On Sep 16, 2009, at 1:03 PM, Matt Neuburg wrote:

What are the correct build settings to develop on 10.6 in such a way that my
app will also run on 10.5? (It runs fine on my 10.6 machine.)

I've already set the SDK and Base to 10.5, and my app does launch
successfully (if I set it to 32 bit) on my Leopard MacBook, and all of *my* code runs okay (I'm not making any 10.6-only calls AFAIK), but as soon as my app tries to perform an animation (CoreAnimation), it crashes (here's a
snippet from the crash log):

Code Type:       X86 (Native)
...
Thread 0 Crashed:
0   com.apple.CoreGraphics            0x9295ccf0
sseCGSConvertXXXX8888TransposePermute + 368
1   com.apple.CoreGraphics            0x928d9526 argb32_image + 886
2   libRIP.A.dylib                    0x96031372 ripl_Mark + 38
3   libRIP.A.dylib                    0x96033977 ripl_BltImage + 1307
4 libRIP.A.dylib 0x9601d549 ripc_RenderImage + 273
5   libRIP.A.dylib                    0x9602de6a ripc_DrawImage + 5102
6 com.apple.CoreGraphics 0x928cd17d CGContextDrawImage + 397 7 com.apple.QuartzCore 0x9425c85f create_image_by_rendering +
469
8 com.apple.QuartzCore 0x9425c358 CARenderImageNewWithCGImage
+ 928
9 com.apple.QuartzCore 0x942842e0 CARenderPrepareCGImage + 25 10 com.apple.QuartzCore 0x942842b5 CALayerPrepareCommit + 242 11 com.apple.QuartzCore 0x94258543 CAContextCommitTransaction
+ 187
12 com.apple.QuartzCore 0x94258239 CATransactionCommit + 229
...

I'm wondering whether I need to throw some additional switch to make my app
call CoreAnimation differently here...? Thanks. m.


Matt, I think you want to look at the Mac OS X Deployment Target setting. It should be 10.5. Base SDK can be 10.6.
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