wxCocoa is still a work in progress. To compile it, you will need Apple's Developer Tools. However, please note that any work to make it suitable for GNUstep (which will require a GCC release with Objective-C++) will be much appreciated. Some users also report success with Metrowerks CodeWarrior IDE and I've even on occasion used the command-line MW compilers (see docs/metrowerks) with configure instead of GCC and Apple's LD. Like most UNIX ports, the standard configure/make method works. You should be able to build the library as static or shared. I usually build static. On my system I have the following: Checked out CVS source is in: /Users/dfe/devel/wxHEADcommit/wxWidgets Debug build directory is: /Users/dfe/devel/wxHEADcommit/BUILD_COCOAd From the debug build directory: $ ../wxWidgets/configure --with-cocoa --enable-debug --disable-shared $ make $ cd samples/minimal $ make $ ./minimal.app/Contents/MacOS/minimal Like wxMac applications, wxCocoa applications are "bundled". For development purposes all this means is that an executable named "foo" needs to be inside a "foo.app/Contents/MacOS" directory. For deployment you will need an appropriate Info.plist and PkgInfo inside the foo.app/Contents directory. wxCocoa (and Cocoa in general) has no need for Mac OS resources. It certainly has no need for resource forks as no Mach-O applications should _ever_ have resource forks (note: Bakefile violates this right now). Please see the wxWiki and/or discuss this with wx-users before shipping any wxCocoa apps if you are new to the OS X platform.