C++ project complaining about DLL never mentioned [duplicate] - c++

For example in Boost. I set an include directory in MSVC++2010 to the Boost root directory and have an #include <boost/regex.hpp> in my source code. I set a library directory to boost\stage\lib but there are hundreds of files in there – several for each Boost library and these for boost::regex:
libboost_regex-vc100-s-1_46.lib
libboost_regex-vc100-mt-gd-1_46.lib
libboost_regex-vc100-mt-1_46.lib
libboost_regex-vc100-mt-s-1_46.lib
libboost_regex-vc100-mt-s.lib
libboost_regex-vc100-s.lib
libboost_regex-vc100-mt.lib
libboost_regex-vc100-mt-gd.lib
How does MSVC know which of all lib files is the right one? If it scans all of them for the right function signatures, does that mean that 2 different lib's compiled from two different sources (not linked to each other) which happen to define functions with identical names and parameters cannot be in one lib folder?
And how does it know which is right among all those different regex .lib's? And then, each file with 1_46 in its filename seems to be identical to the respective file without, can I safely delete one of the two?

The boost libraries use some dark magic to select the libraries to link from the headers and compiler options. I don't really know all the gory details, but you can take a look at the boost/config/auto_link.hpp header for extra information.
In particular, this seems to be an important piece of the puzzle:
# pragma comment(lib, BOOST_LIB_PREFIX BOOST_STRINGIZE(BOOST_LIB_NAME) "-" BOOST_LIB_TOOLSET BOOST_LIB_THREAD_OPT BOOST_LIB_RT_OPT "-" BOOST_LIB_VERSION ".lib")

Most lib files have a Table Of Contents. The linker searches this table when it is looking for a symbol. If the symbol is not found it moves on to the next library, and so on, until all libraries have been searched.
Some linkers may decide to build a table of contents from all the libraries. This table would contain the symbol name and the library it is associated with. This speeds up the searches for symbols.
The search order depends on the manufacturer of the linker. There is no standard nor requirements for this. A linker may search by first come, first served as specified on the command line; last library specified or some other method. Check the documentation for the criteria.
Also search the web for name mangling. This is a technique that compilers use to resolve symbol naming conflicts.
Lastly, linkers may include all the functions in a library even if only one is used. Some linkers only include the code for the function. Depends on the manufacturer of the Linker. For example, does the linker include the entire I/O library when resolving puts or does it just include the necessary functions? Including the whole library speeds up build time but makes the executable huge. Including only necessary code slows the build process but shrinks the executable size.
In general, the Linking Phase is one of the faster parts of the translation process. If you are worried about build times, start the build at the end of the day or go for a walk after the build is started. ;-)

Two libraries containing identical functions isn't a problem. The linker only looks at the libraries that it's told to look at. If two of them contain identical functions, it'll give an error message (this is actually fairly common, usually due to conflict between static and dynamic linking with the standard library).
You can tell the linker which libraries to look at in a number of ways -- on the linker command line (possibly as generated by the IDE) and via #pragma comment(lib, "libname.lib") are the two most common though.

Related

How to add 2 different C libraries with same name but having entirely different functionalities without changing the name?

How to add 2 different C libraries with same name but having entirely different functionalities without changing the name?
For example one s/w product comes with lib named libabc.so
And my lib is also having the same name libabc.lib.
So, how I can use the both the lib at the same time, without conflicting at runtime
Instead of linking with -labc link with the full file library file paths like /usr/local/lib/libabc.a ./mylib/libabc.a for example.
If you do that the fact that they have the same name shouldn't matter.
What may conflict is if both libraries export symbols with identical names.
If header files also have the same name (e.g. abc.h) your #include statements may also need full paths to make sure you're including the right file.

How Iostream file is located in computer by c++ code during execution

i want to know that in a c++ code during execution how iostream file is founded. we write #include in c++ program and i know about #include which is a preprocessor directive
to load files and is a file name but i don't know that how that file is located.
i have some questions in my mind...
Is Standard library present in compiler which we are using?
Is that file is present in standard library or in our computer?
Can we give directory path to locate the file through c++ code if yes then how?
You seem to be confused about the compilation and execution model of C++. C++ is generally not interpreted (though it could) but instead a native binary is produced during the compilation phase, which is then executed... So let's take a detour.
In order to go from a handful of text files to a program being executed, there are several steps:
compilation
link
load
execution proper
I will only describe what traditional compilers do (such as gcc or clang), potential variations will be indicated later on.
Compiling
During compilation, each source file (generally .cpp or .cxx though the compiler could care less) is processed to produced an object file (generally .o on Linux):
The source file is preprocessed: this means resolving the #include (copy/pasting the included file in the current file), navigating the #if and #else to remove unneeded sources and expanding macros.
The preprocessed file is fed to the compiler which will produce native code for each function, static or global variable, etc... the format depends on the target system in general
The compiler outputs the object file (it's a binary format, in general)
Linking
In this phase, multiple object files are assembled together into a library or an executable. In the case of a static library or a statically-linked executable, the libraries it depend on are also assembled in the produced file.
Traditionally, the linker job is relatively simple: it just concatenates all object files, which already contain the binary format the target machine can execute. However it often actually does more: in C and C++ inline functions are duplicated across object files, so the linker need to keep only one of the definitions, for example.
At this point, the program is "compiled", and we live the realm of the compiler.
Loading
When you ask to execute a program, the OS will load its code into memory (thanks to a loader) and execute it.
In the case of a statically linked executable, this is easy: it's just a single big blob of code that need be loaded. In the case of a dynamically linked executable, it implies finding the dependencies and "resolving the symbols", I'll describe this below:
First of all, your dynamically linked executable and libraries have a section describing which other libraries they depend on. They only have the name of the library, not its exact location, so the loader will search among a list of paths (LD_LIBRARY_PATH for example on Linux) for the libraries and actually load them.
When loading a library, the loader will perform replacements. Your executable had placeholders saying "Here should be the address of the printf function", and the loader will replace that placeholder with the actual address.
Once everything is loaded properly, all symbols should be resolved. If some symbols are missing, ie the code for them is not found in either the present library or any of its dependencies, then you generally get an error (either immediately, or only when the symbol is actually needed if you use lazy loading).
Executing
The code (assembler instruction in binary format) is now executed. In C++, this starts with building the global and static objects (at file scope, not function-static), and then goes on to calling your main function.
Caveats: this is a simplified view, nowadays Link-Time Optimizations mean that the linker will do more and more, the loader could actually perform optimizations too and as mentioned, using lazy loading, the loader might be invoked after the execution started... still, you've got to start somewhere, don't you ?
So, what does it mean about your question ?
The #include <iostream> in your source code is a pre-processor directive. It is thus fully resolved early in the compilation phase, and only depends on finding the appropriate header (no library code is actually needed yet). Note: a compiler would be allowed not to have a header file sitting around, and just magically inject the necessary code as if the header file existed, because this is a Standard Library header (thus special). For regular headers (yours) the pre-processor is invoked.
Then, at link-time:
if you use static linking, the linker will search for the Standard Library and include it in the executable it produces
if you use dynamic linking, the linker will note that it depends on the Standard Library file (libc++.so for example) and that the produced code is missing an implementation of printf (for example)
Then, at load time:
if you used dynamic linking, the loader will search for the Standard Library and load its code
Then, at execution time, the code (yours and its dependencies) is finally executed.
Several Standard Library implementations exist, off the top of my head:
MSVC ships with a modified version of Dirkumware
gcc ships with libstdc++ (which depends on libc)
clang ships with libc++ (which depends on libc), but may use libstdc++ instead (with compiler flags)
And of course, you could provide others... probably... though setting it up might not be easy.
Which is ultimately used depends on the compiler options you use. By default the most common compiler ship with their own implementation and use it without any intervention on your part.
And finally yes, you can indeed specify paths in a #include directive. For example, using boost:
#include <boost/optional.hpp>
#include <boost/algorithm/string/trim.hpp>
you can even use relative paths:
#include <../myotherproject/x.hpp>
though this is considered poor form by some (since it breaks as soon as your reorganize your files).
What matters is that the pre-processor will look through a list of directories, and for each directory append / and the path you specified. If this creates the path of an existing file, it picks it, otherwise it continues to the next directory... until it runs out (and complain).
The <iostream> file is just not needed during execution. But that's just the header. You do need the standard library, but that's generally named differently if not included outright into your executable.
The C++ Standard Library doesn't ship with your OS, although on many Linux systems the line between OS and common libraries such as the C++ Standard Library is a bit thin.
How you locate that library is very much OS dependent.
There can be 2 ways to load a header file (like iostream.h) in C++
if you write the code as:
# include <iostream>
It will look up the header file in include directory of your C++ compiler and will load it
Other way you can give the full path of the header file as:
# include "path_of_file.h"
And loading up the file is OS dependent as answered by MSalters
You definitely required the standard library header files so that pre-processor directive can locate them.
Yes those files are present in the library and on include copied to our code.
if we had defined the our own header file then we have to give path of that file. In that way we can include also *.c or *.cpp along with the header files in which we had defined various methods and those had to include at pre-processing time.

C++: How to add external libraries

I'm trying to add SVL to my project.
Without it I'm getting hundreds of errors (undefined reference...). After adding -lSVL all errors are gone, but gcc says: "cannot find -lSVL". Everything else (SDL, SDL_TTF, SDL_Mixer...) works fine.
You should inform gcc of the path where libsvl.a is installed, for example:
gcc -lsvl -L/my/path/
Also, pay attention to the case if you work under Linux ("SVL" is different from "svl").
There are two parts to adding an external library; you need to tell the compiler[1] where to find the description of the API (i.e., the header files) and you need to tell the linker where to find the implementation of the API (i.e., the library file(s)).
The list of possible locations of the headers is given by the include path, which with a traditional compiler is added to with the -I option. It takes a directory name to add; the directory is one extra place the compiler will look for header files.
The list of possible locations of the library is given by the link path. It's just like the include path, but is added to with -L. Note that you can also (at least normally) give the full path to the library directly on the command line, but this isn't particularly recommended because it tends to embed more information in the executable than is really needed.
The syntax for MSVC is recognizably similar IIRC.
If you're using an IDE, you'll probably have to set these things in the project options, but as long as you remember that you need to set both include and library paths, you'll be able to find your way through.
[1]Strictly, you're telling the preprocessor, but the preprocessor's output is virtually always directed straight into the compiler proper.

Preventing objects from being linked if they are not needed?

I have an ARM project that I'm building with make. I'm creating the list of object files to link based on the names of all of the .c and .cpp files in my source directory. However, I would like to exclude objects from being linked if they are never used. Will the linker exclude these objects from the .elf file automatically even if I include them in the list of objects to link? If not, is there a way to generate a list of only the objects that need to be linked?
You have to compile your code differently to strip out function and data that isn't used. Usually all the objects are compiled into the same symbol, so they can't be individually omitted if they're not used.
Add the two following switches to your compiler line:
-ffunction-sections -fdata-sections
When you compile, the compiler will now put individual functions and data into their own sections instead of lumping them all in one module section.
Then, in your linker, specify the following:
--gc-sections
This instructs the linker to remove unused sections ("gc" is for garbage collection). It will garbage collect parts of files and entire files. For example, if you're compiling an object, but only use 1 function of 100 in the object, it will toss out the other 99 you're not using.
If you run into issues with functions not found (it happens due to various reasons like externs between libraries), you can use .keep directives in your linker file (*.ld) in order to prevent garbage collection on those individual functions.
If you are using RealView, it seems that it is possible. This section discusses it:
3.3.3 Unused section elimination
Unused section elimination removes code that is never executed, or data that is not
referred to by the code, from the final image. This optimization can be controlled by the
--remove, --no_remove, --first, --last, and --keep linker options. Use the --info unused
linker option to instruct the linker to generate a list of the unused sections that have been
eliminated.
Like many people said, the answer is "depends". In my experience, RVCT is very good about dead code stripping. Unused code and data will almost always be removed in the final link stage. GCC, on the other hand (at least without the LLVM back end), is rather poor at whole image static analysis and will not do a very good job at removing unused code (and woe be it to you if your code is in different sections requiring long jumps). You can take some steps to mitigate it, such as using function-sections, which creates a separate section for each function and enables some better dead code stripping.
Have your linker generate a map file of your binary so you can see what made it in there and what got stripped out.
Depending on the sophistication of the compiler/linker and optimization level, the linker will not link in code that isn't being called.
What compiler/linker are you using? Some linkers do this automatically, and some provide the feature as a command-line option.
In my experience, many compilers will not include unused code on an object file basis. Some may not have this resolution and will include entire libraries ("because this makes the build process faster").
For example, given a file junk.c and it has three functions: Func1, Func2 and Func3. The build process creates an object file, junk.o, which has all three functions in it. If function Func2 is not used, it will be included anyway because the linker can't exclude one function out of an object file.
On the other hand, given files: Func1.c, Func2.c, and Func3.c, with the functions above, one per file. If Func2 in Func2.c is not used, the linker will not include it.
Some linkers are intelligent enough to exclude files out of libraries. However, each linker is different on its granularity of file inclusion (and thus file exclusion). Read your linker's manual or contact their customer support for exact information.
I suggest moving the suspect functions into a separate file (one function per file) and rebuild. Measure the code size before and after. Also, there may be a difference between Debug and Release linking. The Debug linking could be lazy and just throw everything in while the Release linking puts more effort into removing unused code.
Just my thoughts and experience, Your Mileage May Vary (YMMV).
Traditionally linkers link in all object files that are explicity specified in the command line, even if they could be left out and the program would not have any unresolved symbols. This means that you can deliberately change the behaviour of a program by including an object file that does something triggered from static initialization but is not called directly or indirectly from main.
Typically if you place most of your object files in a static library and link this library with a single object file containing your entry point the linker will only pick out members of the library (iteratively) that help resolve an unresolved symbol reference in the original object file or one included subsequently because it resolved a previous unresolved symbol.
In short, place most of your object files in a library and just link this with one object containing your entry point.

static link library

I am writing a hello world c++ application, in the instruction #include help the compiler or linker to import the c++ library. My " cout << "hello world"; " use a cout in the library. The question is after compile and generated exe is about 96k in size, so what instructions are actually contained in this exe file, does this file also contains the iostream library?
Thanks
In the general case, the linker will only bring in what it needs. Once the compiler phase has turned your source code into an object file, it's treated much the same as all other object files. You have:
the C start-up code which prepares the execution environment (sets up argv, argv and so on) then calls your main or equivalent.
your code itself.
whatever object files need to be dragged in from libraries (dynamic linking is a special case of linking that happens at runtime and I won't cover that here since you asked specifically about static linking).
The linker will include all the object files you explicitly specify (unless it's a particularly smart linker and can tell you're not using the object file).
With libraries, it's a little different. Basically, you start with a list of unresolved symbols (like cout). The linker will search all the object files in all the libraries you specify and, when it finds an object file that satisfies that symbol, it will drag it in and fix up the symbol references.
This may, of course, add even more unresolved symbols if, for example, there was something in the object file that relies on the C printf function (unlikely but possible).
The linker continues like this until all symbols are satisfied (when it gives you an executable) or one cannot be satisfied (when it complains to you bitterly about your coding practices).
So as to what is in your executable, it may be the entire iostream library or it may just be the minimum required to do what you asked. It will usually depend on how many object files the iostream library was built into.
I've seen code where an entire subsystem went into one object file so, that if you wanted to just use one tiny bit, you still got the lot. Alternatively, you can put every single function into its own object file and the linker will probably create an executable as small as possible.
There are options to the linker which can produce a link map which will show you how things are organised. You probably won't generally see it if you're using the IDE but it'll be buried deep within the compile-time options dialogs under MSVC.
And, in terms of your added comment, the code:
cout << "hello";
will quite possibly bring in sizeable chunks of both the iostream and string processing code.
Use cl /EHsc hello.cpp -link /MAP. The .map file generated will give you a rough idea which pieces of the static library are present in the .exe.
Some of the space is used by C++ startup code, and the portions of the static library that you use.
In windows, the library or part of the libraries (which are used) are also usually included in the .exe, the case is different in case of Linux. However, there are optimization options.
I guess this Wiki link will be useful : Static Libraries