On 2014-04-02 20:02 +0100, Papoj Thamjaroenporn wrote: > 1) Is Inkscape wiki as a whole outdated, especially in the developer > section? It varies. From my point of view it is impossible to tell this with 100% accuracy - it's a wiki, after all, and often used as 'scratchpad' for developer discussions which don't aim for a 'consumer-ready' final state of an individual page. The advantage of a wiki on the other hand is that each page has the history recorded - you can quickly check what was recently edited (and whether or not those edits had been relevant updates, or just minor fixes of typos and broken links). As far as I know most of the information about Inkscape and Mac OS X in the wiki is likely to be outdated (i.e. dates back to when the currently available package Inkscape 0.48.2 was created). It rarely takes changes in newer versions of OS X into account (starting with Snow Leopard and later versions), nor changes which occurred inside Inkscape's code base since the release of 0.48.2. There was only one recent addition I am aware of - about compiling Inkscape trunk with a custom compiler which has C++11 support on Snow Leopard - but this is only of interest to developers working on the core code, not for (script-based) extensions. The current plan is to require a modern compiler with C++11 support after the release of the next major version (0.91). > I want to develop Inkscape Extension You don't have to compile Inkscape (stable or trunk) in order to develop script-based extensions: just install the port inkscape (stable) or 'inkscape-devel' (trunk) and launch inkscape from the terminal. Custom user extensions can be installed in $HOME/.config/inkscape/extensions Newly installed extensions will be loaded after relaunching inkscape; the same needs to be done if the INX file was modified (those get parsed when launching inkscape, and can't be reloaded at runtime). Note: there have been internal changes in current trunk which affect certain aspects of extensions (unit and length conversions). Additional information (draft, since this is still under development but will affect the next major release) can be found here: > 2) How should I modify ./configure so it uses clang as default compiler > instead of g++? Why did it choose GCC in the first place? I really can't answer this based on the available information: you seem to have modified the shell environment yourself (maybe you installed GCC 4.7 in MacPorts and selected it as "default compiler" for usage outside of MacPorts, or you might have replaced files in /usr or /bin , or used a third-party installer for GCC 4.7, or …) - try to reverse these settings for the shell environment you use to run autogen.sh and configure for inkscape. It is possible to override the currently configured default compiler e.g like this: $ CC=clang CXX=clang++ ./configure --prefix=/path/to/prefix but I'm reluctant to recommend this since it is difficult to guess what other environment variables might have been configured/changed which would need to be overridden or changed. > 3) If inkscape-devel is unstable, how do I find and install the stable > build instead? How "unstable" is it? There is no measurement for state of stability of the current development branch. Trunk by definition is unstable - and this can change with every new commit (new bugs, regressions, bugs fixed). A common rule though is that it should always be compilable, and that really bad regressions should be reverted or fixed quickly (many of the core inkscape developers relied on Inkscape trunk to be usable for their daily work). Wrt stable builds I'd again refer you to the MacPorts portfile, this time for the stable port 'inkscape' (to be able to compile 'stable' Inkscape 0.48 on Mavericks with latest Xcode 5.1 you need to either retrieve HEAD of the stable release branch () or use the patches which David Evans maintains for the Inkscape port in MacPorts: > 4) Also, if I want to install by macport instead, I guess I don't need > bzr to manage it right? Should I just delete the entire bzr repository? If you install inkscape via MacPorts, you do not need the local bzr repository anymore (the download of the sources required to compile inkscape when the port gets installed is handled by MacPorts internally).