Goals
I added Command Line Tool target to an iOS app and linked with swift frameworks. (tested with Realm and SwiftyJSON)
Expected Results
Build Command Line tool with those libraries.
Actual Results
Xcode output:
dyld: Library not loaded: #rpath/libswiftCore.dylib
Referenced from: .../Xcode/DerivedData/.../Build/Products/Debug/RealmSwift.framework/Versions/A/RealmSwift
Reason: Incompatible library version: RealmSwift requires version 1.0.0 or later, but libswiftCore.dylib provides version 0.0.0
Steps to Reproduce
Create empty Swift Command Line Tool and link Realm frameworks
Code Sample
CommandLineTest.zip
Version of Frameworks and Tooling
Realm version: github "realm/realm-cocoa" "master"
SwiftyJSON version: github "acegreen/SwiftyJSON" "swift3"
Xcode version: 8 GM (which is on the App Store)
Dependency manager + version: Carthage 0.18
Command-line tools are best with static archives because everything is distributed as a single binary. Looking at Realm, I don't see that there is a static archive option. They do have an iOS static framework that I got compiling for macOS but that's not quite what you want. You might want to try playing with Realm's source a bit more to see if you can get it to produce a static archive.
In the mean time, as a workaround, you'll need to tell Xcode where to find the dylibs at runtime and also to install them somewhere.
In your Build Settings, go down to "Runpath Search Paths" and add "#rpath".
In Build Phases, under Copy Files, click the + button and add both Realm.framework and RealmSwift.framework from your project.
Because Realm is compiled with an older version of Swift, you also need to specify "Use Legacy Swift Language Version" in Build Settings.
That will get your project building and finding the Realm libraries but now it will fail to find libswiftCore.dylib. That's because normally command-line tools are statically linked with the Swift library but as soon as you add a framework/dylib, the linker no longer includes the static version.
Go back to Build Phases, Copy Files, and add the following:
libswiftObjectiveC.dylib
libswiftIOKit.dylib
libswiftFoundation.dylib
libswiftDispatch.dylib
libswiftDarwin.dylib
libswiftCoreGraphics.dylib
libswiftCore.dylib
You can find them inside your Xcode installation and then ./Contents/Developer/Toolchains/Swift_2.3.xctoolchain/usr/lib/swift/macosx/
WARNING: Keep in mind that you will need to distribute the frameworks and the dylibs with your command-line tool and they will need to be in the same directory as the tool. You can put them somewhere else on the system by specifying a different runpath but you'll still need them distributed with your tool.
The nice thing about a .app bundle is that it gives you a place to put this stuff and users can just drag-and-drop it to install it. If you could get a static archive version of Realm, you could distribute everything in one binary.
Related
I have an ReasonML project that is using dune build to build an executable. The executable runs on the development machine (where the code is built) without any problems. However, if I copy this exe to my other laptop (Another mac with the same OSX version), I can´t execute the file due to missing libraries:
dyld: Library not loaded: /usr/local/opt/gmp/lib/libgmp.10.dylib
Referenced from: /usr/local/bin/foo
Reason: image not found
I´m not very experienced with ocaml / reason but I expected the executable to bundle all necessary dependencies within the binary.
Is there a special build-flag or some other step that I have to perform apart from dune build in order to include all necessary libs?
What you are looking for is statically linking binaries. MacOS unfortunately does not official encourage or recommend static linking. An old page can be found here. You might find this Stackoverflow answer useful as well.
This has less to do with OCaml itself and more wrt how linkers behave on different platforms (MacOS, Linux etc)
To overcome your issue, you could checkout esy-gmp assuming you are using esy as your package manager. If you're on OPAM, you could add conf-gmp to you opam dependencies
All this being said, if you're interested in static linking on supported platform like Linux (and Windows too I guess?), you'll have to provide C linker flags via dune
(link_flags (-ccopt -static))
I am trying to compile a single codebase with references to both protobuffers 3.4.1 and 2.6.1. Now the 2.6.1 variant is globally defined as I am using ubuntu xenial, also:
$ protoc --version
yields:
libprotoc 2.6.1
The requirement for protobuffer version 3.4.1 comes from Google Cartographer (https://github.com/googlecartographer/cartographer) while the requirement for 2.6.1 comes from rotors simulator (https://github.com/ethz-asl/rotors_simulator) as it relies on Gazebo-7 (which uses protobuffer 2.6.1). In order to compile Google Cartographer I have added the binaries (added them in a proto3 folder, see below) to the installation by adapting the CMakeList.txt (see original file here: https://raw.githubusercontent.com/googlecartographer/cartographer/master/CMakeLists.txt) for Google Cartographer by adding the following lines:
set(CMAKE_PREFIX_PATH CMAKE_PREFIX_PATH "${CMAKE_SOURCE_DIR}/proto3")
...
install(DIRECTORY proto3/ DESTINATION .)
So the binaries of the protobuffer 3.4.1 are added to the install folder. I am utilizing catkin-tools (https://catkin-tools.readthedocs.io/en/latest/) to build the whole workspace. Now in a CMakelist.txt for Rotors Simulator I have the following line:
find_package(Protobuf 2.6.1 REQUIRED HINTS "/usr")
But at the moment while trying to compile it does not seem to be able to find the protobuffer 2.4.1 as it returns the following:
Could not find a configuration file for package "Protobuf" that is
compatible with requested version "2.6.1".
The following configuration files were considered but not accepted:
/home/jochem/catkin_ws/install/lib/cmake/protobuf/protobuf-config.cmake,
version: 3.4.1
As a side-note, if I compile the packages separately I am able to compile and install the packages. This is done with the following commands:
catkin build cartographer_ros
and
catkin build rotors_gazebo_plugins
I am at the moment trying to adapt the package of rotors_gazebo_plugins but am so far unsuccessful at making sure the correct protobuffer library is selected, am I missing something by defining references to a local protobuffer version?
You will find it possible to build a single executable that references 2 versions of the same library on mac, quite difficult on windows, and pretty much impossible on unix. This is because the symbol names are not distinct between the two libraries, so if you load both libraries, there is no way to know which library should service which call.
If you are building 2 different executables in one makefile package, then you just need to set the right libraries to load in the link stage. In linux, libraries are usually installed on your system with a version-number suffix, and a symlink that publishes the latest version without the version number. Normally you simply link to the unsuffixed latest version, but in your case, in your link command you will need to explicitly add the suffix.
If you really do need to link this cobble-together into a single executable, on unix you can do a lot with objcopy --redefine-syms to rename all the entrypoints in one of the libraries, and all the references in the dependant code all after compilation, but before linking. Note that the intended end result is that both libraries will run independently and will not be aware of each other.
If you will be able to wrap up at least one of the libs (i.e. either Cartographer or Rotors or both) into a separate shared library, and if the protobuff is only used internally in each of them, you still might be able to use them both in a single executable by building the shared libs with -fvisibility=hidden gcc flag (to switch the default visibility to hide symbols) and only exporting the symbols that are needed (that the app is using) via __attribute__((visibility("default"))).
This way I recall I was able to use two completely different Boost versions in the past, in the same app (by the shared lib not exporting the boost symbols linked in statically).
I am trying to install QuantLib on my Mac running OSX 10.11.6. Installed Boost 1.59 via MacPorts and then followed these instructions.
I used these additional environment variables
./configure --with-boost-include=/opt/local/include/ \
--with-boost-lib=/opt/local/lib/ --prefix=/opt/local/ \
CXXFLAGS='-O2 -stdlib=libstdc++ -mmacosx-version-min=10.6' \
LDFLAGS='-stdlib=libstdc++ -mmacosx-version-min=10.6'
and then make && sudo make install.
However when I run the Bermuda Swaption test it gave me the same error described here.
Little premise: I don't know anything about C++. I need QuantLib to work on Python. So I read carefully the answer by SmallChess and tried to solve it by myself. As I read in his answer
You can't just compile BermudanSwaption.cpp and hope everything would be fine. You have to compile the entire QuantLib library and link with the generated library files. Please google "compiling and linking C++" for more information.
By far, the easiest way to make it happen on Mac is to do it with Xcode. You will need to create a new Xcode project, and import the entire Quantlib project files into it. Next, you will need to create a main() function. Xcode does the compiling and linking for your automatically.
This is what I exactly did:
created a new project in Xcode (version 8.2.1)(file/new project/Command Line Tool/"HelloWorld"/Documents/create)
selected Targets, Build Phases and Link Binary With Library. Added libQuantLib.0.dylib
set libstdc++(GNUC++ standard library) as C++ Standard Library in Build Settings
Modified Header Search Paths to include: /opt/local/include/, and Library Search Paths to include: /opt/local/lib
C++ Language Dialect is set on Compiler Default.
Dragged the ql folder onto the left window of the Xcode
Now, I managed to copy a simple code which includes the library and even if there are many warnings, it runs. Still when I run on the Terminal the command for the Bermuda Swaption test I get the same error. What am I doing wrong?
Additional info (may or may not be useful): if I change the C++ Standard Library setting on Xcode to libc++, I get on Xcode the same error I get when i try the Bermuda Swaption test (ld: symbol(s) not found for architecture x86_64).
Any help would be very much appreciated
Regards
EDIT: you can find a picture of the code at https://i.stack.imgur.com/1zhjO.png
I have a fairly large project in Xcode 8.2, which consists of one big dynamic library libarc.dylib and several other executable targets. One of these targets runs the unit and integration tests on my library.
I have set the Xcode build location to be relative to my project directory, instead of the default Xcode derived data location.
Building and running my project's targets works fine from within Xcode, but when I run my tests executable, from the build product directory, via terminal, I get the following error.
dyld: Library not loaded: /usr/local/lib/libarc.dylib
Referenced from: /Users/<username>/programming/<project>/Build/Products/Debug/.Tests
Reason: image not found
[1] 44968 abort ./Tests
So obviously the dynamic library is not loading. Upon checking the local/lib path, I notice that my library is not installed.
Running otool -L Tests gives me
/usr/local/lib/libarc.dylib (compatibility version 1.0.0, current version 1.0.0)
This library is project-specific, and I would like to load it from my project Build location. Preferably, at some stage, everything will be bundled into an .app.
How can I set the dylib loading path, for the Tests target, to point to the libarc.dylib in its run path?
I have found some information, that suggests Embedding Binaries into my target, but as of Xcode 8.2, I can not find this section under the General tab, for my target.
Beyond just converting my library to a static library, what other options do I have? I don't think its appropriate to have the library installed system wide in the release. Would a static library be more appropriate, given my requirements. I'll also add, the library consists of a game engine, so performance is key.
As a final note, many of the engine core systems are implemented as singletons.
I am new to the Mac OS X environment when it comes to compiling linux based libraries. Whenever I used a library i just downloaded the .framework file, added it to my /Library/Frameworks and included it in my XCODE project, and all was fine.
Now I am stuck with libnoise. I want to use it on my project and I have no idea how to generate the .framework file/directory.
Can you help me please?
If you have libnoise, most likely it contains some sort of a Makefile or a configure script.
By running the
./configure
make all
you will get the library file (libnoise.a) for your platform, the OSX10.8.
Framework is essentially a folder with specific layout and a .plist file. To generate such a folder automatically, you may create an expty Xcode project of the type Framework and add the libnoise.a you've just created as a linker's input.
There is a detailed instruction on how to create the Framework from static libraries (.a files): http://www.blackdogfoundry.com/blog/creating-a-library-to-be-shared-between-ios-and-mac-os-x/
You might be missing the header files in you framework, but then can be also added to the Xcode project from libnoise sources.
This SO answer may be of use also: Difference between framework and static library in xcode4, and how to call them
Apple's documentation is also good: https://developer.apple.com/library/mac/#documentation/MacOSX/Conceptual/BPFrameworks/Tasks/CreatingFrameworks.html
I'm not entirely sure if this is what was meant by "with a different fork and cmake"
but I got libnoise to run in my mac using this git repo.
https://github.com/qknight/libnoise