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<a href="http://pugixml.org/">pugixml 1.2</a> manual |
<a href="../manual.html">Overview</a> |
<b>Installation</b> |
Document:
<a href="dom.html">Object model</a> &middot; <a href="loading.html">Loading</a> &middot; <a href="access.html">Accessing</a> &middot; <a href="modify.html">Modifying</a> &middot; <a href="saving.html">Saving</a> |
<a href="xpath.html">XPath</a> |
<a href="apiref.html">API Reference</a> |
<a href="toc.html">Table of Contents</a>
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<div class="section">
<div class="titlepage"><div><div><h2 class="title" style="clear: both">
<a name="manual.install"></a><a class="link" href="install.html" title="Installation"> Installation</a>
</h2></div></div></div>
<div class="toc"><dl>
<dt><span class="section"><a href="install.html#manual.install.getting"> Getting pugixml</a></span></dt>
<dd><dl>
<dt><span class="section"><a href="install.html#manual.install.getting.source"> Source distributions</a></span></dt>
<dt><span class="section"><a href="install.html#manual.install.getting.subversion"> Subversion repository</a></span></dt>
</dl></dd>
<dt><span class="section"><a href="install.html#manual.install.building"> Building pugixml</a></span></dt>
<dd><dl>
<dt><span class="section"><a href="install.html#manual.install.building.embed"> Building pugixml as
a part of another static library/executable</a></span></dt>
<dt><span class="section"><a href="install.html#manual.install.building.static"> Building pugixml as
a standalone static library</a></span></dt>
<dt><span class="section"><a href="install.html#manual.install.building.shared"> Building pugixml as
a standalone shared library</a></span></dt>
<dt><span class="section"><a href="install.html#manual.install.building.header"> Using pugixml in header-only
mode</a></span></dt>
<dt><span class="section"><a href="install.html#manual.install.building.config"> Additional configuration
options</a></span></dt>
</dl></dd>
<dt><span class="section"><a href="install.html#manual.install.portability"> Portability</a></span></dt>
</dl></div>
<div class="section">
<div class="titlepage"><div><div><h3 class="title">
<a name="manual.install.getting"></a><a class="link" href="install.html#manual.install.getting" title="Getting pugixml"> Getting pugixml</a>
</h3></div></div></div>
<p>
pugixml is distributed in source form. You can either download a source distribution
or checkout the Subversion repository.
</p>
<div class="section">
<div class="titlepage"><div><div><h4 class="title">
<a name="manual.install.getting.source"></a><a class="link" href="install.html#manual.install.getting.source" title="Source distributions"> Source distributions</a>
</h4></div></div></div>
<p>
You can download the latest source distribution via one of the following
links:
</p>
<pre class="programlisting"><a href="http://pugixml.googlecode.com/files/pugixml-1.2.zip" target="_top">http://pugixml.googlecode.com/files/pugixml-1.2.zip</a>
<a href="http://pugixml.googlecode.com/files/pugixml-1.2.tar.gz" target="_top">http://pugixml.googlecode.com/files/pugixml-1.2.tar.gz</a>
</pre>
<p>
The distribution contains library source, documentation (the manual you're
reading now and the quick start guide) and some code examples. After downloading
the distribution, install pugixml by extracting all files from the compressed
archive. The files have different line endings depending on the archive
format - <code class="filename">.zip</code> archive has Windows line endings, <code class="filename">.tar.gz</code> archive has Unix
line endings. Otherwise the files in both archives are identical.
</p>
<p>
If you need an older version, you can download it from the <a href="http://code.google.com/p/pugixml/downloads/list" target="_top">version
archive</a>.
</p>
</div>
<div class="section">
<div class="titlepage"><div><div><h4 class="title">
<a name="manual.install.getting.subversion"></a><a class="link" href="install.html#manual.install.getting.subversion" title="Subversion repository"> Subversion repository</a>
</h4></div></div></div>
<p>
The Subversion repository is located at <a href="http://pugixml.googlecode.com/svn/" target="_top">http://pugixml.googlecode.com/svn/</a>.
There is a Subversion tag "release-{version}" for each version;
also there is the "latest" tag, which always points to the latest
stable release.
</p>
<p>
For example, to checkout the current version, you can use this command:
</p>
<pre class="programlisting">svn checkout http://pugixml.googlecode.com/svn/tags/release-1.2 pugixml</pre>
<p>
To checkout the latest version, you can use this command:
</p>
<pre class="programlisting">svn checkout http://pugixml.googlecode.com/svn/tags/latest pugixml</pre>
<p>
The repository contains library source, documentation, code examples and
full unit test suite.
</p>
<p>
Use latest version tag if you want to automatically get new versions via
<code class="literal">svn update</code>. Use other tags if you want to switch to
new versions only explicitly (for example, using <code class="literal">svn switch</code>
command). Also please note that Subversion trunk contains the work-in-progress
version of the code; while this means that you can get new features and
bug fixes from trunk without waiting for a new release, this also means
that occasionally the code can be broken in some configurations.
</p>
</div>
</div>
<div class="section">
<div class="titlepage"><div><div><h3 class="title">
<a name="manual.install.building"></a><a class="link" href="install.html#manual.install.building" title="Building pugixml"> Building pugixml</a>
</h3></div></div></div>
<p>
pugixml is distributed in source form without any pre-built binaries; you
have to build them yourself.
</p>
<p>
The complete pugixml source consists of three files - one source file, <code class="filename">pugixml.cpp</code>,
and two header files, <code class="filename">pugixml.hpp</code> and <code class="filename">pugiconfig.hpp</code>. <code class="filename">pugixml.hpp</code> is the primary
header which you need to include in order to use pugixml classes/functions;
<code class="filename">pugiconfig.hpp</code> is a supplementary configuration file (see <a class="xref" href="install.html#manual.install.building.config" title="Additional configuration options"> Additional configuration
options</a>).
The rest of this guide assumes that <code class="filename">pugixml.hpp</code> is either in the current directory
or in one of include directories of your projects, so that <code class="computeroutput"><span class="preprocessor">#include</span> <span class="string">"pugixml.hpp"</span></code>
can find the header; however you can also use relative path (i.e. <code class="computeroutput"><span class="preprocessor">#include</span> <span class="string">"../libs/pugixml/src/pugixml.hpp"</span></code>)
or include directory-relative path (i.e. <code class="computeroutput"><span class="preprocessor">#include</span>
<span class="special">&lt;</span><span class="identifier">xml</span><span class="special">/</span><span class="identifier">thirdparty</span><span class="special">/</span><span class="identifier">pugixml</span><span class="special">/</span><span class="identifier">src</span><span class="special">/</span><span class="identifier">pugixml</span><span class="special">.</span><span class="identifier">hpp</span><span class="special">&gt;</span></code>).
</p>
<div class="section">
<div class="titlepage"><div><div><h4 class="title">
<a name="manual.install.building.embed"></a><a class="link" href="install.html#manual.install.building.embed" title="Building pugixml as a part of another static library/executable"> Building pugixml as
a part of another static library/executable</a>
</h4></div></div></div>
<p>
The easiest way to build pugixml is to compile the source file, <code class="filename">pugixml.cpp</code>,
along with the existing library/executable. This process depends on the
method of building your application; for example, if you're using Microsoft
Visual Studio<sup>[<a name="trademarks" href="#ftn.trademarks" class="footnote">1</a>]</sup>, Apple Xcode, Code::Blocks or any other IDE, just add <code class="filename">pugixml.cpp</code> to
one of your projects.
</p>
<p>
If you're using Microsoft Visual Studio and the project has precompiled
headers turned on, you'll see the following error messages:
</p>
<pre class="programlisting">pugixml.cpp(3477) : fatal error C1010: unexpected end of file while looking for precompiled header. Did you forget to add '#include "stdafx.h"' to your source?</pre>
<p>
The correct way to resolve this is to disable precompiled headers for <code class="filename">pugixml.cpp</code>;
you have to set "Create/Use Precompiled Header" option (Properties
dialog -&gt; C/C++ -&gt; Precompiled Headers -&gt; Create/Use Precompiled
Header) to "Not Using Precompiled Headers". You'll have to do
it for all project configurations/platforms (you can select Configuration
"All Configurations" and Platform "All Platforms" before
editing the option):
</p>
<div class="informaltable"><table class="table">
<colgroup><col></colgroup>
<tbody><tr><td>
<p>
<a href="../images/vs2005_pch1.png" target="_top"><span class="inlinemediaobject"><img src="../images/vs2005_pch1_thumb.png" alt="vs2005_pch1_thumb"></span></a> <span class="inlinemediaobject"><img src="../images/next.png" alt="next"></span> <a href="../images/vs2005_pch2.png" target="_top"><span class="inlinemediaobject"><img src="../images/vs2005_pch2_thumb.png" alt="vs2005_pch2_thumb"></span></a> <span class="inlinemediaobject"><img src="../images/next.png" alt="next"></span> <a href="../images/vs2005_pch3.png" target="_top"><span class="inlinemediaobject"><img src="../images/vs2005_pch3_thumb.png" alt="vs2005_pch3_thumb"></span></a> <span class="inlinemediaobject"><img src="../images/next.png" alt="next"></span> <a href="../images/vs2005_pch4.png" target="_top"><span class="inlinemediaobject"><img src="../images/vs2005_pch4_thumb.png" alt="vs2005_pch4_thumb"></span></a>
</p>
</td></tr></tbody>
</table></div>
</div>
<div class="section">
<div class="titlepage"><div><div><h4 class="title">
<a name="manual.install.building.static"></a><a class="link" href="install.html#manual.install.building.static" title="Building pugixml as a standalone static library"> Building pugixml as
a standalone static library</a>
</h4></div></div></div>
<p>
It's possible to compile pugixml as a standalone static library. This process
depends on the method of building your application; pugixml distribution
comes with project files for several popular IDEs/build systems. There
are project files for Apple XCode3, Code::Blocks, Codelite, Microsoft Visual
Studio 2005, 2008, 2010, and configuration scripts for CMake and premake4.
You're welcome to submit project files/build scripts for other software;
see <a class="xref" href="../manual.html#manual.overview.feedback" title="Feedback"> Feedback</a>.
</p>
<p>
There are two projects for each version of Microsoft Visual Studio: one
for dynamically linked CRT, which has a name like <code class="filename">pugixml_vs2008.vcproj</code>,
and another one for statically linked CRT, which has a name like <code class="filename">pugixml_vs2008_static.vcproj</code>.
You should select the version that matches the CRT used in your application;
the default option for new projects created by Microsoft Visual Studio
is dynamically linked CRT, so unless you changed the defaults, you should
use the version with dynamic CRT (i.e. <code class="filename">pugixml_vs2008.vcproj</code> for Microsoft
Visual Studio 2008).
</p>
<p>
In addition to adding pugixml project to your workspace, you'll have to
make sure that your application links with pugixml library. If you're using
Microsoft Visual Studio 2005/2008, you can add a dependency from your application
project to pugixml one. If you're using Microsoft Visual Studio 2010, you'll
have to add a reference to your application project instead. For other
IDEs/systems, consult the relevant documentation.
</p>
<div class="informaltable"><table class="table">
<colgroup>
<col>
<col>
</colgroup>
<thead><tr>
<th>
<p>
Microsoft Visual Studio 2005/2008
</p>
</th>
<th>
<p>
Microsoft Visual Studio 2010
</p>
</th>
</tr></thead>
<tbody><tr>
<td>
<p>
<a href="../images/vs2005_link1.png" target="_top"><span class="inlinemediaobject"><img src="../images/vs2005_link1_thumb.png" alt="vs2005_link1_thumb"></span></a> <span class="inlinemediaobject"><img src="../images/next.png" alt="next"></span> <a href="../images/vs2005_link2.png" target="_top"><span class="inlinemediaobject"><img src="../images/vs2005_link2_thumb.png" alt="vs2005_link2_thumb"></span></a>
</p>
</td>
<td>
<p>
<a href="../images/vs2010_link1.png" target="_top"><span class="inlinemediaobject"><img src="../images/vs2010_link1_thumb.png" alt="vs2010_link1_thumb"></span></a> <span class="inlinemediaobject"><img src="../images/next.png" alt="next"></span> <a href="../images/vs2010_link2.png" target="_top"><span class="inlinemediaobject"><img src="../images/vs2010_link2_thumb.png" alt="vs2010_link2_thumb"></span></a>
</p>
</td>
</tr></tbody>
</table></div>
</div>
<div class="section">
<div class="titlepage"><div><div><h4 class="title">
<a name="manual.install.building.shared"></a><a class="link" href="install.html#manual.install.building.shared" title="Building pugixml as a standalone shared library"> Building pugixml as
a standalone shared library</a>
</h4></div></div></div>
<p>
It's possible to compile pugixml as a standalone shared library. The process
is usually similar to the static library approach; however, no preconfigured
projects/scripts are included into pugixml distribution, so you'll have
to do it yourself. Generally, if you're using GCC-based toolchain, the
process does not differ from building any other library as DLL (adding
-shared to compilation flags should suffice); if you're using MSVC-based
toolchain, you'll have to explicitly mark exported symbols with a declspec
attribute. You can do it by defining <a class="link" href="install.html#PUGIXML_API">PUGIXML_API</a>
macro, i.e. via <code class="filename">pugiconfig.hpp</code>:
</p>
<pre class="programlisting"><span class="preprocessor">#ifdef</span> <span class="identifier">_DLL</span>
<span class="preprocessor">#define</span> <span class="identifier">PUGIXML_API</span> <span class="identifier">__declspec</span><span class="special">(</span><span class="identifier">dllexport</span><span class="special">)</span>
<span class="preprocessor">#else</span>
<span class="preprocessor">#define</span> <span class="identifier">PUGIXML_API</span> <span class="identifier">__declspec</span><span class="special">(</span><span class="identifier">dllimport</span><span class="special">)</span>
<span class="preprocessor">#endif</span>
</pre>
<div class="caution"><table border="0" summary="Caution">
<tr>
<td rowspan="2" align="center" valign="top" width="25"><img alt="[Caution]" src="../images/caution.png"></td>
<th align="left">Caution</th>
</tr>
<tr><td align="left" valign="top"><p>
If you're using STL-related functions, you should use the shared runtime
library to ensure that a single heap is used for STL allocations in your
application and in pugixml; in MSVC, this means selecting the 'Multithreaded
DLL' or 'Multithreaded Debug DLL' to 'Runtime library' property (/MD
or /MDd linker switch). You should also make sure that your runtime library
choice is consistent between different projects.
</p></td></tr>
</table></div>
</div>
<a name="PUGIXML_HEADER_ONLY"></a><div class="section">
<div class="titlepage"><div><div><h4 class="title">
<a name="manual.install.building.header"></a><a class="link" href="install.html#manual.install.building.header" title="Using pugixml in header-only mode"> Using pugixml in header-only
mode</a>
</h4></div></div></div>
<p>
It's possible to use pugixml in header-only mode. This means that all source
code for pugixml will be included in every translation unit that includes
<code class="filename">pugixml.hpp</code>. This is how most of Boost and STL libraries work.
</p>
<p>
Note that there are advantages and drawbacks of this approach. Header mode
may improve tree traversal/modification performance (because many simple
functions will be inlined), if your compiler toolchain does not support
link-time optimization, or if you have it turned off (with link-time optimization
the performance should be similar to non-header mode). However, since compiler
now has to compile pugixml source once for each translation unit that includes
it, compilation times may increase noticeably. If you want to use pugixml
in header mode but do not need XPath support, you can consider disabling
it by using <a class="link" href="install.html#PUGIXML_NO_XPATH">PUGIXML_NO_XPATH</a> define
to improve compilation time.
</p>
<p>
Enabling header-only mode is a two-step process:
</p>
<div class="orderedlist"><ol class="orderedlist" type="1">
<li class="listitem">
You have to define <code class="computeroutput"><span class="identifier">PUGIXML_HEADER_ONLY</span></code>
</li>
<li class="listitem">
You have to include <code class="filename">pugixml.cpp</code> whenever you include pugixml.hpp
</li>
</ol></div>
<p>
Both of these are best done via <code class="filename">pugiconfig.hpp</code> like this:
</p>
<pre class="programlisting"><span class="preprocessor">#define</span> <span class="identifier">PUGIXML_HEADER_ONLY</span>
<span class="preprocessor">#include</span> <span class="string">"pugixml.cpp"</span>
</pre>
<p>
Note that it is safe to compile <code class="filename">pugixml.cpp</code> if <code class="computeroutput"><span class="identifier">PUGIXML_HEADER_ONLY</span></code>
is defined - so if you want to i.e. use header-only mode only in Release
configuration, you can include pugixml.cpp in your project (see <a class="xref" href="install.html#manual.install.building.embed" title="Building pugixml as a part of another static library/executable"> Building pugixml as
a part of another static library/executable</a>),
and conditionally enable header-only mode in <code class="filename">pugiconfig.hpp</code>, i.e.:
</p>
<pre class="programlisting"><span class="preprocessor">#ifndef</span> <span class="identifier">_DEBUG</span>
<span class="preprocessor">#define</span> <span class="identifier">PUGIXML_HEADER_ONLY</span>
<span class="preprocessor">#include</span> <span class="string">"pugixml.cpp"</span>
<span class="preprocessor">#endif</span>
</pre>
</div>
<div class="section">
<div class="titlepage"><div><div><h4 class="title">
<a name="manual.install.building.config"></a><a class="link" href="install.html#manual.install.building.config" title="Additional configuration options"> Additional configuration
options</a>
</h4></div></div></div>
<p>
pugixml uses several defines to control the compilation process. There
are two ways to define them: either put the needed definitions to <code class="filename">pugiconfig.hpp</code> (it
has some examples that are commented out) or provide them via compiler
command-line. Consistency is important: the definitions should match in
all source files that include <code class="filename">pugixml.hpp</code> (including pugixml sources) throughout
the application. Adding defines to <code class="filename">pugiconfig.hpp</code> lets you guarantee this,
unless your macro definition is wrapped in preprocessor <code class="computeroutput"><span class="preprocessor">#if</span></code>/<code class="computeroutput"><span class="preprocessor">#ifdef</span></code> directive and this directive
is not consistent. <code class="filename">pugiconfig.hpp</code> will never contain anything but comments,
which means that when upgrading to a new version, you can safely leave
your modified version intact.
</p>
<p>
<a name="PUGIXML_WCHAR_MODE"></a><code class="literal">PUGIXML_WCHAR_MODE</code> define toggles
between UTF-8 style interface (the in-memory text encoding is assumed to
be UTF-8, most functions use <code class="computeroutput"><span class="keyword">char</span></code>
as character type) and UTF-16/32 style interface (the in-memory text encoding
is assumed to be UTF-16/32, depending on <code class="computeroutput"><span class="keyword">wchar_t</span></code>
size, most functions use <code class="computeroutput"><span class="keyword">wchar_t</span></code>
as character type). See <a class="xref" href="dom.html#manual.dom.unicode" title="Unicode interface"> Unicode interface</a> for more details.
</p>
<p>
<a name="PUGIXML_NO_XPATH"></a><code class="literal">PUGIXML_NO_XPATH</code> define disables XPath.
Both XPath interfaces and XPath implementation are excluded from compilation.
This option is provided in case you do not need XPath functionality and
need to save code space.
</p>
<p>
<a name="PUGIXML_NO_STL"></a><code class="literal">PUGIXML_NO_STL</code> define disables use of
STL in pugixml. The functions that operate on STL types are no longer present
(i.e. load/save via iostream) if this macro is defined. This option is
provided in case your target platform does not have a standard-compliant
STL implementation.
</p>
<p>
<a name="PUGIXML_NO_EXCEPTIONS"></a><code class="literal">PUGIXML_NO_EXCEPTIONS</code> define disables
use of exceptions in pugixml. This option is provided in case your target
platform does not have exception handling capabilities.
</p>
<p>
<a name="PUGIXML_API"></a><code class="literal">PUGIXML_API</code>, <a name="PUGIXML_CLASS"></a><code class="literal">PUGIXML_CLASS</code>
and <a name="PUGIXML_FUNCTION"></a><code class="literal">PUGIXML_FUNCTION</code> defines let you
specify custom attributes (i.e. declspec or calling conventions) for pugixml
classes and non-member functions. In absence of <code class="computeroutput"><span class="identifier">PUGIXML_CLASS</span></code>
or <code class="computeroutput"><span class="identifier">PUGIXML_FUNCTION</span></code> definitions,
<code class="computeroutput"><span class="identifier">PUGIXML_API</span></code> definition
is used instead. For example, to specify fixed calling convention, you
can define <code class="computeroutput"><span class="identifier">PUGIXML_FUNCTION</span></code>
to i.e. <code class="computeroutput"><span class="identifier">__fastcall</span></code>. Another
example is DLL import/export attributes in MSVC (see <a class="xref" href="install.html#manual.install.building.shared" title="Building pugixml as a standalone shared library"> Building pugixml as
a standalone shared library</a>).
</p>
<div class="note"><table border="0" summary="Note">
<tr>
<td rowspan="2" align="center" valign="top" width="25"><img alt="[Note]" src="../images/note.png"></td>
<th align="left">Note</th>
</tr>
<tr><td align="left" valign="top"><p>
In that example <code class="computeroutput"><span class="identifier">PUGIXML_API</span></code>
is inconsistent between several source files; this is an exception to
the consistency rule.
</p></td></tr>
</table></div>
<p>
<a name="PUGIXML_MEMORY_PAGE_SIZE"></a><code class="literal">PUGIXML_MEMORY_PAGE_SIZE</code>, <a name="PUGIXML_MEMORY_OUTPUT_STACK"></a><code class="literal">PUGIXML_MEMORY_OUTPUT_STACK</code>
and <a name="PUGIXML_MEMORY_XPATH_PAGE_SIZE"></a><code class="literal">PUGIXML_MEMORY_XPATH_PAGE_SIZE</code>
can be used to customize certain important sizes to optimize memory usage
for the application-specific patterns. For details see <a class="xref" href="dom.html#manual.dom.memory.tuning" title="Memory consumption tuning"> Memory consumption tuning</a>.
</p>
</div>
</div>
<div class="section">
<div class="titlepage"><div><div><h3 class="title">
<a name="manual.install.portability"></a><a class="link" href="install.html#manual.install.portability" title="Portability"> Portability</a>
</h3></div></div></div>
<p>
pugixml is written in standard-compliant C++ with some compiler-specific
workarounds where appropriate. pugixml is compatible with the upcoming C++0x
standard (verified using GCC 4.5). Each version is tested with a unit test
suite (with code coverage about 99%) on the following platforms:
</p>
<div class="itemizedlist"><ul class="itemizedlist" type="disc">
<li class="listitem">
Microsoft Windows:
<div class="itemizedlist"><ul class="itemizedlist" type="circle">
<li class="listitem">
Borland C++ Compiler 5.82
</li>
<li class="listitem">
Digital Mars C++ Compiler 8.51
</li>
<li class="listitem">
Intel C++ Compiler 8.0, 9.0 x86/x64, 10.0 x86/x64, 11.0 x86/x64
</li>
<li class="listitem">
Metrowerks CodeWarrior 8.0
</li>
<li class="listitem">
Microsoft Visual C++ 6.0, 7.0 (2002), 7.1 (2003), 8.0 (2005) x86/x64,
9.0 (2008) x86/x64, 10.0 (2010) x86/x64, 11.0 x86/x64/ARM and some
CLR versions
</li>
<li class="listitem">
MinGW (GCC) 3.4, 4.4, 4.5, 4.6 x64
</li>
</ul></div>
</li>
<li class="listitem">
Linux (GCC 4.4.3 x86/x64)
</li>
<li class="listitem">
FreeBSD (GCC 4.2.1 x86/x64)
</li>
<li class="listitem">
Apple MacOSX (GCC 4.0.1 x86/x64/PowerPC)
</li>
<li class="listitem">
Sun Solaris (sunCC x86/x64)
</li>
<li class="listitem">
Microsoft Xbox 360
</li>
<li class="listitem">
Nintendo Wii (Metrowerks CodeWarrior 4.1)
</li>
<li class="listitem">
Sony Playstation Portable (GCC 3.4.2)
</li>
<li class="listitem">
Sony Playstation 3 (GCC 4.1.1, SNC 310.1)
</li>
<li class="listitem">
Various portable platforms (Android NDK, BlackBerry NDK, Samsung bada,
Windows CE)
</li>
</ul></div>
</div>
<div class="footnotes">
<br><hr width="100" align="left">
<div class="footnote"><p><sup>[<a name="ftn.trademarks" href="#trademarks" class="para">1</a>] </sup>All trademarks used are properties of their respective
owners.</p></div>
</div>
</div>
<table xmlns:rev="http://www.cs.rpi.edu/~gregod/boost/tools/doc/revision" width="100%"><tr>
<td align="left"></td>
<td align="right"><div class="copyright-footer">Copyright &#169; 2012 Arseny Kapoulkine<p>
Distributed under the MIT License
</p>
</div></td>
</tr></table>
<hr>
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