Convert .a file to .dll - c++

This question is surely answered here somewhere, but I couldn't find it. I've been writing Java for over a decade now and my C experience was on Unix, so I'm kinda at square one here. In my Unix experience, someone else wrote the makefile and it just worked.
I have downloaded the C source code for libtar-1.2.11 from feep and ran make on it from inside of cygwin. This created a .a file and a .exe file. The EXE file appears to essentially be tar to run on Windows, but what I wanted was for the libraries to read and process the file in my own code.
If I remember correctly, those should be in the .a file (archive??) and this needs to be linked into a library that I can use from my C++ program. So I'm looking for a way to do that.
I am writing a library that will use a .tgz file and so I want to use this library. I think I'd like to turn libtar into a DLL as well as create a DLL myself for use in other languages.
So, how do I turn my .a file into something usable by other apps, and how do I access it from inside my code?

The generated libmylib.a is actually an archive of all *.o for libtar-1.2.11.
you can verify this by doing nm libmylib.a, it will print all the *.o files.
Write your code, and link:
gcc -o my_application my_application.o -lmylib
You generated this with cygwin, you can't generate a dll out of that as far as i know.

Well, a DLL is the equivalent of a shared library in Unix (a .a is a library for static linking, the Windows equivalent being a .LIB file), so you want to build a shared library.
Indeed, when you build as
make LDFLAGS=-shared
the resulting libtar/libtar.exe will actually be a misnamed DLL.
Note, however, that a cygwin-translated DLL is something different from a native Windows DLL and will always depend on Cygwin DLLs (and potentially even an installed Cygwin environment) to run, so if you plan on including it in native Windows code, this is probably not an approach you want to pursue.
May I suggest that you switch from the plenty dead (last release in 2003) libtar to libarchive, which comes with native Windows build instructions?

Related

about Linux c++ static library

here I have several problem for static libraries need your help.
From some books I learned that, a static library (.a in Linux) contains a set of compiled objects, when it's linked into an executable, the link tool will only take out those objects that are actually referenced.
So if the .a contains 1.o, 2.o and 3.o and my application only uses functions in 1.o, then only 1.o will be built into the executable, is this correct?
Then let's go further, say we have 2 .a libs, first contains 1.o, 2.o and 3.o and second contains 3.o 4.o and 5.o. If my application only uses functions in 1.o 2.o 3.o and 4.o then only these these 4 .o will be built into the executable, is it correct?
I raised this question because I'm building some .a files to use with MSVC. These .a libraries are built in MinGW and then should be compatible with MSVC. I could include these libs into the MSVC project and build my program successfully. But the generated executable is 5 MB (the total size of all .a should be about 8MB) even when my program is an empty one (only have an empty main function).
Does this mean, .a when used in MSVC or .lib (static libs for Win) will be built into executable as a whole, but not in the way it behaves under Linux?
and also I have a question for below content
If I could use -static to link to static version of lib tiff, then why it needs to link to other libs? Should a static lib already contains all the code it needs?
Thanks
A static library won't have all code it needs. Imagine a library that uses printf() to output error messages. This library will still depend on the static version of libc, it won't include the code for printf itself.
In your case, since Tiff supports various internal representation formats, one of which is jpeg, the static libtiff wants you to link the static libjpeg.
There is no fundamental difference in this between windows and linux. When you do a static link against libtiff and libjpeg, only the libjpeg functions that are actually needed by libtiff get linked, but not, for example, the parts that handle the JFIF Jpeg wrapper.
EDIT - answer to comments
There's a lot of stuff going on before your main() gets called. It's not that much on linux/unix, where the OS delivers arguments the way main() wants them, but on Windows, a different function, normally called WinMain() gets control when the program starts. This WinMain() is hidden in the library. It gets the whole command line in one string and has to parse arguments to pass them to main(), which means checking for spaces, which is probably implemented using isspace(), which pulls in ctype, which pulls in lots of locale-dependent stuff, and so on. So much of your 5 MB might be code that serves to make your program work in windows just like it would in unix. Also, if you're compiling with debug options on, these debug symbols take a lot of space as well.
Keltar's comment about a static library calling a dynamic one is right as well - but that adds a complication you don't need very often. There's more or less 2 reasons for static linkage:
You want your program be able to run even when something goes wrong with dynamic libraries. If i accidentially rm /lib/libc.so.* i will be glad if i have statically linked versions of mount and cp to copy it from somewhere else. Thus, installers and "emergency programs" are often linked static
You want to make sure your program uses a specific version of libraries, that was current on your system when you compiled it, not the dynalink version that might be installed on some system 5 years later.
Both these reasons don't make much sense if some but not all libraries are static.
There's exceptions though: imagine you need a specific feature in libtiff. You browse the documentation and it says nothing about the feature. You check the source code and find that it implements specific_feature(), with a big "This is experimental and might go away in a future version" comment. If you decide you need that feature now, you might want to link libtiff statically to protect your program from failing when future versions of libtiff don't implement the function any more. Of course, you'll still want the dynamic versions of libjpeg and libc. I'll leave the decision if this is good practise to you.
Windows is a special case as it always uses kernel.dll and user32.dll as there are no static versions, even if the rest of your program is linked statically.
So while a libtiff.a could require a libjpeg.so, and a libtiff.lib could require a libjpeg.dll, there's generally not much reason to do so.

Update executable file with new lib file without recompile

I have an executable file (foo.exe) with one library which has been linked statically.
I updated this library. Is there any way to update exe file with the updated library without need to recompile the executable file. I do not have access to the source code of the executable.
Executable and lib files written using Visual C++ 2010.
The executable doesn't store information about which libraries were compiled statically into it, nor has it symbol tables which are necessary for linker.
Well, theoretically, if you are not afraid of reverse engineering and patching the executable in its binary format, you can try to locate the old library code in the disassembler of the .exe and carefully change the .exe so that it executes code from the new library. But it's a very hard and fragile thing to do even if the library has only a couple of functions, and it's in fact of the same complexity as decompilation of the executable and recovering its sources.
So, while there is a theoretical possibility to replace a static lib (and, in fact, to replace anything you want), it looks a very unreasonable thing to do.

Using 3rd Party Libraries in C++

I'm totally spinning my wheels with getting a couple of 3rd party libraries to work with my c++ programs. I'm looking for some general advice (40,000 foot level) about the general steps that one needs to take when implementing libraries.
First, some specifics: I am using code::blocks in Windows as my IDE. I like this IDE and really don't want to switch to anything else if I don't have to (I've tried visual c++ and also some things in linux). The libraries that I am trying to use are GMP and crypto++.
OK. What I think I know is this: After downloading the library, I unzip the file to a folder. I've been unzipping directly to C:\ with each zip file extracted to its own folder (e.g. c:\cryptopp and c:\gmp). I think that the next step is to build the library, but this is where I get totally stuck. How is this done? There are no executable files among those extracted. From what I can tell, I believe that I do this in code::blocks, but I have no idea how?
Finally, assuming that I can get this done, which I believe creates the .lib files, the last step before actually using the library in my code, is to link into the library. This part, I believe that I understand.
So, my question is broad: do I understand this process overall? And if so, how do I go about building these libraries, if in fact that it the thing that I am missing.
Thanks very much for indulging my ignorance. I'm totally rudderless right now and despite hours and hours on google, I'm making no progress. Also, feel free to correct anything that I have stated as fact that is not correct. Thanks a lot!
Usually libraries have a special file called makefile in them, and are built with a utility called Make (or one of it's variations, whatever works uder windows).
Usually all you have to do is to run Make in the directory where you have unpacked the source files, and it will do the rest itself.
If those libraries you mention (GMP and crypto++; disclaimer: I'm not familiar with either of them) don't have project files for code::blocks then you may still be able to compile them under Windows with MinGW.
If you have installed MinGW you use the MinGW shell to navigate to the appropriate directories which would be /c/cryptopp/ and /c/gmp in your examples - The MinGW shell works like a Unix shell, and has different naming conventions.
Then you need to compile the libraries. Check whether there's a Makefile in those directories, if there isn't you can check whether there's a configure script, which will generate the Makefile. If you have the Makefile you can type make which will compile the libraries with MinGW's port of the GCC compiler.
When the compilation is complete you should have a library in the form of a .a file (say libcryptopp.a) that you can link to your project. In code::blocks you would set the linker path (the -L command line option in GCC) to C:\cryptopp\bin or wherever the library has been compiled, and then add libcryptopp.a to the list of libraries you want to link (this is associated with the -l option in GCC). The convention is to leave out the lib prefix and the .a extension, so you would just add cryptopp to your library list. In the end your linker options should look like -LC:\cryptopp\bin -lcryptopp along with the
Also, to be able to use the libraries you need to add the path to the headers directory to the include path of your project. This is associated to the -I command line option in GCC, so your compiler's command line options would have something like -IC:\cryptopp\include somewhere.
Of course, all of the above assumes that you use code::blocks with GCC. If you're using it with VisualC++ then the principles are the same, but the specific steps differ.

Misunderstanding concerning g++, dynamic and static linking on linux vs windows

I'm a little confused by what I've learned today. I hope somebody can help me out.
I understand the concept of dynamic and static linking, but the problem is as follows. On windows, or at least the paradigm on windows, you can have a .lib (which is like .a) and .dll (which is like .so, except... different) and you must statically link in the .lib which contains code that calls functions from the dll at runtime. Is this correct? In other words, gcc or g++ must have .lib files available at compile/link time, and be able to find .dll files at runtime. Please correct any wrong assumptions here.
However, I'm splitting a few of my source files in my small application away because I want to make them a library. When I run g++ on my object files, with the -shared option, this basically creates a shared library (.so)? This is where the confusion arises. The same so file is needed both at link time and runtime? I have trouble understanding how I need it in the -L/-l option at link time but it still needs the file at runtime. Is this actually the norm? Is a dll fundamentally different?
Finally, a final question. Take a library like boost on Windows. I built boost according to the instructions. In the end, the stage/lib directory contains libraries in a repeating sequence of name.a, name.dll.a, name.dll. What is the purpose of this scheme? I know I need the dll files at runtime, but when I use the -L/-l option at link time, what files is it using THEN?
Sorry if this is really scattered, but I hope someone can help clear this up. Thanks a lot!
On windows, or at least the paradigm on windows, you can have a .lib (which is like .a) and .dll (which is like .so, except... different) and you must statically link in the .lib which contains code that calls functions from the dll at runtime. Is this correct?
Yes and no. That is one way that DLLs work on Windows, but it is not the only way.
You can load a DLL manually, using Win32 API calls. But if you do, you have to get function pointers manually to actually access the DLL. The purpose of the import library (that static library you're talking about) is to do this automatically.
The nice thing about doing it manually is that you can pick and choose what DLLs you want. This is how some applications provide plugin support. Users write a DLL that exports a well-defined set of API functions. Your program loads them from a directory, and they bundle the function pointers for each DLL into its own object, which represents the interface to that plugin.
GCC works the same way, on Windows. Building a DLL produces a DLL and an import library. It's a ".a" file instead of ".lib" because of the compiler, but it still does the same thing.
On Linux, .so files are a combination of the .dll and the import library. So you link to the .so when compiling the program in question, and it does the same job as linking to the import library.
It's just two ways of giving infos at compile time about the shared library. Maybe a comparison would explain it better ?
In Windows, it's : "You will use a shared library (.dll) and here (.a or .dll.a) is the manual on how to use it."
In Linux, it's :" You will use a shared library (.so) so look at it beforehand (.so) so you'll know how to use it."

How to add a folder in the header and how does .a works?

I am currently working in Ubuntu Linux. I am working with
a .hpp file and .cpp file. From these two I am
creating an .a file (like a dll in order to use and work with
my application on any computer that has linux installed).
I mention the fact that both .hpp and.cpp are in folder 1.
I would like to ask :
If I include in .cpp a header from a folder like:
#include "/home/tests/folder1/folder2/header.h"
will this work correctly after i create the .a using ar rcs and send my .a on another computer?
does the path to a specific header from a folder influence the .a created?
If I had to download for example gsoap in order
to accomplish my task, after I've created
the .a file that contains a lot of .xml and .cpp/.h files
from gsoap and from my .h and .cpp file do I need
to create a makefile in order to download gsoap
on the computer where I want to use my .a (or dll in windows)
application?
"Any computer that has linux installed" isn't going to work. Linux encases a wide variety of platforms and architectures, unlike Windows which generally encases only two (and the 64-bit versions are backward compatible with the 32-bit versions, so the .dlls always work).
As already mentioned elsewhere, a .a is a static library and is equivalent to a Windows .lib, not a .dll. The Linux equivalent to a Windows .dll is a .so "shared object".
No. #includes are resolved by the pre-processor in a step prior to compilation. The contents of the file are literally inserted into the copy of your source file in memory, then the whole lot is compiled. The string with the folder does not exist in your actual compiled module.That said, writing absolute paths is very bad form. It means you cannot move your development environment/directory anywhere. Use relative paths: they should be relative to your current working directory and/or to your defined include path. Read your toolchain's documentation for more information.
If you statically link gsoap, then you don't have to do anything. It's compiled into your project.If you want to dynamically link it, then your .a should not contain any .cpp files from gsoap. The target computer must have gsoap shared libraries installed, and this will be a required dependency that your installer or your user must resolve.Makefiles do not download dependencies. Package managers do.
Actually, a ".a" file is an archive file. Linux chose that format for its library files, so you can compare it to ".lib" (".so" is the rough equivalent of ".dll").
There are a number of stages of compilation: preprocessing, compiling, assembling and linking.
Preprocessing effectively answers your first question because code in the .h/.hpp file is inserted into the .cpp file, meaning that when your code is compiled, all code that is necessary to compile the .cpp file successfully is in that one file.
Compiling turns your code into assembly instructions for the specific computer that you're using. This means that if your code was built to run on a PowerPC computer (Mac), your code would use machine instructions that any PPC computer could use (meaning that Intel, AMD, SPARC, Alpha, etc. computers couldn't use your code). This answers your question about moving a ".a" file to another computer - you can use it as long as the computer's processor AND operating system is compatible (you may have a 64-bit processor, but that doesn't mean 32-bit Windows will let you use it to its full capacity).
Assembling converts the primitive text-based assembly instructions into machine instructions that the processor can understand. This creates an object file (.obj on Windows, .o on Linux). This file is what goes in the library (.lib on Windows, .a on Linux). There are other names for machine instructions such as "machine code" and "object code", and any one of them can be used to describe the same thing.
Linking is the last stage. It takes the necessary code from libraries and the various necessary object files and turns them into an actual binary (.exe file on Windows, Linux doesn't need an extension because of how it is designed). This is your application.
Because linking is the last stage, the gsoap library (for example) must be specified in addition to your library or else the linker will say it couldn't find certain "symbols". However, as with your library, the gsoap library must be on that computer to be able to use it. Installing it with the package manager is preferred when possible, but if you can't do that, you need to compile it on that computer. If you're moving from a PPC computer to an Intel/AMD computer, you would also need to re-compile your library as well as gsoap (if you couldn't install gsoap via package manager).
"does the path to a specific header from a folder influence the .a created?" - Only may be debug information. Nothing that would prevent it from working if you copy it to another place.
*.a is a static library. It is like *.lib in windows - not like *.dll
You can move any static and dynamic libraries (*.a/*.so in linux, *.lib/*.dll in windows) to any folder/computer/planet you like and use it there while dependencies are satisfied (available all the necessary dynamic and static libs, software, hardware that your library depend on). Of course running the code using your library will require the CPU architecture you've compiled for and all dynamic libs your code uses directly or indirectly.
Not directly related to the question asked: don't #include files by absolute paths. Ever. Define and use include directories. It is a matter of style and readability. Includes like "/home/user/working_dir/blabla.h" or "D:/working_dir/blabla.h" or "..\..\some\directory\blabla.h" is ugly and unmaintainable. Includes like <blabla.h> or <blabla/defs.h> is perfect for library APIs and like "blabla.h" or "subdir/blabla.h" is OK for internal headers.