\chapter{Getting Started} % ============================================================================ \section{Using VMime in your programs} First, make sure you have successfully compiled and installed VMime using the instructions described in Chapter \ref{chapter_building}. To use VMime in your program, you simply have to include VMime headers: \begin{lstlisting} #include <vmime/vmime.hpp> \end{lstlisting} \vnote{for versions older than 0.6.1, include $<$vmime/vmime$>$.} As of version 0.6.1, VMime uses {\vcode pkg-config} to simplify compiling and linking with VMime. The {\vcode pkg-config} utility is used to detect the appropriate compiler and linker flags needed for a library. You can simply build your program with: \begin{verbatim} $ g++ `pkg-config --cflags --libs vmime` -static -o myprog myprog.cpp \end{verbatim} to use the static version, or with: \begin{verbatim} $ g++ `pkg-config --cflags vmime` -o myprog myprog.cpp `pkg-config --libs vmime` \end{verbatim} to use the shared version. \vnote{it is highly recommended that you link your program against the shared version of the library.} All VMime classes and global functions are defined in the namespace {\vcode vmime}, so prefix explicitely all your declarations which use VMime with {\vcode vmime::}, or import the {\vcode vmime} namespace into the global namespace with the C++ keywork {\vcode using} (not recommended, though). % ============================================================================ \section{If you can not (or do not want to) use {\vcode pkg-config}} {\bf Linking with the shared library (.so):} compile your program with the {\vcode -lvmime} flag. You can use the -L path flag if the library file is not in a standard path (ie. not in /usr/lib or /usr/local/lib). \vnote{if you want to link your program with the shared version of VMime library, make sure the library has been compiled using CMake build system ({\vcode make}, then {\vcode make install}). When you compile with SCons, only the static library is built and installed.} {\bf Linking with the static library (.a):} follow the same procedure as for shared linking and append the flag -static to force static linking. Although static linking is possible, you are encouraged to use the shared (dynamic) version of the library. % ============================================================================ \section{Platform-dependent code} While the most part of VMime code is pure ANSI C++, there are some features that are platform-specific: file management (opening/reading/writing files), network code (socket, DNS resolution) and time management. All the non-portable stuff is done by a bridge object called a platform handler (see {\vcode vmime::platform}). If your platform is POSIX-compatible (eg. GNU/Linux, *BSD) or is Windows, then you are lucky: VMime has built-in support for these platforms. If not, don't worry, the sources of the built-in platform handlers are very well documented, so writing you own should not be very difficult. If your VMime version is $<=$ 0.9.1, you should tell VMime which platform handler you want to use at the beginning of your program (before using \emph{any} VMime object, or calling \emph{any} VMime global function). So, if your platform is POSIX, your program should look like this: \begin{lstlisting}[caption={Initializing VMime and the platform handler}] #include <vmime/vmime.hpp> #include <vmime/platforms/posix/posixHandler.hpp> int main() { vmime::platform:: setHandler <vmime::platforms::posix::posixHandler>(); // Now, you can use VMime // ...do what you want, it's your program... } \end{lstlisting} For using VMime on Windows, include {\vcode vmime/platforms/windows/windowsHandler.hpp} and use the following line to initialize the platform handler: \begin{lstlisting} vmime::platform:: setHandler <vmime::platforms::windows::windowsHandler>(); \end{lstlisting} \vnote{since version 0.9.2, this is not needed any more: the platform handler is installed automatically using the platform detected during the build configuration.} \vnote{since version 0.8.1, {\vcode vmime::platformDependant} was renamed to {\vcode vmime::platform}. The old name has been kept for compatibility but it is recommended that you update your code, if needed.}