Adding Boost makes Debug build depend on "non-D" MSVC runtime DLLs - c++

I have an annoying problem which I might be able to somehow circumvent, but on the other hand would much rather be on top of it and understand what exactly is going on, since it looks like this stuff is really here to stay.
Here's the story: I have a simple OpenGL app which works fine: never a major problem in compiling, linking, or running it. Now I decided to try to move some of the more intensive calculations into a worker thread, in order to possibly make the GUI even more responsive — using Boost.Thread, of course.
In short, if I add the following fragment in the beginning of my .cpp file:
#include <boost/thread/thread.hpp>
void dummyThreadFun() { while (1); }
boost::thread p(dummyThreadFun);
, then I start getting "This application has failed to start because MSVCP90.dll was not found" when trying to launch the Debug build. (Release mode works ok.)
Now looking at the executable using the Dependency Walker, who also does not find this DLL (which is expected I guess), I could see that we are looking for it in order to be able to call the following functions:
?max#?$numeric_limits#K#std##SAKXZ
?max#?$numeric_limits#_J#std##SA_JXZ
?min#?$numeric_limits#K#std##SAKXZ
?min#?$numeric_limits#_J#std##SA_JXZ
Next, I tried to convert every instance of min and max to use macros instead, but probably couldn't find all references to them, as this did not help. (I'm using some external libraries for which I don't have the source code available. But even if I could do this — I don't think it's the right way really.)
So, my questions — I guess — are:
Why do we look for a non-debug DLL even though working with the debug build?
What is the correct way to fix the problem? Or even a quick-and-dirty one?
I had this first in a pretty much vanilla installation of Visual Studio 2008. Then tried installing the Feature Pack and SP1, but they didn't help either. Of course also tried to Rebuild several times.
I am using prebuilt binaries for Boost (v1.36.0). This is not the first time I use Boost in this project, but it may be the first time that I use a part that is based on a separate source.
Disabling incremental linking doesn't help. The fact that the program is OpenGL doesn't seem to be relevant either — I got a similar issue when adding the same three lines of code into a simple console program (but there it was complaining about MSVCR90.dll and _mkdir, and when I replaced the latter with boost::create_directory, the problem went away!!). And it's really just removing or adding those three lines that makes the program run ok, or not run at all, respectively.
I can't say I understand Side-by-Side (don't even know if this is related but that's what I assume for now), and to be honest, I am not super-interested either — as long as I can just build, debug and deploy my app...
Edit 1: While trying to build a stripped-down example that anyway reproduces the problem, I have discovered that the issue has to do with the Spread Toolkit, the use of which is a factor common to all my programs having this problem. (However, I never had this before starting to link in the Boost stuff.)
I have now come up with a minimal program that lets me reproduce the issue. It consists of two compilation units, A.cpp and B.cpp.
A.cpp:
#include "sp.h"
int main(int argc, char* argv[])
{
mailbox mbox = -1;
SP_join(mbox, "foo");
return 0;
}
B.cpp:
#include <boost/filesystem.hpp>
Some observations:
If I comment out the line SP_join of A.cpp, the problem goes away.
If I comment out the single line of B.cpp, the problem goes away.
If I move or copy B.cpp's single line to the beginning or end of A.cpp, the problem goes away.
(In scenarios 2 and 3, the program crashes when calling SP_join, but that's just because the mailbox is not valid... this has nothing to do with the issue at hand.)
In addition, Spread's core library is linked in, and that's surely part of the answer to my question #1, since there's no debug build of that lib in my system.
Currently, I'm trying to come up with something that'd make it possible to reproduce the issue in another environment. (Even though I will be quite surprised if it actually can be repeated outside my premises...)
Edit 2: Ok, so here we now have a package using which I was able to reproduce the issue on an almost vanilla installation of WinXP32 + VS2008 + Boost 1.36.0 (still pre-built binaries from BoostPro Computing).
The culprit is surely the Spread lib, my build of which somehow requires a rather archaic version of STLPort for MSVC 6! Nevertheless, I still find the symptoms relatively amusing. Also, it would be nice to hear if you can actually reproduce the issue — including scenarios 1-3 above. The package is quite small, and it should contain all the necessary pieces.
As it turns out, the issue did not really have anything to do with Boost.Thread specifically, as this example now uses the Boost Filesystem library. Additionally, it now complains about MSVCR90.dll, not P as previously.

Boost.Thread has quite a few possible build combinations in order to try and cater for all the differences in linking scenarios possible with MSVC. Firstly, you can either link statically to Boost.Thread, or link to Boost.Thread in a separate DLL. You can then link to the DLL version of the MSVC runtime, or the static library runtime. Finally, you can link to the debug runtime or the release runtime.
The Boost.Thread headers try and auto-detect the build scenario using the predefined macros that the compiler generates. In order to link against the version that uses the debug runtime you need to have _DEBUG defined. This is automatically defined by the /MD and /MDd compiler switches, so it should be OK, but your problem description suggests otherwise.
Where did you get the pre-built binaries from? Are you explicitly selecting a library in your project settings, or are you letting the auto-link mechanism select the appropriate .lib file?

I believe I have had this same problem with Boost in the past. From my understanding it happens because the Boost headers use a preprocessor instruction to link against the proper lib. If your debug and release libraries are in the same folder and have different names the "auto-link" feature will not work properly.
What I have done is define BOOST_ALL_NO_LIB for my project(which prevents the headers from "auto linking") and then use the VC project settings to link against the correct libraries.

Looks like other people have answered the Boost side of the issue. Here's a bit of background info on the MSVC side of things, that may save further headache.
There are 4 versions of the C (and C++) runtimes possible:
/MT: libcmt.lib (C), libcpmt.lib (C++)
/MTd: libcmtd.lib, libcpmtd.lib
/MD: msvcrt.lib, msvcprt.lib
/MDd: msvcrtd.lib, msvcprtd.lib
The DLL versions still require linking to that static lib (which somehow does all of the setup to link to the DLL at runtime - I don't know the details). Notice in all cases debug version has the d suffix. The C runtime uses the c infix, and the C++ runtime uses the cp infix. See the pattern? In any application, you should only ever link to the libraries in one of those rows.
Sometimes (as in your case), you find yourself linking to someone else's static library that is configured to use the wrong version of the C or C++ runtimes (via the awfully annoying #pragma comment(lib)). You can detect this by turning your linker verbosity way up, but it's a real PITA to hunt for. The "kill a rodent with a bazooka" solution is to use the /nodefaultlib:... linker setting to rule out the 6 C and C++ libraries that you know you don't need. I've used this in the past without problem, but I'm not positive it'll always work... maybe someone will come out of the woodwork telling me how this "solution" may cause your program to eat babies on Tuesday afternoons.

This is a classic link error. It looks like you're linking to a Boost DLL that itself links to the wrong C++ runtime (there's also this page, do a text search for "threads"). It also looks like the boost::posix::time library links to the correct DLL.
Unfortunately, I'm not finding the page that discusses how to pick the correctly-built Boost DLL (although I did find a three-year-old email that seems to point to BOOST_THREAD_USE_DLL and BOOST_THREAD_USE_LIB).
Looking at your answer again, it appears you're using pre-built binaries. The DLL you're not able to link to is part of the TR1 feature pack (second question on that page). That feature pack is available on Microsoft's website. Or you'll need a different binary to link against. Apparently the boost::posix::time library links against the unpatched C++ runtime.
Since you've already applied the feature pack, I think the next step I would take would be to build Boost by hand. That's the path I've always taken, and it's very simple: download the BJam binary, and run the Boost Build script in the library source. That's it.

Now this got even a bit more interesting... If I just add this somewhere in the source:
boost::posix_time::ptime pt = boost::posix_time::microsec_clock::universal_time();
(together with the corresponding #include stuff), then it again works ok. So this is one quick and not even too dirty solution, but hey — what's going on here, really?

From memory various parts of the boost libraries need you to define some preprocessor flags in order to be able to compile correctly. Stuff like BOOST_THREAD_USE_DLL and so on.
The BOOST_THREAD_USE_DLL won't be what's causing this particular error, but it may be expecting you to define _DEBUG or something like that. I remember a few years ago in our boost C++ projects we had quite a few extra BOOST_XYZ preprocessor definitions declared in the visual studio compiler options (or makefile)
Check the config.hpp file in the boost thread directory. When you pull in the ptime stuff it's possibly including a different config.hpp file, which may then define those preprocessor things differently.

Related

C++ library compiles but does not work like previous version

There is this library which is used as a reference by other programs: https://github.com/RetroAchievements/RASuite/tree/master/RA_Integration
I have downloaded the compiled programs (that come with the compiled library) and they work fine. My goal is to make a change in the library code, re-compile it and replace the DLL of the compiled programs I have downloaded with my own compiled DLL. Like so:
ProgramA.exe
|_ RA_Integration.dll < replace with my own (built)
Before even changing the code, I am just trying to compile the DLL and use it along the compiled programs I have downloaded. I am not willing to re-compile the programs themselves because it will be too much work because of dependencies etc. And I also would like to be able to just "ship" the DLL to whoever wants my fix.
So I have downloaded the source code of that library, re-compiled it myself successfully but when I use it instead of the one that comes with the programs, they do not start up (Windows Event Viewer say that there was a problem loading my DLL).
I am assuming that my system have differences with the system that built the original DLL and that it is the reason why it fails. My question is: can I find those differences? Although I am a professional .NET programmer (as in it's my job) I am a C++ newbie and I am having trouble to understand all those linker/precompiler/dependencies/c++ stuff that seem to give different builds/results from a machine to another.
All I have been able to find is that in the project properties the "Platform Toolset" is "Visual Studio 2013 - Windows XP (v120_xp)", therefore I have installed Visual Studio 2013 (with Update 5 since it seems Windows XP support was not present in base VS2013) but that seems to not be enough. I am running Windows 10, which was surely not the OS the original programmer used when they compiled the DLL a couple years ago, but not sure if that matters?
Is there anything that could be found from the DLL itself or from the project that would hint me as to what I need on my system?
Hope that makes sense.
Thanks
Before even changing the code, I am just trying to compile the DLL and use it along the compiled programs I have downloaded. I am not willing to re-compile the programs themselves because it will be too much work because of dependencies etc. And I also would like to be able to just "ship" the DLL to whoever wants my fix.
Here's your fallacy: your DLL is a linking dependency. You must re-build your application, because obviously, the ABI of the library changed, rendering it incompatible with what your program tries to call in functionality that it expects to be in the DLL.
There's no way around that short of building an ABI-compatible wrapper DLL using your precious programming knowledge :) Finding these differences is hard – because, you could for example export a symbol list from your DLL, which will basically contain all the functions that DLL "offers", but some aspects of how these functions need to be called aren't actually part of that and can only be deducted by a linker (or a skilled person with too much time on their hand and an unhealthy obsession for parsing things in their head) from the C++ source code.
In other words: you changed what you're run-time linking your program against. You must now rebuild your program. End of options!

C++ Linking static librarys to a dynamic library

It's a bit annoying.
I have a project that is entirely dynamically linked, but I want to use a library that seems to be only designed to be statically linked, using the /MT flags, Is it possible to build a separate dll to link to the static libs and then link to that In my project?
I apologise for the rushed explanation, I'm quite tired.
The library in question is the bullet physics library.
Edit:
Well, with more googling, it appears that there can be a /MD/MDd compiled version, though I'm not sure where It's located.
Edit(for anyone interested):
According to this page: http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=3846
"If your entire engine is compiled with the /MD flag then you would use the 'release DLL' version of bullet. You should not mix libraries compiled with /MD with ones compiled with /MT. That's the main difference. There is no "separate DLL (.dll)" files for bullet."
Edit: And If I build it using the MSVC Runtime library, then it fails.
In short, I have no idea what to do.
He's what I'm doing:
Building the whole library in cmake, using the Visual studio 12, 2013 compiler.
Then building the project built by cmake, to build all the required projects.
This is the supplied instructions. Here
Last Edit:Thank you all so much for you help! I managed to build it in the end
Sorry for any spelling mistakes, I was quite tired at the time :3
Short answer, yes.
Although you could just have the dynamic libraries link to it, there are scenarios where this may cause serious problems, depending on how the library was written (state information, etc.).
Although it's more work, a wrapper DLL is probably the safest course of action. However, this is offset by the fact that you only need to wrap the functions actually called from the various components of your application, not the entire API provided by the library. Also, you'll need to have some kind of slight rename to the functions you actually wrap, to prevent ambiguity.
On edit:
Just took a look at the bullet physics library, as I was not personally familiar with it and was curious about your options after I initially answered. If they're that explicit about not supporting dynamic builds for the library, I think wrapping whatever functions you actually use would definitely be safest. That sucks. I hope it's not too large of a cross-section.

C++ Linker issues, is there a generalized way to troubleshoot these?

I know next to nothing about the linking process, and it almost always gets in the way when I am trying to start a new project or add a new library. Whenever I search for fixes to these type of errors, I will find people with a similar problem but rarely any sort of fix.
Is there any generalized way of going about finding what the problem is, and fixing it?
I'm using visual studio 2010, and am statically linking my libraries into my program. My problems always seem to stem from conflicts with LIBCMT(D).lib, MSVCRT(D).lib, and a few other libraries doublely defining certain functions. If it matters at all, my intent is to avoid using "managed" C++.
If your error is related to LIBCMT(D).lib and the like, usually that depends from the fact that you are linking against a library that uses a different CRT version than yours. The only real fix is to either use the library compiled for the same version of the CRT you use (often there is the "debug" and "release" version also for this reason), either (if you are desperate) change the CRT version you use to match the one of the library.
What is happening behind the scenes is that both your program and your library need the CRT functions to work correctly, and each one already links against it. If they are linking against the same version of it nothing bad happens (the linker sees that it's the same and doesn't complain), otherwise there are multiple conflicting implementations of the same functions, so the linker doesn't know which are right for which object modules (and also, since they are probably not binary compatible, internal data structures of the two CRTs will be incompatible).
The specific link errors you mentioned (with LIBCMT(D).lib, MSVCRT(D).lib libraries) are related to conflicts in code generation options between modules/libraries in your program.
When you compile a module, the compiler automatically inserts in the resulting .obj some references to the runtime libraries (LIBCMT&MSVCRT). Now, there is one version of these libraries for each code generation mode (I'm referring to the option at Configuration properties -> C/C++ -> Code Generation -> Runtime Library). So if you have two modules compiled with a different mode, each of them will reference a different version of the library, the linker will try to include both, and of course there'll be duplicated symbols, since essentially all the symbols are the same in these libraries, only their implementations differ.
The solution comes in three parts. First, make sure all the modules in a project use the same mode. Second, if you have dependencies between projects, all of them have to use the same mode. Third, if you use third-party libraries, you have to either know which mode they use (and adopt it) or be able to recompile them with the desired mode.
The last one is the most difficult. Sometimes, libraries come pre-compiled, and not always the provider gives information about the mode used. Worse, if you're using more than one third-party library, they may have conflicting modes. In those cases, you have no better option than trial-and-error.
Also notice that each Visual Studio version has its own set of runtime libraries, so when using third-party libraries you have to use those compiled with the same version of Visual Studio you're using. If the provider doesn't offer it, your only choice is to recompile yourself.

LNK2038, iterator mismatch error, need to ignore

I'm getting the linker error LNK2038 when trying to convert a VS2008 project to VS2010. This error occurs when two different projects are compiled in which one is using _DEBUG preprocessor macro, and the other is not. Basically I have a 3rd party library that only has release .libs, so when I try and use that library when building my project in debug mode I get this mismatch.
I understand why Microsoft is giving this error (STL iterator safety), however our project does not use Microsoft's STL, we use STLPort, so this error means nothing to our project. I just need a way to prevent it from doing this check.
Inside of the STL includes there is a file called yvals.h, which includes the #pragma detect_mismatch definition for the various _ITERATOR_DEBUG_LEVEL settings. That set of definitions is wrapped in an #ifndef _ALLOW_ITERATOR_DEBUG_LEVEL_MISMATCH, #endif. However, even if I define _ALLOW_ITERATOR_DEBUG_LEVEL_MISMATCH as a preprocessor macro for my entire project I'm still getting the same linker error. I can even alter yvals.h to define that macro and it does nothing (I'm assuming because the STL itself would need to be recompiled).
So my question is basically, what steps can I take make _ALLOW_ITERATOR_DEBUG_LEVEL_MISMATCH actually work as intended so that my project doesn't do this check anywhere when compiling in VS2010?
EDIT: I know this is a late response but I just found this post and realized I didn't post the solution. As others mentioned there was a mismatch in the libraries. As it turns out VS2010 changes the default directories for certain projects (I found a thread on MSDN at one point full of complaints about it), and that directory change had caused VS2010 to look in the wrong directory for the debug library, and it was finding the release library instead.
You must use the same version of the standard library, compiled with the
same options, if you expect to successfully link. If you use STLPort,
then you can only link with libraries which use the STLPort, not with
libraries which use the VC++ standard implementation. If you mix,
either you will fail to link, or you will get strange runtime errors.
The problem is that things like std::vector<>::iterator may be defined
completely differently; depending on where and how they are used, you
will find yourself using an instance constructed in a different library,
with a different layout.

Changes in lines that will not execute breaks the build !

I have this job of implementing a library that provides a file-sharing feature.
This has already happened twice:
First, in a string in an if-else path, only the if path is being executed, but when i change a spelling in the else path, the software after a few minutes crashes in an std library. I verified with a debug attached that the lined changed was never being touched. When i reversed the change, it works nicely again.
Second, my software crashes on a std library again with the out-of-array check into a standard basic_string destructor.
I did everything, all library matched the _HAS_ITERATOR_DEBUGGING.
After 4 hours I discovered that the problematic file is TorrentFile.cpp/h.
If i add a function ( even though it is never called ), the program crashes at the end of that file, but if its not there, there's no bug. The code causing the problem:
std::vector<TorrentFileListPacket> TorrentFile::GetFileMap()
{
std::vector<TorrentFileListPacket> vFiles;
return vFiles;
};
If i comment this code out, the crash is gone.
This is really driving me crazy!
I've been a developer for 8 years, and I've never seen something like this before!
Additional Information
My memory is OK, I'm using Visual Studio 2010 with SP1 in Windows 7. The library is libTorrent from RasterBar and it links to boost. The software is using MFC.
This smells strongly of memory corruption in a totally different location from where you would expect from the crashes. Most likely adding and removing functions is changing the memory layout in such a way that causes the memory corruption's effects to be immediately visible or not.
Your best hope is something like Purify or Valgrind to hunt it down.
You probably want to make sure that all your object files and libraries are ABI compatible with each other.
Numerous compiler settings will change the ABI. Especially debug and release builds and iterator debugging. The struct layout for standard containers typically change when you enable iterator debugging (which I believe is on by default for all debug builds in msvc, and off for release builds).
So, if a single object file, static library or DLL that you link against is built with an incompatible configuration, you typically see very odd behaviors. With libtorrent you need to make sure you build the library with the same configuration as you link against it with. Many of the TORRENT_* defines will actually change some aspect of some struct layout or function call. Make sure you define the exact same set of those in your client as when building the library. One simple way of dealing with this problem is to simply pull all source files into your project and build everything together.
If you are using libtorrent as a DLL (or boost for that matter), are they compiled against the same C Run-Time?
Often when I run into this type of issue it is because I make a call into a library that was compiled with MinGW (which uses the CRT from VS6.0) or an older version of Visual Studio. If memory is allocated by the library and then free'd by your application, you will often get these types of errors in the destructor.
If you aren't sure, you can open the DLL in question in a tool like the Dependency Walker. Look for the dependency MSVCRT.DLL, MSVCR100.DLL, etc.