e562ec02a6
To be continued ... git-svn-id: file:///fltk/svn/fltk/branches/branch-1.4@12292 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
653 lines
22 KiB
Plaintext
653 lines
22 KiB
Plaintext
README.MSWindows.txt - Building FLTK under Microsoft Windows
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--------------------------------------------------------------
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CONTENTS
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==========
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1 INTRODUCTION
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2 HOW TO BUILD FLTK USING MinGW/Cygwin
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2.1 The Tools
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2.2 Recommended Command Line Build Environment
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2.3 Prerequisites
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2.4 Downloading and Unpacking
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2.5 Configuring FLTK
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2.6 Building FLTK
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2.7 Testing FLTK
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2.8 Installing FLTK
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2.9 Creating new Projects
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3 HOW TO BUILD FLTK USING VISUAL STUDIO 2008
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3.1 Prerequisites
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3.2 Downloading and Unpacking
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3.3 Configuring FLTK
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3.4 Building FLTK
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3.5 Testing FLTK
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3.6 Installing FLTK
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3.7 Creating new Projects
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4 HOW TO BUILD FLTK USING VISUAL STUDIO 2010 OR LATER
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4.1 Prerequisites
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4.2 Downloading and Unpacking
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4.3 Configuring FLTK
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4.4 Building FLTK
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4.5 Testing FLTK
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4.6 Installing FLTK
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4.7 Creating new Projects
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5 FREQUENTLY ASKED QUESTIONS
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7 LINKS
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6 DOCUMENT HISTORY
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INTRODUCTION
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==============
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FLTK 1.3 and later is officially supported on Windows (2000,) 2003,
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XP, and later. Older Windows versions are not officially supported,
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but may still work. The main reason is that the OS version needs
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to support UTF-8. FLTK 1.3 is known to work on Windows Vista, Windows 7,
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Windows 8/8.1, and Windows 10.
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FLTK currently supports the following development
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environments on the Windows platform:
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- Free Microsoft "Visual C++ 2008 Express" or later or "Visual Studio
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Community 2013" or later. The Visual Studio project files must be
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generated using CMake. Visual Studio 2017 includes CMake support:
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"Visual Studio 2017 introduces built-in support for handling CMake
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projects. This makes it a lot simpler to develop C++ projects built
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with CMake without the need to generate VS projects and solutions
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from the command line. This post gives you an overview of the CMake
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support, how to easily get started and stay productive in Visual Studio."
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Citation from:
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https://blogs.msdn.microsoft.com/vcblog/2016/10/05/cmake-support-in-visual-studio/
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As of this writing (07/2017) the FLTK team did not yet test and
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verify the functionality of Microsoft's included CMake features.
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- GNU toolsets (Cygwin or MinGW) hosted on Windows.
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CAUTION: Libraries built by any one of these environments can not be mixed
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with object files from any other environment!
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HOW TO BUILD FLTK USING MinGW and Cygwin
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==========================================
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This chapter of this document gives a brief overview of
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compiling and using FLTK with the Cygwin and MinGW compiler
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toolkits. Both toolkits provide a build environment based
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around the GNU C/C++ compiler. Further information is
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available from the FLTK website at http://www.fltk.org, such
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as this Howto note: http://www.fltk.org/articles.php?L598
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The Cygwin build environment supplies a library (the Cygwin
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DLL) that is primarily intended to provide a number of
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Unix-like POSIX facilities for programs being ported to the
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Windows environment (Win32 or WinNT). Cygwin also supplies
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a very Unix-like build environment for Windows, including
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the "BASH" Bourne-compatible shell and all of the standard
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Unix file utilities (ls, cat, grep, etc.).
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Cygwin is developed by Cygnus (now part of RedHat, Inc).
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Although provided for free download under the GPL, distributing
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programs that require the Cygwin DLL under a license other than
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the GPL requires a commercial license for the Cygwin DLL.
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Native Windows programs that do not require the Cygwin DLL
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(cross-compiled and linked with the MinGW gcc/g++ cross compilers
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supplied with Cygwin) may be released under any license freely.
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Currently you would have to install mingw64-i686-gcc-g++ for
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32-bit Windows applications (despite its name!), and/or
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mingw64-x86_64-gcc-g++ for 64-bit applications. You may also
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need to install the corresponding '-headers' packages as well.
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Currently these tools support gcc 4.5 or newer. The setup for
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FLTK is somewhat more complicated because you must configure
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this as a cross compiler, but it works well.
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The MinGW distribution (Minimalist GNU for Windows) provides
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a similar toolset but geared solely towards native Windows
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development without the Unix-like POSIX library. The lack of
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any libraries under the GPL or any other restrictive license
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means that programs built with the MinGW environment may
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always be released under any license freely. MinGW also
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supplies a Unix-like build environment for Windows,
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including MSYS (a Bourne-compatible shell) and the standard
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Unix file utilities (ls, cat, grep, etc.)
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If you are not familiar with these GNU-like toolkits please
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refer to the links section later in this note. In particular,
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check out their license conditions carefully before use.
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The Tools
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-----------
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There are currently three main configurations supported by
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FLTK with the GNU tools:
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1. Cygwin: Built using the Cygwin toolset and using the Unix-like
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POSIX compatibility layer provided by the Cygwin DLL.
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License: GPL or non-free commercial license (ask Redhat).
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2. Cygwin using the MinGW cross compiler suite: Built using
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the Cygwin tools but not using the Cygwin DLL.
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License: freely distributable on all Windows systems.
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3. MinGW: Built using the MinGW utilities, compiler and tools. This
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is, in many aspects, analogous to (2.). This is the recommended
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one if you want to build native Windows programs only.
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License: freely distributable on all Windows systems.
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Recommended Command Line Build Environment
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--------------------------------------------
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Our recommendation is to:
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1. Get the current Cygwin toolset.
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This can either produce executables that do or do not
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rely on the Cygwin DLL (check licensing) at your choice.
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2. Get the latest MinGW toolset. It is recommended that you
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also get the MSYS shell and the msysDTK developer toolset.
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This will only produce normal Windows native executables
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without any Unix or POSIX compatibility layer.
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See the links section below for more information.
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Either option can generate Windows native executables and option 1 can
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provide a Unix-like POSIX portability layer that is reliant on a GPLed library.
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See the later sections for detailed information about using
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one of these configurations.
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Prerequisites
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---------------
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In order to build FLTK from the command line, you need to install the MinGW
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environment from www.mingw.org. The graphical installer "mingw-get-inst" can
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be downloaded here for free:
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http://www.mingw.org/wiki/Getting_Started
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Launch the installer and follow the instructions. In the "Select Components"
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dialog, add "C++ Compiler", "MSYS Basic System", and "MinGW Developer Toolkit".
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Wait for the installer to finish.
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After downloading and installing, you need to launch the MinGW Shell through
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the Start menu.
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Downloading and Unpacking
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---------------------------
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Download FLTK from here:
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http://www.fltk.org/software.php
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into your home folder. The default location as seen from MSWindows is similar
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to
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C:\MinGW\msys\1.0\home\matt\
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If you are familiar with "subversion" and like to stay current with your
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version, you will find the subversion access parameters at the bottom of
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that page. Unpack FLTK into a convenient location. I like to have everything
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in my dev directory:
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cd
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mkdir dev
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cd dev
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tar xvfz fltk-1.3.xxxx.tar.gz
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cd fltk-1.3.xxxx
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Configuring FLTK
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------------------
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If you got FLTK via subversion then you need one extra step. Otherwise skip
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over this part. Stay in your FLTK source-code directory and type the
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following:
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NOCONFIGURE=1 ./autogen.sh
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Now configure your FLTK installation:
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./configure
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ADVANCED: type "./configure --help" to get a complete list of optional
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configuration parameters. These should be pretty self-explanatory. Some
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more details can be found in README.
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:END_ADVANCED
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The configuration script will check your machine for the required resources
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which should all have been part of your MinGW installation. Review the
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Configuration Summary, maybe take some notes.
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ADVANCED: some versions of MinGW/Msys are broken and complain about a missing
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--enable-auto-import. The solution is to upgrade to the current release. If
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that is not possible, you can include the --enable-auto-import flag when
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linking:
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./configure <config flags> LDFLAGS=-Wl,--enable-auto-import
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:END_ADVANCED
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Known Problems:
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There is a known incompatibility with some Windows subversion tools that
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may not set the correct line endings for autoconf. If you get strange
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error messages when running ./configure or make, you may need to convert
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configh.in to "Unix line endings" (LF-only). These error messages are
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unspecific, e.g. compilation errors like:
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error: 'U32' does not name a type
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error: 'bmibuffer' was not declared in this scope
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You can fix the line endings with the MinGW/msys tool 'unix2dos' (u2d)
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or with your favorite editor, if it allows to change the line endings,
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then run autoconf and ./configure again.
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For further information see this bug report:
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http://www.fltk.org/newsgroups.php?gfltk.bugs+v:10197
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Building FLTK
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---------------
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Now this is easy. Stay in your FLTK source-code directory and type:
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make
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The entire FLTK toolkit including many test programs will be built for you.
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No warnings should appear.
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Testing FLTK
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--------------
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After a successful build, you can test FLTK's capabilities:
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test/demo
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Installing FLTK
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-----------------
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If you did not change any of the configuration settings, FLTK will be
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installed in "/usr/local/include" and "/usr/local/lib" by typing
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make install
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It is possible to install FLTK in user space by changing the installation path
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to a location within the user account by adding the "--prefix=PREFIX" parameter
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to the "./configure" command.
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Creating new Projects
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-----------------------
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FLTK provides a neat script named "fltk-config" that can provide all the flags
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needed to build FLTK applications using the same flags that were used to build
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the library itself. Running "fltk-config" without arguments will print a list
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of options. The easiest call to compile an FLTK application from a single
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source file is:
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fltk-config --compile myProgram.cxx
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"fltk-config" and "fluid" will be installed in "/usr/local/bin/" by default.
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I recommend that you add it to the command search path.
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HOW TO BUILD FLTK USING MICROSOFT VISUAL STUDIO
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================================================
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Prerequisites
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---------------
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In order to build FLTK from within Visual Studio, you need to install the
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Visual C++ developer environment from the Microsoft web site. The "Express"
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or "Community" edition is free of charge and sufficient to develop FLTK
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applications:
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https://www.visualstudio.com/vs/visual-studio-express/
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If you intend to use an older (maybe commercial) version you need at least
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a version that is supported by the version of CMake you are using to generate
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the project files. You should make sure that all available service packs are
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installed or building FLTK may fail.
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As of this writing (07/2017) the FLTK team recommends at least Visual
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Studio 2008 with current service packs. Visual Studio 2008, 2010, 2013,
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2015, and 2017 are known to work with FLTK 1.4.0 (svn, 07/2017).
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You also need to install CMake (cmake-gui) from:
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https://cmake.org/download/
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Visual Studio 2017 has internal CMake support (so you may not need to
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install CMake separately), but this has not yet been tested thoroughly
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by the FLTK team.
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Downloading and Unpacking FLTK
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--------------------------------
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Download FLTK from here:
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http://www.fltk.org/software.php
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If you are familiar with "subversion" and like to stay current with your
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version, you will find the subversion access parameters at the bottom of
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that page.
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Unpack FLTK by using an appropriate unpacker and copy the new folder into a
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convenient location. I have set up a "dev" folder in my home folder for all
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my projects.
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Configuring FLTK
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------------------
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Note: Configuration with Visual Studio 2017's internal CMake support is
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not yet included here. You may try yourself...
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Please refer to README.CMake.txt for how to configure FLTK with CMake.
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Once you have followed the instructions you should have created a new
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build directory with the Visual Studio Solution (project files) for FLTK.
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Launch Visual Studio and open the project file (FLTK.sln) or double-click
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on FLTK.sln in the Windows Explorer.
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Choose "Debug" or "Release" mode from the "Solution Configurations" menu.
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Building FLTK
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---------------
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Use the context menu of the "demo" project to "Set as StartUp Project". Then
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select "Build Solution" from the "Build" menu or press F7 to build all
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libraries.
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Testing FLTK
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--------------
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Select "Start Debugging" from the "Debug" menu or just press F5 to run the
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Demo program. Use "Demo" to explore all test programs.
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Installing FLTK
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-----------------
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********************************************************************************
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The information in this chapter is NO LONGER RECOMMENDED by the FLTK team.
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********************************************************************************
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The default location for VisualC 2008 libraries and headers is here:
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C:\Program Files\Microsoft Visual Studio 9.0\VC\
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It is possible to move the FLTK libraries, headers, and Fluid into the
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respective subdirectories, so that they are available for future development
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without adding link and include paths to the solution.
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copy the entire FL directory into the include path
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add all files from ide\VisualC2008\FL to the FL directory copied above
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(this is currently only one file: abi-version.h)
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copy all .lib files from the fltk lib directory to the VC lib directory
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copy fluid.exe in the fluid directory to the bin directory
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I highly discourage using dll's (dynamically linking libraries) on MSWindows
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because they will require an installation process and likely cause version
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conflicts. Use the static .lib libraries instead.
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Creating new Projects
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-----------------------
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********************************************************************************
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The information in this chapter is NO LONGER RECOMMENDED by the FLTK team.
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********************************************************************************
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This chapter assumes that libraries and headers were copied into
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C:\Program Files\Microsoft Visual Studio 9.0\VC\
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Create a new project of type "General", "Empty Project" and add a simple "C++"
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file to it. The FLTK "hello" source code is a good base.
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Now open the Project Properties dialog and add "Comctl32.lib" and all the FLTK
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libraries that you want to use (at least "fltk.lib") to Additional Dependencies
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(Configuration Properties > Linker > Additional Dependencies). In the same
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dialog, add "WIN32" to the C++ Preprocessor Definitions (Configuration
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Properties > C/C++ > Preprocessor > Preprocessor Definitions).
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Compile and run your test program with F5.
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You can also include .fl resources: add a new Header file to your project, but
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let the name end in .fl. Right-click and select "Open with...". Add "fluid.exe"
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from the "bin" directory and set it as the default editor.
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To automatically compile .fl files, open the Properties editor and set the
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Custom Build Steps to:
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Command Line: fluid.exe -c $(InputPath)
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Description: Compiling Fluid .fl file
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Outputs: $(InputDir)$(InputName).cxx; $(InputDir)$(InputName).h
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Now add the generated .cxx file to your project as well. Whenever the .fl file
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is changed, the corresponding .cxx file will be recompiled.
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HOW TO BUILD FLTK USING VISUAL STUDIO 2010 OR LATER
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====================================================
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Prerequisites
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---------------
|
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|
See previous chapter "HOW TO BUILD FLTK USING MICROSOFT VISUAL STUDIO".
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|
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|
|
Downloading and Unpacking
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---------------------------
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|
|
See previous chapter "HOW TO BUILD FLTK USING MICROSOFT VISUAL STUDIO".
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|
|
|
|
Configuring FLTK
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------------------
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See previous chapter "HOW TO BUILD FLTK USING MICROSOFT VISUAL STUDIO".
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|
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|
Building FLTK
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---------------
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See previous chapter "HOW TO BUILD FLTK USING MICROSOFT VISUAL STUDIO".
|
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Testing FLTK
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--------------
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See previous chapter "HOW TO BUILD FLTK USING MICROSOFT VISUAL STUDIO".
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|
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|
Installing FLTK
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-----------------
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********************************************************************************
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The information in this chapter is NO LONGER RECOMMENDED by the FLTK team.
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********************************************************************************
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The default location for VisualC 2010 libraries and headers is here:
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C:\Program Files\Microsoft Visual Studio 10.0\VC\
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|
|
It is possible to move the FLTK libraries, headers, and Fluid into the
|
|
respective subdirectories, so that they are available for future development
|
|
without adding link and include paths to the solution.
|
|
|
|
copy the entire FL directory into the include path
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|
|
|
add all files from ide\VisualC2010\FL to the FL directory copied above
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|
(this is currently only one file: abi-version.h)
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|
|
|
copy all .lib files from the fltk lib directory to the VC lib directory
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|
|
|
copy fluid.exe in the fluid directory to the bin directory
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|
|
|
I highly discourage using dll's (dynamically linking libraries) on MSWindows
|
|
because they will require an installation process and likely cause version
|
|
conflicts. Use the static .lib libraries instead.
|
|
|
|
|
|
Creating new Projects
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|
-----------------------
|
|
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|
********************************************************************************
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|
The information in this chapter is NO LONGER RECOMMENDED by the FLTK team.
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|
********************************************************************************
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|
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|
This chapter assumes that libraries and headers are copied into
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|
C:\Program Files\Microsoft Visual Studio 10.0\VC\
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|
Create a new project of type "General", "Empty Project" and add a simple "C++"
|
|
file to it. The FLTK "hello" source code is a good base.
|
|
|
|
Now open the Project Properties dialog and add "Comctl32.lib" and all the FLTK
|
|
libraries that you want to use (at least "fltk.lib") to Additional Dependencies
|
|
(Configuration Properties > Linker > Additional Dependencies). In the same
|
|
dialog, add "WIN32" to the C++ Preprocessor Definitions (Configuration
|
|
Properties > C/C++ > Preprocessor > Preprocessor Definitions).
|
|
|
|
Compile and run your test program with F5.
|
|
|
|
You can also include .fl resources: add a new Header file to your project, but
|
|
let the name end in .fl. Right-click and select "Open with...". Add "fluid.exe"
|
|
from the "bin" directory and set it as the default editor.
|
|
|
|
To automatically compile .fl files, open the Properties editor and change the
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Element Type to Custom Build and click Apply. Now set the
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Custom Build Steps to:
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|
Command Line: fluid.exe -c %(FullPath)
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Description: Compiling Fluid .fl file
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Outputs: $(InputDir)$(InputName).cxx; $(InputDir)$(InputName).h
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Now add the generated .cxx file to your project as well. Whenever the .fl file
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is changed, the corresponding .cxx file will be recompiled.
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FREQUENTLY ASKED QUESTIONS
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|
============================
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Why does a console window appear when I run my program?
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|
---------------------------------------------------------
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|
|
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Windows has a flag that determines whether an application
|
|
runs in the foreground with a console or in the background
|
|
without a console.
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|
|
|
If you're using gcc (i.e. MinGW or Cygwin), then use the
|
|
linker option "-mwindows" to make your application run in
|
|
the background and "-mconsole" to run in the foreground. Use
|
|
fltk-config --ldflags to see appropriate linker flags, or use
|
|
fltk-config --compile to compile a single source file.
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|
|
|
If you're using MS VC++, then you must set the linker option
|
|
"/subsystem:windows" to create a "Windows" program (w/o console
|
|
window), or set the linker option "/subsystem:console" for a
|
|
console program, i.e. with a console window. These options
|
|
are set differently in the FLTK project files, depending on
|
|
whether you select a "Debug" or "Release" build.
|
|
|
|
Other compilers and build systems may have different options.
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|
|
|
Keep in mind that a windows application cannot send output
|
|
to stdout, even if you run it from an existing console
|
|
application.
|
|
(Note: A special case of this exists if running a MinGW
|
|
application from the command line of an MSYS shell, when an
|
|
application is able to write to stdout, even if compiled with
|
|
"-mwindows". The same applies to Cygwin.)
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|
|
|
|
|
How do I get OpenGL to work?
|
|
------------------------------
|
|
|
|
Both builds should automatically support OpenGL.
|
|
|
|
The configuration file config.h has a number of settings
|
|
which control compile-time compilation. One such setting is
|
|
"HAVE_GL". This may be set to 0 to disable Open GL operation.
|
|
Changing the line in config.h to
|
|
|
|
#define HAVE_GL 1
|
|
|
|
will change this to compile and link in OpenGL.
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|
|
|
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|
|
|
LINKS
|
|
=======
|
|
|
|
The following links may be of use:
|
|
|
|
1. Main Cygwin homepage:
|
|
|
|
http://www.cygwin.com/
|
|
|
|
2. Main MinGW homepage:
|
|
|
|
http://www.mingw.org/
|
|
|
|
In particular look for the MinGW FAQ at this link for
|
|
a lot of useful Mingw-native development documentation.
|
|
|
|
|
|
3. Check out the FLTK newsgroups at the FLTK homepage:
|
|
|
|
http://www.fltk.org/
|
|
|
|
Its archival search facilities are EXTREMELY useful
|
|
to check back through previous problems with this
|
|
sort of configuration before posting new questions.
|
|
|
|
4. GNU Compiler Collection (GCC) compiler homepage:
|
|
|
|
http://gcc.gnu.org/
|
|
|
|
5. OpenGL page - for OpenGL and GLUT libs
|
|
|
|
http://www.opengl.org/
|
|
|
|
6. CMake homepage:
|
|
|
|
https://cmake.org/
|
|
|
|
|
|
|
|
DOCUMENT HISTORY
|
|
==================
|
|
|
|
Oct 25 2010 - matt: restructured entire document and verified instructions
|
|
Dec 20 2010 - matt: merged with README.win32
|
|
Dec 22 2010 - Albrecht: added newer Cygwin (cross/mingw-w64) options
|
|
Feb 24 2012 - Albrecht: clarified console window FAQ
|
|
Jul 05 2017 - Albrecht: several updates, particularly on Visual Studio usage
|