I am trying to compile a simple chaiscript example for windows from Linux using the i686-w64-mingw32-g++ compiler. I have already gotten it to work with g++, but when compiling my app using the command
i686-w64-mingw32-g++ ./main.cpp -pthread -L/lib/x86_64-linux-gnu/libdl.a -std=c++17
And here are the contents of main.cpp
#include "chaiscript/chaiscript.hpp"
#include "chaiscript/chaiscript_stdlib.hpp"
int main()
{
chaiscript::ChaiScript chai;
chai.eval(R"(puts("Hello"))");
}
This is the error it gives me
How do I fix this error so I can compile my code?
Edit:
I was able to get farther along by using x86_64-w64-mingw32-g++ instead of i686-w64-mingw32-g++, but now I am getting this error:
/usr/bin/x86_64-w64-mingw32-as: /tmp/ccE1ZcKe.o: too many sections (73147)
/tmp/ccwlaMBb.s: Assembler messages:
/tmp/ccwlaMBb.s: Fatal error: can't write 41 bytes to section .text of /tmp/ccE1ZcKe.o: 'file too big'
/usr/bin/x86_64-w64-mingw32-as: /tmp/ccE1ZcKe.o: too many sections (73147)
/tmp/ccwlaMBb.s: Fatal error: can't close /tmp/ccE1ZcKe.o: file too big
Here is the solution using cmake:
First make a toolchain file:
# the name of the target operating system
set(CMAKE_SYSTEM_NAME Windows)
# which compilers to use
set(CMAKE_C_COMPILER x86_64-w64-mingw32-g++)
set(CMAKE_CXX_COMPILER x86_64-w64-mingw32-g++)
set(CMAKE_FIND_ROOT_PATH /usr/x86_64-w64-mingw32)
# adjust the default behavior of the find commands:
# search headers and libraries in the target environment
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
# search programs in the host environment
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
The next step is to make the actual CMakeLists.txt:
# set minimum cmake version
cmake_minimum_required(VERSION 3.5 FATAL_ERROR)
# project name and language
project(HelloWorld LANGUAGES CXX)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_EXTENSIONS OFF)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
include(GNUInstallDirs)
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/${CMAKE_INSTALL_LIBDIR})
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/${CMAKE_INSTALL_LIBDIR})
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/${CMAKE_INSTALL_BINDIR})
# define executable and its source file
add_executable(HelloWorld main.cpp)
if("${CMAKE_SYSTEM_NAME}" STREQUAL "Windows")
add_definitions(-O3)
SET(CMAKE_CXX_FLAGS "-pthread -Wa,-mbig-obj -static -std=c++17")
target_link_libraries(HelloWorld PUBLIC "-L/lib/x86_64-linux-gnu/libdl.a")
endif()
after, run the following commands to build:
mkdir build
cd build
cmake .. -DCMAKE_TOOLCHAIN_FILE=../toolchainfile.cmake
cmake --build .
And you should now have a working exe file for chaiscript
Looks like you need #include <mutex> first. Perhaps you will need others, too.
Related
I'm trying to compile my program for Windows, on Linux, so I installed the w64-mingw32 compiler via the Debian package manager. I made a separate cmakelists file where I chose x86_64-w64-mingw32-g++ as the compiler. When I try to run my build script, I get errors where it can't find the libraries that I use in my project. This is my cmake file:
cmake_minimum_required (VERSION 3.5)
if (POLICY CMP0072)
cmake_policy(SET CMP0072 NEW)
else (NOT POLICY CMP0072)
message(STATUS "Could not use CMP0072 policy")
endif(POLICY CMP0072)
project(opengl-test LANGUAGES CXX)
set(CMAKE_CXX_COMPILER "/usr/bin/x86_64-w64-mingw32-g++")
set(CMAKE_C_COMPILER "/usr/bin/x86_64-w64-mingw32-gcc")
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
include(GNUInstallDirs)
set(CMAKE_FIND_ROOT_PATH "/usr/x86_64-w64-mingw32")
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
set (source_dir "${PROJECT_SOURCE_DIR}/src/")
set (base_dir "${source_dir}/base/")
set (IMGUI_DIR "/usr/include/imgui")
set(GCC_COVERAGE_LINK_FLAGS "")
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} ${GCC_COVERAGE_LINK_FLAGS}")
file(GLOB source_files "${source_dir}/*.cpp")
file(GLOB_RECURSE base_files "${base_dir}/*.cpp")
file(GLOB imgui_files "${IMGUI_DIR}/*.cpp")
find_package(OpenGL REQUIRED)
find_package(GLEW REQUIRED)
find_package(PkgConfig REQUIRED)
pkg_search_module(GLFW REQUIRED glfw3)
add_executable(${PROJECT_NAME} ${source_files} ${imgui_files} ${base_files})
#target_compile_features(${PROJECT_NAME} PRIVATE cxx_std_17)
message(STATUS ${OPENGL_LIBRARIES})
target_link_libraries(${PROJECT_NAME} PUBLIC ${GLFW_LIBRARIES} ${OPENGL_LIBRARIES} ${GLEW_LIBRARIES})
A lot of the code in the cmakelists file doesn't do anything because I was trying to make it work but nothing was working. I left it in so you can see what I've tried and doesn't work.
I can run this and it compiles, but I get a linker error.
CMake Warning:
No source or binary directory provided. Both will be assumed to be the
same as the current working directory, but note that this warning will
become a fatal error in future CMake releases.
-- /usr/lib/x86_64-linux-gnu/libOpenGL.so/usr/lib/x86_64-linux-gnu/libGLX.so/usr/lib/x86_64-linux-gnu/libGLU.so
-- Configuring done
CMake Warning at CMakeLists.txt:38 (add_executable):
Cannot generate a safe runtime search path for target opengl-test because
files in some directories may conflict with libraries in implicit
directories:
runtime library [libGLEW.so.2.1] in /usr/lib64 may be hidden by files in:
/usr/lib/x86_64-linux-gnu
Some of these libraries may not be found correctly.
-- Generating done
-- Build files have been written to: /home/user/Documents/CPP-Stuff/Scrap-Framework
[29/29] Linking CXX executable opengl-test
FAILED: opengl-test
: && /usr/bin/x86_64-w64-mingw32-g++ -g CMakeFiles/opengl-test.dir/src/main.cpp.o CMakeFiles/opengl-test.dir/usr/include/imgui/imgui.cpp.o CMakeFiles/opengl-test.dir/usr/include/imgui/imgui_demo.cpp.o CMakeFiles/opengl-test.dir/usr/include/imgui/imgui_draw.cpp.o CMakeFiles/opengl-test.dir/usr/include/imgui/imgui_impl_glfw.cpp.o CMakeFiles/opengl-test.dir/usr/include/imgui/imgui_impl_opengl3.cpp.o CMakeFiles/opengl-test.dir/usr/include/imgui/imgui_tables.cpp.o CMakeFiles/opengl-test.dir/usr/include/imgui/imgui_widgets.cpp.o CMakeFiles/opengl-test.dir/src/base/Application/Application.cpp.o CMakeFiles/opengl-test.dir/src/base/Application/Window.cpp.o CMakeFiles/opengl-test.dir/src/base/GL/Cubemap.cpp.o CMakeFiles/opengl-test.dir/src/base/GL/Texture.cpp.o CMakeFiles/opengl-test.dir/src/base/GL/UniformBuffer.cpp.o CMakeFiles/opengl-test.dir/src/base/GL/VertexBuffer.cpp.o CMakeFiles/opengl-test.dir/src/base/Input/Input.cpp.o CMakeFiles/opengl-test.dir/src/base/Model/Material.cpp.o CMakeFiles/opengl-test.dir/src/base/Model/Mesh.cpp.o CMakeFiles/opengl-test.dir/src/base/Model/Model.cpp.o CMakeFiles/opengl-test.dir/src/base/Model/ModelLoader.cpp.o CMakeFiles/opengl-test.dir/src/base/Renderer/FPSCamera.cpp.o CMakeFiles/opengl-test.dir/src/base/Renderer/MaterialManager.cpp.o CMakeFiles/opengl-test.dir/src/base/Renderer/Renderbuffer.cpp.o CMakeFiles/opengl-test.dir/src/base/Renderer/Renderer.cpp.o CMakeFiles/opengl-test.dir/src/base/Scene/Lights.cpp.o CMakeFiles/opengl-test.dir/src/base/Scene/Scene.cpp.o CMakeFiles/opengl-test.dir/src/base/Scene/Skybox.cpp.o CMakeFiles/opengl-test.dir/src/base/Shader/Shader.cpp.o CMakeFiles/opengl-test.dir/src/base/Shader/ShaderManager.cpp.o -o opengl-test -Wl,-rpath,/usr/lib/x86_64-linux-gnu -lglfw /usr/lib/x86_64-linux-gnu/libOpenGL.so /usr/lib/x86_64-linux-gnu/libGLX.so /usr/lib/x86_64-linux-gnu/libGLU.so /usr/lib64/libGLEW.so && :
/usr/bin/x86_64-w64-mingw32-ld: cannot find -lglfw
/usr/bin/x86_64-w64-mingw32-ld: /usr/lib/x86_64-linux-gnu/libOpenGL.so: error adding symbols: file in wrong format
collect2: error: ld returned 1 exit status
ninja: build stopped: subcommand failed.
The include files are located in /usr/include/, but I also put them in /usr/x86_64-w64-mingw32/include/.
Does anyone know how I can fix this, or a better way to compile for Windows on Linux?
You need to build the libraries you're using for Windows, or find prebuilt ones, e.g. in MSYS2 repositories. You also need to point CMake to those libraries.
I've made Quasi-MSYS2 to automate both.
Example usage:
# Install Clang, LLD, Wine. Then:
git clone https://github.com/holyblackcat/quasi-msys2
cd quasi-msys2/
make install _gcc _glfw _glew
env/shell.sh
# Build
cd your/project/location
mkdir build
cd build
cmake ..
make
# Run with Wine
./a.exe
Here is CMakeLists.txt I've used. I removed the cross-compilation stuff (which is handled automatically).
cmake_minimum_required (VERSION 3.5)
if (POLICY CMP0072)
cmake_policy(SET CMP0072 NEW)
else (NOT POLICY CMP0072)
message(STATUS "Could not use CMP0072 policy")
endif(POLICY CMP0072)
project(opengl-test LANGUAGES CXX)
find_package(OpenGL REQUIRED)
find_package(GLEW REQUIRED)
find_package(PkgConfig REQUIRED)
pkg_search_module(GLFW REQUIRED glfw3)
add_executable(a 1.cpp)
message(STATUS ${OPENGL_LIBRARIES})
target_link_libraries(a PUBLIC ${GLFW_LIBRARIES} ${OPENGL_LIBRARIES} GLEW::GLEW)
I also put them in /usr/x86_64-w64-mingw32/include/
You shouldn't modify system include directories manually. Leave them to your package manager.
I am using a WSL running Ubuntu and am trying to get an SDL2 program to compile using the Ubuntu and then run the program on Windows. I have been able to get it to build, however it doesn't make an exe (and changing the file extension to exe doesn't fix it). Also even though I set the CMAKE_CXX_FLAGS to have -o Crawl_The_Dungeon.exe the file still ends up being named all lower case like the project name. I was able to get this to compile and run on linux when I still had a linux machine.
I am still pretty new to CMake so I don't fully understand if I am close at all or not at all.
SET(CMAKE_SYSTEM_NAME Windows)
set(CMAKE_CXX_STANDARD 14) # Enable c++14 standard
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${crawl_the_dungeon_SOURCE_DIR}/CMakePath")
set(TOOLCHAIN_PREFIX x86_64-w64-mingw32)
set(CMAKE_C_COMPILER ${TOOLCHAIN_PREFIX}-gcc)
set(CMAKE_CXX_COMPILER ${TOOLCHAIN_PREFIX}-g++)
set(CMAKE_FIND_ROOT_PATH /usr/${TOOLCHAIN_PREFIX})
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
project(crawl_the_dungeon)
set(SOURCE_FILES final.cpp Soldier.cpp TilesEnum.cpp)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} --static -std=c++0x")
add_executable(${PROJECT_NAME} ${SOURCE_FILES})
find_package(SDL2 REQUIRED)
find_package(SDL2_image REQUIRED)
include_directories(${SDL2_INCLUDE_DIR}
${SDL2_IMAGE_INCLUDE_DIR}
${SDL2_TTF_INCLUDE_DIR})
target_link_libraries(crawl_the_dungeon ${SDL2_LIBRARY}
${SDL2_IMAGE_LIBRARIES}
${SDL2_TTF_LIBRARIES}
)
set(CMAKE_EXE_LINKER_FLAGS "-static-libgcc")
EDIT: I was dumb to include -o Crawl_The_Dungeon.exe as it now creates an exe. However it says that I can't run the program when opening it.
Using Cygwin in Windows I'm trying to build C++ project, that was sent to me, using cmake
after many trials to get it build successfully and at the last step I get this error
fatal: cannot change to '/cygdrive/d/project/C++/project1': No such file or directory
fatal: cannot change to '/cygdrive/d/project/C++/project1/lib/googletest':
Mainly this directory d:\project\c++\project1 is the root directry that I executed the cmake . commaind in and the gtest library is aready there in the same folder.
My CMAKELists.txt
cmake_minimum_required(VERSION 3.9)
project(Project1-Solution)
find_package(Threads)
find_package(Git QUIET)
# Set compiler flags
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Werror -Wextra -pedantic -pedantic-errors -g")
# Make sure we have cloned googletest
if(GIT_FOUND AND EXISTS "${PROJECT_SOURCE_DIR}/.git")
execute_process(COMMAND ${GIT_EXECUTABLE} -C ${PROJECT_SOURCE_DIR} submodule update --init --recursive)
execute_process(COMMAND ${GIT_EXECUTABLE} -C ${PROJECT_SOURCE_DIR}/lib/googletest checkout tags/release-1.8.1)
endif()
# Make sure GTest is built
include(gtest.cmake)
# Include project headers
include_directories(./include)
# Define the source files and dependencies for the executable
set(SOURCE_FILES
src/Handler.cpp
src/AllocationTracker.cpp
tests/main.cpp
tests/HandlerTest.cpp
tests/moreTests.cpp
)
# Make the project root directory the working directory when we run
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/bin)
add_executable(testing ${SOURCE_FILES})
add_dependencies(testing gtest)
target_link_libraries(testing gtest ${CMAKE_THREAD_LIBS_INIT})
I had a https://github.com/simongog/sdsl-lite library installed on a remote Linux server. What I did was to create lib, include directories inside my home directory and then run the script as ./install.sh /my/home/dir, as indeed explained on the above page. I was able to do it once and successfully linked it to my other programs by using a CMakeLists.txt file as the one similar to the following:
cmake_minimum_required(VERSION 2.8)
set (CMAKE_CXX_STANDARD 14)
macro(use_cxx14)
if (CMAKE_VERSION VERSION_LESS "3.1")
if (CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -O2 -mcmodel=large")
endif ()
else ()
set (CMAKE_CXX_STANDARD 14)
endif ()
endmacro(use_cxx14)
use_cxx14()
# Locate GTest
link_directories(/my/home/dir/)
set(CMAKE_LIBRARY_PATH ${CMAKE_LIBRARY_PATH} /my/home/dir/)
list(APPEND CMAKE_PREFIX_PATH "/my/home/dir/")
list(APPEND CMAKE_LIBRARY_PATH /my/home/dir/lib/)
INCLUDE_DIRECTORIES(/my/home/dir/include)
LINK_DIRECTORIES(/my/home/dir/lib)
find_package(GTest REQUIRED)
include_directories(${GTEST_INCLUDE_DIRS})
# Link runTests with what we want to test and the GTest and pthread library
add_executable(runTests rs_bitvector_test.cpp)
# SET(CMAKE_FIND_LIBRARY_SUFFIXES ".a")
# SET(BUILD_SHARED_LIBRARIES OFF)
# SET(CMAKE_EXE_LINKER_FLAGS "-static")
target_link_libraries(runTests sdsl ${GTEST_LIBRARIES} pthread)
(the server was missing C++14 but the name remains, although really I use the C++11 option)
Now I've changed a source file inside the previously downloaded location of the library and recompiled it. And now linking stopped working. What could be the reason? During re-compilation, the remote server kept telling me about some "modification time in the future" and "build may be incomplete". Is that the reason? What can be done?
EDIT: based off the suggestions in the comments, I removed the build directory (analog of make clean) and replaced it with that from the directory of the original bundle. Now, the timstamps issue is gone, but the linking still fails.
Funnily, after noticing that sdsl detected g++ 7.3 during installation while cmake was compiling using 4.8, I used https://cmake.org/Wiki/CMake_FAQ#How_do_I_use_a_different_compiler.3F to set the compiler to g++ 7.3 (using Method 3 in the above link), and it finally worked (still some issues with GTest, but it is OK).
I installed the bwapi via wine on Mac OSX. And I try to compile the ExampleAIModule in it with CMake and MinGW on Mac OSX. The ExampleAIModule is actually a VS2017 project, I write a CMakeLists.txt, ran cmake CMakeLists.txt && make VERBOSE=1 got some errors. I want to know how to fix my CMakeLists.txt?
The folder structure:
BWAPI/ExampleAIModule/CMakeLists.txt
BWAPI/ExampleAIModule/Source/*.cpp *.h
BWAPI/include/*.h
BWAPI/lib/BWAPI.lib
BWAPI/lib/BWAPIClient.lib
make got errors:
Linking CXX shared library libExampleAIModule.dylib
/usr/local/Cellar/cmake/3.2.2/bin/cmake -E cmake_link_script CMakeFiles/ExampleAIModule.dir/link.txt --verbose=1
i686-w64-mingw32-g++ -std=c++11 -O3 -DNDEBUG -dynamiclib -Wl,-headerpad_max_install_names -o libExampleAIModule.dylib -install_name #rpath/libExampleAIModule.dylib CMakeFiles/ExampleAIModule.dir/Source/Dll.cpp.o CMakeFiles/ExampleAIModule.dir/Source/ExampleAIModule.cpp.o -L/.wine/drive_c/Starcraft/BWAPI/ExampleAIModule/../lib
i686-w64-mingw32-g++: error: rpath/libExampleAIModule.dylib: No such file or directory
i686-w64-mingw32-g++: error: unrecognized command line option ‘-install_name’
make[2]: *** [libExampleAIModule.dylib] Error 1
make[1]: *** [CMakeFiles/ExampleAIModule.dir/all] Error 2
CMakeLists.txt
cmake_minimum_required(VERSION 3.0.0 FATAL_ERROR)
################### Variables. ####################
# Change if you want modify path or other values. #
###################################################
set(PROJECT_NAME ExampleAIModule)
# Output Variables
# Folders files
set(CPP_DIR_1 Source)
set(HEADER_DIR_1 Source)
############## Define Project. ###############
# ---- This the main options of project ---- #
##############################################
project(${PROJECT_NAME} CXX)
# Define Release by default.
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE "Release")
message(STATUS "Build type not specified: defaulting to release.")
endif(NOT CMAKE_BUILD_TYPE)
# Definition of Macros
add_definitions(
-DNOMINMAX
-D_DEBUG
-D_WINDOWS
-D_USRDLL
-DEXAMPLEAIMODULE_EXPORTS
-DUNICODE
-D_UNICODE
)
################# Flags ################
# Defines Flags for Windows and Linux. #
########################################
if(MSVC)
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /W3 /EHsc")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /W3 /EHsc")
endif(MSVC)
if(NOT MSVC)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11")
if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -stdlib=libc++")
endif()
endif(NOT MSVC)
########### Add by me #############
SET(CMAKE_C_COMPILER i686-w64-mingw32-gcc)
SET(CMAKE_CXX_COMPILER i686-w64-mingw32-g++)
include_directories(../include)
link_directories(../lib)
################ Files ################
# -- Add files to project. -- #
#######################################
file(GLOB SRC_FILES
${CPP_DIR_1}/*.cpp
${HEADER_DIR_1}/*.h
)
# Add library to build.
add_library(${PROJECT_NAME} SHARED
${SRC_FILES}
)
CMake always use toolchains to compile for a specific platform/target, as mentioned here. However, for cross-compilation, you need to specify the toolchain file it needs to use. This is done using the CMAKE_TOOLCHAIN_FILE variable, as explained here.
The parameters related to the compilation (such as the system name, processor, compiler, etc.) on the target platform shouldn't be in the CMakeLists.txt file where you defined your project (using the project function).
Instead, you're supposed to set the compilers and other parameters related to cross-compilation in a toolchain file. And you may have a toolchain file for each platform you like to cross-compile for.
This is how your toolchain file may look like, assuming that the compilers are in the path:
set(CMAKE_SYSTEM_NAME Windows)
set(CMAKE_SYSTEM_PROCESSOR x86_64)
SET(CMAKE_C_COMPILER i686-w64-mingw32-gcc)
SET(CMAKE_CXX_COMPILER i686-w64-mingw32-g++)
If your toolchain file has the path /toolchains/windows.cmake, you need to pass -DCMAKE_TOOLCHAIN_FILE=/toolchains/windows.cmake to cmake.
This design keeps your project's CMakeLists.txt file toolchain-agnostic.