SFML linker error with XCode and C++ 11 - c++

I'm trying to get SFML set up on OSX, and I'm running into problems linking the library. I've downloaded and installed the dylibs and have linked them with my project in Xcode, but when I try to compile, I get this error:
dyld: Library not loaded: #rpath/libsfml-graphics.2.3.dylib
Referenced from:/Users/Adam/Documents/Programming/CPP/SFML/Build/Products/Debug/SFML
Reason: image not found
I've tried googling around, but I haven't really found an answer. I saw someone say to change the version of C++ in the project settings, but the version I've downloaded and installed is supposed to be compatible with C++ 11.
Could it be I'm not using clang? I'm not very well versed in the intricacies of different compilers. My project settings under the heading of "Apple LLVM 6.1 - Language - C++" are as follows:
C++ Language Dialect: GNU++11 [-std=gnu++11]
C++ Standard Library: libc++ (LLVM C++ standard library with C++11 support)
Enable C++ Exceptions: Yes
Enable C++ Runtime Types: Yes

Are you following the tutorial at?:
http://www.sfml-dev.org/tutorials/2.2/start-osx.php
Also, make sure your libraries are loaded in the "Build Phases" for your target, also make sure that your C++ 11 configurations are also changed on your target and not just in your project (double check). While at that also check the "Library search paths" value on your target "Build Settings"
This looks more like a missing library than a C++11 problem.
For even more details check the "Report navigator" for the latest build attempt, make sure to activate the "All messages" option, you can expand the errors and get valuable information, like where is it looking for the libraries.

Figured it out.
I needed to copy the contents of the extlibs folder in the SFML download into my /Library/Frameworks folder.

Related

How do I setup a Codeblocks project on Windows 10 to compile and link a static SFML project?

My advance appologies for being hopeless at Windows development. I am by no means a Windows developer and my understanding of how to write, compile and link C++ code on a Windows system is limited to say the least.
I am having difficulty trying to compile and link a SFML project on a Windows 10 system with the CodeBlocks IDE.
I am trying to link this project with static linking, not dynamic linking. Again I have virtually no idea how the two different methods work in detail, I just know that if I ship a static linked binary to another Windows 10 user it is much more likely to "just work" on their system.
List of things I did:
Downloaded the latest version of CodeBlocks with MINGW integration.
Installed, default options
Downloaded the latest version of SFML (32bit MINGW version)
Extracted the zip file (SFML) to my home directory
Created a new codeblocks project (console application) and followed the instructions to set the compiler and linker options
https://www.sfml-dev.org/tutorials/2.5/start-cb.php
It works fine for dynamic linking, but requires me to copy the .dll files to the same dir as the produced executable file (produced from compilation of my C++ code).
I tried to change to static linking, changing the names of the linker libs with the -s or -s-d suffix, and adding the define SMFL_STATIC option to global (release and debug) options. I also added the opengl32, freetype, winmm and gdi32 link libs, before their respective sfml link libs.
When trying to compile I get the following linker errors
cannot find -lfreetype
cannot find -lsfml-graphics-s-d
cannot find -lsfml-window-s-d
cannot find -lsfml-system-s-d
in Release mode, similar errors are produced.
What am I doing wrong?
My hunch would be that you either have the wrong compiler (see below) or you haven't defined the library directory as mentioned in the linked tutorial.
There are four common things to consider when using SFML (and essentially any other C++ library) on Windows.
Compiler versions have to fully match
Make sure to not mix x86 and x64
Settings need to be specified for the correct configuration
When linking libraries statically, you also need to link the dependencies
Compiler versions have to fully match
Since C++ doesn't have a standardized ABI, the generated libraries will never be reusable between compilers. Yes, sometimes "it works", but it can break at any point and there's no guarantee.
We strongly recommend to either use the compilers linked on the SFML Download page or build SFML from source with your current compiler.
If you got the latest stable Code::Blocks version with MinGW as stated, you should also be able to get a snapshot build of SFML, which should be using the same compiler.
Note: One exception to this rule is Visual Studio, where VS 2017 binaries are compatible with VS 2019 (and maybe VS 2022?).
Make sure to not mix x86 and x64
When you download a 32-bits (x86) version of SFML, you also need a 32-bits version of your compiler. When you download a 64-bits (x64) version of SFML, you also need a 64-bits version of your compiler.
Make sure you double check your compiler configuration that you've selected the correct bit-ness.
Note: For Visual Studio you need to select the correct compiler architecture in the IDE, usually positioned right next to the run button.
Settings need to be specified for the correct configuration
Project configurations are usually spread across the matrix built from the types:
Debug / Release / All
x86 / x64 (for VS)
Make sure when you add the settings for library paths and include paths that it's not just set for debug or release and ends up missing in either or the other configuration.
Also make sure you're not setting up debug libraries (with the -d suffix) in release mode or release libraries (without any suffix) in debug mode.
When linking libraries statically, you also need to link the dependencies
The SFML static libraries don't contain any symbols of any of its dependencies, that means, in your final application you have to link static SFML and all its dependencies.
As a short summary you can think of static libraries like an archive of object files. These object files will directly be linking into your application, like you link your own source file object files. As such, the SFML static libraries only contain object files of SFML itself and not of other libraries as well.
Troubleshooting
If nothing seems to help, then you should enable verbose compiler & linker output, that we you see exactly which commands are invoked and one can quickly spot the missing statements.

Setting SFML up with NetBeans in Windows

Hi I am having problems with trying to get sfml going with netbeans. Here is a short video of what I have done. video
After listening to HEKTO I now downloaded the MSYS. I removed the static libraries and get this error now:
The application failed with exit code -1073741515 (0xc0000135).
This could indicate that no required .dll was found in the PATH.
Please try to start the following command from the command shell (cmd.exe).
This may give some additional information.
C:\Users\david\Documents\NetBeansProjects\tester\dist\Debug\MinGW_1-Windows\tester.exe
RUN FAILED (exit value -1,073,741,515, total time: 58ms)
After adding system path.. heres new img:
system path img
The SFML developers recommend the exact match between your MinGW version and your SFML version - please see this page, especially these three lines:
The compiler versions have to match 100%!
Here are links to the specific MinGW compiler versions used to build the provided packages:
TDM 5.1.0 (32-bit), MinGW Builds 7.3.0 (32-bit), MinGW Builds 7.3.0 (64-bit)
Your MinGW compiler is 8.2.0 - it doesn't match. So you'll need to download the MinGW using links from this page and install it manually.
Also you try to link with static libraries (with suffix _s). In this case you have to add other libraries to the linker setup - please see here. If to use dynamic libraries then you won't need any additional libraries, however the SFML directory with its DLLs will need to be added to the system path.
UPDATE. Your question has been rewritten many times, so my answer has become irrelevant - this is not good, the question can be updated to improve it, but please not to rewrite it completely following additional information given to you in comments. References to videos and pictures aren't welcomed here also. Your question must be self-contained and potentially helpful for others, looking for help in similar situations.
That said I'll add two tips for future generations:
Don't use relative paths for include and lib directories in the NetBeans compiler and linker setup - use only absolute paths.
MinGW distributions, referenced on the SFML downloading page, don't contain the MSYS (small collection of Unix tools, which includes make.exe). You'll need to download and install the MSYS separately, for example using the MinGW installer with msys-base package only.

How to compile Quantlib via Xcode?

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

Following a Lynda.com c++ tutorial and having problems setting up paths on Eclipse (OSX 10.9.3)

I am currently learning C++ using Lynda.com tutorials, I am a complete beginner and am following the tutorials on how to set up Eclipse on my Mac.
When I initially run the version-test.cpp program provided, it runs fine with the expected output (GCC version 4.2.1)
The tutorial requires my Mac to be running GCC version 4.7.0 or above and it explains how to upgrade GCC. The tutorial instructs me to save the updated GCC files within my home directory within the folder hpc-gcc and then follows on to explain the method to set my PATHs to find this folder.
Now when I run the version-test.cpp program it fails with the following error
dyld: Library not loaded: /usr/local/lib/libmpc.3.dylib
Referenced from: /Users/gary/hpc-gcc/bin/../libexec/gcc/x86_64-apple-darwin13.1.0/4.9.0/cc1plus
Reason: image not found
So from this message I can see that the system cannot find the required files within /usr/local/lib.
I am able to copy the files from hpc-gcc/bin to /usr/local/lib and have the program compile and run correctly but I am hoping to find out why Eclipse cannot read the required files directly from ~/hpc-gcc/bin
I have spent the last 2 hours searching forums and search engines for the answer but I am no further forward. I realise I can simply have the GCC files within /usr/local/lib and it will work but I want to understand where I am going wrong.
Solved.
You need to go into the properties of the Working folder (if you are following the lynda.com program you will understand the working folder) and under C/C++ Build -> Environment menu (Where we added in the LIBRARY_PATH, PATH, AND CPATH variables) and add in DYLD_LIBRARY_PATH with a value of ${HOME}/hpc-gcc/lib.
Remember the C/C++ Build "menus" are for build and debug, so the project is not able to find the library for the building process.
And you will be good to go.

compiler error with windows 8 sfml and codeblocks

Trying to pick up a 2D library, SFML was my choice.
But, I can't get it to link properly.
When I try to build and run it I get the following error:
the procedure entry point gxx personality v0 could not be located in the dynamic link library sfml-graphics-d-2.dll
btw IDE is Code::Blocks 12.11 and compiler is MinGW(default)
I've extracted the library to c:\SFML-2.0
I've set the compiler search directories for compiler to C:\SFML-2.0\include
and Linker: C:\SFML-2.0\lib
And in the project that I've started I've added in the linker settings-> link libraries:
Debug:
sfml-graphics-d
sfml-window-d
sfml-system-d
Release:
sfml-graphics
sfml-window
sfml-system
I've also copied the dll files from C:\sfml-2.0\bin to the location of the project.
I've tried using the static linking without success.
watched some sfml tutorials and followed them, googled but nothing seems to work for me.
Also reinstalled code::blocks.
Ideas?
You need to use the correct SFML package. Errors with gxx_personality_v0 usually indicate a runtime library mismatch. If you're really using Code::Blocks 12.11 with the compiler they ship with, then you'll have the TDM 4.7.1 compiler, which uses the SJLJ exception model. Thus the matching compiler from the SFML download page would be GCC 4.7 TDM (SJLJ) - 32 bits.
Keep in mind that there's a newer Code::Blocks version (13.12), which uses a newer version of TDM, but for which SFML doesn't provide binaries/pre-compiled packages, thus you'd have to build SFML yourself.
While the TDM compiler is easy to install, I wouldn't recommend it, since it breaks the standard way of using GCC-like compilers. Instead you might want to look at Stephan T. Lavavej's build over at nuwen.net or go with MinGW Builds - for each you'll have to recompile SFML.
If you still get the error, I fixed mine by:
In the Compiler settings dialog:
In the left-hand menu, verify Global compiler settings is selected,
Select the Toolchain executables tab,
Select the Additional Paths tab, and
Press the Add button, find the bin folder of SFML (C:\CodeBlocks\sfml\bin), and add it without keeping relative paths.