deployed,
you can extract this archive on a machine without Qt and without
any compiler installed, and try to run it.
An alternative to putting the plugins in the plugins subdirectory
is to add a custom search path when you start your application
using QApplication::addLibraryPath() or
QApplication::setLibraryPaths().
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 19
One benefit of using plugins is that they can easily be made
available to a whole family of applications.
It's often most convenient to add the path in the application's \c
main() function, right after the QApplication object is
created. Once the path is added, the application will search it
for plugins, in addition to looking in the \c plugins subdirectory
in the application's own directory. Any number of additional paths
can be added.
\section2 Visual Studio 2005 Onwards
When deploying an application compiled with Visual Studio 2005 onwards,
there are some additional steps to be taken.
First, we need to copy the manifest file created when linking the
application. This manifest file contains information about the
application's dependencies on side-by-side assemblies, such as the runtime
libraries.
The manifest file needs to be copied into the \bold same folder as the
application executable. You do not need to copy the manifest files for
shared libraries (DLLs), since they are not used.
If the shared library has dependencies that are different from the
application using it, the manifest file needs to be embedded into the DLL
binary. Since Qt 4.1.3, the follwoing \c CONFIG options are available for
embedding manifests:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 20
To use the options, add
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 21
to your .pro file. The \c embed_manifest_dll option is enabled by default.
You can find more information about manifest files and side-by-side
assemblies at the
\l {http://msdn.microsoft.com/en-us/library/aa376307.aspx}{MSDN website}.
There are two ways to include the run time libraries: by bundling them
directly with your application or by installing them on the end-user's
system.
To bundle the run time libraries with your application, copy the directory
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 22
into the folder where your executable is, so that you are including a
\c Microsoft.VC80.CRT directory alongside your application's executable. If
you are bundling the runtimes and need to deploy plugins as well, you have
to remove the manifest from the plugins (embedded as a resource) by adding
the following line to the \c{.pro} file of the plugins you are compiling:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 23
\warning If you skip the step above, the plugins will not load on some
systems.
To install the runtime libraries on the end-user's system, you need to
include the appropriate Visual C++ Redistributable Package (VCRedist)
executable with your application and ensure that it is executed when the
user installs your application.
For example, on an 32-bit x86-based system, you would include the
\l{http://www.microsoft.com/downloads/details.aspx?FamilyId=32BC1BEE-A3F9-4C13-9C99-220B62A191EE}{vcredist_x86.exe}
executable. The \l{http://www.microsoft.com/downloads/details.aspx?familyid=526BF4A7-44E6-4A91-B328-A4594ADB70E5}{vcredist_IA64.exe}
and \l{http://www.microsoft.com/downloads/details.aspx?familyid=90548130-4468-4BBC-9673-D6ACABD5D13B}{vcredist_x64.exe}
executables provide the appropriate libraries for the IA64 and 64-bit x86
architectures, respectively.
\note The application you ship must be compiled with exactly the same
compiler version against the same C runtime version. This prevents
deploying errors caused by different versions of the C runtime libraries.
\section2 Visual Studio 2008 And Manual Installs
As well as the above details for VS 2005 and onwards, Visual Studio 2008
applications may have problems when deploying manually, say to a USB
stick.
The recommended procedure is to configure Qt with the \c -plugin-manifests
option using the 'configure' tool. Then follow the \l {http://msdn.microsoft.com/en-us/library/ms235291(VS.80).aspx}{guidelines}
for manually deploying private assemblies.
In brief the steps are
\list 1
\o create a folder structure on the development computer that will match the target USB stick directory structure, for example '\\app' and for your dlls, '\\app\\lib'.
\o on the development computer, from the appropriate 'redist' folder copy over Microsoft.VC80.CRT and Microsoft.VC80.MFC to the directories '\\app' and '\\app\\lib' on the development PC.
\o xcopy the \\app folder to the target USB stick.
\endlist
Your application should now run. Also be aware that even with a service
pack installed the Windows DLLs that are linked to will be the defaults. See
the information on \l {http://msdn.microsoft.com/en-us/library/cc664727.aspx}{how to select the appropriate target DLLs}.
\section1 Application Dependencies
\section2 Additional Libraries
Depending on configuration, compiler specific libraries must be
redistributed along with your application. You can check which
libraries your application is linking against by using the
\l{Dependency Walker} tool. All you need to do is to run it like
this:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 24
This will provide a list of the libraries that your application
depends on and other information.
\image deployment-windows-depends.png
When looking at the release build of the Plug & Paint executable
(\c plugandpaint.exe) with the \c depends tool, the tool lists the
following immediate dependencies to non-system libraries:
\table 100%
\header
\o Qt
\o VC++ 6.0
\o VC++ 7.1 (2003)
\o VC++ 8.0 (2005)
\o MinGW
\row
\o \list
\o QTCORE4.DLL - The QtCore runtime
\o QTGUI4.DLL - The QtGui runtime
\endlist
\o \list
\o MSVCRT.DLL - The C runtime
\o MSVCP60.DLL - The C++ runtime (only when STL is installed)
\endlist
\o \list
\o MSVCR71.DLL - The C runtime
\o MSVCP71.DLL - The C++ runtime (only when STL is installed)
\endlist
\o \list
\o MSVCR80.DLL - The C runtime
\o MSVCP80.DLL - The C++ runtime (only when STL is installed)
\endlist
\o \list
\o MINGWM10.DLL - The MinGW run-time
\endlist
\endtable
When looking at the plugin DLLs the exact same dependencies
are listed.
\section2 Qt Plugins
Your application may also depend on one or more Qt plugins, such
as the JPEG image format plugin or a SQL driver plugin. Be sure
to distribute any Qt plugins that you need with your application,
and note that each type of plugin should be located within a
specific subdirectory (such as \c imageformats or \c sqldrivers)
within your distribution directory, as described below.
\note If you are deploying an application that uses QtWebKit to display
HTML pages from the World Wide Web, you should include all text codec
plugins to support as many HTML encodings possible.
The search path for Qt plugins is hard-coded into the QtCore library.
By default, the plugins subdirectory of the Qt installation is the first
plugin search path. However, pre-determined paths like the default one
have certain disadvantages. For example, they may not exist on the target
machine. For that reason, you need to examine various alternatives to make
sure that the Qt plugins are found:
\list
\o \l{qt-conf.html}{Using \c qt.conf}. This approach is the recommended
if you have executables in different places sharing the same plugins.
\o Using QApplication::addLibraryPath() or
QApplication::setLibraryPaths(). This approach is recommended if you only
have one executable that will use the plugin.
\o Using a third party installation utility to change the
hard-coded paths in the QtCore library.
\endlist
If you add a custom path using QApplication::addLibraryPath it could
look like this:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 54
Then qApp->libraryPaths() would return something like this:
"C:/customPath/plugins "
"C:/Qt/%VERSION%/plugins"
"E:/myApplication/directory/"
The executable will look for the plugins in these directories and
the same order as the QStringList returned by qApp->libraryPaths().
The newly added path is prepended to the qApp->libraryPaths() which
means that it will be searched through first. However, if you use
qApp->setLibraryPaths(), you will be able to determend which paths
and in which order they will be searched.
The \l{How to Create Qt Plugins} document outlines the issues you
need to pay attention to when building and deploying plugins for
Qt applications.
\section1 Related Third Party Resources
\list
\o \l{http://silmor.de/29}{Cross compiling Qt/Win Apps on Linux} covers the
process of cross-compiling Windows applications on Linux.
\o \l{http://divided-mind.blogspot.com/2007/09/cross-compiling-qt4win-on-linux.html}
{Cross-compiling Qt4/Win on Linux} provides another Linux-to-Windows
cross-compilation guide.
\endlist
*/
/*!
\page deployment-mac.html
\contentspage Deploying Qt Applications
\title Deploying an Application on Mac OS X
Starting with version 4.5, Qt now includes a \l {macdeploy}{deployment tool}
that automates the prodecures described in this document.
This documentation will describe how to create a bundle, and how
to make sure that the application will find the resources it needs
at run-time. We will demonstrate the procedures in terms of
deploying the \l {tools/plugandpaint}{Plug & Paint} application
that is provided in Qt's examples directory.
\tableofcontents
\section1 The Bundle
On the Mac, a GUI application must be built and run from a
bundle. A bundle is a directory structure that appears as a single
entity when viewed in the Finder. A bundle for an application
typcially contains the executable and all the resources it
needs. See the image below:
\image deployment-mac-bundlestructure.png
The bundle provides many advantages to the user. One primary
advantage is that, since it is a single entity, it allows for
drag-and-drop installation. As a programmer you can access bundle
information in your own code. This is specific to Mac OS X and
beyond the scope of this document. More information about bundles
is available on \l
{http://developer.apple.com/documentation/CoreFoundation/Conceptual/CFBundles/index.html}{Apple's Developer Website}.
A Qt command line application on Mac OS X works similar to a
command line application on Unix and Windows. You probably don't
want to run it in a bundle: Add this to your application's .pro:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 26
This will tell \c qmake not to put the executable inside a
bundle. Please refer to the \l{Deploying an Application on
X11 Platforms}{X11 deployment documentation} for information about how
to deploy these "bundle-less" applications.
\section1 Xcode
We will only concern ourselves with command-line tools here. While
it is possible to use Xcode for this, Xcode has changed enough
between each version that it makes it difficult to document it
perfectly for each version. A future version of this document may
include more information for using Xcode in the deployment
process.
\section1 Static Linking
If you want to keep things simple by only having a few files to
deploy, then you must build everything statically.
\section2 Building Qt Statically
Start by installing a static version of the Qt library. Remember
that you will not be able to use plugins and you must build in all
the image formats, SQL drivers, etc..
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 27
You can check the various options that are available by running \c
configure -help.
\section2 Linking the Application to the Static Version of Qt
Once Qt is built statically, the next step is to regenerate the
makefile and rebuild the application. First, we must go into the
directory that contains the application:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 28
Now run \c qmake to create a new makefile for the application, and do
a clean build to create the statically linked executable:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 29
You probably want to link against the release libraries, and you
can specify this when invoking \c qmake. If you have Xcode Tools
1.5 or higher installed, you may want to take advantage of "dead
code stripping" to reduce the size of your binary even more. You
can do this by passing \c {LIBS+= -dead_strip} to \c qmake in
addition to the \c {-config release} parameter. This doesn't have
as large an effect if you are using GCC 4, since Qt will then have
function visibility hints built-in, but if you use GCC 3.3, it
could make a difference.
Now, provided that everything compiled and linked without any
errors, we should have a \c plugandpaint.app bundle that is ready
for deployment. One easy way to check that the application really
can be run stand-alone is to copy the bundle to a machine that
doesn't have Qt or any Qt applications installed, and run the
application on that machine.
You can check what other libraries your application links to using
the \c otool:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 30
Here is what the output looks like for the static \l
{tools/plugandpaint}{Plug & Paint}:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 31
For more information, see the \l {Application Dependencies}
section.
If you see \e Qt libraries in the output, it probably
means that you have both dynamic and static Qt libraries installed
on your machine. The linker will always choose dynamic over
static. There are two solutions: Either move your Qt dynamic
libraries (\c .dylibs) away to another directory while you link
the application and then move them back, or edit the \c Makefile
and replace link lines for the Qt libraries with the absolute path
to the static libraries. For example, replace
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 32
with
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 33
The \l {tools/plugandpaint}{Plug & Paint} example consists of
several components: The core application (\l
{tools/plugandpaint}{Plug & Paint}), and the \l
{tools/plugandpaintplugins/basictools}{Basic Tools} and \l
{tools/plugandpaintplugins/extrafilters}{Extra Filters}
plugins. Since we cannot deploy plugins using the static linking
approach, the bundle we have prepared so far is incomplete. The
application will run, but the functionality will be disabled due
to the missing plugins. To deploy plugin-based applications we
should use the framework approach.
\section1 Frameworks
We have two challenges when deploying the \l
{tools/plugandpaint}{Plug & Paint} application using frameworks:
The Qt runtime has to be correctly redistributed along with the
application bundle, and the plugins have to be installed in the
correct location so that the application can find them.
When distributing Qt with your application using frameworks, you
have two options: You can either distribute Qt as a private
framework within your application bundle, or you can distribute Qt
as a standard framework (alternatively use the Qt frameworks in
the installed binary). These two approaches are essentially the
same. The latter option is good if you have many Qt applications
and you would prefer to save memory. The former is good if you
have Qt built in a special way, or want to make sure the framework
is there. It just comes down to where you place the Qt frameworks.
\section2 Building Qt as Frameworks
We assume that you already have installed Qt as frameworks, which
is the default when installing Qt, in the /path/to/Qt
directory. For more information on how to build Qt, see the \l
Installation documentation.
When installing, the identification name of the frameworks will
also be set. The identification name is what the dynamic linker
(\c dyld) uses to find the libraries for your application.
\section2 Linking the Application to Qt as Frameworks
After ensuring that Qt is built as frameworks, we can build the \l
{tools/plugandpaint}{Plug & Paint} application. First, we must go
into the directory that contains the application:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 34
Now run qmake to create a new makefile for the application, and do
a clean build to create the dynamically linked executable:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 35
This builds the core application, the following will build the
plugins:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 36
Now run the \c otool for the Qt frameworks, for example Qt Gui:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 37
You will get the following output:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 38
For the Qt frameworks, the first line (i.e. \c
{path/to/Qt/lib/QtGui.framework/Versions/4/QtGui (compatibility
version 4.0.0, current version 4.0.1)}) becomes the framework's
identification name which is used by the dynamic linker (\c dyld).
But when you are deploying the application, your users may not
have the Qt frameworks installed in the specified location. For
that reason, you must either provide the frameworks in an agreed
upon location, or store the frameworks in the bundle itself.
Regardless of which solution you choose, you must make sure that
the frameworks return the proper identification name for
themselves, and that the application will look for these
names. Luckily we can control this with the \c install_name_tool
command-line tool.
The \c install_name_tool works in two modes, \c -id and \c
-change. The \c -id mode is for libraries and frameworks, and
allows us to specify a new identification name. We use the \c
-change mode to change the paths in the application.
Let's test this out by copying the Qt frameworks into the Plug &
Paint bundle. Looking at \c otool's output for the bundle, we can
see that we must copy both the QtCore and QtGui frameworks into
the bundle. We will assume that we are in the directory where we
built the bundle.
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 39
First we create a \c Frameworks directory inside the bundle. This
follows the Mac OS X application convention. We then copy the
frameworks into the new directory. Since frameworks contain
symbolic links, and we want to preserve them, we use the \c -R
option.
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 40
Then we run \c install_name_tool to set the identification names
for the frameworks. The first argument after \c -id is the new
name, and the second argument is the framework which
identification we wish to change. The text \c @executable_path is
a special \c dyld variable telling \c dyld to start looking where
the executable is located. The new names specifies that these
frameworks will be located "one directory up and over" in the \c
Frameworks directory.
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 41
Now, the dynamic linker knows where to look for QtCore and
QtGui. Then we must make the application aware of the library
locations as well using \c install_name_tool's \c -change mode.
This basically comes down to string replacement, to match the
identification names that we set for the frameworks.
Finally, since the QtGui framework depends on QtCore, we must
remember to change the reference for QtGui:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 42
After all this we can run \c otool again and see that the
application will look in the right locations.
Of course, the thing that makes the \l {tools/plugandpaint}{Plug &
Paint} example interesting are its plugins. The basic steps we
need to follow with plugins are:
\list
\o Put the plugins inside the bundle
\o Make sure that the plugins use the correct library using the
\c install_name_tool
\o Make sure that the application knows where to get the plugins
\endlist
While we can put the plugins anywhere we want in the bundle, the
best location to put them is under Contents/Plugins. When we built
the Plug & Paint plugins, the \c DESTDIR variable in their \c .pro
file put the plugins' \c .dylib files in a \c plugins subdirectory
in the \c plugandpaint directory. So, in this example, all we need
to do is move this directory:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 43
If we run \c otool on for example the \l
{tools/plugandpaintplugins/basictools}{Basic Tools} plugin's \c
.dylib file we get the following information.
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 44
Then we can see that the plugin links to the Qt frameworks it was
built against. Since we want the plugins to use the framework in
the application bundle we change them the same way as we did for
the application. For example for the Basic Tools plugin:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 45
We must also modify the code in \c
tools/plugandpaint/mainwindow.cpp to \l {QDir::cdUp()}{cdUp()} one
directory since the plugins live in the bundle. Add the following
code to the \c mainwindow.cpp file:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 46
\table
\row
\o \inlineimage deployment-mac-application.png
\o
The additional code in \c tools/plugandpaint/mainwindow.cpp also
enables us to view the plugins in the Finder, as shown to the left.
We can also add plugins extending Qt, for example adding SQL
drivers or image formats. We just need to follow the directory
structure outlined in plugin documentation, and make sure they are
included in the QCoreApplication::libraryPaths(). Let's quickly do
this with the image formats, following the approach from above.
Copy Qt's image format plugins into the bundle:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 47
Use \c install_name_tool to link the plugins to the frameworks in
the bundle:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 48
Then we update the source code in \c tools/plugandpaint/main.cpp
to look for the new plugins. After constructing the
QApplication, we add the following code:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 49
First, we tell the application to only look for plugins in this
directory. In our case, this is what we want since we only want to
look for the plugins that we distribute with the bundle. If we
were part of a bigger Qt installation we could have used
QCoreApplication::addLibraryPath() instead.
\endtable
\warning When deploying plugins, and thus make changes to the
source code, the default identification names are reset when
rebuilding the application, and you must repeat the process of
making your application link to the Qt frameworks in the bundle
using \c install_name_tool.
Now you should be able to move the application to another Mac OS X
machine and run it without Qt installed. Alternatively, you can
move your frameworks that live outside of the bundle to another
directory and see if the application still runs.
If you store the frameworks in another location than in the
bundle, the technique of linking your application is similar; you
must make sure that the application and the frameworks agree where
to be looking for the Qt libraries as well as the plugins.
\section2 Creating the Application Package
When you are done linking your application to Qt, either
statically or as frameworks, the application is ready to be
distributed. Apple provides a fair bit of information about how to
do this and instead of repeating it here, we recommend that you
consult their \l
{http://developer.apple.com/documentation/DeveloperTools/Conceptual/SoftwareDistribution/index.html}{software delivery}
documentation.
Although the process of deploying an application do have some
pitfalls, once you know the various issues you can easily create
packages that all your Mac OS X users will enjoy.
\section1 Application Dependencies
\section2 Qt Plugins
Your application may also depend on one or more Qt plugins, such
as the JPEG image format plugin or a SQL driver plugin. Be sure
to distribute any Qt plugins that you need with your application,
and note that each type of plugin should be located within a
specific subdirectory (such as \c imageformats or \c sqldrivers)
within your distribution directory, as described below.
\note If you are deploying an application that uses QtWebKit to display
HTML pages from the World Wide Web, you should include all text codec
plugins to support as many HTML encodings possible.
The search path for Qt plugins (as well as a few other paths) is
hard-coded into the QtCore library. By default, the first plugin
search path will be hard-coded as \c /path/to/Qt/plugins. But
using pre-determined paths has certain disadvantages. For example,
they may not exist on the target machine. For that reason you need
to examine various alternatives to make sure that the Qt plugins
are found:
\list
\o \l{qt-conf.html}{Using \c qt.conf}. This is the recommended
approach since it provides the most flexibility.
\o Using QApplication::addLibraryPath() or
QApplication::setLibraryPaths().
\o Using a third party installation utility to change the
hard-coded paths in the QtCore library.
\endlist
The \l{How to Create Qt Plugins} document outlines the issues you
need to pay attention to when building and deploying plugins for
Qt applications.
\section2 Additional Libraries
You can check which libraries your application is linking against
by using the \c otool tool. To use \c otool, all you need to do is
to run it like this:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 50
Unlike the deployment processes on \l {Deploying an Application on
X11 Platforms}{X11} and \l {Deploying an Application on
Windows}{Windows}, compiler specific libraries rarely have to
be redistributed along with your application. But since Qt can be
configured, built, and installed in several ways on Mac OS X,
there are also several ways to deploy applications. Typically your
goals help determine how you are going to deploy the
application. The last sections describe a couple of things to keep
in mind when you are deploying your application.
\section2 Mac OS X Version Dependencies
Qt 4.2 has been designed to be built and deployed on Mac OS X 10.3
up until the current version as of this writing, Mac OS X 10.4 and
all their minor releases. Qt achieves this by using "weak
linking." This means that Qt tests if a function added in newer
versions of Mac OS X is available on the computer it is running on
before it uses it. This results in getting access to newer
features when running on newer versions of OS X while still
remaining compatible on older versions.
For more information about cross development issues on Mac OS X,
see \l
{http://developer.apple.com/documentation/DeveloperTools/Conceptual/cross_development/index.html}{Apple's Developer Website}.
Since the linker is set to be compatible with all OS X version, you have to
change the \c MACOSX_DEPLOYMENT_TARGET environment variable to get weak
linking to work for your application. You can add:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 51
to your .pro file and qmake will take care of this for you.
However, there is a bit of a wrinkle to keep in mind when your are
deploying. Mac OS X 10.4 ("Tiger") ships GCC 4.0 as its default
compiler. This is also the GCC compiler we use for building the
binary Qt package. If you use GCC 4.0 to build your application,
it will link against a dynamic libstdc++ that is only available on
Mac OS X 10.4 and Mac OS X 10.3.9. The application will refuse to
run on older versions of the operating system.
For more information about C++ runtime environment, see \l
{http://developer.apple.com/documentation/DeveloperTools/Conceptual/CppRuntimeEnv/index.html}{Apple's Developer Website}
If you want to deploy to versions of Mac OS X earlier than 10.3.9,
you must build with GCC 3.3 which is the default on Mac OS X
10.3. GCC 3.3 is also available on the Mac OS X 10.4 "Xcode Tools"
CD and as a download for earlier versions of Mac OS X from Apple
(\l {https://connect.apple.com/}{connect.apple.com}). You can use
Apple's \c gcc_select(1) command line tool to switch the default
complier on your system.
\section3 Deploying Phonon Applications on Mac OS X
\list
\o If you build your Phonon application on Tiger, it will work on
Tiger, Leopard and Panther.
\o If you build your application on Leopard, it will \bold not work
on Panther unless you rename the libraries with the following command
after you have built your application:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 51a
This command must be invoked in the directory where
\c{libphonon_qt7.dylib} is located, usually in
\c{yourapp.app/Contents/plugins/phonon_backend/}.
\o The \l {macdeploy}{deployment tool} will perform this step for you.
\o If you are using Leopard, but would like to build your application
against Tiger, you can use:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 51b
\endlist
\section2 Architecture Dependencies
The Qt for Mac OS X libraries, tools, and examples can be built "universal"
(i.e. they run natively on both Intel and PowerPC machines). This
is accomplished by passing \c -universal on the \c configure line
of the source package, and requires that you use GCC 4.0.x. On
PowerPC hardware you will need to pass the universal SDK as a
command line argument to the Qt configure command. For example:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 52
From 4.1.1 the Qt binary package is already universal.
If you want to create a binary that runs on older versions of
PowerPC and x86, it is possible to build Qt for the PowerPC using
GCC 3.3, and for x86 one using GCC 4.0, and use Apple's \c lipo(1)
tool to stitch them together. This is beyond the scope of this
document and is not something we have tried, but Apple documents
it on their \l
{http://developer.apple.com/documentation/}{developer website}.
Once you have a universal Qt, \a qmake will generate makefiles
that will build for its host architecture by default. If you want
to build for a specific architecture, you can control this with
the \c CONFIG line in your \c .pro file. Use \c CONFIG+=ppc for
PowerPC, and \c CONFIG+=x86 for x86. If you desire both, simply
add both to the \c CONFIG line. PowerPC users also need an
SDK. For example:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 53
Besides \c lipo, you can also check your binaries with the \c file(1)
command line tool or the Finder.
\section1 The Mac Deployment Tool
\target macdeploy
The Mac deployment tool can be found in QTDIR/bin/macdeployqt. It is
designed to automate the process of creating a deployable
application bundle that contains the Qt libraries as private
frameworks.
The mac deployment tool also deploys the Qt plugins, according
to the following rules:
\list
\o Debug versions of the plugins are not deployed.
\o The designer plugins are not deployed.
\o The Image format plugins are always deployed.
\o SQL driver plugins are deployed if the application uses the QtSql module.
\o Script plugins are deployed if the application uses the QtScript module.
\o The Phonon backend plugin is deployed if the application uses the \l{Phonon Module} {Phonon} module.
\o The svg icon plugin is deployed if the application uses the QtSvg module.
\o The accessibility plugin is always deployed.
\o Accessibility for Qt3Support is deployed if the application uses the Qt3Support module.
\endlist
\note If you want a 3rd party library to be included in your
application bundle, then you must add an excplicit lib entry for
that library to your application's .pro file. Otherwise, the
\c macdeployqt tool will not copy the 3rd party .dylib into the
bundle.
\c macdeployqt supports the following options:
\list
\o -no-plugins: Skip plugin deployment
\o -dmg : Create a .dmg disk image
\o -no-strip : Don't run 'strip' on the binaries
\endlist
*/
/*!
\page deployment-symbian.html
\contentspage Deploying Qt Applications
\title Deploying an Application on the Symbian platform
Applications are deployed to Symbian devices in signed \c .sis package files.
The \c .sis file content is controlled with \c .pkg files. The \c .pkg file contains a set
of instructions used by tools to produce a \c .sis file. \c qmake generates a
default \c .pkg file for your project. The \c .pkg file generated by \c qmake is typically
fully functional for testing purposes but when planning to deliver your application
to end-users some changes are needed. This document describes what changes are
typically needed and how to implement them.
\section1 Static Linking
Qt for the Symbian platform does currently not support static linking of
Qt libraries.
\section1 Shared Libraries
When deploying the application using the shared libraries approach we must ensure that the
Qt runtime is correctly redistributed along with the application executable,
and also that all Qt dependencies are redistributed along with the application.
We will demonstrate these procedures in terms of deploying the \l {widgets/wiggly}{Wiggly}
application that is provided in Qt's examples directory.
\section2 Building Qt as a Shared Library
We assume that you already have installed Qt as a shared library,
in the \c C:\path\to\Qt directory which is the default when installing Qt for Symbian.
For more information on how to build Qt, see the \l {Installation} documentation.
\section1 Shared Libraries
After ensuring that Qt is built as a shared library, we can build
the \l {widgets/wiggly}{Wiggly} application. First, we
must go into the directory that contains the application:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 55
To prepare the application for deployment we must ensure that the \c .pkg file generated by
\c qmake contains the relevant vendor information and embeds the necessary
dependencies to the application deployment file (\c .sis). The content of the generated \c .pkg
file can be controlled with the Symbian specific \c qmake \l DEPLOYMENT keyword extensions.
First, we will change the vendor statement to something more meaningful. The application
vendor is visible to end-user during the installation.
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 56
Second we will tell the Symbian application installer that this application supports
only S60 5.0 based devices:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 57
You can find a list of platform and device indentification codes from
\l {http://wiki.forum.nokia.com/index.php/S60_Platform_and_device_identification_codes}{Forum Nokia Wiki}.
By default \c .pkg file generated by \c qmake adds support for all
S60 3rd edition FP1, S60 3rd edition FP2 and S60 5th edition devices.
As a last step we will instruct qmake to generate smart installer \c .pkg file by defining
the UID of the installation package. The UID needs to be different than the application UID,
and should be reserved via normal Symbian mechanisms. You can use a random UID starting with
\c 0xE for testing purposes:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 58
Now we are ready to compile the application and create the application
deployment file. Run \c qmake to create Symbian specific makefiles, resources (\.rss)
and deployment packaging files (\c .pkg). And do build to create the
application binaries and resources.
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 59
If everything compiled and linked without any errors, we are now ready to create
an application package (\c wiggly.sis):
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 60
Now you can create the smart installer package for the application:
\snippet doc/src/snippets/code/doc_src_deployment.qdoc 61
If all binaries and dependencies were found, you should now have a self signed
\c wiggly_installer.sis ready to be installed on a device. The smart installer
contained in the in the installer package will download the necessary dependencies
such as Qt libraries to the device.
\note If you want to have your application properly Symbian Signed for distribution,
you will have to properly sign both the application and the application installer packages.
Please see
\l{http://developer.symbian.org/wiki/index.php/Category:Symbian_Signed}
{Symbian Signed wiki} for more information about Symbian Signed.
For more information about creating a \c .sis file and installing it to device see also
\l {The Symbian platform - Introduction to Qt#Installing your own applications}{here}.
*/
|