XCode C++ Standard Library: libc++ won't build. libstdc++ does - c++

Having some strange issues with a large iOS project I'm working on. I have tried to add a static library to the project and I get the following errors during linking:
XCode Error (Sorry I don't have enough reputation to post images inline!)
G4XSwiper is not the library I added however it seems to be causing the error.
The strange part is when I go into the build settings and change the C++ Standard Library from libc++ to libstdc++ it builds and runs fine. To be totally honest I'm not even sure what this setting means or does.
What could be the issue here? I've been pulling my hair out for two days on this. We have a lot of frameworks we depend on, is it likely we will run into problems by making this switch?

Related

Xcode (Version 9.2 (9C40b)): C++ Semantic and linker issues when trying to include boost

I am currently working on a masters project and I am desperately trying to compile some C++ code on my mac (macOS High Sierra 10.13.3 using Xcode) so I can develop the program at home. The Program is a set of files used for performing integrals on a bunch of different data... it uses headers from the boost library and also alglib. This all works fine on Windows machines running visual studios.
The issue I have is that when I include boost (which was installed via homebrew to usr/local/) into the search paths in the project build settings I get all sorts of semantic and linker issues.
I have searched this for a while and tried to implement a few potential fixes. I have tried:
Compiling with different C++ dialects and and standard libraries (libc++ and libstdc++).
Uninstalling/reinstalling boost.
Removing suggested header files and libraries from 'usr/local' suggested by brew doctor.
and implementing all sorts of other random permutations of settings that I felt could be issued.
The number of errors and warnings may change using different build settings however semantic issues persist and I am running out of ideas for how to proceed. It is really important I get this working and any insight would be appreciated.
From my reading about and attempting to troubleshoot I get the idea that it is some kind of linking issue between the boost library and the standard c++ libraries, but I have little experience with semantic issues as in the past I have been lucky enough that things just worked! Perhaps my MacBook may just have too much going on and needs some housecleaning to stop confusing the compiler, but regardless if anyone can help me fix this issue I would be eternally grateful!
I understand I haven't provided much detail here but if any information would be useful I'm happy to send screenshots.
link to errors image
In C++03 ifstream did not have a constructor that accepts std::string.
Such a constructor was added in C++11. The same holds for std::stod: it exists since C++11.
So you have to compile with -std=c++11 option.

Can't compile glew when using it via my own library : CodeLite

I have edited out a lot of my original situation to try keep things simple; it can be seen in the revisions.
Basically I have been following a tutorial in which a game engine is being created.
Most of the code has been separated into its own CodeLite project and successfully compiled into a static library (libbengine.a using mingw32 via TDM-GCC-32).
(For the record, the code compiled fine before separation)
Back in the main game code (main.cpp, etc) the compiler knows the relevant include and lib directories and compilation can at least locate the necessary headers and lib.
However, I get this error: undefined reference to '__glewCreateProgram'
Any ideas as to what is getting lost in translation (so-to-speak)?
I have been reading around all over the place; researching compilation, static libraries, ar.exe, but am having no luck (I am still looking).
If you want any more pertinent information, I will happily provide it; for now I shan't clog up the post any further.
Cheers
To give a basic idea of the error in CodeLite:
Main project linker settings:
bengine project linker settings (compiled as static lib.a):
It seems the problem was solely with linking order. As can be seen in the second image in my question (Main linker setting) - "Bengine" should have been at the top of the list, not the bottom.
This may be mingw32 specific; I am not sure.
Well, after all those hours, I feel somewhat foolish...
At least I have learned some things along the way.

dynamic library using boost has undefined references when built on ARM architecture

I have a C++ based dynamic library that I have built for the big 3 OSs that relies heavily on boost. Currently, I am compiling it for the raspberry pi. It took me a while to find the magic words to get the library to even build (-frepo as a compiler flag was the key, but I confess that I am not certain why this is the case).
Now, when I try to link to the library, I get an 'undefined reference' error to every boost call that my library makes, i.e.:
//`libmylib.so`: undeifined reference to `boost::shared_ptr<boost::detail::thread_data_base>::shared_ptr()'
When I build libmylib.so, I also build a custom version of boost as libboost.a. This all compiles and links fine on other OSs and non-ARM architectures so I tried putting -lboost as one of the flags, but I still get the same plethora of undefined reference errors form libmylib.so.
Needless to say, all my paths are correct.
It seems like linking behaves a bit differently on the raspberry pi than it does on other linux systems. For example, I built a static library (libmythread.a) that uses libpthread. When I link to that libmythread.a, I also get undefined reference errors unless I also use -lpthread in the build recipe. On my Thinkpad running Fedora, I would never have to do this since I included -lpthread in the compilation of the static library libmythread.a.
I would love to find a tutorial or guide that explains these discrepancies. I would also love to overcome them!
I also tried the same build on a conventional linux machine and everything linked fine, no problem. At least I know that my build process is OK. This does open up the possibility, though, that the -frepo flag is doing something funny that I don't understand and that this could be the root of the problem.
Solved. In the end, the trouble stemmed from the -frepo flag. This was necessary to compile a file called legacy_abi.cpp that is part of my library to allow third party developers using older and more exotic OSs/compilers. This isn't needed on the Pi, so I just removed it from the offending file from the build, dropped the -frepo flag and happy happy.
One final note, aptitude (for Pi, anyway) only supplies boost up to 1.49 (as far as I can tell). My project requires boost >= 1.50. This is an inherited project, so I'm still discovering all its little idiosyncracies.

Can I compile an iOS static library from Windows/Linux

I have C++ code, which I have managed to compile into an iOS static library ("library.a") using Xcode. I am then including this in my project (Xamarin.iOS, though this shouldn't matter) and have managed to get it working as expected. The code is c/c++ and doesn't reference any code from the iOSFrameworks. I was wondering if it would be possible to find a way to build this (just compile the library) without a mac computer.
Something like download the clang compiler on a windows machine and then build an "library.a" that is compatible with the arm architectures and thus will work if I include it in my iOS project.
I have tried doing some reading on the web which suggests that it wouldn't work, but they might not be working in my exact circumstances etc.
The reason behind my need for this is because the C++ part of the code base is maintained by someone else, and we require them to build the iOS compatible library without us having access to their code. They do not have access to a Mac.
Thanks very much for any help.

XCode 6.1 - Missing Project templates (C++ Library and C++ STL Library)

All of sudden yesterday C++ library and STL C++ library templates disappeared from my XCode 6.1 installation. Here is how it is supposed to look like:
And here is how it looks like now:
I uninstalled XCode completely and re-installed it but still those templates were missing. Is anyone else experiencing the same problem? How to fix it?
Never mind! The user interface to select project templates has changed a little bit in XCode 6.1 . Here is how to create a C++ library project:
To create a C++ library, select Library template (Even thought the description says: 'This template builds library that links against the Cocoa framework'. It can be a little confusing but you can change it to make it a C++ library in next step).
Click Next, and then you can choose the Framework Type to be Plain C++ Library, Cocoa, or STL (C++ Library). You can also specify Type to be Static or Dynamic.
I feel like an idiot now. I wasted at least couple of hours reinstalling XCode and trying some other things. I hope it saves someone else's time.