I created a static library that includes the follow C++ files:
//TestClass.h File:
#ifndef TESTCLASS_H_
#define TESTCLASS_H_
using namespace std;
#include <string>
class TestClass
{
public:
TestClass();
virtual ~TestClass();
int sum(int x, int y) const;
string chain(const string& x, const string& y) const;
};
#endif /* TESTCLASS_H_ */
//TestClass.cpp File:
#include<iostream>
#include "TestClass.h"
TestClass::TestClass()
{
}
TestClass::~TestClass()
{
}
int TestClass::sum(int x, int y) const
{
return x+y;
}
//Test.cpp File:
string TestClass::chain(const string& x, const string& y) const
{
return x+y;
}
int main(int argc, char* argv[])
{
TestClass test;
cout << "1+1 = " << test.sum(1,1) << endl;
cout << "Dog+Cat = " << test.chain("Dog","Cat") << endl;
return 0;
}
I added
-x objective-c++
flag in "Compile Source" and
-lstdc++
flag in "Info.plist Other Preprocessor flags".
When I link my just created static library (with Objective C wrapper files), I receive the 4 follow errors, that I don't have any idea how to fix it:
Undefined symbols for architecture arm64:
"vtable for __cxxabiv1::__class_type_info", referenced from:
typeinfo for TestClass in libPredictionComplete.a(TestClass.o)
NOTE: a missing vtable usually means the first non-inline virtual member function has no definition.
"operator delete(void*)", referenced from:
TestClass::~TestClass() in libPredictionComplete.a(TestClass.o)
"___gxx_personality_v0", referenced from:
-[CppObject init] in libPredictionComplete.a(CppObject.o)
-[PredictionComplete init] in libPredictionComplete.a(PredictionComplete.o)
-[PredictionComplete chain::] in libPredictionComplete.a(PredictionComplete.o)
ld: symbol(s) not found for architecture arm64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
I'll appreciate any ideas about.
From my experience, Xcode will fail to link against C++ libraries when there are no C++ sources present in the top-level project. This is also true in pure Obj-C projects as well where you are linking against static libraries that have C++ code.
A less invasive solution is to simply include an empty C++ source file in your project (here's an example cpp stub) that is "compiled" into the final .app binary. It actually doesn't emit any code, but it makes Xcode aware that there is C++ code present, causing C++ libraries to be linked in.
The advantage of this solution is it avoids modifying the project settings in Xcode, so no need to add special linker flags to force Xcode to do the right thing.
I fixed it when I added the "-lstdc++" compile flag to "other linker flags" section in the Swift Project itself and not only in the static library project with c++ files.
The -lstdc++ should be in "Other Linker Flags" (or OTHER_LDFLAGS). Note that that will only work if the "C++ Standard Library" is set to libstdc++.
Also of note is that Xcode is usually smart enough to include the standard C++ library if the target has any C++ source code in it, so you don't need to explicitly link to either libstdc++ or libc++.
You should have -x c++ rather than objective-c++. There is, however, no need to specify this flag if you name your C++ sorce *.cpp.
Related
I'm new to codelite and c++. I'm using Linux and the g++ compiler. I've set up a simple project with two source files just to play around with linker errors. The files look like so:
Main.cpp:
#include <iostream>
void Log(const char*);
static int Multiply (int a, int b)
{
Log("Multiply");
return a * b;
}
int main()
{
std::cout << Multiply(5, 8) << std::endl;
std::cin.get();
}
Log.cpp:
#include <iostream>
void Log(const char* message)
{
std::cout << message << std::endl;
}
As you can see, Log.cpp simply specifies a function called in main. Both files are in the same directory, "src". So far all my settings are pretty much default, still I get an "undefined reference to `Log(..." error when I try to build this project.
Also, if I comment out the declaration of the Log function at the top of main.cpp, I would expect a compilation error since an undeclared function being called. Yet if I try to compile main.cpp I get no errors.
This is what my workspace looks like
Project settings
Compiler settings
Linker settings
Am I correct to expect the behaviors described above? Is there some setting I have to manually configure?
This question already has answers here:
What is an undefined reference/unresolved external symbol error and how do I fix it?
(39 answers)
Closed 5 years ago.
Please make me understand how header files works in C++. I am using osx and g++ compiler. I have
main.cpp
#include<iostream>
#include "myfunc.hpp"
using namespace std;
int main() {
square(10);
return 0;
}
myfunc.hpp
#ifndef MYFUNC_HPP_
#define MYFUNC_HPP_
/*
void square(int x) {
std::cout << x * x << std::endl;
};
*/
void square(int);
#endif // MYFUNC_HPP_
myfunc.cpp
#include<iostream>
#include "myfunc.hpp"
using namespace std;
void square(int x) {
cout << x * x << endl;
}
Now when I am trying to compile using g++ main.cpp , its giving
Undefined symbols for architecture x86_64:
"square(int)", referenced from:
_main in main-088331.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
Because it is not able to find the function definition of square that is defined in myfunc.cpp.
But, if I defined square function in header file, it works because now it finds the function definition.
I want to use the function defined in myfunc.cpp in main.cpp, so I am using the header file myfunc.hpp. How can I achieve this? Am I doing something wrong here? Maybe my concept is not that clear about headers since I am new to C++ programming.
When you call g++ main.cpp, the compiler will try to compile and link the program, yet for linking, it lacks the source- or object file containing the definition of square. So it could compile main.cpp based on the function prototype given in the header file, yet it cannot link then.
To just compile main.cpp write
g++ -c main.cpp
To compile and link the complete program write:
g++ main.cpp myfunc.cpp
For more details concerning programs comprising several translation units confer, for example, this link.
I have seen many related questions to this problem, but after carefully following advice from members, my problem still persists. The code is quite simple. I only have the following header file ("instrument.h"), which contains the base class and the template class:
#include <stdio.h>
#include <string>
using namespace std;
class Instrument
{
public:
Instrument();
virtual void print() const = 0;
};
template <class parameter> class Equity : public Instrument
{
public:
Equity();
virtual void print() const;
};
Now, in my main function on main.cpp I only do the following:
#include "instrument.h"
#include <iostream>
int main() {
Equity<double> pb;
return 0;
}
Well, I get the very well-known error:
Undefined symbols for architecture x86_64:
"Equity<double>::Equity()", 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)
I have already changed in Build Settings the C++ standard library to libstdc++, also to default compiler, and so on. Do I have a problem with my project settings? Is perhaps the template wrongly implemented? I was thinking I should also have a instrument.cpp file, but then again definitions for templates must be kept in the header file so that would probably crash too.
Thanks in advance
You declared the default constructors for both Instrument and Equity but defined them nowhere.
Alter their definitions appropriately:
public:
Equity() = default; // Or {} in pre-C++11
// ^^^^^^^^^
(And equivalently for Instrument)
You can also completely omit the declarations of any default constructors for now since you didn't declare any other constructors in both Equity and Instrument and the default constructors will be generated automatically.
Ld /Users/noahheath/Library/Developer/Xcode/DerivedData/NBAPlayer- aeoygjukxhrzaxddvctkqcefsiql/Build/Products/Debug/NBAPlayer normal x86_64
cd /Users/noahheath/Documents/NBAPlayer
export MACOSX_DEPLOYMENT_TARGET=10.9
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang++ -arch x86_64 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk -L/Users/noahheath/Library/Developer/Xcode/DerivedData/NBAPlayer-aeoygjukxhrzaxddvctkqcefsiql/Build/Products/Debug -F/Users/noahheath/Library/Developer/Xcode/DerivedData/NBAPlayer-aeoygjukxhrzaxddvctkqcefsiql/Build/Products/Debug -filelist /Users/noahheath/Library/Developer/Xcode/DerivedData/NBAPlayer-aeoygjukxhrzaxddvctkqcefsiql/Build/Intermediates/NBAPlayer.build/Debug/NBAPlayer.build/Objects-normal/x86_64/NBAPlayer.LinkFileList -mmacosx-version-min=10.9 -stdlib=libc++ -Xlinker -dependency_info -Xlinker /Users/noahheath/Library/Developer/Xcode/DerivedData/NBAPlayer-aeoygjukxhrzaxddvctkqcefsiql/Build/Intermediates/NBAPlayer.build/Debug/NBAPlayer.build/Objects-normal/x86_64/NBAPlayer_dependency_info.dat -o /Users/noahheath/Library/Developer/Xcode/DerivedData/NBAPlayer-aeoygjukxhrzaxddvctkqcefsiql/Build/Products/Debug/NBAPlayer
duplicate symbol __ZN9NFLplayerC1Ev in:
/Users/noahheath/Library/Developer/Xcode/DerivedData/NBAPlayer-aeoygjukxhrzaxddvctkqcefsiql/Build/Intermediates/NBAPlayer.build/Debug/NBAPlayer.build/Objects-normal/x86_64/UnsortedStruct.o
/Users/noahheath/Library/Developer/Xcode/DerivedData/NBAPlayer-aeoygjukxhrzaxddvctkqcefsiql/Build/Intermediates/NBAPlayer.build/Debug/NBAPlayer.build/Objects-normal/x86_64/main.o
duplicate symbol __ZN9NFLplayerC2Ev in:
/Users/noahheath/Library/Developer/Xcode/DerivedData/NBAPlayer-aeoygjukxhrzaxddvctkqcefsiql/Build/Intermediates/NBAPlayer.build/Debug/NBAPlayer.build/Objects-normal/x86_64/UnsortedStruct.o
/Users/noahheath/Library/Developer/Xcode/DerivedData/NBAPlayer-aeoygjukxhrzaxddvctkqcefsiql/Build/Intermediates/NBAPlayer.build/Debug/NBAPlayer.build/Objects-normal/x86_64/main.o
duplicate symbol __ZN9NFLplayer8ComparedES_ in:
/Users/noahheath/Library/Developer/Xcode/DerivedData/NBAPlayer-aeoygjukxhrzaxddvctkqcefsiql/Build/Intermediates/NBAPlayer.build/Debug/NBAPlayer.build/Objects-normal/x86_64/UnsortedStruct.o
/Users/noahheath/Library/Developer/Xcode/DerivedData/NBAPlayer-aeoygjukxhrzaxddvctkqcefsiql/Build/Intermediates/NBAPlayer.build/Debug/NBAPlayer.build/Objects-normal/x86_64/main.o
ld: 3 duplicate symbols for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
This is the script I have received from xcode and I cannot find the error to save my life. Can someone help me debug this? Forgive me if this isn't presented in the correct format. This is my first time using this website.
Here is my main code and here is the unsorted struct class
#include "NFL.h"
class UnsortedStruct
{
public:
UnsortedStruct();
int GetLength() const;
bool IsFull() const;
void EmptyList();
void InsertItem(NFLplayer nflplayers);
void DeleteItem(NFLplayer nflplayers);
void ResetList();
NFLplayer GetItem(NFLplayer nflPlayers, bool& found);
NFLplayer GetNextItem();
private:
int length;
int currentPos;
NFLplayer NFLlist[MAX_PLAYERS];
};
#include <string>
using namespace std;
const int MAX_PLAYERS = 10;
enum RelationType1 {LESS1, GREATER1, EQUAL1};
struct NFLplayer//describes the set of information for a NFL player.
{
string position, school, name, team;
RelationType1 Compared(NFLplayer);
NFLplayer();
};
NFLplayer::NFLplayer()
{
position=" ";
school=" ";
name=" ";
team=" ";
}
RelationType1 NFLplayer::Compared(NFLplayer players)
{
if(name < players.name)
return LESS1;
else if(name > players.name)
return GREATER1;
else
return EQUAL1;
}
You declared your constructor and your Compared function inside the .h file. Move them into a .cpp file and things should run smoothly.
A more insight on what's happening :
.h files are copy pasted into every object that is being compiled . So the main.o and UnsortedStruct.o will have the header file copy-pasted inside their object at preprocessor time.
You have two objects, and in each object you define the ::Compared and ::NFLPlayer functions implementation. You end up with two implementations of the same function, hence the duplicate symbol.
The .h files are meant to provide definitions for to-be-used structures, classes, functions (it's a forward declaration so to speak).
Implementation bodies are implemented in .cpp files , which in turn will be compiled then linked throughout the code after compilation.
When you see implementations in .h files, you will see that these are inside the class definition :
Class A
{
void foo() { // do something };
}
This is valid, because that function will become inlined.
However, declaring void foo ,then implementing it as A::foo() in the same file will be troublesome if the file is included as header in multiple compile units (objects).
Lots of errors from derived data, I assume you did an upgrade of Xcode?
Do the following steps in Xcode:
Product --> (hold down Alt key) --> Clean Build Folder
Product --> Clean Project
Window --> Organizer --> Delete derived data
Then build your project again.
I'm trying to use libreDWG to open and understand some dwg files. I have installed it and at least got some of the test programs to run (even if they seg fault later on). Anyway, I have included a small header file in my project very similar to the simple example found here https://github.com/h4ck3rm1k3/libredwg/blob/master/examples/load_dwg.c There seems to be a general problem with data types (at least in the way I'm compiling it) meaning I've added a few casts of form (char*) to number of variables which previously trying to automatically convert (void*) and (unsigned char*) to type (char*) and got rid of those compiler complaints. But even still when I compile it like so
g++ xxx.c++ -L/opt/local/lib/ -lredwg -o program_name
I get the following error:
Undefined symbols for architecture x86_64:
"dwg_read_file(char*, _dwg_struct*)", referenced from:
load_dwg(char*)in ccN6HUqz.o
"dwg_free(_dwg_struct*)", referenced from:
load_dwg(char*)in ccN6HUqz.o
ld: symbol(s) not found for architecture x86_64
collect2: ld returned 1 exit status
I'm not sure what to do, I've fixed any problems in the source the compiler complains about and am linking to the relevant libraries with -lredwg (right? I haven't missed any?). My header file is just to test the functionality and looks like:
#include "suffix.c"
#include <dwg.h>
plan floor_plan;//temporary data structure defined elsewhere for now
void
add_line(double x1, double y1, double x2, double y2)
{
line_in temp;
temp.start.x=x1;
temp.start.y=y1;
temp.end.x=x2;
temp.end.y=y2;
floor_plan.lines.push_back(temp);
std::cout<<"LINE: :"<<x1<<" "<<y1<<" "<<x2<<" "<<y2<<std::endl;
}
void
add_circle(double x, double y, double R)
{
// Yet to do
}
void
add_text(double x, double y, char *txt)
{
// Make something with that
}
int
load_dwg(char *filename)
{
unsigned int i;
int success;
Dwg_Data dwg;
dwg.num_objects = 0;
success = dwg_read_file(filename, &dwg);
for (i = 0; i < dwg.num_objects; i++)
{
Dwg_Entity_LINE *line;
Dwg_Entity_CIRCLE *circle;
Dwg_Entity_TEXT *text;
switch (dwg.object[i].type)
{
case DWG_TYPE_LINE:
line = dwg.object[i].tio.entity->tio.LINE;
add_line(line->start.x, line->end.x, line->start.y, line->end.y);
break;
case DWG_TYPE_CIRCLE:
circle = dwg.object[i].tio.entity->tio.CIRCLE;
add_circle(circle->center.x, circle->center.y, circle->radius);
break;
case DWG_TYPE_TEXT:
text = dwg.object[i].tio.entity->tio.TEXT;
add_text(text->insertion_pt.x, text->insertion_pt.y, (char*) text->text_value);
break;
}
}
dwg_free(&dwg);
return success;
}
What am I doing wrong? I believe libredwg is written in c. Is this the problem?
It seems that you are trying to link against a 32 bit library when you're on a 64 bit platform, like in this answer. Solution is to download (or build yourself from source) a 64 bit version of libredwg. Or alternatively add the "-m32" flag to your g++ command line - to build your whole app as a 32 bit executable.
EDIT : as you have found out, the problem is actually caused by trying to link C++ code with a C library without the following at the top / bottom of your code :
#ifdef __cplusplus
extern "C" {
#endif
// ... source code here
#ifdef __cplusplus
}
#endif
Basically this tells the compiler not to do C++ name-mangling - switching name mangling off allows linking between C and C++