Finding glfw library file in xcode in OSX? - c++

So I'm trying to build a program using OpenGL and GLFW. The only errors I'm getting are:
Undefined symbols for architecture x86_64:
"_glewInit", referenced from:
_main in main.o
"_glfwCreateWindow", referenced from:
_main in main.o
"_glfwGetKey", referenced from:
_main in main.o
"_glfwInit", referenced from:
_main in main.o
"_glfwMakeContextCurrent", referenced from:
_main in main.o
"_glfwPollEvents", referenced from:
_main in main.o
"_glfwSetInputMode", referenced from:
_main in main.o
"_glfwSwapBuffers", referenced from:
_main in main.o
"_glfwTerminate", referenced from:
_main in main.o
"_glfwWindowHint", referenced from:
_main in main.o
"_glfwWindowShouldClose", referenced from:
_main in main.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
So obviously this is a linking error. After doing some research, I think I found my error. It seems like I need to add the GLFW library (libglfw.dylib) and the Cocoa and OpenGL libraries. My problem is that I can't find libglfw.dylib - or anything glfw for that matter - under the "Link Binary With Libraries" section. I found OpenGL.framework and Cocoa.framework, but I can't find the glfw one. I tried going through the whole cmake process (cmake > make > sudo make install) for glfw but it didn't show up. I then tried installing using brew and that didn't work either. I can't figure out why I can't find this file. Any ideas? This is my first time doing anything with GLFW and one of my first projects doing any coding on OSX. If I'm forgetting any information you need to help let me know and I'll get it to you all as fast as I can.

First of all, using GLEW on OS X is 100% pointless (OpenGL extensions are all handled statically at link-time on this platform). You should add some code to your project that does something along the lines of:
#ifndef __APPLE__
// GLEW-specific code here
#endif
Also, .dylib is for dynamically linking - there's not much point in doing that on OS X. GLFW is not distributed in the form of a Framework, you'll have to compile it yourself. You can still use a dynamic linking version of GLFW if you wish, but you'd wind up having to package the library in your .app bundle. I would advise you just use the static version and avoid all of that.
Have you reviewed the OS X section of the GLFW compilation instructions?

Related

fail to compile with SDL: Undefined symbols for architecture x86_64 [duplicate]

This question already has answers here:
What is an undefined reference/unresolved external symbol error and how do I fix it?
(39 answers)
Closed 2 years ago.
I'm trying to compile using SDL2 library with no success.
OS: MacOS 10.13.2
Visual Studio Code 1.43.1
Language: c++
I'm using the Lazy Foo's very basic example code.
This is the message I recieve:
[Running] cd "/Users/martinjoselizondocolomes/Programacion/01_hello_SDL/" && g++ 01_hello_SDL.cpp -o 01_hello_SDL && "/Users/martinjoselizondocolomes/Programacion/01_hello_SDL/"01_hello_SDL
Undefined symbols for architecture x86_64:
"_SDL_CreateWindow", referenced from:
_main in 01_hello_SDL-a16d96.o
"_SDL_Delay", referenced from:
_main in 01_hello_SDL-a16d96.o
"_SDL_DestroyWindow", referenced from:
_main in 01_hello_SDL-a16d96.o
"_SDL_FillRect", referenced from:
_main in 01_hello_SDL-a16d96.o
"_SDL_GetError", referenced from:
_main in 01_hello_SDL-a16d96.o
"_SDL_GetWindowSurface", referenced from:
_main in 01_hello_SDL-a16d96.o
"_SDL_Init", referenced from:
_main in 01_hello_SDL-a16d96.o
"_SDL_MapRGB", referenced from:
_main in 01_hello_SDL-a16d96.o
"_SDL_Quit", referenced from:
_main in 01_hello_SDL-a16d96.o
"_SDL_UpdateWindowSurface", referenced from:
_main in 01_hello_SDL-a16d96.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
[Done] exited with code=1 in 0.168 seconds
Building C++ code requires three stages:
Preprocessor deals with macros and #include directives, so your header files are required at this step.
Compiler generates object files. This is the point when the syntax is checked in your source files.
Linker combines object files and libraries into an executable so your runtime libraries must be available and specified to the linker.
For g++, you specify libraries by giving their full name on the command line or use the -l shortcut which figures out the proper prefix (lib) and suffix. So in your case I believe you can add -lSDL.
EDIT: If that doesn't work, check the output of
sdl-config --libs

Build Error when compiling c++ code which includes MATLAB Engine Library

I have Simple c++ Code that works fine while also using #include "engine.h" for the use of MATLAB in the c++ code.I am also using some functions like mxArray(), mxCreateDoubleMatrix() & mxSetPr(). After going to terminal and compiling the code with g++ -o main main.cpp the following errors occur
Undefined symbols for architecture x86_64:
"_engClose", referenced from:
_main in main-438cf4.o
"_engEvalString", referenced from:
_main in main-438cf4.o
"_engOpen", referenced from:
_main in main-438cf4.o
"_engPutVariable", referenced from:
_main in main-438cf4.o
"_mxCreateDoubleMatrix_730", referenced from:
_main in main-438cf4.o
"_mxSetPr", referenced from:
_main in main-438cf4.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
I don't think I need to put my actual code here since I am assuming this error has to do with compatibility issues not the code itself. If i'm wrong I will edit the post
P.S. I am using os Sierra. ( i have also tried compiling with xcode 9.0.1, same errors occur)
Thanks

clang++ linker undefined symbols for architecture x86_64

$clang++ main.cpp -o out
Got following error, the same error happens when changing to g++. I have tested on some simple simple c++ code, the command works fine. So it the problem in that PNG class file? However, the same files worked on my MacOS before, but suddenly failed today.
Undefined symbols for architecture x86_64:
"PNG::writeToFile(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&)", referenced from:
_main in main-f6a06a.o
"PNG::PNG(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&)", referenced from:
_main in main-f6a06a.o
"PNG::PNG(unsigned long, unsigned long)", referenced from:
_main in main-f6a06a.o
"PNG::~PNG()", referenced from:
_main in main-f6a06a.o
"PNG::operator()(unsigned long, unsigned long)", referenced from:
_main in main-f6a06a.o
"PNG::width() const", referenced from:
_main in main-f6a06a.o
"PNG::height() const", referenced from:
_main in main-f6a06a.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
Did you miss providing static/shared to the linker to resolve the linker errors for the methods mentioned? Also note that clang++ is a different compiler compared to g++ and hence need the static/shared libraries compiled prior by the same compiler you are using (clang++).
Try:
clang++ main.cpp -o out -lpng
Here's why: You are not providing the library that contains the implementation of your PNG library (libpng most likely). You need -lpng added to your compiler, so that it links with the relevant library. It may not be exactly -lpng in your particular case, but it's definitely a "missing library". Without knowing exactly what library you are trying to use (you didn't provide some source to "try the fix with").
As pointed out in the comment: you are using some kind of C++ wrapper on top, the above is probably not enough - but without knowing exactly which C++ wrapper on the png functionality you are actually using, it's hard to say what the command-line should look like.
Perhaps this

Undefined symbols for architecture x86_64: linking mistake?

I am new to cpp, want to have a implementation of particle filter, I try to run the code here https://github.com/NewProggie/Particle-Filter, which is a structured and easy understanding project. But when I try to compile and link:
g++ $(pkg-config --cflags --libs opencv) -I/usr/local/Cellar/opencv3/3.1.0_1/include -I /usr/local/Cellar/gsl/1.16/include -stdlib=libc++ main.cpp -o main
I have following linking problem:
Undefined symbols for architecture x86_64:
"colorFeatures::colorFeatures()", referenced from:
_main in main-2b4c23.o
"colorFeatures::~colorFeatures()", referenced from:
_main in main-2b4c23.o
"adaboostDetect::detectObject(_IplImage*, CvRect**)", referenced from:
_main in main-2b4c23.o
"adaboostDetect::adaboostDetect()", referenced from:
_main in main-2b4c23.o
"tracker::addObjects(_IplImage*, CvRect*, int)", referenced from:
_main in main-2b4c23.o
"tracker::initTracker(_IplImage*, CvRect*, int, int)", referenced from:
_main in main-2b4c23.o
"tracker::showResults(_IplImage*)", referenced from:
_main in main-2b4c23.o
"tracker::next(_IplImage*)", referenced from:
_main in main-2b4c23.o
"tracker::tracker()", referenced from:
_main in main-2b4c23.o
"tracker::~tracker()", referenced from:
_main in main-2b4c23.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
Any kind person has ideas about this problem? Thanks in advance
have gsl installed properly
B) pass to g++ a reference to the lib directory where the gsl libraries are located (probably something like /usr/lib or /usr/local/lib, these should both be default locations for the linker to search), and also to where the header files are, and also tell the linker to do the linking.
g++ -o <name of executable> -L/path/to/gsl/libs -I/path/to/headers -lgsl <name of source file>
the -L tells it where to find the libraries (.so files on linux, .dylib on OS X), -I tells it where to find the headers, -l (that's a lower case L) tells it to link to the library, which would be named libgsl.so or libgsl.dylib.
First just try adding the -lgsl flag, then if it can't find libgsl.so (or .dylib), add the -L flag. NOTE: /path/to/gsl/libs and /path/to/headers are not what you should literally put in there, but replace them with the actual paths on your system.

libFLAC symbols not found and vtable errors

I have compiled libFLAC from source code under macintosh os x 10.6.8 and tested WAV to FLAC conversion with success (from the command line). I have also used the default build as such: ./configure --prefix="$base/flac/more/" --exec-prefix="$base/flac/main/" --disable-asm-optimizations && make && make install
Now after adding the paths for FLAC headers and the libs into a brand new project. I am attempting to decode and load FLAC audio into system memory using libFLAC, under the example code which was bundled with libFLAC. However i am getting symbols not found errors with Standard C and vtable symbols not found errors with the Standard C++ approach (as seen below).
Errors under the C approach:
"FLAC_stream_decoder_get_state", referenced from:
_main in main.o
"FLAC_stream_decoder_new", referenced from:
_main in main.o
"FLAC_StreamDecoderStateString", referenced from:
_main in main.o
"FLAC_StreamDecoderErrorStatusString", referenced from:
error_callback(FLAC__StreamDecoder const*,
FLAC__StreamDecoderErrorStatus, void*)in main.o
"FLAC_stream_decoder_init_file", referenced from:
_main in main.o
"FLAC_StreamDecoderInitStatusString", referenced from:
_main in main.o
"FLAC_stream_decoder_set_md5_checking", referenced from:
_main in main.o
"FLAC_stream_decoder_process_until_end_of_stream", referenced from:
_main in main.o
"FLAC_stream_decoder_delete", referenced from:
_main in main.o
ld: symbol(s) not found
collect2: ld returned 1 exit status
From what i can understand is either: the linker is not seeing the libs (because it is seeing the headers) or the libFLAC was not compiled correctly. I'll be thankful if anyone will point me to possible solutions given these errors.
I was doing the linking incorrectly. Linking needs to be done according to this stackoverflow post Adding static library inside Xcode C++ project (How to add static libraries inside a C++ project with Xcode) but i was adding the linking directory under the Project Setting where i was adding my headers path, thus it was not working.