MAC OS EMULATOR FOR LINUX APK
MAC OS EMULATOR FOR LINUX INSTALL
The design is well made and easy to use, as its front end is for installing games although you can also install the games through the google play store.
MAC OS EMULATOR FOR LINUX ANDROID
Bluestacksīluestacks is known to be one of the best Android emulators and its prime focus is games. Therefore, to put your search at ease, we have handpicked the top 10 best Android emulators you can opt for in 2021. The internet is filled with plenty of Android emulators and picking the best one can be challenging. Me thinks something to do with the compiler/linker mismatch? But I’m a little out of my wheelhouse in diagnosing why.Looking for the best Android Emulators? Well, we have got your back. _ZN2od13VariSpeedHeadC2Ei in VariSpeedHead.oĪnd then at the very bottom of the error message ld: symbol(s) not found for architecture x86_64Ĭollect2: error: ld returned 1 exit status "_ZN2od10LinearRampC1Ev", referenced from: _ZN2od11PedalLooper6stereoEv in PedalLooper.o _ZN2od11PedalLooper4monoEv in PedalLooper.o "_ZN2od10LinearRamp20getInterpolatedFrameEPf", referenced from: "_ZN2od10FileReaderD1Ev", referenced from: "_ZN2od10FileReaderC1Ev", referenced from:
"_ZN2od10FileReader8readLineERNSt7_cxx1112basic_stringIcSt11char_traitsIcESaIcEEE", referenced from: _ZN2od14ScaleQuantizer13loadScalaFileEPKc in ScaleQuantizer.o "_ZN2od10FileReader4openERKNSt7_cxx1112basic_stringIcSt11char_traitsIcESaIcEEE", referenced from: Undefined symbols for architecture x86_64: It’s a pretty long list of undefined symbols, so I’ll only attach the first few. I also changed line 30 in emu.mk so that the sdl2/2.0.14_1 matched too.ĮDIT: Updated to reflect the change in tomf’s build-osx branch.ĮDIT2: This works pretty much out of the box now on macOS using the master branch from odevices.ĮDIT3: the official docs are what you want to I can definitely get the emulator running and use a few things like the Test Osc, but when it comes to installing the packages, have you had luck there? Essentially my usr/local/Cellar/sdl2/2.0.14/ had to be changed to usr/local/Cellar/sdl2/2.0.14_1/ (sdl2_ttf seemed fine, so I didn’t touch it). They weren’t so I edited the linux.mk file so that the file paths matched both CC and CPP assignments (lines 2 and 3). I found this by navigating to my /usr/local/Cellar/SDL2 directory and just checking out the the file paths that linux.mk referenced to see if they matched what was on my machine. They happened to be saved to my computer with a slightly different naming convention. The first time I tried to run make emu ,I’d get an error where my SDL2 files couldn’t be found. I cloned build-osx branch to my computer. gcc was already installed via homebrew as well, but I think this is included with xcode command line tools anyway.I already had Python installed on my machine.
It should have all the references the build-essential package has so you can compile on macos. This is needed to compile a Debian package. Make sure xcode command line tools are installed.Adding some of my comments in case other MacOS users are attempting the same thing.