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<title>Installation</title>
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<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>
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<a href="http://luajit.org/download.html">Download <span class="ext">&raquo;</span></a>
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<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&nbsp;compilers.
</p>
<p>
For the impatient (on POSIX systems):
</p>
<pre class="code">
make &amp;&amp; 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">&nbsp;</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">&nbsp;</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">&nbsp;</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">&nbsp;</td>
<td class="compatos compatno">&nbsp;</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">&nbsp;</td>
<td class="compatos compatno">&nbsp;</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">&raquo;</span>&nbsp;MinGW</a> or
<a href="http://www.cygwin.com/"><span class="ext">&raquo;</span>&nbsp;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">&raquo;</span>&nbsp;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">&raquo;</span>&nbsp;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 &mdash; 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 &mdash; 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">&raquo;</span>&nbsp;Android NDK</a>.
The environment variables need to match the install locations and the
desired target platform. E.g. Android&nbsp;4.0 corresponds to ABI level&nbsp;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">&raquo;</span>&nbsp;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&nbsp;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&nbsp;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&nbsp;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">&raquo;</span>&nbsp;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">&raquo;</span>&nbsp;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 &mdash;
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>
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