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

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.

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.

What am I doing when I compile a library like SFML?

I've been trying to get SFML 2.1 working on my linux mint 15 install on my laptop, and that's when I found I should compile it from the source. So after fumbling through the tutorial on compiling SFML using cmake, I'm finally able to get some code working. But now I'm curious...what did I just do?
When I think of compiling, I think of compiling c++ code into object files, and then linking the object files into an executable. But I don't really understand what it means to compile something like SFML. When I think of a library, I think of a bunch of functions and objects that are made available to me through header files and source files created by another programmer, not necessarily something that needs to be compiled. My knowledge on the compilation and linking process is rather limited, so that might be my biggest issue at this point.
So what does it mean to "compile" a library?
EDIT: After looking at this particular question: How does the compilation/linking process work?
I noticed two bits of info that may further refine my question.
Linking: the linker takes the object files produced by the compiler
and produces either a library or an executable file.
and
The linker is what produces the final compilation output from the
object files the compiler produced. This output can be either a shared
(or dynamic) library (and while the name is similar, they haven't got
much in common with static libraries mentioned earlier) or an
executable.
So perhaps my real question is what does it mean to compile a dynamic library? What am I accomplishing by doing this?

g++ linking issues: undefined reference to functions

I used CMake and Visual C++ to build the HyDE library. Then, still in VC++, I was able to successfully create code and build an executable that links into HyDE.lib and the HyDE header files.
I then discovered that in order to work with others at my company, it would be preferable to develop in Eclipse CDT. Knowing very little about Eclipse CDT, I created a default hello world project, deleted the code and then dumped in all of my code into the src folder. Then I attempted to change the includes and lib path and libs to mirror what had worked in VC++. At this point everything seems to compile, but I get an error in linking:
/cygdrive/c/EclipseWorkspace/425HyDE/Debug/../src/FS5HyDE.cpp:16: undefined reference to `HyDEAPI::HyDE::HyDE(HyDESystemModel::SystemModel*, bool)'
(There are many more errors like this, all referring to HyDE methods.) Here is what is being run at the command line:
g++ -L"C:\Progra~1\boost\boost_1_42\lib" -L"C:\EclipseWorkspace\HyDE" -o"425HyDE.exe" ./src/Adapter_FS5HyDE.o ./src/EPSCommands.o ./src/EPSCurrentSensor.o ./src/EPSFault.o ./src/FS5HyDE.o ./src/HyDEObservation.o ./src/MCDH.o ./src/MCDH_Module.o ./src/PDBComponent.o ./src/PowerSystem.o ./src/Program.o ./src/SSPCComponent.o ./src/Telemetry.o ./src/TelemetryReport.o -l:libboost_thread-vc90-mt-gd-1_42.lib -lHyDE
This is definitely not a library ordering problem because I've the other ordering as well (there are only two). Is it possible that there is a problem with compiling HyDE.lib in VC++ (which uses a Windows compiler) and compiling my program with g++? Could there be a problem in the way that Eclipse CDT is autogen'ing the makefiles? Any other ideas?
(Note: there appear to be plenty of others questions on SO with similar problems, but after reading through them I have yet to find one that addresses my problem.)
Classic missing symbol error. Which source file defines:
HyDEAPI::HyDE::HyDE(HyDESystemModel::SystemModel*, bool)' ?
Was this file added to the compilation? Can you spot it on the command line you pasted?
If this symbol belongs to an external library, after adding the directory path with -L , you could add the name of the specific library you want to link with your program using -l.
I'm going to suggest that you try to add to the compilation command the directory path to HyDE.lib, followed immediately by the library name, like this:
-L"C:\path_to_hyde_library" -l:HyDE.lib
and then tell us what happened.
Solution: Since the HyDE library was compiled with the Visual Studios compiler and I'm attempting to build the code that links to it with the Cygwin toolchain the two compilers use different name mangling schemes so that the latter linker can not find the expected symbols in the HyDE library. The only solution that I've found is to recompile the HyDE library with the Cygwin toolchain or compile the new code with whatever compiler Visual Studios is using. (grumble grumble)
./src/FS5HyDE.o and ./src/HyDEObservation.o should be the latest parameter if other object files (*.o files) need them, it means that the most needed object files should be appeared as last as possible in the parameters list.

Is there an automated program to find C++ linker errors?

I'm working in a Linux environment with C++, using the GCC compiler.
I'm currently working on modifying and upgrading a large pre-existing body of code. As part of this, it has been necessary to add quite a large number of small references throughout the code in a variety of places to link things together, and also to add in several new external code libraries. There is also quite a large and complex structure of Makefiles linked to a configure.ac file to handle the build process.
Upon starting the build process everything compiles without a problem, but comes back with the dreaded linker error when trying to use a newly added custom code library we've created. We have now been through a vast amount of code with a fine tooth comb looking for spelling mismatches, checking the order that all the libraries are included in the build process, and checked that the .o files created contain what we need using dumps, and all are as and where they should be. We've also tested the library separately and the problem definitely doesn't lie there.
In short, we've tried most things that you should normally do in these scenarios.
Is there a tool for C++ that can detect linker errors automatically, in a similar vein to cppcheck or splint (both of which we have run to no avail) that could help here?
Don't know your platform, but I spent sometime with linker problems in gcc till I realized that the static library (.a) linking requires specific ordering, its not the same to link gcc object.o first.a second.a than gcc object.o second.a first.a.
FWIW (not much) I try to tackle this sort of issue by using another linker as I have access to a couple of different platforms. If you can use another linker you will find either:
a) the program links, which transforms your problem from 'why doesn't it link ?' to 'what are the differences between linkers and linking ?' which isn't exactly a step forward, but sometimes a step to one side gives you a different perspective from which you can see a solution;
OR
b) it fails to link, in which case the other linker might give more useful information about why it fails.

Adding Boost makes Debug build depend on "non-D" MSVC runtime DLLs

I have an annoying problem which I might be able to somehow circumvent, but on the other hand would much rather be on top of it and understand what exactly is going on, since it looks like this stuff is really here to stay.
Here's the story: I have a simple OpenGL app which works fine: never a major problem in compiling, linking, or running it. Now I decided to try to move some of the more intensive calculations into a worker thread, in order to possibly make the GUI even more responsive — using Boost.Thread, of course.
In short, if I add the following fragment in the beginning of my .cpp file:
#include <boost/thread/thread.hpp>
void dummyThreadFun() { while (1); }
boost::thread p(dummyThreadFun);
, then I start getting "This application has failed to start because MSVCP90.dll was not found" when trying to launch the Debug build. (Release mode works ok.)
Now looking at the executable using the Dependency Walker, who also does not find this DLL (which is expected I guess), I could see that we are looking for it in order to be able to call the following functions:
?max#?$numeric_limits#K#std##SAKXZ
?max#?$numeric_limits#_J#std##SA_JXZ
?min#?$numeric_limits#K#std##SAKXZ
?min#?$numeric_limits#_J#std##SA_JXZ
Next, I tried to convert every instance of min and max to use macros instead, but probably couldn't find all references to them, as this did not help. (I'm using some external libraries for which I don't have the source code available. But even if I could do this — I don't think it's the right way really.)
So, my questions — I guess — are:
Why do we look for a non-debug DLL even though working with the debug build?
What is the correct way to fix the problem? Or even a quick-and-dirty one?
I had this first in a pretty much vanilla installation of Visual Studio 2008. Then tried installing the Feature Pack and SP1, but they didn't help either. Of course also tried to Rebuild several times.
I am using prebuilt binaries for Boost (v1.36.0). This is not the first time I use Boost in this project, but it may be the first time that I use a part that is based on a separate source.
Disabling incremental linking doesn't help. The fact that the program is OpenGL doesn't seem to be relevant either — I got a similar issue when adding the same three lines of code into a simple console program (but there it was complaining about MSVCR90.dll and _mkdir, and when I replaced the latter with boost::create_directory, the problem went away!!). And it's really just removing or adding those three lines that makes the program run ok, or not run at all, respectively.
I can't say I understand Side-by-Side (don't even know if this is related but that's what I assume for now), and to be honest, I am not super-interested either — as long as I can just build, debug and deploy my app...
Edit 1: While trying to build a stripped-down example that anyway reproduces the problem, I have discovered that the issue has to do with the Spread Toolkit, the use of which is a factor common to all my programs having this problem. (However, I never had this before starting to link in the Boost stuff.)
I have now come up with a minimal program that lets me reproduce the issue. It consists of two compilation units, A.cpp and B.cpp.
A.cpp:
#include "sp.h"
int main(int argc, char* argv[])
{
mailbox mbox = -1;
SP_join(mbox, "foo");
return 0;
}
B.cpp:
#include <boost/filesystem.hpp>
Some observations:
If I comment out the line SP_join of A.cpp, the problem goes away.
If I comment out the single line of B.cpp, the problem goes away.
If I move or copy B.cpp's single line to the beginning or end of A.cpp, the problem goes away.
(In scenarios 2 and 3, the program crashes when calling SP_join, but that's just because the mailbox is not valid... this has nothing to do with the issue at hand.)
In addition, Spread's core library is linked in, and that's surely part of the answer to my question #1, since there's no debug build of that lib in my system.
Currently, I'm trying to come up with something that'd make it possible to reproduce the issue in another environment. (Even though I will be quite surprised if it actually can be repeated outside my premises...)
Edit 2: Ok, so here we now have a package using which I was able to reproduce the issue on an almost vanilla installation of WinXP32 + VS2008 + Boost 1.36.0 (still pre-built binaries from BoostPro Computing).
The culprit is surely the Spread lib, my build of which somehow requires a rather archaic version of STLPort for MSVC 6! Nevertheless, I still find the symptoms relatively amusing. Also, it would be nice to hear if you can actually reproduce the issue — including scenarios 1-3 above. The package is quite small, and it should contain all the necessary pieces.
As it turns out, the issue did not really have anything to do with Boost.Thread specifically, as this example now uses the Boost Filesystem library. Additionally, it now complains about MSVCR90.dll, not P as previously.
Boost.Thread has quite a few possible build combinations in order to try and cater for all the differences in linking scenarios possible with MSVC. Firstly, you can either link statically to Boost.Thread, or link to Boost.Thread in a separate DLL. You can then link to the DLL version of the MSVC runtime, or the static library runtime. Finally, you can link to the debug runtime or the release runtime.
The Boost.Thread headers try and auto-detect the build scenario using the predefined macros that the compiler generates. In order to link against the version that uses the debug runtime you need to have _DEBUG defined. This is automatically defined by the /MD and /MDd compiler switches, so it should be OK, but your problem description suggests otherwise.
Where did you get the pre-built binaries from? Are you explicitly selecting a library in your project settings, or are you letting the auto-link mechanism select the appropriate .lib file?
I believe I have had this same problem with Boost in the past. From my understanding it happens because the Boost headers use a preprocessor instruction to link against the proper lib. If your debug and release libraries are in the same folder and have different names the "auto-link" feature will not work properly.
What I have done is define BOOST_ALL_NO_LIB for my project(which prevents the headers from "auto linking") and then use the VC project settings to link against the correct libraries.
Looks like other people have answered the Boost side of the issue. Here's a bit of background info on the MSVC side of things, that may save further headache.
There are 4 versions of the C (and C++) runtimes possible:
/MT: libcmt.lib (C), libcpmt.lib (C++)
/MTd: libcmtd.lib, libcpmtd.lib
/MD: msvcrt.lib, msvcprt.lib
/MDd: msvcrtd.lib, msvcprtd.lib
The DLL versions still require linking to that static lib (which somehow does all of the setup to link to the DLL at runtime - I don't know the details). Notice in all cases debug version has the d suffix. The C runtime uses the c infix, and the C++ runtime uses the cp infix. See the pattern? In any application, you should only ever link to the libraries in one of those rows.
Sometimes (as in your case), you find yourself linking to someone else's static library that is configured to use the wrong version of the C or C++ runtimes (via the awfully annoying #pragma comment(lib)). You can detect this by turning your linker verbosity way up, but it's a real PITA to hunt for. The "kill a rodent with a bazooka" solution is to use the /nodefaultlib:... linker setting to rule out the 6 C and C++ libraries that you know you don't need. I've used this in the past without problem, but I'm not positive it'll always work... maybe someone will come out of the woodwork telling me how this "solution" may cause your program to eat babies on Tuesday afternoons.
This is a classic link error. It looks like you're linking to a Boost DLL that itself links to the wrong C++ runtime (there's also this page, do a text search for "threads"). It also looks like the boost::posix::time library links to the correct DLL.
Unfortunately, I'm not finding the page that discusses how to pick the correctly-built Boost DLL (although I did find a three-year-old email that seems to point to BOOST_THREAD_USE_DLL and BOOST_THREAD_USE_LIB).
Looking at your answer again, it appears you're using pre-built binaries. The DLL you're not able to link to is part of the TR1 feature pack (second question on that page). That feature pack is available on Microsoft's website. Or you'll need a different binary to link against. Apparently the boost::posix::time library links against the unpatched C++ runtime.
Since you've already applied the feature pack, I think the next step I would take would be to build Boost by hand. That's the path I've always taken, and it's very simple: download the BJam binary, and run the Boost Build script in the library source. That's it.
Now this got even a bit more interesting... If I just add this somewhere in the source:
boost::posix_time::ptime pt = boost::posix_time::microsec_clock::universal_time();
(together with the corresponding #include stuff), then it again works ok. So this is one quick and not even too dirty solution, but hey — what's going on here, really?
From memory various parts of the boost libraries need you to define some preprocessor flags in order to be able to compile correctly. Stuff like BOOST_THREAD_USE_DLL and so on.
The BOOST_THREAD_USE_DLL won't be what's causing this particular error, but it may be expecting you to define _DEBUG or something like that. I remember a few years ago in our boost C++ projects we had quite a few extra BOOST_XYZ preprocessor definitions declared in the visual studio compiler options (or makefile)
Check the config.hpp file in the boost thread directory. When you pull in the ptime stuff it's possibly including a different config.hpp file, which may then define those preprocessor things differently.