- Qt 6.8
- Qt for macOS
- Qt 6.8.3 Reference Documentation

# Qt for macOS

Qt for macOS enables building applications for Apple's Mac line of computers.

To develop with Qt for macOS, follow the getting started guide; then explore the Qt examples, and related topics.

## Supported Configurations

The following versions of the build environment and runtime target platform are supported by Qt 6.8.

Build Environment | Target Platform | Architecture
--- | --- | ---
Xcode 15 (macOS 14 SDK) or higher | macOS 12 or higher (including macOS 15) | `x86_64`, `x86_64h`, `arm64`

Note: Apple's forward compatibility promise for macOS generally ensures that Qt applications continue to run well on new operating system releases. Issues that may occur are prioritized and scheduled in accordance with the Qt branching and support policies. Support for new operating system features is not typically included in patch releases.

### Build Environment

The build environment for macOS is provided by Apple's Xcode application, which includes both the toolchain (compiler, linker, and other tools), and the macOS platform-SDK (headers and libraries) that you build and link against. Together these define how your application is built.

Apple generally recommend (and in the case of the App Store, require) that applications are built against the latest available SDK, so you should always be using the latest available Xcode from Apple. This may require upgrading your system's macOS version, as new Xcode versions may not run on older macOS versions.

Note: The macOS build environment is always defined entirely by the Xcode version (its toolchain and SDKs) you're using – not the version of macOS you are running Xcode on.

#### Opting out of behavior changes

One caveat to using the latest Xcode version and SDK to build your application is that the macOS system frameworks will sometimes decide whether or not to enable behavior changes based on the SDK you built your application against.

This technique allows Apple to ensure that binaries built against older SDKs will still continue to run without regressions on newer macOS releases.

For example, when dark mode was introduced in macOS 10.14 Mojave, macOS would only treat applications built against the 10.14 SDK as supporting dark mode, and would leave applications built against earlier SDKs with the default light mode look.

Building with an older Xcode version, against an older SDK, is one way to opt out of such behavior changes, but is a last-resort solution, and should only be applied if your application has no other ways of working around the problem.

### Target Platforms

Building for macOS utilizes a technique called weak linking that allows you to build your application against the headers and libraries of the latest platform SDK, while still allowing your application to be deployed to macOS versions lower than the SDK version. When the binary is run on a macOS version lower than the SDK it was built with, Qt will check at runtime whether or not a platform feature is available before utilizing it.

In theory this would allow running your application on every single macOS version released, but for practical (and technical) reasons there is a lower limit to this range, known as the deployment target of your application. If the binary is launched on a macOS version below the deployment target Qt will give an error message and the application will not run.

Qt expresses the deployment target via the `CMAKE_OSX_DEPLOYMENT_TARGET` or `QMAKE_MACOSX_DEPLOYMENT_TARGET` variables, which by default is set to the minimum supported deployment target for Qt.

You only need to raise the deployment target if your own code uses APIs that were added in a macOS version higher than what Qt defaults to, and you are not using `@available` checks to guard their use at runtime.

To raise the deployment target with CMake:

     set(CMAKE_OSX_DEPLOYMENT_TARGET "42.0")

or with qmake:

     QMAKE_MACOSX_DEPLOYMENT_TARGET = 42.0

Note: You should not lower the deployment target beyond the default value set by Qt. Doing so will likely lead to crashes at runtime if the binary is deployed to a macOS version lower than what Qt expected to run on.

For more information about SDK-based development on Apple platforms, see Apple's developer documentation.

### Architectures

By default, Qt will build for the architecture of your development machine - either `x86_64` if you're on an Intel Mac, or `arm64` if you are on an Apple Silicon Mac.

To build for other architectures you can use the `CMAKE_OSX_ARCHITECTURES` and `QMAKE_APPLE_DEVICE_ARCHS` variables in your project files or on the command line. This allows you to both cross-compile to a different architecture, and to build universal (multi-architecture) binaries. For example, to build your application for both `x86_64` and `arm64` with CMake:

     cmake ~/src/myapp -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64"

or with qmake:

     qmake ~/src/myapp QMAKE_APPLE_DEVICE_ARCHS="x86_64 arm64"

When specifying the architectures in a project file they should not be quoted, e.g.:

     TEMPLATE = app
     SOURCES = main.cpp
     QMAKE_APPLE_DEVICE_ARCHS = x86_64 arm64

#### Sub-architecture support on Intel Macs

In addition to the baseline `x86_64` architecture, Qt also supports the `x86_64h` ("Haswell") sub-architecture, which improves performance on Intel Macs.

## Getting Started

### Installing Xcode

Xcode is a requirement for developing with Qt for macOS. It can be installed from the App Store, or downloaded from Apple's developer website.

Once installed, please run Xcode once to let it install any required dependencies.

Then verify that the system is using the correct Xcode installation using the `xcode-select` tool.

     $ xcode-select -print-path
     /Applications/Xcode.app/Contents/Developer

If the output does not match the expectation, choose the Xcode installation explicitly.

     $ sudo xcode-select --switch /Applications/Xcode.app

### Installing or building Qt

To install or build Qt, follow the general getting started with Qt guide.

### Generating Xcode Project Files

By default, CMake and qmake generates project files in Makefile format. If you prefer to build and debug your application from within Xcode, you can request that an Xcode project is generated instead:

     cmake ~/src/myapp -GXcode

or with qmake:

     qmake ~/src/myapp -spec macx-xcode

### Deploying Applications on macOS

macOS applications are typically deployed as self-contained application bundles. The application bundle contains the application executable as well as dependencies such as the Qt libraries, plugins, translations and other resources you may need. Third party libraries like Qt are normally not installed system-wide; each application provides its own copy.

To build your application as an application bundle with CMake, set the `MACOSX_BUNDLE` property on your executable target, as follows:

     qt_add_executable(app)
     if(APPLE)
         set_target_properties(tst_manual_ios_assets PROPERTIES MACOSX_BUNDLE TRUE)
     endif()

With qmake, bundles are the default. Set `CONFIG -= app_bundle` in your project file (`.pro`) to disable it.

A common way to distribute applications is to provide a compressed disk image (.dmg file) that the user can mount in Finder. The deployment tool, `macdeployqt` (available from the macOS installers), can be used to create the self-contained bundles, and optionally also create a .dmg archive.

Applications can also be distributed through the Mac App Store. macdeployqt (bin/macdeployqt) can be used as a starting point for app store deployment. To ensure that Qt complies with the app store sandbox rules, Qt must be configured with the `-feature-appstore-compliant` argument.

For details about deployment on macOS, see Qt for macOS - Deployment.

Note: For selling applications in the macOS App Store, special rules apply. In order to pass validation, the application must verify the existence of a valid receipt before executing any code. Since this is a copy protection mechanism, steps should be taken to avoid common patterns and obfuscate the code that validates the receipt as much as possible. Thus, this cannot be automated by Qt, but requires some platform-specific code written specifically for the application itself. More information can be found in Apple's documentation.

## Related Topics

The following topics provide more details about Qt for macOS:

- Qt for macOS - Building from Source
- Qt for macOS - Deployment
- Qt for macOS - Specific Issues

### Using Objective-C Code in Qt Applications

Clang, the compiler used for applications on Apple Platforms, allows mixing C++ and Objective-C code. To enable this mode use the `.mm` extension for the relevant source files and add them to your project as usual.

With CMake:

     target_sources(myapp PRIVATE objc_code.mm)

With qmake:

     SOURCES += objc_code.mm

You can then use Objective-C frameworks from Apple's Developer Library in your Qt applications.

To expose functionality to the rest of your application, without having to rename all your source files, declare helper functions in a header, and implement the functionality in an Objective-C++ source file:

     // objc_code.h
     QString localizedHostName();

     // objc_code.mm
     #include <Foundation/NSHost.h>
     QString localizedHostName()
     {
         return QString::fromNSString(NSHost.currentHost.localizedName);
     }