I think I did everything I could in the last 20 hours, but nothing seems to work. My app is running and working -- just as it should -- the only problem I have is that I cannot create a .app
bundle from it. I tried both Py2App
and cx_Freeze
but non of them is working. Because of the multi-platform support I would stick with the latter -- if possible.
The setup.py
looks like this:
import sys from cx_Freeze import setup, Executable base = None if sys.platform == 'win32': base = 'Win32GUI' OPTIONS = {'build_exe': {'includes': ['sip', 'PyQt5', 'PyQt5.QtCore', 'PyQt5.QtGui', 'PyQt5.QtWidgets', 'PyQt5.QtMultimediaWidgets', 'PyQt5.QtMultimedia', 'PyQt5.QtNetwork']}} EXECUTABLES = [Executable('main.py', base=base)] NAME = 'coublet' VERSION = '0.5.70' setup(name = NAME, version = VERSION, options = OPTIONS, executables = EXECUTABLES)
The error message I have is this:
objc[28404]: Class NotificationReceiver is implemented in both /Users/.../build/coublet-0.5.70.app/Contents/MacOS/QtWidgets and /usr/local/Cellar/qt5/5.3.1/lib/QtWidgets.framework/Versions/5/QtWidgets. One of the two will be used. Which one is undefined. QObject::moveToThread: Current thread (0x7fc4b96e98b0) is not the object's thread (0x7fc4b95dbc80). Cannot move to target thread (0x7fc4b96e98b0) On Mac OS X, you might be loading two sets of Qt binaries into the same process. Check that all plugins are compiled against the right Qt binaries. Export DYLD_PRINT_LIBRARIES=1 and check that only one set of binaries are being loaded. This application failed to start because it could not find or load the Qt platform plugin "cocoa". Available platform plugins are: cocoa, minimal, offscreen. Reinstalling the application may fix this problem. Abort trap: 6
My system Info:
Mac OS X : 10.9.4 Python : 3.4.1 cx_Freeze : 0.9 PyQt5: : 5.3.1 - - - Packages installed via: Homebrew and PIP
.app
structure:
build/coublet-0.5.70.app └── Contents ├── Frameworks ├── Info.plist ├── MacOS │ ├── PyQt5.QtCore.so │ ├── PyQt5.QtGui.so │ ├── PyQt5.QtMultimedia.so │ ├── PyQt5.QtMultimediaWidgets.so │ ├── PyQt5.QtNetwork.so │ ├── PyQt5.QtWidgets.so │ ├── Python │ ├── QtCore │ ├── QtCore.so │ ├── QtGui │ ├── QtGui.so │ ├── QtMultimedia │ ├── QtMultimedia.so │ ├── QtMultimediaWidgets │ ├── QtMultimediaWidgets.so │ ├── QtNetwork │ ├── QtNetwork.so │ ├── QtOpenGL │ ├── QtWidgets │ ├── QtWidgets.so │ ├── _bisect.so │ ├── _bz2.so │ ├── _codecs_cn.so │ ├── _codecs_hk.so │ ├── _codecs_iso2022.so │ ├── _codecs_jp.so │ ├── _codecs_kr.so │ ├── _codecs_tw.so │ ├── _datetime.so │ ├── _hashlib.so │ ├── _heapq.so │ ├── _json.so │ ├── _lzma.so │ ├── _md5.so │ ├── _multibytecodec.so │ ├── _opcode.so │ ├── _pickle.so │ ├── _posixsubprocess.so │ ├── _random.so │ ├── _scproxy.so │ ├── _sha1.so │ ├── _sha256.so │ ├── _sha512.so │ ├── _socket.so │ ├── _ssl.so │ ├── _struct.so │ ├── array.so │ ├── binascii.so │ ├── grp.so │ ├── imageformats │ │ ├── libqdds.dylib │ │ ├── libqgif.dylib │ │ ├── libqicns.dylib │ │ ├── libqico.dylib │ │ ├── libqjp2.dylib │ │ ├── libqjpeg.dylib │ │ ├── libqmng.dylib │ │ ├── libqsvg.dylib │ │ ├── libqtga.dylib │ │ ├── libqtiff.dylib │ │ ├── libqwbmp.dylib │ │ └── libqwebp.dylib │ ├── libcrypto.1.0.0.dylib │ ├── liblzma.5.dylib │ ├── library.zip │ ├── libreadline.6.dylib │ ├── libssl.1.0.0.dylib │ ├── main │ ├── math.so │ ├── platforms │ │ ├── libqcocoa.dylib │ │ ├── libqminimal.dylib │ │ └── libqoffscreen.dylib │ ├── pyexpat.so │ ├── readline.so │ ├── select.so │ ├── sip.so │ ├── termios.so │ ├── time.so │ ├── unicodedata.so │ └── zlib.so └── Resources
The question is I think pretty obvious: what am I doing wrong? (or what am I not doing?)
When building an app with cx_Freeze
on MacOSX all dependent libraries (.so
files on MacOSX) are packaged into the application bundle. It is this that makes the application portable to other systems, without requiring a second install of Qt.
When launching the Application, the libraries should therefore be loaded from within the bundle. However, in your case the system libraries are still being loaded:
/Users/.../build/coublet-0.5.70.app/Contents/MacOS/QtWidgets /usr/local/Cellar/qt5/5.3.1/lib/QtWidgets.framework/Versions/5/QtWidgets
The result One of the two will be used. Which one is undefined.
means that either of these could be loaded. If it picks the correct one, great! If it doesn't you've got two separate sets of libraries loading simultaneously, and that fails shortly afterwards. As an aside, you may find that if you try your Application on another system it will work fine! Sometimes.
For an overview of the problem I suggest taking a look at the following bug #33.
Make sure you have an up-to-date version of cx_Freeze installed. I would suggest trying to clone the repository and installing from there.
Secondly, ensure that the Qt plugins are being correctly built into your application. Cx_Freeze previously looked for the qt-menu.nib
file to determine if it was building a Qt application. This is no longer available in Qt5, but you can pass it on the command-line when building your app. Set it to whatever you want, it really doesn't matter:
python setup.py bdist_mac --qt-menu-nib=/usr/local/Cellar/qt5/5.3.1/plugins/platforms/
This may be enough to fix your problem. But if not, you have two options:
Each library file contains the paths to it's dependencies. If you're receiving this error, it means some of those paths are either a) still pointing to the original file, or b) not specific enough (and being found on your PATH
or DYLD_LIBRARY_PATH
). However, you can re-write paths using install_name_tool
from the command line (as described here:
install_name_tool -change /usr/local/Cellar/qt5/5.3.1/lib/QtWidgets.framework/Versions/5/QtWidgets @executable_path/QtWidgets build/MyApp.app/Contents/MacOS/qt_plugins/platforms/libqcocoa.dylib install_name_tool -change /usr/local/Cellar/qt5/5.3.1/lib/QtCore.framework/Versions/5/QtCore @executable_path/QtCore build/MyApp.app/Contents/MacOS/qt_plugins/platforms/libqcocoa.dylib install_name_tool -change /usr/local/Cellar/qt5/5.3.1/lib/QtPrintSupport.framework/Versions/5/QtPrintSupport @executable_path/QtPrintSupport build/MyApp.app/Contents/MacOS/qt_plugins/platforms/libqcocoa.dylib install_name_tool -change /usr/local/Cellar/qt5/5.3.1/lib/QtGui.framework/Versions/5/QtGui @executable_path/QtGui build/MyApp.app/Contents/MacOS/qt_plugins/platforms/libqcocoa.dylib
This rewrites the paths in the libraries to point into your application folder, using @executable_path
as the base. You will need to do this for all the paths that you find loading incorrectly. I'd suggest wrapping it up into an script, to run automatically after the build.
If you want to look at which libraries a file is referencing you can use otool
. For example, in a successfully built application of mine:
otool -L libqcocoa.dylib libqcocoa.dylib: @executable_path/../Resources/qt_plugins/platforms/libqcocoa.dylib (compatibility version 0.0.0, current version 0.0.0) /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa (compatibility version 1.0.0, current version 20.0.0) ...
There was an updated workaround in the issue tracker that suggests that just importing the correct module in your app will get it to function, however it seems unlikely that you've made an application without QtWidgets
.
If the above doesn't work, there is another approach outlined here. This is a bit of a sledgehammer approach in that it simply prevents loading of plugins at all.
Add a qt.conf
file next to the executable (in the .app
bundle that contains:[Paths] Plugins = '.'
Either set the environment variable QT_PLUGIN_PATH=""
(you can do this within your application before importing PyQt
. Or call QtGui.QApplication.setLibraryPaths([])
before creating your application object.
The result is no plugins, so your application will not have access to the MacOSX Cocoa style and UI (e.g. file, colour dialogs).
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