Search found 83 matches
- Sun Jan 12, 2014 8:36 pm
- Forum: Mac OSX
- Topic: purebasic.asm:107: error: macho: sorry, cannot apply 32 bit…
- Replies: 1
- Views: 1541
Workaround
Even though it is not a solution but a workaround, I resolved this matter by compiling the source code as a dynamic library (*.dylib) instead of a static library. As apps on OS X are bundled anyway, it makes no difference in the final product (from the user's view). Even though I would have really ...
- Mon Jan 06, 2014 8:02 am
- Forum: Mac OSX
- Topic: purebasic.asm:107: error: macho: sorry, cannot apply 32 bit…
- Replies: 1
- Views: 1541
purebasic.asm:107: error: macho: sorry, cannot apply 32 bit…
purebasic.asm:107: error: macho: sorry, cannot apply 32 bit absolute relocations in 64 bit mode, consider "[_symbol wrt rip]" for mem access, "qword" and "dq_foo" for pointers.
I compiled a small C source code to a static library. I try to address and use the functions inside through the PureBasic ...
I compiled a small C source code to a static library. I try to address and use the functions inside through the PureBasic ...
- Mon Nov 11, 2013 3:13 pm
- Forum: Mac OSX
- Topic: For Mac newbies like me: Menu stuff
- Replies: 1
- Views: 1316
OS X System Preferences
You can change how OS X maps modifier keys . You should be abled to map the Control Key (assuming it is simply forwarded by VirtualBox) to the Command Key for OS X. I hope it helps. :)
By the way: OS X provides default keyboart shortcuts for Preferences and Quit (Command + Q) which are also valid ...
By the way: OS X provides default keyboart shortcuts for Preferences and Quit (Command + Q) which are also valid ...
- Sun Nov 03, 2013 4:55 pm
- Forum: Mac OSX
- Topic: Manually creating a Cocoa control - What's missing?
- Replies: 8
- Views: 4209
Re: Manually creating a Cocoa control - What's missing?
That's great and also simple!
Thank you!

- Sat Nov 02, 2013 12:39 pm
- Forum: Mac OSX
- Topic: Manually creating a Cocoa control - What's missing?
- Replies: 8
- Views: 4209
Re: Manually creating a Cocoa control - What's missing?
Good to know, possibly that brings me further into the direction I would like to go. About the Source List : It is the sidebar like in Finder, iTunes or even Xcode itself, the tree control with the (in most cases) blueish background color. In the object library of Xcode it is also called "Source ...
- Fri Nov 01, 2013 7:15 pm
- Forum: Mac OSX
- Topic: Manually creating a Cocoa control - What's missing?
- Replies: 8
- Views: 4209
Re: Manually creating a Cocoa control - What's missing?
Thank you both. :D So it was because of me mixing up the thing with pointers again… I read some samples about how manual control creation works in Objective-C itself. As far as I know now, I need an Objective-C object as a message receiver for event handling, but how am I supposed to create that ...
- Thu Oct 31, 2013 6:22 pm
- Forum: Mac OSX
- Topic: Manually creating a Cocoa control - What's missing?
- Replies: 8
- Views: 4209
Manually creating a Cocoa control - What's missing?
As I would like to use Cocoa controls which are not provided by PureBasic directly, I evaluated the possibilities of creating them from code within a PureBasic (5.11 64 Bit) application. I tested it already from within an Xcode (5.0.1) project. The following code (inserted into AppDelegate's ...
- Fri Aug 31, 2012 10:03 am
- Forum: Announcement
- Topic: PureBasic 5.00 beta 2
- Replies: 82
- Views: 38984
- Sun Dec 25, 2011 4:53 pm
- Forum: Mac OSX
- Topic: Mac App Store Approval
- Replies: 42
- Views: 41380
Re: Mac App Store Approval
@J. Baker: Awesome, dude. Thank you very much for this article. I am looking forward to make use of the knowledge provided by you. 

- Tue Aug 23, 2011 3:27 pm
- Forum: Feature Requests and Wishlists
- Topic: [Implemented] Ogre3D light attenuation
- Replies: 1
- Views: 1772
Light attenuation
I confirm the importance of this function. I would like to see that implemented, too. It is relevant if you want to create games which need to create some atmosphere or use lightning in a more advanced way.
- Sat Jul 16, 2011 6:46 pm
- Forum: Game Programming
- Topic: Particle emitter speed
- Replies: 5
- Views: 3578
Re: Particle emitter speed
That's it (example above). Independent from the set velocity the particles seem to move still with the same speed. And some other thing that irritated me is that in the documentation particle speed and velocity were meant as two different properties of a particle emitter in the description of the ...
- Fri Jul 15, 2011 3:41 pm
- Forum: Game Programming
- Topic: Particle emitter speed
- Replies: 5
- Views: 3578
Particle emitter speed
Am I blind or is it really that way, that you are not abled to influence the speed of the particles of a particle emitter?
Changing the velocity does not seem to affect the particles, there is not difference between a velocity of 50 and 0.00000001.
PureBasic 4.60 Beta 3 on Windows 7 32-Bit.

Changing the velocity does not seem to affect the particles, there is not difference between a velocity of 50 and 0.00000001.
PureBasic 4.60 Beta 3 on Windows 7 32-Bit.
- Fri Jun 24, 2011 2:53 pm
- Forum: Feature Requests and Wishlists
- Topic: Change default font from courier and color scheme
- Replies: 3
- Views: 1291
Re: Change default font from courier and color scheme
@eesau: As far as I know, a splash screen is just for the purpose to show that the application is already present but still loading. Even though it gives the application a bit more "cool" feeling. If the application is loading so fast, that the splash screen does not need to be displayed more than ...
- Fri Jun 17, 2011 12:09 pm
- Forum: Feature Requests and Wishlists
- Topic: Get Gadget3D Text Cursor Position
- Replies: 2
- Views: 1518
*BUMP*
Anything new about this?
I haven't been around here for a long time and just wanted to see if this tiny but fateful functionality has been added.
I haven't been around here for a long time and just wanted to see if this tiny but fateful functionality has been added.
- Sat Nov 21, 2009 12:29 pm
- Forum: Feature Requests and Wishlists
- Topic: Get Gadget3D Text Cursor Position
- Replies: 2
- Views: 1518
Get Gadget3D Text Cursor Position
This is just one tiny thing which currently keeps PureBasic Applications developed with OGRE from being "market-ready": text input!
With CEGUI you can select text in StringGadget3Ds and EditorGadget3Ds as you are used from the User Interface of your Operating System. The problem is, you cannot find ...
With CEGUI you can select text in StringGadget3Ds and EditorGadget3Ds as you are used from the User Interface of your Operating System. The problem is, you cannot find ...