To build videoLat you need:

  • a Mac (10.7 and later may still work, 10.10 has been tested, must be 64-bit capable),
  • XCode and the OSX build tools installed,
  • libpng 1.5, zint and zbar (will be downloaded and built by the script),
  • and the videoLat sources, obviously, either from source or from the subversion repository, see the Download page.

Building for OSX

After you have downloaded and unpacked the sources you should examine the toplevel README.txt file for the exact procedure to follow to build the required third-party libraries, but in general it suffices to run:

$ sh ./scripts/

This will download the third-party libraries, build them, and finally build videoLat itself.

Generally, you will want to use XCode to develop videoLat, but even then it is a good idea to do a build first, because it will build the third party libraries and put them in the correct place.

The XCode project for OSX development is the toplevel videoLat.xcodeproj

Building for iPhone and iPad

You need to build the third party libraries first, for either iOS or the iOS simulator, or both:

$ sh ./scripts/
$ sh ./scripts/

For iOS this only builds the third party packages, not videoLat itself. Next, you open the toplevel project videoLat-iOS.xcodeproj and start developing.


The internal documentation for videoLat is created from the sources, using Doxygen. For your convenience, you can browse the documentation here.

A lot of sources are shared between the OSX and iOS builds, but obviously the .xib files and some other supporting sources are different. The Doxygen documentation has the details.