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diff --git a/Build/source/libs/luajit/LuaJIT-2.0.2/doc/install.html b/Build/source/libs/luajit/LuaJIT-2.0.2/doc/install.html new file mode 100644 index 00000000000..faf19c431b8 --- /dev/null +++ b/Build/source/libs/luajit/LuaJIT-2.0.2/doc/install.html @@ -0,0 +1,613 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> +<html> +<head> +<title>Installation</title> +<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> +<meta name="Author" content="Mike Pall"> +<meta name="Copyright" content="Copyright (C) 2005-2013, Mike Pall"> +<meta name="Language" content="en"> +<link rel="stylesheet" type="text/css" href="bluequad.css" media="screen"> +<link rel="stylesheet" type="text/css" href="bluequad-print.css" media="print"> +<style type="text/css"> +table.compat { + line-height: 1.2; + font-size: 80%; +} +table.compat td { + border: 1px solid #bfcfff; + height: 2.5em; +} +table.compat tr.compathead td { + font-weight: bold; + border-bottom: 2px solid #bfcfff; +} +tr.compathead td.compatos { + vertical-align: top; +} +table.compat td.compatcpu { + width: 18%; + border-right: 2px solid #bfcfff; +} +td.compatos { + width: 21%; + vertical-align: middle; +} +td.compatno { + background-color: #d0d0d0; +} +</style> +</head> +<body> +<div id="site"> +<a href="http://luajit.org"><span>Lua<span id="logo">JIT</span></span></a> +</div> +<div id="head"> +<h1>Installation</h1> +</div> +<div id="nav"> +<ul><li> +<a href="luajit.html">LuaJIT</a> +<ul><li> +<a href="http://luajit.org/download.html">Download <span class="ext">»</span></a> +</li><li> +<a class="current" href="install.html">Installation</a> +</li><li> +<a href="running.html">Running</a> +</li></ul> +</li><li> +<a href="extensions.html">Extensions</a> +<ul><li> +<a href="ext_ffi.html">FFI Library</a> +<ul><li> +<a href="ext_ffi_tutorial.html">FFI Tutorial</a> +</li><li> +<a href="ext_ffi_api.html">ffi.* API</a> +</li><li> +<a href="ext_ffi_semantics.html">FFI Semantics</a> +</li></ul> +</li><li> +<a href="ext_jit.html">jit.* Library</a> +</li><li> +<a href="ext_c_api.html">Lua/C API</a> +</li></ul> +</li><li> +<a href="status.html">Status</a> +<ul><li> +<a href="changes.html">Changes</a> +</li></ul> +</li><li> +<a href="faq.html">FAQ</a> +</li><li> +<a href="http://luajit.org/performance.html">Performance <span class="ext">»</span></a> +</li><li> +<a href="http://wiki.luajit.org/">Wiki <span class="ext">»</span></a> +</li><li> +<a href="http://luajit.org/list.html">Mailing List <span class="ext">»</span></a> +</li></ul> +</div> +<div id="main"> +<p> +LuaJIT is only distributed as a source package. This page explains +how to build and install LuaJIT with different operating systems +and C compilers. +</p> +<p> +For the impatient (on POSIX systems): +</p> +<pre class="code"> +make && sudo make install +</pre> +<p> +LuaJIT currently builds out-of-the box on most systems. +Here's the compatibility matrix for the supported combinations of +operating systems, CPUs and compilers: +</p> +<table class="compat"> +<tr class="compathead"> +<td class="compatcpu">CPU / OS</td> +<td class="compatos"><a href="#posix">Linux</a> or<br><a href="#android">Android</a></td> +<td class="compatos"><a href="#posix">*BSD, Other</a></td> +<td class="compatos"><a href="#posix">OSX 10.4+</a> or<br><a href="#ios">iOS 3.0+</a></td> +<td class="compatos"><a href="#windows">Windows<br>XP/Vista/7</a></td> +</tr> +<tr class="odd separate"> +<td class="compatcpu">x86 (32 bit)</td> +<td class="compatos">GCC 4.x<br>GCC 3.4</td> +<td class="compatos">GCC 4.x<br>GCC 3.4</td> +<td class="compatos">GCC 4.x<br>GCC 3.4</td> +<td class="compatos">MSVC, MSVC/EE<br>WinSDK<br>MinGW, Cygwin</td> +</tr> +<tr class="even"> +<td class="compatcpu">x64 (64 bit)</td> +<td class="compatos">GCC 4.x</td> +<td class="compatos compatno"> </td> +<td class="compatos">GCC 4.x</td> +<td class="compatos">MSVC + SDK v7.0<br>WinSDK v7.0</td> +</tr> +<tr class="odd"> +<td class="compatcpu"><a href="#cross2">ARMv5+<br>ARM9E+</a></td> +<td class="compatos">GCC 4.2+</td> +<td class="compatos">GCC 4.2+</td> +<td class="compatos">GCC 4.2+</td> +<td class="compatos compatno"> </td> +</tr> +<tr class="even"> +<td class="compatcpu"><a href="#cross2">PPC</a></td> +<td class="compatos">GCC 4.3+</td> +<td class="compatos">GCC 4.3+<br>GCC 4.1 (<a href="#ps3">PS3</a>)</td> +<td class="compatos compatno"> </td> +<td class="compatos">XEDK (<a href="#xbox360">Xbox 360</a>)</td> +</tr> +<tr class="odd"> +<td class="compatcpu"><a href="#cross2">PPC/e500v2</a></td> +<td class="compatos">GCC 4.3+</td> +<td class="compatos">GCC 4.3+</td> +<td class="compatos compatno"> </td> +<td class="compatos compatno"> </td> +</tr> +<tr class="even"> +<td class="compatcpu"><a href="#cross2">MIPS</a></td> +<td class="compatos">GCC 4.3+</td> +<td class="compatos">GCC 4.3+</td> +<td class="compatos compatno"> </td> +<td class="compatos compatno"> </td> +</tr> +</table> + +<h2>Configuring LuaJIT</h2> +<p> +The standard configuration should work fine for most installations. +Usually there is no need to tweak the settings. The following files +hold all user-configurable settings: +</p> +<ul> +<li><tt>src/luaconf.h</tt> sets some configuration variables.</li> +<li><tt>Makefile</tt> has settings for <b>installing</b> LuaJIT (POSIX +only).</li> +<li><tt>src/Makefile</tt> has settings for <b>compiling</b> LuaJIT +under POSIX, MinGW or Cygwin.</li> +<li><tt>src/msvcbuild.bat</tt> has settings for compiling LuaJIT with +MSVC or WinSDK.</li> +</ul> +<p> +Please read the instructions given in these files, before changing +any settings. +</p> + +<h2 id="posix">POSIX Systems (Linux, OSX, *BSD etc.)</h2> +<h3>Prerequisites</h3> +<p> +Depending on your distribution, you may need to install a package for +GCC, the development headers and/or a complete SDK. E.g. on a current +Debian/Ubuntu, install <tt>libc6-dev</tt> with the package manager. +</p> +<p> +Download the current source package of LuaJIT (pick the .tar.gz), +if you haven't already done so. Move it to a directory of your choice, +open a terminal window and change to this directory. Now unpack the archive +and change to the newly created directory: +</p> +<pre class="code"> +tar zxf LuaJIT-2.0.2.tar.gz +cd LuaJIT-2.0.2</pre> +<h3>Building LuaJIT</h3> +<p> +The supplied Makefiles try to auto-detect the settings needed for your +operating system and your compiler. They need to be run with GNU Make, +which is probably the default on your system, anyway. Simply run: +</p> +<pre class="code"> +make +</pre> +<p> +This always builds a native x86, x64 or PPC binary, depending on the host OS +you're running this command on. Check the section on +<a href="#cross">cross-compilation</a> for more options. +</p> +<p> +By default, modules are only searched under the prefix <tt>/usr/local</tt>. +You can add an extra prefix to the search paths by appending the +<tt>PREFIX</tt> option, e.g.: +</p> +<pre class="code"> +make PREFIX=/home/myself/lj2 +</pre> +<p> +Note for OSX: if the <tt>MACOSX_DEPLOYMENT_TARGET</tt> environment +variable is not set, then it's forced to <tt>10.4</tt>. +</p> +<h3>Installing LuaJIT</h3> +<p> +The top-level Makefile installs LuaJIT by default under +<tt>/usr/local</tt>, i.e. the executable ends up in +<tt>/usr/local/bin</tt> and so on. You need root privileges +to write to this path. So, assuming sudo is installed on your system, +run the following command and enter your sudo password: +</p> +<pre class="code"> +sudo make install +</pre> +<p> +Otherwise specify the directory prefix as an absolute path, e.g.: +</p> +<pre class="code"> +make install PREFIX=/home/myself/lj2 +</pre> +<p> +Obviously the prefixes given during build and installation need to be the same. +</p> + +<h2 id="windows">Windows Systems</h2> +<h3>Prerequisites</h3> +<p> +Either install one of the open source SDKs +(<a href="http://mingw.org/"><span class="ext">»</span> MinGW</a> or +<a href="http://www.cygwin.com/"><span class="ext">»</span> Cygwin</a>), which come with a modified +GCC plus the required development headers. +</p> +<p> +Or install Microsoft's Visual C++ (MSVC). The freely downloadable +<a href="http://www.microsoft.com/Express/VC/"><span class="ext">»</span> Express Edition</a> +works just fine, but only contains an x86 compiler. +</p> +<p> +The freely downloadable +<a href="http://msdn.microsoft.com/en-us/windowsserver/bb980924.aspx"><span class="ext">»</span> Windows SDK</a> +only comes with command line tools, but this is all you need to build LuaJIT. +It contains x86 and x64 compilers. +</p> +<p> +Next, download the source package and unpack it using an archive manager +(e.g. the Windows Explorer) to a directory of your choice. +</p> +<h3>Building with MSVC</h3> +<p> +Open a "Visual Studio .NET Command Prompt", <tt>cd</tt> to the +directory where you've unpacked the sources and run these commands: +</p> +<pre class="code"> +cd src +msvcbuild +</pre> +<p> +Then follow the installation instructions below. +</p> +<h3>Building with the Windows SDK</h3> +<p> +Open a "Windows SDK Command Shell" and select the x86 compiler: +</p> +<pre class="code"> +setenv /release /x86 +</pre> +<p> +Or select the x64 compiler: +</p> +<pre class="code"> +setenv /release /x64 +</pre> +<p> +Then <tt>cd</tt> to the directory where you've unpacked the sources +and run these commands: +</p> +<pre class="code"> +cd src +msvcbuild +</pre> +<p> +Then follow the installation instructions below. +</p> +<h3>Building with MinGW or Cygwin</h3> +<p> +Open a command prompt window and make sure the MinGW or Cygwin programs +are in your path. Then <tt>cd</tt> to the directory where +you've unpacked the sources and run this command for MinGW: +</p> +<pre class="code"> +mingw32-make +</pre> +<p> +Or this command for Cygwin: +</p> +<pre class="code"> +make +</pre> +<p> +Then follow the installation instructions below. +</p> +<h3>Installing LuaJIT</h3> +<p> +Copy <tt>luajit.exe</tt> and <tt>lua51.dll</tt> (built in the <tt>src</tt> +directory) to a newly created directory (any location is ok). +Add <tt>lua</tt> and <tt>lua\jit</tt> directories below it and copy +all Lua files from the <tt>src\jit</tt> directory of the distribution +to the latter directory. +</p> +<p> +There are no hardcoded +absolute path names — all modules are loaded relative to the +directory where <tt>luajit.exe</tt> is installed +(see <tt>src/luaconf.h</tt>). +</p> + +<h2 id="cross">Cross-compiling LuaJIT</h2> +<p> +The GNU Makefile-based build system allows cross-compiling on any host +for any supported target, as long as both architectures have the same +pointer size. If you want to cross-compile to any 32 bit target on an +x64 OS, you need to install the multilib development package (e.g. +<tt>libc6-dev-i386</tt> on Debian/Ubuntu) and build a 32 bit host part +(<tt>HOST_CC="gcc -m32"</tt>). +</p> +<p> +You need to specify <tt>TARGET_SYS</tt> whenever the host OS and the +target OS differ, or you'll get assembler or linker errors. E.g. if +you're compiling on a Windows or OSX host for embedded Linux or Android, +you need to add <tt>TARGET_SYS=Linux</tt> to the examples below. For a +minimal target OS, you may need to disable the built-in allocator in +<tt>src/Makefile</tt> and use <tt>TARGET_SYS=Other</tt>. The examples +below only show some popular targets — please check the comments +in <tt>src/Makefile</tt> for more details. +</p> +<pre class="code"> +# Cross-compile to a 32 bit binary on a multilib x64 OS +make CC="gcc -m32" + +# Cross-compile on Debian/Ubuntu for Windows (mingw32 package) +make HOST_CC="gcc -m32" CROSS=i586-mingw32msvc- TARGET_SYS=Windows +</pre> +<p id="cross2"> +The <tt>CROSS</tt> prefix allows specifying a standard GNU cross-compile +toolchain (Binutils, GCC and a matching libc). The prefix may vary +depending on the <tt>--target</tt> the toolchain was built for (note the +<tt>CROSS</tt> prefix has a trailing <tt>"-"</tt>). The examples below +use the canonical toolchain triplets for Linux. +</p> +<p> +Since there's often no easy way to detect CPU features at runtime, it's +important to compile with the proper CPU or architecture settings. You +can specify these when building the toolchain yourself. Or add +<tt>-mcpu=...</tt> or <tt>-march=...</tt> to <tt>TARGET_CFLAGS</tt>. For +ARM it's important to have the correct <tt>-mfloat-abi=...</tt> setting, +too. Otherwise LuaJIT may not run at the full performance of your target +CPU. +</p> +<pre class="code"> +# ARM soft-float +make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabi- \ + TARGET_CFLAGS="-mfloat-abi=soft" + +# ARM soft-float ABI with VFP (example for Cortex-A8) +make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabi- \ + TARGET_CFLAGS="-mcpu=cortex-a8 -mfloat-abi=softfp" + +# ARM hard-float ABI with VFP (armhf, requires recent toolchain) +make HOST_CC="gcc -m32" CROSS=arm-linux-gnueabihf- + +# PPC +make HOST_CC="gcc -m32" CROSS=powerpc-linux-gnu- +# PPC/e500v2 (fast interpreter only) +make HOST_CC="gcc -m32" CROSS=powerpc-e500v2-linux-gnuspe- + +# MIPS big-endian +make HOST_CC="gcc -m32" CROSS=mips-linux- +# MIPS little-endian +make HOST_CC="gcc -m32" CROSS=mipsel-linux- +</pre> +<p> +You can cross-compile for <b id="android">Android</b> using the <a href="http://developer.android.com/sdk/ndk/index.html"><span class="ext">»</span> Android NDK</a>. +The environment variables need to match the install locations and the +desired target platform. E.g. Android 4.0 corresponds to ABI level 14. +For details check the folder <tt>docs</tt> in the NDK directory. +</p> +<p> +Only a few common variations for the different CPUs, ABIs and platforms +are listed. Please use your own judgement for which combination you want +to build/deploy or which lowest common denominator you want to pick: +</p> +<pre class="code"> +# Android/ARM, armeabi (ARMv5TE soft-float), Android 2.2+ (Froyo) +NDK=/opt/android/ndk +NDKABI=8 +NDKVER=$NDK/toolchains/arm-linux-androideabi-4.6 +NDKP=$NDKVER/prebuilt/linux-x86/bin/arm-linux-androideabi- +NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-arm" +make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF" + +# Android/ARM, armeabi-v7a (ARMv7 VFP), Android 4.0+ (ICS) +NDK=/opt/android/ndk +NDKABI=14 +NDKVER=$NDK/toolchains/arm-linux-androideabi-4.6 +NDKP=$NDKVER/prebuilt/linux-x86/bin/arm-linux-androideabi- +NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-arm" +NDKARCH="-march=armv7-a -mfloat-abi=softfp -Wl,--fix-cortex-a8" +make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF $NDKARCH" + +# Android/MIPS, mips (MIPS32R1 hard-float), Android 4.0+ (ICS) +NDK=/opt/android/ndk +NDKABI=14 +NDKVER=$NDK/toolchains/mipsel-linux-android-4.6 +NDKP=$NDKVER/prebuilt/linux-x86/bin/mipsel-linux-android- +NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-mips" +make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF" + +# Android/x86, x86 (i686 SSE3), Android 4.0+ (ICS) +NDK=/opt/android/ndk +NDKABI=14 +NDKVER=$NDK/toolchains/x86-4.6 +NDKP=$NDKVER/prebuilt/linux-x86/bin/i686-linux-android- +NDKF="--sysroot $NDK/platforms/android-$NDKABI/arch-x86" +make HOST_CC="gcc -m32" CROSS=$NDKP TARGET_FLAGS="$NDKF" +</pre> +<p> +You can cross-compile for <b id="ios">iOS 3.0+</b> (iPhone/iPad) using the <a href="http://developer.apple.com/devcenter/ios/index.action"><span class="ext">»</span> iOS SDK</a>. +The environment variables need to match the iOS SDK version: +</p> +<p style="font-size: 8pt;"> +Note: <b>the JIT compiler is disabled for iOS</b>, because regular iOS Apps +are not allowed to generate code at runtime. You'll only get the performance +of the LuaJIT interpreter on iOS. This is still faster than plain Lua, but +much slower than the JIT compiler. Please complain to Apple, not me. +Or use Android. :-p +</p> +<pre class="code"> +IXCODE=`xcode-select -print-path` +ISDK=$IXCODE/Platforms/iPhoneOS.platform/Developer +ISDKVER=iPhoneOS6.0.sdk +ISDKP=$ISDK/usr/bin/ +ISDKF="-arch armv7 -isysroot $ISDK/SDKs/$ISDKVER" +make HOST_CC="gcc -m32 -arch i386" CROSS=$ISDKP TARGET_FLAGS="$ISDKF" \ + TARGET_SYS=iOS +</pre> +<p> +You can cross-compile for <b id="ps3">PS3</b> using the PS3 SDK from +a Linux host or a Windows host (requires 32 bit MinGW (GCC) on the host, +too). Due to restrictions on consoles, the JIT compiler is disabled and +only the fast interpreter is built: +</p> +<pre class="code"> +make HOST_CC="gcc -m32" CROSS=ppu-lv2- +</pre> +<p> +You can cross-compile for <b id="xbox360">Xbox 360</b> using the +Xbox 360 SDK (MSVC + XEDK). Due to restrictions on consoles, the +JIT compiler is disabled and only the fast interpreter is built. +</p> +<p> +Open a "Visual Studio .NET Command Prompt" (32 bit host compiler), +<tt>cd</tt> to the directory where you've unpacked the sources and run +the following commands. This builds a static library <tt>luajit20.lib</tt>, +which can be linked against your game, just like the Lua library. +</p> +<pre class="code"> +cd src +xedkbuild +</pre> + +<h2 id="embed">Embedding LuaJIT</h2> +<p> +LuaJIT is API-compatible with Lua 5.1. If you've already embedded Lua +into your application, you probably don't need to do anything to switch +to LuaJIT, except link with a different library: +</p> +<ul> +<li>It's strongly suggested to build LuaJIT separately using the supplied +build system. Please do <em>not</em> attempt to integrate the individual +source files into your build tree. You'll most likely get the internal build +dependencies wrong or mess up the compiler flags. Treat LuaJIT like any +other external library and link your application with either the dynamic +or static library, depending on your needs.</li> +<li>If you want to load C modules compiled for plain Lua +with <tt>require()</tt>, you need to make sure the public symbols +(e.g. <tt>lua_pushnumber</tt>) are exported, too: +<ul><li>On POSIX systems you can either link to the shared library +or link the static library into your application. In the latter case +you'll need to export all public symbols from your main executable +(e.g. <tt>-Wl,-E</tt> on Linux) and add the external dependencies +(e.g. <tt>-lm -ldl</tt> on Linux).</li> +<li>Since Windows symbols are bound to a specific DLL name, you need to +link to the <tt>lua51.dll</tt> created by the LuaJIT build (do not rename +the DLL). You may link LuaJIT statically on Windows only if you don't +intend to load Lua/C modules at runtime. +</li></ul> +</li> +<li> +If you're building a 64 bit application on OSX which links directly or +indirectly against LuaJIT, you need to link your main executable +with these flags: +<pre class="code"> +-pagezero_size 10000 -image_base 100000000 +</pre> +Also, it's recommended to <tt>rebase</tt> all (self-compiled) shared libraries +which are loaded at runtime on OSX/x64 (e.g. C extension modules for Lua). +See: <tt>man rebase</tt> +</li> +</ul> +<p>Additional hints for initializing LuaJIT using the C API functions:</p> +<ul> +<li>Here's a +<a href="http://lua-users.org/wiki/SimpleLuaApiExample"><span class="ext">»</span> simple example</a> +for embedding Lua or LuaJIT into your application.</li> +<li>Make sure you use <tt>luaL_newstate</tt>. Avoid using +<tt>lua_newstate</tt>, since this uses the (slower) default memory +allocator from your system (no support for this on x64).</li> +<li>Make sure you use <tt>luaL_openlibs</tt> and not the old Lua 5.0 style +of calling <tt>luaopen_base</tt> etc. directly.</li> +<li>To change or extend the list of standard libraries to load, copy +<tt>src/lib_init.c</tt> to your project and modify it accordingly. +Make sure the <tt>jit</tt> library is loaded or the JIT compiler +will not be activated.</li> +<li>The <tt>bit.*</tt> module for bitwise operations +is already built-in. There's no need to statically link +<a href="http://bitop.luajit.org/"><span class="ext">»</span> Lua BitOp</a> to your application.</li> +</ul> + +<h2 id="distro">Hints for Distribution Maintainers</h2> +<p> +The LuaJIT build system has extra provisions for the needs of most +POSIX-based distributions. If you're a package maintainer for +a distribution, <em>please</em> make use of these features and +avoid patching, subverting, autotoolizing or messing up the build system +in unspeakable ways. +</p> +<p> +There should be absolutely no need to patch <tt>luaconf.h</tt> or any +of the Makefiles. And please do not hand-pick files for your packages — +simply use whatever <tt>make install</tt> creates. There's a reason +for all of the files <em>and</em> directories it creates. +</p> +<p> +The build system uses GNU make and auto-detects most settings based on +the host you're building it on. This should work fine for native builds, +even when sandboxed. You may need to pass some of the following flags to +<em>both</em> the <tt>make</tt> and the <tt>make install</tt> command lines +for a regular distribution build: +</p> +<ul> +<li><tt>PREFIX</tt> overrides the installation path and should usually +be set to <tt>/usr</tt>. Setting this also changes the module paths and +the <tt>-rpath</tt> of the shared library.</li> +<li><tt>DESTDIR</tt> is an absolute path which allows you to install +to a shadow tree instead of the root tree of the build system.</li> +<li>Have a look at the top-level <tt>Makefile</tt> and <tt>src/Makefile</tt> +for additional variables to tweak. The following variables <em>may</em> be +overridden, but it's <em>not</em> recommended, except for special needs +like cross-builds: +<tt>BUILDMODE, CC, HOST_CC, STATIC_CC, DYNAMIC_CC, CFLAGS, HOST_CFLAGS, +TARGET_CFLAGS, LDFLAGS, HOST_LDFLAGS, TARGET_LDFLAGS, TARGET_SHLDFLAGS, +TARGET_FLAGS, LIBS, HOST_LIBS, TARGET_LIBS, CROSS, HOST_SYS, TARGET_SYS +</tt></li> +</ul> +<p> +The build system has a special target for an amalgamated build, i.e. +<tt>make amalg</tt>. This compiles the LuaJIT core as one huge C file +and allows GCC to generate faster and shorter code. Alas, this requires +lots of memory during the build. This may be a problem for some users, +that's why it's not enabled by default. But it shouldn't be a problem for +most build farms. It's recommended that binary distributions use this +target for their LuaJIT builds. +</p> +<p> +The tl;dr version of the above: +</p> +<pre class="code"> +make amalg PREFIX=/usr && \ +make install PREFIX=/usr DESTDIR=/tmp/buildroot +</pre> +<p> +Finally, if you encounter any difficulties, please +<a href="contact.html">contact me</a> first, instead of releasing a broken +package onto unsuspecting users. Because they'll usually gonna complain +to me (the upstream) and not you (the package maintainer), anyway. +</p> +<br class="flush"> +</div> +<div id="foot"> +<hr class="hide"> +Copyright © 2005-2013 Mike Pall +<span class="noprint"> +· +<a href="contact.html">Contact</a> +</span> +</div> +</body> +</html> |