opencv xcode 9 Undefined symbols for architecture arm64: - c++

Error message from Xcode
I need to use ximgproc module from OpenCV_contrib into my Xcode project. When I run the project I have an error like above.
Xcode 9.1 (9B55)
Target: iOS 11
OpenCV -> https://github.com/opencv/opencv
OpenCV_Contrib -> https://github.com/opencv/opencv_contrib
I have connected modules from these two libraries into one opencv2.framework .
xcrun -sdk iphoneos lipo -info ios/opencv2.framework/opencv2
Architectures in the fat file: ios/opencv2.framework/opencv2 are: armv7 armv7s i386 x86_64 arm64
Architectures are fine.
Below Xcode project settings:
Xcode configuration
I am stuck. I was trying everything.
I was trying everything according to:
http://ioscake.com/how-to-compile-opencv-for-ios7-arm64.html
https://www.extendi.it/blog/2015/5/22/46-how-to-add-opencv-2-4-11-in-your-ios-project -> I added also extra libraries to the project:
Accelerate
AssetsLibrary
AVFoundation
CoreGraphics
CoreImage
CoreMedia
CoreVideo
QuartzCore
UIKit
Foundation
and
libc++.dylib
Has anyone idea how to solve the problem?

Related

What is the proper way to build for macOS-x86_64 using cmake on Apple M1 (arm)?

I'm using a library that I cannot compile for Apple M1, so I have decided to compile it and use it using (Rosetta 2) for x86_64 which I successfully did following this to install brew and clang for x86_64.
However when I compile my project and try to link it against this library I get this error:
ld: warning: ignoring file ..../libapronxx.a, building for macOS-arm64 but attempting to link with file built for macOS-x86_64
...
ld: symbol(s) not found for architecture arm64
I have tried to the set compiler and linker flags ("-arch x86_64") but still got the same problem.
My question is: What is the proper way to build for macOS-x86_64 using cmake on Apple M1 (arm)?
Additional information: I'm using cmake via CLion.
UPDATE:
I successfully compiled my project using the following commands:
# install a x86 cmake
arch -x86_64 /usr/local/bin/brew install cmake
...
# in the build directory
arch -x86_64 /usr/local/bin/cmake ..
make
arch -x86_64 ./my_exe
I also specified the architecture for clang using -arch flag
string(APPEND CMAKE_CXX_FLAGS_RELEASE " -arch x86_64 -O3")
string(APPEND CMAKE_CC_FLAGS_RELEASE " -arch x86_64 -O3")
# did the same for debug too
While this work fine, I still don't believe it is the proper way to use cmake to build for macOS-x86_64, in fact I cannot take the advantages of my IDE with all this manual approach.
After checking CMake source code, I found that it is enough to set CMAKE_OSX_ARCHITECTURES to x86_64:
set(CMAKE_OSX_ARCHITECTURES "x86_64")
This is the cleanest way so far to solve this issue, and work straight forward with CLion too.

Building C++11 iOS console app from command line

I am trying to build a simple C++ console app for jailbroken iOS device.
I use the following command:
`xcrun --sdk iphoneos --find g++` -std=c++14 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk -arch armv7 -arch armv7s -arch arm64 -c main.cpp
It compiles without errors.
But I cannot use c++11 features like chrono dispite '-std=c++14' passed:
chrono header is present in iOS SDK: ../iPhoneOS.sdk/usr/include/c++/v1.
I use XCode Version 9.2 (9C40b), macOS 10.12.6 (16G1710)

Building Portaudio on OSX 10.7.5 using SDK10.6 or 10.7 fails

I am still having trouble building the Portaudio library on my system, which is OSX 10.7.5 with Xcode 4.3.2, having Command Line Tools installed and having SDK10.6 and SDK10.7 under
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/
I describe shortly (also for others that run into the same problem) what I have done so far (following different solutions I have found on the web).
1) I downloaded "Portaudio" / pa_stable_v19_20111121.tgz (last stable release) from:
www.portaudio.com/download.html
2) I read the instructions on building Portaudio here:
www.portaudio.com/docs/v19-doxydocs/compile_mac_coreaudio.html
and tried to compile from a Terminal window with the suggested command:
./configure && make
This resulted (not so surprisingly) in a lot of errors ending with:
llvm-gcc-4.2: error trying to exec '/usr/bin/../llvm-gcc-4.2/bin/powerpc-apple-darwin11-llvm-gcc-4.2': execvp: No such file or directory
lipo: can't open input file: /var/folders/1_/xkp08ky561jg02zjjrpsxg940000gn/T//ccPxCTrJ.out (No such file or directory)
make: * [src/hostapi/coreaudio/pa_mac_core.lo] Error 1
This happens because "ppc" is not supported anymore since OSX 10.5. Moreover the "Developer" folder doesn't exist on OSX 10.7 and everything that was in the Developer folder has moved to
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/
3) I downloaded a patch (mac_configure_patch.txt) to fix "configure" from:
https://www.assembla.com/spaces/portaudio/tickets/216#/activity/ticket:
and copied it to the portaudio directory and applied it by typing in Terminal:
$ patch < mac_configure_patch.txt
A confirmation message said:
patching file configure.in
So everything seems fine. But still Portaudio is trying to build for "ppc".
4) Now I set the ARCHFLAGS, CFLAGS, LDFLAGS to only build for architecture i386 as follows (disabling universal build):
$ MACOSX_DEPLOYMENT_TARGET="10.7" ARCHFLAGS="-arch i386" CFLAGS="-O2 -g -Wall -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.7.sdk -arch i386 -mmacosx-version-min=10.7" LDFLAGS="-isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.7.sd -arch i386 -mmacosx-version-min=10.7" ./configure --disable-mac-universal
5) Further I found that:
A): "#include AudioToolbox.h" in ".include/pa_mac_core.h" should be UNCOMMENTED
B): that "-wError" from "Makefile" (not Makefile.in) should be removed.
accoding to:
http://www.fluxforge.com/blog/building-portaudio-under-os-x-107-lion
6) Now I try to build (using: "sudo make"), compilation starts but but fails with:
ld: framework not found CoreAudio
collect2: ld returned 1 exit status
make: * [lib/libportaudio.la] Error 1
7) So I try to point to the framework using "-F/System/Library/Frameworks -framework CoreAudio"
leading to the following Terminal command:
$ MACOSX_DEPLOYMENT_TARGET="10.7" ARCHFLAGS="-arch i386" CFLAGS="-O2 -g -Wall -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.7.sdk -arch i386 -mmacosx-version-min=10.7" LDFLAGS="-isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.7.sd -arch i386 -mmacosx-version-min=10.7 -F/System/Library/Frameworks -framework CoreAudio" ./configure --disable-mac-universal
which seems to fix the CoreAudio framework issue but results in another error saying:
ld: library not found for -lSystem
collect2: ld returned 1 exit status
make: * [lib/libportaudio.la] Error 1
I am now stuck at this point. Did anyone experience the same problems when trying to build Portaudio on OSX 10.7 using SDK10.6 or SDK10.7. Did anyone find a solution to how to build Portaudio from Terminal?
I am very thankful for any hints!!!
Thanks in advance!
Try the latest svn. If that doesn't work right off the bat, you might need to muck with some of the flags.
eg, in configure.in:
change -Werror to -Wall
add -Wno-deprecated (you shouldn't need this, but just in case)
then run
./configure --disable-mac-universal
and make as usual.
OK, finally I solved the issue. Hope the solution will help others as well. I just forgot to also add the path to the CoreAudio framework to the CFLAGS. Here is the final configure/build command for building portaudio on OSX 10.7.5 using SDK10.7 for architecture i386 & x86_64:
Open a Terminal window in the portaudio directory and type:
MACOSX_DEPLOYMENT_TARGET="10.7" ARCHFLAGS="-arch i386" CFLAGS="-O2 -g -Wall -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.7.sdk -arch i386 -mmacosx-version-min=10.7 -F/System/Library/Frameworks -framework CoreAudio" LDFLAGS="-isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.7.sdk -arch i386 -mmacosx-version-min=10.7 -F/System/Library/Frameworks -framework CoreAudio" ./configure --disable-mac-universal
If this has finished, you need to edit Makefile and change the mention of -Werror to -Wall.
Then:
make
Voila. There you have your "libportaudio.la" in the portaudio/lib directory. You can now type
sudo make install
(you'll be asked to confirm using your password)
to put the library in the system directory.
Finally you can mess around with Portaudio!
Have fun!
Tried your instructions on Mac OSX Mountain Lion (10.8), and it was progressing a lot in compilation but then was failing with:
In file included from ./test/patest_sine_channelmaps.c:53:
./include/pa_mac_core.h:100:1: error: unknown type name 'AudioDeviceID'
AudioDeviceID PaMacCore_GetStreamInputDevice( PaStream* s );
^
./include/pa_mac_core.h:109:1: error: unknown type name 'AudioDeviceID'
AudioDeviceID PaMacCore_GetStreamOutputDevice( PaStream* s );
^
2 errors generated.
make: *** [bin/patest_sine_channelmaps] Error 1
However, I figured out you can simply use Homebrew (apt-like packet manager for OSX) and it will do the dirty job like a charm. Find binaries and headers in the specified install directory :)
$ brew install portaudio
Warning: It appears you have MacPorts or Fink installed.
Software installed with other package managers causes known problems for
Homebrew. If a formula fails to build, uninstall MacPorts/Fink and try again.
==> Downloading http://www.portaudio.com/archives/pa_stable_v19_20111121.tgz
######################################################################## 100.0%
==> Downloading patches
######################################################################## 100.0%
==> Patching
patching file include/pa_mac_core.h
==> ./configure --prefix=/usr/local/Cellar/portaudio/19.20111121 --enable-mac-un
==> make install
/usr/local/Cellar/portaudio/19.20111121: 8 files, 316K, built in 20 seconds

Xcode 4 SFML 2 error

I used the SFML 2 installer, it can be found here. http://www.sfml-dev.org/download.php
Ld /Users/pjquinn/Library/Developer/Xcode/DerivedData/gangnam_style-ayfrlelgnycrzpdbmwbkqgtkkryv/Build/Products/Debug/gangnam_style.app/Contents/MacOS/gangnam_style normal x86_64
cd /Users/pjquinn/Programming/C++/gangnam_style
setenv MACOSX_DEPLOYMENT_TARGET 10.7
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++
-arch x86_64 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.8.sdk
-L/Users/pjquinn/Library/Developer/Xcode/DerivedData/gangnam_style-ayfrlelgnycrzpdbmwbkqgtkkryv/Build/Products/Debug
-F/Users/pjquinn/Library/Developer/Xcode/DerivedData/gangnam_style-ayfrlelgnycrzpdbmwbkqgtkkryv/Build/Products/Debug
-filelist /Users/pjquinn/Library/Developer/Xcode/DerivedData/gangnam_style-ayfrlelgnycrzpdbmwbkqgtkkryv/Build/Intermediates/gangnam_style.build/Debug/gangnam_style.build/Objects-normal/x86_64/gangnam_style.LinkFileList
-mmacosx-version-min=10.7 -lsfml-system-d -lsfml-window-d -lsfml-graphics-d -lsfml-audio-d -lsfml-network-d -stdlib=libc++ -fobjc-link-runtime -framework Foundation -o /Users/pjquinn/Library/Developer/Xcode/DerivedData/gangnam_style-ayfrlelgnycrzpdbmwbkqgtkkryv/Build/Products/Debug/gangnam_style.app/Contents/MacOS/gangnam_style
ld: library not found for -lsfml-system-d clang: error: linker command failed with exit code 1 (use -v to see invocation)
When I'm creating a project should I select the Use Frameworks box?
Debug binaries are not shipped with the installer.
You should also have a look at the other issues
I used their template and checked the "Use Frameworks" box, but still had problems. What I ended up doing was adding the SFML frameworks files (which their installer script put in ~/Libraries/Frameworks) in the project myself (simple drag'n'drop). I double checked and made sure the added frameworks were then included in the Build Phases (which they were), and everything worked fine.

Xcode 4.4 10.6 sdk library not found for -lstdc++

I am trying to build a dylib using Xcode 4.4, which previously built fine. I have run into 2 issues:
If I build against the 10.7 sdk, it builds fine. However when testing on 10.6.8 I get the following error:
Dyld Error Message: Symbol not found: _wcsdup Referenced from:
/lib/Release/libwx_baseu-2.9.dylib Expected in:
/usr/lib/libSystem.B.dylib
If I build against the 10.6 sdk (extracted from a download of Xcode 4.3.3), I get the following link error:
Ld build/Debug/libCodec.dylib normal i386
cd /Developer/Projects/Common/osx
setenv MACOSX_DEPLOYMENT_TARGET 10.6
/Applications/Xcode.app/Contents/Developer/usr/bin/llvm-g++-4.2 -arch i386 -dynamiclib -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.6.sdk
-L/Developer/Projects/Common/osx/build/Debug -L/Developer/Packages/libsndfile/osx/lib -L/Developer/Packages/wxWidgets/build-debug/lib -F/Developer/Projects/Common/osx/build/Debug -filelist /Developer/Projects/Common/osx/build/Common.build/Debug/Codec.build/Objects-normal/i386/Codec.LinkFileList
-install_name "#rpath/libCodec.dylib" -mmacosx-version-min=10.6 -lSampleFormat -lSoundFile -lsndfile.1 -lwx_baseu-2.9 -single_module -compatibility_version 1 -current_version 1 -o /Developer/Projects/Common/osx/build/Debug/libCodec.dylib
ld: library not found for -lstdc++ collect2: ld returned 1 exit status
Command
/Applications/Xcode.app/Contents/Developer/usr/bin/llvm-g++-4.2 failed
with exit code 1
I would prefer to build against the 10.6 sdk, since i need to support 10.6.8. In all cases I set my min deployment target to 10.6, however that hasn't helped.
Update (08/05/2012):
I resolved the error I was receiving when building against the 10.6 SDK by changing to apple's devualt llvm 4.0 compiler (instead of the llvm gcc compiler which I was using).
Just because you manually copied the 10.6 from an older version of Xcode doesn't mean your new Xcode is going to know what to do with it.
But do not fret, simply set the Deployment Target (as you already have done) to 10.6 and link against whatever the current SDK that is shipping with Xcode 4.4.
You'll run on 10.6 just fine.
The same concept applies for iOS, and here's a related question that adds some extra detail (in terms of iOS, but the same philosophy applies for MacOS).