- Qt 6.10
- Product information
- Supported Platforms
- Qt for macOS
- Qt for macOS - Deployment
- Qt 6.10.0 Reference Documentation

Building from source ◦ Specific issues

# Qt for macOS - Deployment

This document describes how to create a macOS bundle and make sure that the application finds the resources it needs at run-time. We demonstrate the procedures in terms of deploying the Plug & Paint example application that comes with the Qt source package.

The Qt installers for macOS include a deployment tool that automates the procedures described here.

## The Bundle

On macOS, a GUI application must be built and run from a bundle, which is a directory structure that appears as a single entity when viewed in the Finder. A bundle for an application typically contains the executable and all the resources it needs. Here is the snapshot of an application bundle structure:

The bundle provides many advantages to the user:

- It is easy to install as it is identified as a single entity.
- Information about a bundle is accessible from code.

This is specific to macOS and beyond the scope of this document. For more information about bundles, see Apple's Developer Website.

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

     set_target_properties(plugandpaint PROPERTIES
         MACOSX_BUNDLE TRUE
     )

`qmake` automatically generates a bundle for your application. To disable this, add the following statement to your application's project file (`.pro`):

     CONFIG-=app_bundle

## Static Linking

If you want to keep things simple and only have a few files to deploy, you can build your application with statically linked libraries.

### Building Qt Statically

Start by installing a static version of the Qt library. Remember that you cannot use plugins and that you must build the dependent libraries such as image formats, SQL drivers, and so on with static linking.

     cd /path/to/Qt
     ./configure -static <other parameters>

You can check the various options that are available by running `configure` -help.

### Linking the Application to the Static Version of Qt

Once Qt is built statically, the next step is to regenerate the build files and rebuild the application.

#### Using CMake

Make sure to use the `qt_add_executable` wrapper command, which provides additional logic such as linking Qt plugins in static Qt builds.

To build for Apple platforms you need to set `cmake_minimum_required()` to 3.21.1 or newer:

     cmake_minimum_required(VERSION 3.21.1)

Go into the directory that contains the application:

     cd /path/to/Qt/examples/widgets/tools/plugandpaint/app

Next, set the `CMAKE_PREFIX_PATH` variable to point to your installation prefix. If you have a Cmake build already, delete the `CMakeCache.txt` file. Then, rerun CMake:

     cmake -DCMAKE_PREFIX_PATH=path/to/Qt/6.10.0/your_platform -S <source-dir> -B <build-dir> -G Ninja

Alternatively, use the convenience script `qt-cmake`, which sets the `CMAKE_PREFIX_PATH` variable for you.

     path/to/Qt/6.10.0/your_platform/bin/qt-cmake -S <source-dir> -B <build-dir> -G Ninja

Finally, go into your build directory and run your preferred build system. In this example, we're using `Ninja`.

     cd path/to/build/dir
     ninja

Now, provided that everything compiled and linked without any errors, you should have a `plugandpaint.app` bundle ready for deployment. Try installing the bundle on a machine running macOS that does not have Qt or any Qt applications installed.

#### Using qmake

First, go into the directory that contains the application:

     cd /path/to/Qt/examples/widgets/tools/plugandpaint/app

Then, run `qmake` to create a new makefile for the application, and do a clean build to create the statically linked executable:

     make clean
     qmake -config release
     make

You probably want to link against the release libraries, and you can specify this when invoking `qmake`. You may want to take advantage of "dead code stripping" to reduce the size of your binary even more. You can do this by passing `LIBS+= -dead_strip` to `qmake` in addition to the `-config release` parameter.

Again, provided that everything compiled and linked without any errors, you should have a `plugandpaint.app` bundle ready for deployment. Try installing the bundle on a machine running macOS that does not have Qt or any Qt applications installed.

#### Checking linked libraries

You can check what other libraries your application links to using the `otool`:

     otool -L plugandpaint.app/Contents/MacOs/plugandpaint

Here is what the output looks like for the statically linked Plug & Paint:

     plugandpaint.app/Contents/MacOS/plugandpaint:
     /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon
             (compatibility version 2.0.0, current version 128.0.0)
     /System/Library/Frameworks/QuickTime.framework/Versions/A/QuickTime
             (compatibility version 1.0.0, current version 10.0.0)
     /usr/lib/libz.1.dylib
             (compatibility version 1.0.0, current version 1.2.3)
     /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices
             (compatibility version 1.0.0, current version 22.0.0)
     /usr/lib/libstdc++.6.dylib
             (compatibility version 7.0.0, current version 7.3.0)
     /usr/lib/libgcc_s.1.dylib
             (compatibility version 1.0.0, current version 1.0.0)
     /usr/lib/libmx.A.dylib
             (compatibility version 1.0.0, current version 92.0.0)
     /usr/lib/libSystem.B.dylib
             (compatibility version 1.0.0, current version 88.0.0)

If you see Qt libraries in the output, it probably means that you have both dynamic and static Qt libraries installed on your machine. The linker always chooses dynamic linking over static. If you want to use only static libraries, you can either:

- move your Qt dynamic libraries (`.dylibs`) away to another directory while you link the application and then move them back,
- or edit the `Makefile` and replace link lines for the Qt libraries with the absolute path to the static libraries.

For example, replace the following:

     -lQtGui

with this:

     /where/static/qt/lib/is/libQtGui.a

The Plug & Paint example consists of several components: The core application (Plug & Paint), and the Basic Tools and Extra Filters plugins. As we cannot deploy plugins using the static linking approach, the bundle we have prepared so far is incomplete. The application will run, but the functionality will be disabled due to the missing plugins. To deploy plugin-based applications we should use the framework approach, which is specific to macOS.

## Frameworks

In this approach, ensure that the Qt runtime is redistributed correctly with the application bundle, and that the plugins are installed in the correct location so that the application finds them.

There are two ways to distribute Qt with your application in the frameworks approach:

- Private framework within your application bundle.
- Standard framework (alternatively use the Qt frameworks in the installed binary).

The first option is good if you have Qt built in a special way, or want to make sure the framework is there. It just comes down to where you place the Qt frameworks.

The second option is good if you have many Qt applications and you want them to use a single Qt framework rather than multiple versions of it.

### Building Qt as Frameworks

We assume that you already have installed Qt as frameworks, which is the default when installing Qt, in the /path/to/Qt directory. For more information on how to build Qt without Frameworks, visit the Qt for macOS - Specific Issues documentation.

When installing, the identification name of the frameworks is set. This name is used by the dynamic linker (`dyld`) to find the libraries for your application.

### Linking the Application to Qt as Frameworks

After building Qt as frameworks, we can build the Plug & Paint application.

#### Using CMake

To build for Apple platforms you need to set `cmake_minimum_required()` to 3.21.1 or newer:

     cmake_minimum_required(VERSION 3.21.1)

Go into the directory that contains the application:

     cd /path/to/Qt/examples/widgets/tools/plugandpaint/app

Next, set the `CMAKE_PREFIX_PATH` variable to point to your installation prefix. If you have a Cmake build already, delete the `CMakeCache.txt` file. Then, rerun CMake:

     cmake -DCMAKE_PREFIX_PATH=path/to/Qt/6.10.0/your_platform -S <source-dir> -B <build-dir> -G Ninja

Alternatively, use the convenience script `qt-cmake`, which sets the `CMAKE_PREFIX_PATH` variable for you.

     path/to/Qt/6.10.0/your_platform/bin/qt-cmake -S <source-dir> -B <build-dir> -G Ninja

Finally, go into your build directory and run your preferred build system. In this example, we're using `Ninja`.

     cd path/to/build/dir
     ninja

Now, provided that everything compiled and linked without any errors, you should have a `plugandpaint.app` bundle ready for deployment. Try installing the bundle on a machine running macOS that does not have Qt or any Qt applications installed.

#### Using qmake

First, go into the directory that contains the application:

     cd /path/to/Qt/examples/widgets/tools/plugandpaint/app

Run `qmake` to create a new makefile for the application, and do a clean build to create the dynamically linked executable:

     make clean
     qmake -config release
     make

This builds the core application. Use the following to build the plugins:

     cd ../plugandpaint/plugins
     make clean
     qmake -config release
     make

Now run the `otool` for the Qt frameworks, for example Qt Gui:

     otool -L QtGui.framework/QtGui

You would get the following output:

     QtGui.framework/QtGui:
     /path/to/Qt/lib/QtGui.framework/Versions/4.0/QtGui
             (compatibility version 4.0.0, current version 4.0.1)
     /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon
             (compatibility version 2.0.0, current version 128.0.0)
     /System/Library/Frameworks/QuickTime.framework/Versions/A/QuickTime
             (compatibility version 1.0.0, current version 10.0.0)
     /path/to/Qt/QtCore.framework/Versions/4.0/QtCore
             (compatibility version 4.0.0, current version 4.0.1)
     /usr/lib/libz.1.dylib
             (compatibility version 1.0.0, current version 1.2.3)
     /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices
             (compatibility version 1.0.0, current version 22.0.0)
     /usr/lib/libstdc++.6.dylib
             (compatibility version 7.0.0, current version 7.3.0)
     /usr/lib/libgcc_s.1.dylib
             (compatibility version 1.0.0, current version 1.0.0)
     /usr/lib/libmx.A.dylib
             (compatibility version 1.0.0, current version 92.0.0)
     /usr/lib/libSystem.B.dylib
             (compatibility version 1.0.0, current version 88.0.0)

For the Qt frameworks, the first line (i.e. `path/to/Qt/lib/QtGui.framework/Versions/4/QtGui (compatibility version 4.0.0, current version 4.0.1)`) becomes the framework's identification name which is used by the dynamic linker (`dyld`).

But when you are deploying the application, your users may not have the Qt frameworks installed in the specified location. For that reason, you must either provide the frameworks in an agreed location, or store the frameworks in the bundle. Regardless of which solution you choose, you must make sure that the frameworks return the proper identification name for themselves, and that the application looks for these names. Luckily we can control this with the `install_name_tool` command-line tool.

The `install_name_tool` works in two modes, `-id` and `-change`. The `-id` mode is for libraries and frameworks, and allows us to specify a new identification name. We use the `-change` mode to change the paths in the application.

Let's test this out by copying the Qt frameworks into the Plug & Paint bundle. Looking at `otool`'s output for the bundle, we can see that we must copy both the QtCore and QtGui frameworks into the bundle. We will assume that we are in the directory where we built the bundle.

     mkdir plugandpaint.app/Contents/Frameworks
     cp -R /path/to/Qt/lib/QtCore.framework
             plugandpaint.app/Contents/Frameworks
     cp -R /path/to/Qt/lib/QtGui.framework
            plugandpaint.app/Contents/Frameworks

First we create a `Frameworks` directory inside the bundle. This follows the macOS application convention. We then copy the frameworks into the new directory. As frameworks contain symbolic links, we use the `-R` option.

     install_name_tool -id @executable_path/../Frameworks/QtCore.framework/Versions/4.0/QtCore
            plugandpaint.app/Contents/Frameworks/QtCore.framework/Versions/4.0/QtCore
     install_name_tool -id @executable_path/../Frameworks/QtGui.framework/Versions/4.0/QtGui
            plugandpaint.app/Contents/Frameworks/QtGui.framework/Versions/4.0/QtGui

Then we run `install_name_tool` to set the identification names for the frameworks. The first argument after `-id` is the new name, and the second argument is the framework that we want to rename. The text `@executable_path` is a special `dyld` variable telling `dyld` to start looking where the executable is located. The new names specifies that these frameworks are located in the directory directly under the `Frameworks` directory.

     install_name_tool -change path/to/Qt/lib/QtCore.framework/Versions/4.0/QtCore
             @executable_path/../Frameworks/QtCore.framework/Versions/4.0/QtCore
             plugandpaint.app/Contents/MacOs/plugandpaint
     install_name_tool -change path/to/qt/lib/QtGui.framework/Versions/4.0/QtGui
             @executable_path/../Frameworks/QtGui.framework/Versions/4.0/QtGui
             plugandpaint.app/Contents/MacOs/plugandpaint

Now, the dynamic linker knows where to look for QtCore and QtGui. We must ensure that the application also knows where to find the library, using `install_name_tool`'s `-change` mode. This basically comes down to string replacement, to match the identification names that we set earlier to the frameworks.

Finally, the QtGui framework depends on QtCore, so we must remember to change the reference for QtGui:

     install_name_tool -change path/to/Qt/lib/QtCore.framework/Versions/4.0/QtCore
             @executable_path/../Frameworks/QtCore.framework/Versions/4.0/QtCore
             plugandpaint.app/Contents/Frameworks/QtGui.framework/Versions/4.0/QtGui

After this, we run `otool` again and see that the application can find the libraries.

The plugins for the Plug & Paint example makes it interesting. The basic steps we need to follow with plugins are:

- put the plugins inside the bundle,
- run the `install_name_tool` to check whether the plugins are using the correct library,
- and ensure that the application knows where to look for the plugins.

We can put the plugins anywhere we want in the bundle, but the best location is to put them under Contents/Plugins. When we built the Plug & Paint plugins, based on the `DESTDIR` variable in their `.pro` file, the plugins' `.dylib` files are in the `plugins` subdirectory under the `plugandpaint` directory. We just have to move this directory to the correct location.

     mv plugins plugandpaint.app/Contents

For example, If we run `otool` on the Basic Tools plugin's `.dylib` file, we get the following information.

     libpnp_basictools.dylib:
     libpnp_basictools.dylib
            (compatibility version 0.0.0, current version 0.0.0)
     /path/to/Qt/lib/QtGui.framework/Versions/4.0/QtGui
            (compatibility version 4.0.0, current version 4.0.1)
     /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon
            (compatibility version 2.0.0, current version 128.0.0)
     /System/Library/Frameworks/QuickTime.framework/Versions/A/QuickTime
            (compatibility version 1.0.0, current version 10.0.0)
     /path/to/Qt/lib/QtCore.framework/Versions/4.0/QtCore
            (compatibility version 4.0.0, current version 4.0.1)
     /usr/lib/libz.1.dylib
            (compatibility version 1.0.0, current version 1.2.3)
     /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices
            (compatibility version 1.0.0, current version 22.0.0)
     /usr/lib/libstdc++.6.dylib
            (compatibility version 7.0.0, current version 7.3.0)
     /usr/lib/libgcc_s.1.dylib
            (compatibility version 1.0.0, current version 1.0.0)
     /usr/lib/libmx.A.dylib
            (compatibility version 1.0.0, current version 92.0.0)
     /usr/lib/libSystem.B.dylib
            (compatibility version 1.0.0, current version 88.0.0)

Then we can see that the plugin links to the Qt frameworks it was built against. As we want the plugins to use the framework in the application bundle, we change them the same way as we did for the application. For example for the Basic Tools plugin:

     install_name_tool -change /path/to/Qt/lib/QtCore.framework/Versions/4.0/QtCore
             @executable_path/../Frameworks/QtCore.framework/Versions/4.0/QtCore
             plugandpaint.app/Contents/plugins/libpnp_basictools.dylib
     install_name_tool -change /path/to/Qt/lib/QtGui.framework/Versions/4.0/QtGui
             @executable_path/../Frameworks/QtGui.framework/Versions/4.0/QtGui
             plugandpaint.app/Contents/plugins/libpnp_basictools.dylib

We must also modify the code in `tools/plugandpaint/mainwindow.cpp` to cdUp() to ensure that the application finds the plugins. Add the following code to the `mainwindow.cpp` file:

     #elif defined(Q_OS_MAC)
     if (pluginsDir.dirName() == "MacOS") {
         pluginsDir.cdUp();
     }
     #endif

The additional code in `tools/plugandpaint/mainwindow.cpp` also enables us to view the plugins in the Finder, as shown in the image.

We can also add plugins extending Qt, for example adding SQL drivers or image formats. We just need to follow the directory structure outlined in plugin documentation, and make sure they are included in the QCoreApplication::libraryPaths(). Let's quickly do this with the image formats, following the procedure outlined earlier.

Copy Qt's image format plugins into the bundle:

     cp -R /path/to/Qt/plugins/imageformats
             pluginandpaint.app/Contents/plugins

Use `install_name_tool` to link the plugins to the frameworks in the bundle:

     install_name_tool -change /path/to/Qt/lib/QtGui.framework/Versions/4.0/QtGui
             @executable_path/../Frameworks/QtGui.framework/Versions/4.0/QtGui
             plugandpaint.app/Contents/plugins/imageformats/libqjpeg.dylib
     install_name_tool -change /path/to/Qt/lib/QtCore.framework/Versions/4.0/QtCore
             @executable_path/../Frameworks/QtCore.framework/Versions/4.0/QtCore
             plugandpaint.app/Contents/plugins/imageformats/libqjpeg.dylib

Update the source code in `tools/plugandpaint/main.cpp` to look for the new plugins. After constructing the QApplication, we add the following code:

     QDir dir(QCoreApplication::applicationDirPath());
     dir.cdUp();
     dir.cd("plugins");
     QCoreApplication::setLibraryPaths(QStringList(dir.absolutePath()));

First, we tell the application to only look for plugins in this directory. In our case, we want the application to look for only those plugins that we distribute with the bundle. If we were part of a bigger Qt installation we could have used QCoreApplication::addLibraryPath() instead.

Warning: While deploying plugins, we make changes to the source code and that resets the default identification names when the application is rebuilt. So you must repeat the process of making your application link to the correct Qt frameworks in the bundle using `install_name_tool`.

Now you should be able to move the application to another macOS machine and run it without Qt installed. Alternatively, you can move your frameworks that live outside of the bundle to another directory and see if the application still runs.

If you store the frameworks in another location outside the bundle, the technique of linking your application is similar; you must make sure that the application and the frameworks agree where to be looking for the Qt libraries as well as the plugins.

### Creating the Application Package

When you are done linking your application to Qt, either statically or as frameworks, the application is ready to be distributed. For more information, refer to the Apple Developer website.

Although the process of deploying an application do have some pitfalls, once you know the various issues you can easily create packages that all your macOS users will enjoy.

## Application Dependencies

### Qt Plugins

All Qt GUI applications require a plugin that implements the Qt Platform Abstraction (QPA) layer in Qt. For macOS, the name of the platform plugin is `libqcocoa.dylib`. This file must be located within a specific subdirectory (by default, `platforms`) under your distribution directory. Alternatively, it is possible to adjust the search path Qt uses to find its plugins, as described below.

Your application may also depend on one or more Qt plugins, such as the JPEG image format plugin or a SQL driver plugin. Be sure to distribute any Qt plugins that you need with your application. Similar to the platform plugin, each type of plugin must be located within a specific subdirectory (such as `imageformats` or `sqldrivers`) in your distribution directory.

The search path for Qt plugins (as well as a few other paths) is hard-coded into the QtCore library. By default, the first plugin search path will be hard-coded as `/path/to/Qt/plugins`. But using pre-determined paths has certain disadvantages. For example, they may not exist on the target machine. So you must check various alternatives to ensure that the Qt plugins are found:

- Using `qt.conf`. This is the recommended approach as it provides the most flexibility.
- Using QApplication::addLibraryPath() or QApplication::setLibraryPaths().
- Using a third party installation utility to change the hard-coded paths in the QtCore library.

The How to Create Qt Plugins document outlines the issues you need to pay attention to when building and deploying plugins for Qt applications.

### Additional Libraries

You can check which libraries your application is linking against by using `otool`. Run this with the application path as an argument:

     otool -L MyApp.app/Contents/MacOS/MyApp

Compiler-specific libraries rarely have to be redistributed with your application. But there are several ways to deploy applications, as Qt can be configured, built, and installed in several ways on macOS. Typically your goals help determine how you are going to deploy the application. The last sections describe a few things that you must be aware of while deploying your application.

## The Mac Deployment Tool

The Mac deployment tool can be found in QTDIR/bin/macdeployqt. It is designed to automate the process of creating a deployable application bundle that contains the Qt libraries as private frameworks.

The mac deployment tool also deploys the Qt plugins, according to the following rules (unless `-no-plugins` option is used):

- The platform plugin is always deployed.
- Debug versions of the plugins are not deployed.
- The designer plugins are not deployed.
- The image format plugins are always deployed, except the SVG image format plugin which is only deployed if the application uses the Qt SVG module.
- The icon engine plugins are always deployed.
- The print support plugin is always deployed.
- SQL driver plugins are deployed if the application uses the Qt SQL module.
- The accessibility plugin is always deployed.
- The style plugin is always deployed.

Important: If you choose to not use the Mac Deployment Tool, you must ensure that your deployment package includes these plugins.

To include a 3rd party library in the application bundle, copy the library into the bundle manually, after the bundle is created.

`macdeployqt` supports the following options:

Option | Description
--- | ---
`-verbose=<0-3>` | 0 = no output, 1 = error/warning (default), 2 = normal, 3 = debug
`-no-plugins` | Skip plugin deployment
`-dmg` | Create a .dmg disk image
`-no-strip` | Don't run 'strip' on the binaries
`-use-debug-libs` | Deploy with debug versions of frameworks and plugins (implies `-no-strip`)
`-executable=<path>` | Let the given executable also use the deployed frameworks
`-qmldir=<path>` | Deploy imports used by .qml files in the given path
`-qmlimport=<path>` | Add the given path to the QML imports search locations
`-always-overwrite` | Copy files even if the target file exists
`-codesign=<ident>` | Run `codesign` with the given identity on all executables
`-hardened-runtime` | Enable Hardened Runtime when code signing
`-timestamp` | Include a secure timestamp when code signing (requires internet connection)
`-sign-for-notarization=<ident>` | Activate the necessary options for notarization (requires internet connection). The activated options are `-hardened-runtime`, `-timestamp` and `-codesign=<ident>`
`-appstore-compliant` | Skip deployment of components that use private API
`-libpath=<path>` | Add the given path to the library search path
`-fs=<filesystem>` | Set the filesystem used for the .dmg disk image (defaults to HFS+)

Note: macOS High Sierra introduced the new Apple File System (APFS). Older versions of macOS cannot read .dmg files that are formatted with APFS. By default, `macdeployqt` uses the older HFS+ file system for compatibility with all versions of macOS currently supported by Qt. Use the `-fs` option to specify a different file system.

## Volume Name

The volume name of a disk image (the text displayed in the window title of an opened `.dmg` file) created with `-dmg` is based on the path to the application when `macdeployqt` is run. For example, consider the following command that creates a disk image for a Qt Quick application:

     macdeployqt /Users/foo/myapp-build/MyApp.app -qmldir=/Users/foo/myapp/qml -dmg

The resulting volume name will be:

     /Users/foo/myapp-build/MyApp.app

To ensure that the volume name only contains the application name and not the path on the deployment machine, run `macdeployqt` in the same directory:

     cd /Users/foo/myapp-build
     macdeployqt MyApp.app -qmldir=/Users/foo/myapp/qml -dmg

The resulting volume name will then be:

     MyApp.app

## Entitlements

`When` signing, `macdeployqt` will automatically use the first .entitlements file it finds in the Contents/Resources/ subdirectory in the application bundle if present. To prevent errors, ensure that there is at maximum one .entitlements file in this folder.