<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.inkscape.org/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jfaith</id>
	<title>Inkscape Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.inkscape.org/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jfaith"/>
	<link rel="alternate" type="text/html" href="https://wiki.inkscape.org/wiki/Special:Contributions/Jfaith"/>
	<updated>2026-04-30T02:11:41Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.36.1</generator>
	<entry>
		<id>https://wiki.inkscape.org/wiki/index.php?title=Debugging_Inkscape&amp;diff=20474</id>
		<title>Debugging Inkscape</title>
		<link rel="alternate" type="text/html" href="https://wiki.inkscape.org/wiki/index.php?title=Debugging_Inkscape&amp;diff=20474"/>
		<updated>2008-02-17T17:18:43Z</updated>

		<summary type="html">&lt;p&gt;Jfaith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* If you're hunting down a GTK warning, you can set a breakpoint in gdb for &amp;quot;g_logv&amp;quot; so you can capture a backtrace.  (&amp;quot;br g_logv&amp;quot;, &amp;quot;run&amp;quot;, &amp;quot;bt&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
* Bug list&lt;br /&gt;
- w32 version asks for (that crappy) Verdana typeface (which is not the most usual w32 typeface, also some users have deleted it to save disk space)&lt;br /&gt;
&lt;br /&gt;
== Debugging Tips for OS X ==&lt;br /&gt;
&lt;br /&gt;
When running the .app package for OS X, it can be difficult to get a backtrace because the application binary is launched through another application and 2 scripts.  One way to get a backtrace is:&lt;br /&gt;
* Add '-g' to $CFLAGS in your build script before building.&lt;br /&gt;
* Remove the signal() calls (&amp;lt;code&amp;gt;segv_handler = signal (SIGSEGV,... &amp;lt;/code&amp;gt;) ) in inkscape_application_init() in src/inkscape.cpp.&lt;br /&gt;
* In the Resources/bin/inkscpe script, change the last line from:&lt;br /&gt;
     &amp;lt;code&amp;gt;exec &amp;quot;$CWD/inkscape-bin&amp;quot; &amp;quot;$@&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
    to:&lt;br /&gt;
     &amp;lt;code&amp;gt;exec &amp;quot;/usr/bin/gdb&amp;quot; &amp;quot;stuff/inkscape-bin&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Build and package the app (see [[CompilingMacOsX]]).&lt;br /&gt;
* Run the application in Terminal:&lt;br /&gt;
     &amp;lt;code&amp;gt;&lt;br /&gt;
     $ cd packaging/macosx&lt;br /&gt;
     $ Inkscape.app/Contents/MacOS/Inkscape&lt;br /&gt;
     ...&lt;br /&gt;
     (gdb) run&lt;br /&gt;
     &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debugging Tips for Windows ==&lt;br /&gt;
&lt;br /&gt;
First, have a look at the [[Using Eclipse]] page for how to use that program on Windows to debug Inkscape.&lt;br /&gt;
&lt;br /&gt;
Second, make use of the '''View &amp;gt; Messages...''' dialog from within the program.  Capturing the log here will show you messages printed with g_message(), g_warning(), and g_error()..&lt;br /&gt;
&lt;br /&gt;
Finally, look into [http://wiki.inkscape.org/wiki/index.php/FAQ#I.27m_on_Windows.2C_and_command_line_parameters_don.27t_seem_to_work.21 how to compile Inkscape as a command line app] so you can capture debug messages at the prompt, more like you would do in Linux.&lt;br /&gt;
&lt;br /&gt;
===How Johan works===&lt;br /&gt;
Of course I am always compiling with [http://wiki.inkscape.org/wiki/index.php/FAQ#I.27m_on_Windows.2C_and_command_line_parameters_don.27t_seem_to_work.21 -mconsole, instead of -mwindows]. I don't compile with -g or any other extra flags. This is unnecessary and reduces build times &amp;lt;i&amp;gt;significantly&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
For example for crashes, usually I add g_message(&amp;quot;blah&amp;quot;) to the code to see where the execution of code goes and to see on which line things break:&lt;br /&gt;
&lt;br /&gt;
    g_message(&amp;quot;1&amp;quot;);&lt;br /&gt;
    some_piece_of_code1();&lt;br /&gt;
    g_message(&amp;quot;2&amp;quot;);&lt;br /&gt;
    some_piece_of_code2();&lt;br /&gt;
    g_message(&amp;quot;3&amp;quot;);&lt;br /&gt;
    some_piece_of_code3();&lt;br /&gt;
    g_message(&amp;quot;4&amp;quot;);&lt;br /&gt;
    some_piece_of_code4();&lt;br /&gt;
    g_message(&amp;quot;5&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
If I see the message &amp;quot;2&amp;quot; but not &amp;quot;3&amp;quot; I know the crash happened in  some_piece_of_code2.&lt;br /&gt;
&lt;br /&gt;
I also use GDB to get backtraces. Again, don't compile with -g. Not necessary at all! One of the problems with running Inkscape in gdb is that you cannot open a file with the file dialog: Inkscape will hang. I don't know the reason, but I do know a solution! Open the file through Inkscape's cmdline parameters:&lt;br /&gt;
&lt;br /&gt;
     D:\Inkscape\inkscape&amp;gt;gdb&lt;br /&gt;
     GNU gdb 6.6&lt;br /&gt;
     Copyright (C) 2006 Free Software Foundation, Inc.&lt;br /&gt;
     GDB is free software, covered by the GNU General Public License, and you are&lt;br /&gt;
     welcome to change it and/or distribute copies of it under certain conditions.&lt;br /&gt;
     Type &amp;quot;show copying&amp;quot; to see the conditions.&lt;br /&gt;
     There is absolutely no warranty for GDB.  Type &amp;quot;show warranty&amp;quot; for details.&lt;br /&gt;
     This GDB was configured as &amp;quot;i686-pc-mingw32&amp;quot;.&lt;br /&gt;
     (gdb) file inkscape.exe inkscape.dbg&lt;br /&gt;
     Reading symbols from D:\Inkscape\inkscape/inkscape.exe...(no debugging symbols found)...done.&lt;br /&gt;
     Reading symbols from D:\Inkscape\inkscape/inkscape.dbg...done.&lt;br /&gt;
     (gdb) run Tekening.svg&lt;br /&gt;
     Starting program: D:\Inkscape\inkscape/inkscape.exe Tekening.svg&lt;br /&gt;
&lt;br /&gt;
===Example of how to fix a bug===&lt;br /&gt;
See this bugreport:&lt;br /&gt;
https://bugs.launchpad.net/inkscape/+bug/169135&lt;br /&gt;
&lt;br /&gt;
I started gdb like above. And then I saw this:&lt;br /&gt;
    Program received signal SIGSEGV, Segmentation fault.&lt;br /&gt;
    0x005c94ec in Inkscape::UI::Widget::Scalar::setValue ()&lt;br /&gt;
    (gdb) bt&lt;br /&gt;
    #0  0x005c94ec in Inkscape::UI::Widget::Scalar::setValue ()&lt;br /&gt;
    #1  0x0044fc11 in Inkscape::CanvasXYGrid::readRepr ()&lt;br /&gt;
    #2  0x0044de22 in Inkscape::CanvasXYGrid::onReprAttrChanged ()&lt;br /&gt;
&lt;br /&gt;
The crashing piece of code looked like this:&lt;br /&gt;
&lt;br /&gt;
   void Scalar::setValue(double value)&lt;br /&gt;
   {&lt;br /&gt;
       g_assert(_widget != NULL);&lt;br /&gt;
       setProgrammatically = true; // callback is supposed to reset back, if it cares&lt;br /&gt;
       static_cast&amp;lt;Gtk::SpinButton*&amp;gt;(_widget)-&amp;gt;set_value(value);&lt;br /&gt;
   }&lt;br /&gt;
&lt;br /&gt;
Nothing much can crash there, the assert checks that _widget is not NULL, and then the cast is valid aswell. So what crashed? What happens is that the setValue method is called for an object that does not exist. _widget is not NULL, but &amp;quot;this&amp;quot; is! this-&amp;gt;_widget would crash. g_assert (this != NULL) would give an assertion message. (checked by adding  &amp;quot;    if (this==NULL) g_message(&amp;quot;ja hoor&amp;quot;);  &amp;quot; )&lt;br /&gt;
&lt;br /&gt;
It is absurd to check for &amp;quot;this&amp;quot; to be non-NULL at the start of every method, so the bug is not in this method but in the function calling it! That's why we turn our attention to Inkscape::CanvasXYGrid::readRepr ().&lt;br /&gt;
&lt;br /&gt;
readRepr is long, but we only have to look where it does something with a Scalar widget. It's the validateScalar functions. When we comment those out, the bug is solved. (it causes another bug with the specific SVG file, where Inkscape hangs when the grid spacing equals zero. validateScalar used to check for that...)&lt;br /&gt;
The strange thing is that the widgets are all created and initialized in the constructor of CanvasXYGrid. So perhaps readRepr is being called *during* construction of CanvasXYGrid, while the Scalar widget is still invalid? Using the g_message tip above I found out that the problem code was:&lt;br /&gt;
        sutemp = _rsu_sx.getSU();&lt;br /&gt;
   g_message(&amp;quot;CanvasXYGrid 1&amp;quot;);&lt;br /&gt;
        sutemp-&amp;gt;setDigits(4);&lt;br /&gt;
   g_message(&amp;quot;CanvasXYGrid 2&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
Researching the setDigits path, I could not find a bug. Then it hit me: _rsu_sx is initialized, then readRepr is called, but this is &amp;lt;i&amp;gt;before&amp;lt;/i&amp;gt; _rsu_sy is initialized. Then&lt;br /&gt;
&lt;br /&gt;
    void RegisteredScalarUnit::setValue (double val)&lt;br /&gt;
    {&lt;br /&gt;
        _widget-&amp;gt;setValue (val);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
is called, but _widget is still NULL, hence the crash.&lt;br /&gt;
As usual, the fix is easy:&lt;br /&gt;
    void RegisteredScalarUnit::setValue (double val)&lt;br /&gt;
    {&lt;br /&gt;
        if (_widget)&lt;br /&gt;
            _widget-&amp;gt;setValue (val);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
Don't forget to fix the setValue methods of the other Registered widgets!!!&lt;br /&gt;
&lt;br /&gt;
The fix can be seen in [http://inkscape.svn.sourceforge.net/viewvc/inkscape?view=rev&amp;amp;revision=16544 SVN revision 16544]. &lt;br /&gt;
&lt;br /&gt;
[[Category:Developer Documentation]]&lt;/div&gt;</summary>
		<author><name>Jfaith</name></author>
	</entry>
	<entry>
		<id>https://wiki.inkscape.org/wiki/index.php?title=Help:Contents&amp;diff=20464</id>
		<title>Help:Contents</title>
		<link rel="alternate" type="text/html" href="https://wiki.inkscape.org/wiki/index.php?title=Help:Contents&amp;diff=20464"/>
		<updated>2008-02-17T16:28:13Z</updated>

		<summary type="html">&lt;p&gt;Jfaith: Added wiki help section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For general help with Inkscape, please see:&lt;br /&gt;
*Links on the wiki's [[Main_Page]]&lt;br /&gt;
*[[UserManual]] &lt;br /&gt;
*[http://lists.sourceforge.net/lists/listinfo/inkscape-user Inkscape Users Mailing List]&lt;br /&gt;
&lt;br /&gt;
Related links:&lt;br /&gt;
*[[CommunicationChannels]] (for various other resources)&lt;br /&gt;
*[http://sourceforge.net/tracker/?group_id=93438&amp;amp;atid=604306 Inkscape Bug Tracker at Sourceforge]&lt;br /&gt;
&lt;br /&gt;
Wiki help:&lt;br /&gt;
*[[Help:Editing]]&lt;/div&gt;</summary>
		<author><name>Jfaith</name></author>
	</entry>
	<entry>
		<id>https://wiki.inkscape.org/wiki/index.php?title=CompilingMacOsX&amp;diff=15085</id>
		<title>CompilingMacOsX</title>
		<link rel="alternate" type="text/html" href="https://wiki.inkscape.org/wiki/index.php?title=CompilingMacOsX&amp;diff=15085"/>
		<updated>2007-06-15T14:27:52Z</updated>

		<summary type="html">&lt;p&gt;Jfaith: /* Binary packages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requirements ==&lt;br /&gt;
To compile Inkscape from source you will need:&lt;br /&gt;
*Mac OS X 10.4 (10.3 support is on the way, you are welcome to help if you still have a machine running 10.3)&lt;br /&gt;
*XCode 2.3 on OS X 10.4 (i.e. with gcc 4.0.1)&lt;br /&gt;
*Inkscape's source code. You can get the [http://www.inkscape.org/download.php official release source code], a [http://inkscape.modevia.com/svn-snap/?M=D SVN snapshot] or a copy of the [http://www.inkscape.org/svn.php?lang=en SVN repository].&lt;br /&gt;
*Inkscape's dependencies, for example glibmm, gtkmm, lmcs, boehm gc... You can use a package distribution system ([http://www.finkproject.org/ Fink] or [http://www.macports.org/ MacPorts], formerly known as [http://darwinports.opendarwin.org/ DarwinPorts]) or Inkscape all-in-one universal build script to install them. Inkscape requires a recent version of gtk, hence only MacPorts can be used at the moment. Once Fink updates gtk it should not be a problem to use it.&lt;br /&gt;
&lt;br /&gt;
== Compiling Inkscape using Mac/DarwinPorts ==&lt;br /&gt;
&lt;br /&gt;
=== Installing dependencies ===&lt;br /&gt;
You can use DarwinPorts to list Inkscape dependencies:&lt;br /&gt;
&amp;lt;pre&amp;gt;port deps inkscape&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some are mandatory and you can install them with the command:&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo port install boehmgc gtkmm gnome-vfs intltool libxslt lcms popt&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Others provide additional functionality to Inkscape:&lt;br /&gt;
* &amp;lt;code&amp;gt;aspell&amp;lt;/code&amp;gt; : check spelling of text elements [Note: I have never seen it working on OS X]&lt;br /&gt;
* &amp;lt;code&amp;gt;boost&amp;lt;/code&amp;gt; : auto-organisation of connectors [Note: is boost still needed?]&lt;br /&gt;
* &amp;lt;code&amp;gt;libgnomeprintui&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;loudmouth&amp;lt;/code&amp;gt; : jabber library used by InkBoard&lt;br /&gt;
&amp;lt;pre&amp;gt;sudo port install aspell boost libgnomeprintui loudmouth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== For the impatient ===&lt;br /&gt;
There is an automated build script for Mac OS X included with Inkscape source code, in the directory packaging/macosx. It has builtin help:&lt;br /&gt;
&amp;lt;pre&amp;gt; cd packaging/macosx/&lt;br /&gt;
./osx-build.sh help&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Basically to configure, build, install and package Inkscape into a double clickable app bundle you just need to issue the command&lt;br /&gt;
&amp;lt;pre&amp;gt;./osx-build.sh conf build install -s package&amp;lt;/pre&amp;gt;&lt;br /&gt;
or more simply&lt;br /&gt;
&amp;lt;pre&amp;gt;./osx-build.sh c b i -s p&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Step by step instructions ===&lt;br /&gt;
If you want to know what you do or to understand how the build script works, please read the following paragraphs.&lt;br /&gt;
&lt;br /&gt;
==== Setting the build environment ====&lt;br /&gt;
DarwinPorts's hierarchy (/opt/local/) is not searched for libraries by default. Therefore, before the configuration starts, some environment variables need to be set. The environment variables are presented in bash syntax here. &lt;br /&gt;
&amp;lt;pre&amp;gt;export LIBPREFIX=&amp;quot;/opt/local&amp;quot;&lt;br /&gt;
#  automake seach path&lt;br /&gt;
export CPATH=&amp;quot;$LIBPREFIX/include&amp;quot;&lt;br /&gt;
#  configure search path&lt;br /&gt;
export CPPFLAGS=&amp;quot;-I$LIBPREFIX/include&amp;quot;&lt;br /&gt;
export LDFLAGS=&amp;quot;-L$LIBPREFIX/lib&amp;quot;&lt;br /&gt;
#  compiler arguments&lt;br /&gt;
export CFLAGS=&amp;quot;-O3 -Wall&amp;quot;&lt;br /&gt;
export CXXFLAGS=&amp;quot;$CFLAGS&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also use &amp;lt;code&amp;gt;[http://en.wikipedia.org/wiki/Ccache ccache]&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;sudo port install ccache&amp;lt;/code&amp;gt;) to speed up the compilation a bit. To do so, add compiler variables:&lt;br /&gt;
&amp;lt;pre&amp;gt;export CC=&amp;quot;ccache gcc&amp;quot;&lt;br /&gt;
export CXX=&amp;quot;ccache g++&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Configuring ====&lt;br /&gt;
If you compile Inkscape for the first time from an svn checkout you probably need to build the configure script. Navigate to Inkscape's source directory and run:&lt;br /&gt;
&amp;lt;pre&amp;gt;./autogen.sh&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then run configure with the options &amp;lt;code&amp;gt;--disable-static --enable-shared&amp;lt;/code&amp;gt; and  &amp;lt;code&amp;gt;--prefix&amp;lt;/code&amp;gt; which sets the directory where the build products are placed. It must be somewhere you have write access to.&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --disable-static --enable-shared --prefix=/path/to/build/products/&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I you want to package Inkscape into a double-clickable &amp;lt;code&amp;gt;.app&amp;lt;/code&amp;gt; bundle in order to access it like a regular OS X application (you probably want to do it), you need to add the option &amp;lt;code&amp;gt;--enable-osxapp&amp;lt;/code&amp;gt;:&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure {...} --enable-osxapp&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you have loudmouth installed and you want to enable whiteboard functionality in Inkscape, add &amp;lt;code&amp;gt;--enable-inkboard&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Other configuration options can be set, check the list of options by issuing:&lt;br /&gt;
&amp;lt;pre&amp;gt;./configure --help&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Building and Installing ====&lt;br /&gt;
Just run:&lt;br /&gt;
&amp;lt;pre&amp;gt;make&lt;br /&gt;
make install&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Creating an .app bundle ====&lt;br /&gt;
Assuming that you have used the &amp;lt;code&amp;gt;--enable-osxapp&amp;lt;/code&amp;gt; option during &amp;lt;code&amp;gt;configure&amp;lt;/code&amp;gt;, navigate to Mac OS X packaging directory in Inkscape source code and use the automated script:&lt;br /&gt;
&amp;lt;pre&amp;gt;cd packaging/macosx&lt;br /&gt;
./osx-app.sh -s /path/to/install/prefix/bin/inkscape ../Info.plist macosx&amp;lt;/pre&amp;gt;&lt;br /&gt;
The script copies Inkscape binary and all its dependencies into the app bundle. The &amp;lt;code&amp;gt;-s&amp;lt;/code&amp;gt; options strips libraries from debugging information (the bundle is therefore smaller). Omit this option if you want to keep debugging info.&lt;br /&gt;
&lt;br /&gt;
==== Creating a disk image to distribute Inkscape ====&lt;br /&gt;
Inkscape.app created at the previous step is completely independant from the original location of the librairies and can therefore be distributed. It will only work on one platform though (PPC or Intel): the one you built it on.&lt;br /&gt;
The most widespread way of distributing applications on Mac OS X is via .dmg images. You can created a dmg image of Inkscape, with a nice background, with the script:&lt;br /&gt;
&amp;lt;pre&amp;gt;./osx-dmg.sh&amp;lt;/pre&amp;gt;&lt;br /&gt;
in the packaging directory for Mac OS X.&lt;br /&gt;
&lt;br /&gt;
== Compiling a universal binary of Inkscape using the all-in-one build script ==&lt;br /&gt;
&lt;br /&gt;
To build a universal build of Inkscape you also need to build Universal versions of all its dependencies (i.e., gtk+, cairo, pango, etc).  You can do this using the build-gtk.sh script from the Inkscape repository (it's in packaging/macosx/native-gtk/).&lt;br /&gt;
&lt;br /&gt;
This process is relatively untested, as it is only being used by Michael Wybrow  for official Inkscape release builds.  If you have any troubles using this process then please report them to Michael (mjwybrow on sourceforge).&lt;br /&gt;
&lt;br /&gt;
The process is:&lt;br /&gt;
        export PREFIX=/your/install/prefix&lt;br /&gt;
        export UNIVERSAL_BUILD=Yes&lt;br /&gt;
        ./build-gtk bootstrap&lt;br /&gt;
        ./build-gtk build inkscape&lt;br /&gt;
&lt;br /&gt;
== Compiling Inkscape as a native application (no X11) ==&lt;br /&gt;
&lt;br /&gt;
To build a native-GTK build of Inkscape, GTK and some of its dependencies must be built with special options. You can do this using the build-gtk.sh script from the Inkscape repository (it's in packaging/macosx/native-gtk/).  This is a modified version of the Imendio native build script, found with instructions on this page:&lt;br /&gt;
http://developer.imendio.com/projects/gtk-macosx/build-instructions&lt;br /&gt;
&lt;br /&gt;
This process is relatively untested. If you have any troubles using this process then please report them to Michael Wybrow (mjwybrow on sourceforge).&lt;br /&gt;
&lt;br /&gt;
The process is:&lt;br /&gt;
       export PREFIX=/your/install/prefix&lt;br /&gt;
       ./build-gtk bootstrap&lt;br /&gt;
       ./build-gtk build inkscape&lt;br /&gt;
&lt;br /&gt;
== Enabling python effects ==&lt;br /&gt;
Many &amp;quot;effects&amp;quot; in the Effect menu of Inkscape use python as a scripting language. Mac OS X ships with python but without some packages that Inkscape uses: [http://pyxml.sourceforge.net/ pyXML] and [http://numpy.scipy.org/ numpy].&lt;br /&gt;
&lt;br /&gt;
=== Binary packages ===&lt;br /&gt;
You can install a binary version compiled by us (thanks to krolco for the Intel version) downloadable with the developement builds of Inkscape:&lt;br /&gt;
:http://inkscape.modevia.com/macosx-snap/?M=D&lt;br /&gt;
or in an official stable package for 0.44.PPC or later (their name contains &amp;quot;+python&amp;quot;). &lt;br /&gt;
You need to copy the folders for pyXML (_xmlplus) and numpy (numpy) to /Library/Python/2.3/site-packages/ (there is a link in the dmg on which the folders can be droped).&lt;br /&gt;
&lt;br /&gt;
On OS X 10.3, the _xmlplus and numpy folders should be copied to /System/Library/Frameworks/Python.framework/Versions/2.3/lib/python2.3/site-packages.  This is a symlink back to /Library/Python/2.3 (note lack of &amp;quot;site-packages&amp;quot;!).&lt;br /&gt;
&lt;br /&gt;
=== Compiling from source ===&lt;br /&gt;
If you prefer or if you are on an Intel machine, you can install them from source, it is really easy.&lt;br /&gt;
&lt;br /&gt;
==== pyXML ====&lt;br /&gt;
# download the source code from [http://sourceforge.net/project/showfiles.php?group_id=6473 sourceforge]&lt;br /&gt;
# unpack the &amp;lt;code&amp;gt;.tar.gz&amp;lt;/code&amp;gt; file&lt;br /&gt;
# cd into the newly created directory&lt;br /&gt;
# set the variable &amp;lt;code&amp;gt;MACOSX_DEPLOYMENT_TARGET&amp;lt;/code&amp;gt; to version of your operating system (10.3 for Panther, 10.4 for Tiger, 10.5 for Leopard. It probably won't work on previous systems). In bash syntax this means typing:&amp;lt;pre&amp;gt;export MACOSX_DEPLOYMENT_TARGET=10.?&amp;lt;/pre&amp;gt;&lt;br /&gt;
# move the python files and build C extensions by just typing &amp;lt;pre&amp;gt;python setup.py build&amp;lt;/pre&amp;gt;&lt;br /&gt;
# install (the install is system wide so you need administrator rights)&amp;lt;pre&amp;gt;sudo python setup.py install&amp;lt;/pre&amp;gt;and type your password.&lt;br /&gt;
&lt;br /&gt;
==== numpy ====&lt;br /&gt;
# download the source code from [http://sourceforge.net/project/showfiles.php?group_id=1369&amp;amp;package_id=175103 sourceforge]&lt;br /&gt;
# unpack the &amp;lt;code&amp;gt;.tar.gz&amp;lt;/code&amp;gt; file&lt;br /&gt;
# cd into the newly created directory&lt;br /&gt;
# build C extensions and install (the install is system wide so you need administrator rights)&amp;lt;pre&amp;gt;sudo python setup.py install&amp;lt;/pre&amp;gt;and type your password.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
=== Apple Documentation ===&lt;br /&gt;
* [http://developer.apple.com/documentation/MacOSX/Conceptual/BPRuntimeConfig/BPRuntimeConfig.html Introduction to Runtime Configuration] Covers the Info.plist files, Preferences, Environment variables and has a list of the most important Properties that the Property List should contain.&lt;br /&gt;
&lt;br /&gt;
=== Packaging ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.sveinbjorn.org/platypus Sveinbjorn Thordarson's Website] The author of Platypus, the Script Exec wrapper that launches the Inkscape binary.&lt;br /&gt;
* [http://freespace.ausgamers.com/2005/02/creating-os-x-application-bundles-step.html  Creating OS X application bundles step by step] Covers the bundle concepts, copying libraries into the bundle, editing libraries with the install_name_tool, the Info.plist file and adding an icon.&lt;br /&gt;
* [http://java.sun.com/developer/technicalArticles/JavaLP/JavaToMac3/ Bringing your Java Application to Mac OS X] I would regard this a little dated, and the detail is (unsurprisingly) Java-related, but it is a gentle introduction to the role of the .app bundle and give a most clear account of how to create one.&lt;br /&gt;
* The [http://gimp-app.sourceforge.net/gimp.app.howto.txt Gimp .app Howto] This is a very bare document, and would be of little help to you if you were new to making packages. Note that it seems to refer to a more mature Clipboard technique and Online help than we currently have; and we ought to move to parity in these areas.&lt;br /&gt;
&lt;br /&gt;
[[Category:Developer Documentation]]&lt;/div&gt;</summary>
		<author><name>Jfaith</name></author>
	</entry>
</feed>