Run an existing LCOM project
Install lcom-ng, then open a terminal in the folder with your project's original Makefile. Keep the full source tree, including assets and shared code in sibling labs.
Build and run
lcom-ng compat build .
lcom-ng run -- .lcom-ng/projThe builder prints the executable path, named from PROG in the Makefile; replace proj if needed. Run from the project directory so relative assets resolve.
A window opens for graphical programs. Click to capture the mouse; Right Option on Mac or Right Ctrl releases it. Keyboard, mouse and timers produce the expected virtual interrupts. Rebuild and restart after edits.
Sources, <lcom/lcf.h> imports and the Makefile stay unchanged. lcom-ng rebuilds the sources declared in the Makefile. Existing Minix executables and libraries need rebuilding.
Run original labs
Pass the LCF function and arguments after the executable:
cd labs/lab2
lcom-ng compat build .
lcom-ng run -- .lcom-ng/lab2 timer_test_int 2For a keyboard lab:
cd ../lab3
lcom-ng compat build .
lcom-ng run -- .lcom-ng/lab3 kbd_test_scanFocus the window and press Escape to finish. Use your assignment's function names and arguments. Native lcom-ng test checks belong to the generated workspace, not Minix callbacks.
Try a game
With Git installed:
git clone https://github.com/teixeiraa05/lcom-sushi-slash.git
cd lcom-sushi-slash/proj
lcom-ng compat build .
lcom-ng run -- .lcom-ng/projChoose Singleplayer; keep the sibling lab folders from the clone.
See the compatibility reference for unusual Makefiles, libraries, asset paths, APIs and limits.