TL;DR - I have tried all solutions I could find, nothing has worked so far.
Hello, I have searched far and wide but I cannot find an answer to my problem. When I try to compile my C program with GCC, I get an undefined reference to glfwInit(). First, I tried putting the glfw .dll in the same location as the program, which did seemingly nothing. After this I tried removing the glfw libraries from MinGW's "lib" directory and replacing them with the .dll, and adding #define GLFW_DLL to the top of my .c file (same error). I also tried changing the linking order around, adding -lopengl32 and -lgdi32, renaming one of the static libraries just in case the compiler was confused, etc. Nothing seems to be working here, but I have previously installed and developed with SDL2 in the same fashion.
main.c:
#include<stdio.h>
#include<GLFW/glfw3.h>
int main(int argc, char **argv) {
if(!glfwInit()) {
printf("Failed!");
return -1;
}
printf("Success!");
getch();
return 0;
}
Instructions to the compiler:
gcc -std=c99 -o project.exe main.c -lglfw3 -lglfw3dll
Alright, I have finally solved the problem. I followed the instructions in this video: https://www.youtube.com/watch?v=bIK95aWk-Bo. The gist of the video is that you need to download CMake as well as the GLFW version found here: https://www.glfw.org/
Then, you need to hit "Configure" after setting the source and build paths. After this, hit "Generate." Then, you need to open a command prompt and locate the newly created MakeFile. I am using Windows, which means I needed to use the command mingw32-make. The library files then built successfully!
After doing this, I put the created .dll and .a files in the MinGW "lib" folder. Then, I copied the .dll and placed it in the same directory as my executable.
Related
I want to make a game using SDL2, but I'm unable to compile and/or run my code, please help!
SDL2 is notoriously hard to set up, and it's often the first library aspiring game developers try to use.
This post is intended as a canonical duplicate for common problems with setting up SDL2.
This answer is about MinGW / GCC, and not Visual Studio.
This answer only applies to Windows.
Common errors
The common errors are:
SDL.h: No such file or directory (when compiling)
Various SDL_main problems: "undefined reference to SDL_main", "conflicting types for SDL_main" or "number of arguments doesn't match prototype", etc. (when compiling or linking)
undefined reference to other functions (when linking)
DLL problems: (when running your program)
'??.dll' was not found
procedure entry point ... could not be located in ..., and other mysterious DLL-related errors
The program seemingly doing nothing when launched
This list is sorted from bad to good. If you change something and get a different error, use this list to tell if you made things better or worse.
The preamble
0. Don't follow bad advice.
Some resources will suggest you to do #define SDL_MAIN_HANDLED or #undef main. Don't blindly follow that advice, it's not how SDL2 is intended to be used.
If you do everything correcty, it will never be necessary. Learn the intended approach first. Then you can research what exactly that does, and make an educated decision.
1. Figure out how to compile directly from the console, you can start using an IDE and/or build system later.
If you're using an IDE, I suggest to first make sure you're able to compile your program directly from the console, to rule out any IDE configuration problems. After you figure that out, you can use the same compiler options in your IDE.
The same applies to build systems, such as CMake.
2. Download the right SDL2 files. Make sure you have the right files. You need the archive called SDL2-devel-2.0.x-mingw.tar.gz from here.
Extract it to any directory, preferably somewhere near your source code. Extracting into the compiler installation directory is often considered a bad practice (and so is copying them to C:\Windows, which is a horrible idea).
3. Know the difference between compiler flags and linker flags. A "flag" is an option you specify in the command line when building your program. When you use a single command, e.g. g++ foo.cpp -o foo.exe, all your flags are added to the same place (to this single command).
But when you build your program in two steps, e.g.:
g++ foo.cpp -c -o foo.o (compiling)
g++ foo.o -o foo.exe (linking)
you have to know which of the two commands to add a flag to. Those are "compiler flags" and "linker flags" respectively.
Most IDEs will require you to specify compiler and linker flags separately, so even if you use a single command now, it's good to know which flag goes where.
Unless specified otherwise, the order of the flags doesn't matter.
SDL.h: No such file or directory
Or any similar error related to including SDL.h or SDL2/SDL.h.
You need to tell your compiler where to look for SDL.h. It's in the SDL files you've downloaded (see preamble).
Add -Ipath to your compiler flags, where path is the directory where SDL.h is located.
Example: -IC:/Users/HolyBlackCat/Downloads/SDL2-2.0.12/x86_64-w64-mingw32/include/SDL2. Relative paths work too, e.g. -ISDL2-2.0.12/x86_64-w64-mingw32/include/SDL2.
Note that the path will be different depending on how you write the #include:
If you do #include <SDL.h>, then the path should end with .../include/SDL2 (like above). This is the recommended way.
If you do #include <SDL2/SDL.h>, then the path should end with .../include.
Various SDL_main problems
You can get several different errors mentioning SDL_main, such as undefined reference to SDL_main, or conflicting types for 'SDL_main', or number of arguments doesn't match prototype, etc.
You need to have a main function. Your main function must look like int main(int, char **). NOT int main() and NOT void main(). This is a quirk of SDL2, related to it doing #define main SDL_main.
Adding parameter names is allowed (and is mandatory in C), e.g. int main(int argc, char **argv). Also the second parameter can be written as char *[] or with a name: char *argv[]. No other changes are allowed.
If your project has multiple source files, make sure to include SDL.h in the file that defines the main function, even if it doesn't otherwise use SDL directly.
Try to avoid #define SDL_MAIN_HANDLED or #undef main when solving this issue, see preamble for explanation.
undefined reference to various functions
• undefined reference to SDL_...
The error message will mention various SDL_... functions, and/or WinMain. If it mentions SDL_main, consult the section "Various SDL_main problems" above. If the function names don't start with SDL_, consult the section "undefined reference to other functions" below.
You need to add following linker flags: -lmingw32 -lSDL2main -lSDL2 -Lpath, where path is the directory where libSDL2.dll.a and libSDL2main.a (which you've downloaded) are located. The order of the -l... flags matters. They must appear AFTER any .c/.cpp/.o files.
Example: -LC:/Users/HolyBlackCat/Desktop/SDL2-2.0.12/x86_64-w64-mingw32/lib. Relative paths work too, e.g. -LSDL2-2.0.12/x86_64-w64-mingw32/lib.
When you use -l???, the linker will look for a file called lib???.dll.a or lib???.a (and some other variants), which is why we need to pass the location of those files. libmingw32.a (corresponding to -lmingw32) is shipped with your compiler, so it already knows where to find it.
I added all those flags and nothing changed, or I'm getting skipping incompatible X when searching for Y:
You probably use the wrong SDL .a files. The archive you downloaded contains two sets of files: i686-w64-mingw32 (32-bit) and x86_64-w64-mingw32 (64-bit). You must use the files matching your compiler, which can also be either 32-bit or 64-bit.
Print (8*sizeof(void*)) to see if your compiler is 32-bit or 64-bit.
Even if you think you use the right files, try the other ones to be sure.
Some MinGW versions can be switched between 32-bit and 64-bit modes using -m32 and -m64 flags (add them to both compiler and linker flags).
I get undefined reference to a specific function:
• undefined reference to WinMain only
There are several possibilities, all of which were covered in the previous section:
You forgot -lmingw32 and/or -lSDL2main linker flags.
You must use following linker flags, in this exact order, after
any .c/.cpp/.o files: -lmingw32 -lSDL2main -lSDL2
The libSDL2main.a file you use doesn't match your compiler (32-bit file with a 64-bit compiler, or vice versa).
Try to avoid #define SDL_MAIN_HANDLED or #undef main when solving this issue, see preamble for explanation.
• undefined reference to SDL_main only
See the section "Various SDL_main problems" above.
• undefined reference to other functions
Your linker found and used libSDL2.a, but it should be finding and using libSDL2.dll.a. When both are available, it prefers the latter by default, meaning you didn't copy the latter to the directory you passed to -L.
If you intended to perform static linking, see the section called "How do I distribute my app to others?" below.
Nothing happens when I try run my app
Let's say you try to run your app, and nothing happens. Even if you try to print something at the beginning of main(), it's not printed.
Windows has a nasty habit of not showing some DLL-related errors when the program is started from the console.
If you were running your app from the console (or from an IDE), instead try double-clicking the EXE in the explorer. Most probably you'll now see some DLL-related error; then consult one of the next sections.
??.dll was not found
Copy the .dll mentioned in the error message, and place it next to your .exe.
If the DLL is called SDL2.dll, then it's in the SDL files you've downloaded (see preamble). Be aware that there are two different SDL2.dlls: a 32-bit one (in the i686-w64-mingw32 directory), and a 64-bit one (in x86_64-w64-mingw32). Get the right one, if necessary try both.
Any other DLLs will be in your compiler's bin directory (the directory where gcc.exe is located).
You might need to repeat this process 3-4 times, this is normal.
For an automatic way of determining the needed DLLs, see the next section.
procedure entry point ... could not be located in ... and other cryptic DLL errors
Your program needs several .dlls to run, and it found a wrong version of one, left over from some other program you have installed.
It looks for DLLs in several different places, but the directory with the .exe has the most priority.
You should copy all DLLs your program uses (except the system ones) into the directory where your .exe is located.
A reliable way to get a list of needed DLLs is to blindly copy a bunch of DLLs, and then remove the ones that turn out to be unnecessary:
Copy SDL2.dll. It's in the SDL files you've downloaded (see preamble). Be aware that there are two different SDL2.dlls: a 32-bit one (in the i686-w64-mingw32 directory), and a 64-bit one (in x86_64-w64-mingw32). Get the right one, if necessary try both.
Copy all DLLs from your compiler's bin directory (the directory where gcc.exe is located).
Now your program should run, but we're not done yet.
Download NTLDD (or some other program that displays a list of used DLLs). Run ntldd -R your_program.exe.
Any DLL not mentioned in its output should be removed from the current directory. Your program uses everything that remains.
I ended up with following DLLs, expect something similar: SDL2.dll, libgcc_s_seh-1.dll, libstdc++-6.dll (C++ only), libwinpthread-1.dll.
Can I determine the needed DLLs without copying excessive ones?
Yes, but it's less reliable.
Your program searches for DLLs in following locations, in this order:
The directory where your .exe is located.
C:\Windows, including some of its subdirectories.
The directories listed in PATH.
Assuming you (or some jank installer) didn't put any custom DLLs into C:\Windows, adding your compiler's bin directory to the PATH (preferably as the first entry) and either putting SDL2.dll in the same directory as the .exe or into some directory in the PATH should be enough for your program to work.
If this works, you can then run ntldd without copying any DLLs beforehand, and copy only the necessary ones. The reason why you'd want to copy them at all at this point (since your app already works) is to be able to distribute it to others, without them having to install the compiler for its DLLs. Skip any DLLs located outside of your compiler's bin directory (except for SDL2.dll).
Note that the possibility of having weird DLLs in C:\Windows is real. E.g. Wine tends to put OpenAL32.dll into C:\Windows, so if you try this process with OpenAL on Wine, it will fail. If you're making a sciprt that runs ntldd automatically, prefer copying the DLLs (or at least symlinking them - I heard MSYS2 can emulate symlinks on Windows?).
Can I make an EXE that doesn't depend on any DLLs?
It's possible to make an .exe that doesn't depend on any (non-system) .dlls by using the -static linker flag, this is called "static linking". This is rarely done, and you shouldn't need to do this if you did the above steps correctly. This requires some additional linker flags; they are listed in file ??-w64-mingw32/lib/pkgconfig/sdl2.pc shipped with SDL, in the Libs.private section. Notice that there are two files, for x32 and x64 respectively.
How do I distribute my app to others?
Follow the steps in the previous section, titled procedure entry point ... could not be located in ....
A saner alternative?
There is MSYS2.
It has a package manager that lets you download prebuilt libraries, and, as a bonus, a fresh version of the compiler.
Install SDL2 from its package manager. Use a tool called pkg-config (also from the package manager) to automatically determine all necessary flags (pkg-config --cflags SDL2 for compiler flags, pkg-config --libs SDL2 for linker flags).
This is the same experience as you would have on Linux (maybe except for some DLL management hassle).
Bonus - Other problems
Q: My program always opens a console window when I run it, how do I hide it?
A: Add -mwindows to the linker flags.
Q: I get error 'SDL_VideoMode' wasn't declared in this scope.
A: SDL_VideoMode is from SDL1.2, it's not a part of the newer SDL2. Your code was written for the outdated version of SDL. Find a better tutorial that deals specifically with SDL2.
Q: My program has the default file icon, but I want a custom one.
A: Your icon must be in the .ico format. If your graphics editor doesn't support it, make a series of .pngs of common sizes (e.g. 16x16, 32x32, 48x48, 64x64), then convert them to a single .ico using ImageMagick: magick *.png result.ico (or with convert instead of magick).
Create a file with the .rc extension (say, icon.rc), with following contents MyIconName ICON "icon.ico" (where MyIconName is an arbitrary name, and "icon.ico" is the path to the icon). Convert the file to an .o using windres -O res -i icon.rc -o icon.o (the windres program is shipped with your compiler). Specify the resulting .o file when linking, e.g. g++ foo.cpp icon.o -o foo.exe.
Recent versions of SDL2 have a nice property of using the same icon as the window icon, so you don't have to use SDL_SetWindowIcon.
A solution for Visual Studio:
Why not use a package manager? I use vcpkg, and it makes super easy to consume 3rd party libraries. Grab the vcpkg source, and extract it to a safe place, like C:/, then run its bootstrap script bootstrap-vcpkg.bat, this will generate vcpkg executable. Then run vcpkg integrate install to make libraries installed with vcpkg available in Visual Studio.
Search for the library you need:
vcpkg search sdl
imgui[sdl2-binding] Make available SDL2 binding
libwebp[vwebp-sdl] Build the vwebp viewer tool.
magnum[sdl2application] Sdl2Application library
sdl1 1.2.15#12 Simple DirectMedia Layer is a cross-platform development library designed to p...
sdl1-net 1.2.8-3 Networking library for SDL
sdl2 2.0.12-1 Simple DirectMedia Layer is a cross-platform
...
Install it with: vcpkg install sdl2.
Now you just need include SDL2 headers, and everything will work out of the box. The library will be linked automatically.
You can learn more about vcpkg here.
On Mac this is what I follow for XCode (must install g++):
sdl linking:
g++ main.cpp -o main $(sdl2-config --cflags --libs)
XCODE project steps:
open terminal app (macOS)
BUILD SETTINGS (select 'all' and 'combined' search bar enter: "search")
click on "header search paths(way right side click)
add: /usr/local/include
BUILD PHASES --> LINK BINARY LIBRARIES (click plus)
type in SDL --> click "add other"
press: command+SHIFT+g (to bring search bar)
type in: usr/local/Cellar
navigate to: SDL2 -->2.0.8 -->lib --> libSDL2-2.2.0.dylib (make sure not shortcut)
I want to run serial commands from a Bealgebone to a 4Dsystems display. Therefore I copied the c library found here into a directory and created a test program main.c:
#include "Picaso_const4D.h"
#include "Picaso_Serial_4DLibrary.h"
int main(int argc,char *argv[])
{
OpenComm("/dev/ttyUSB0", B115200); // Matches with the display "Comms" rate
gfx_BGcolour(0xFFFF);
gfx_Cls();
gfx_CircleFilled(120,160,80,BLUE);
while (1) {}
}
Now when I do gcc -o main main.c its says
main.c:2:37: fatal error: Picaso_Serial_4DLibrary.h: No such file or
directory
So I try linking it:
gcc main.c -L. -lPICASO_SERIAL_4DLIBRARY
which gives me the same error. Then I tried to create a static library:
gcc -Wall -g -c -o PICASO_SERIAL_4DLIBRARY PICASO_SERIAL_4DLIBRARY.C
which gives me this:
PICASO_SERIAL_4DLIBRARY.C:1:21: fatal error: windows.h: No such file
or directory compilation terminated.
What am I doing wrong? the git page clearly says this library is created for people who do not run windows.
Thanks in advance!
You're not getting a linker error; you're getting a preprocessor error. Specifically, your preprocessor can't find Picaso_Serial_4DLibrary.h. Make sure that it's in your include path; you can add directories to your include path using the -I argument to gcc.
You've had two problems. First was the picaso_whatever.h file that couldn't be found. You fixed that with the -I you added. But, now, the picaso.h wants windows.h
What are you building on? WinX or BSD/Linux?
If you're compiling on WinX, you need to install the "platform sdk" for visual studio.
If you're using mingw or cygwin, you need to do something else.
If on WinX, cd to the C: directory. Do find . -type f -name windows.h and add a -I for the containing directory.
If under Linux, repeat the find at the source tree top level. Otherwise, there is probably some compatibility cross-build library that you need to install.
Or, you'll have to find WinX that has it as Picaso clearly includes it. You could try commenting out one or more of the #include's for it and see if things are better or worse.
If you can't find a real one, create an empty windows.h and add -I to it and see how bad [or good] things are.
You may need the mingw cross-compiler. See https://forums.wxwidgets.org/viewtopic.php?t=7729
UPDATE:
Okay ... Wow ... You are on the right track and close, but this is, IMO, ugly WinX stuff.
The primary need of Picaso is getting a serial comm port connection, so the need from within windows.h is [thankfully] minimal. It needs basic boilerplate definitions for WORD, DWORD, etc.
mingw or cygwin will provide their own copies of windows.h. These are "clean room" reimplementations, so no copyright issues.
mingw is a collection of compile/build tools that let you use gcc/ld/make build utilities.
cygwin is more like: I'd like a complete shell-like environment similar to BSD/Linux. You get bash, ls, gcc, tar, and just about any GNU utility you want.
Caveat: I use cygwin, but have never used mingw. The mingw version of windows.h [and a suite of .h files that it includes underneath], being open source, can be reused by other projects (e.g. cygwin, wine).
Under Linux, wine (windows emulator) is a program/suite that attempts to allow you to run WinX binaries under Linux (e.g. wine mywinpgm).
I git cloned the Picaso library and after some fiddling, I was able to get it to compile after pointing it to wine's version of windows.h
Picaso's OpenComm is doing CreateFile [a win32 API call]. So, you'll probably need cygwin. You're opening /dev/ttyUSB0. /dev/* implies cygwin. But, /dev/ttyUSB0 is a Linux-like name. You may need some WinX-style name like "COM:" or whatever. Under the cygwin terminal [which gives you a bash prompt], do ls /dev and see what's available.
You can get cygwin from: http://cygwin.com/ If you have a 64 bit system, be sure to use the 64 bit version of the installer: setup-x86_64.exe It's semi-graphical and will want two directories, one for the "root" FS and one to store packages. On my system, I use C:\cygwin64 and C:\cygwin64_packages--YMMV.
Note that the installer won't install gcc by default. You can [graphically] select which packages to install. You may also need some "devel" packages. They have libraries and .h files that a non-developer wouldn't need. As, docs mention, you can rerun the installer as often as you need. You can add packages that you forgot to specify or even remove ones that you installed that you don't need anymore.
Remember that you'll need to adjust makefile -I and/or -L option appropriately. Also, when building the picaso library, gcc generated a ton of warnings about overflow of a "large integer". The code was doing:
#define control_code -279
unsigned char buf[2];
buf[0] = control_code >> 8;
buf[1] = control_code;
The code is okay, and the warning is correct [because the code is sloppy]. If the code had done:
#define control_code -279
unsigned char buf[2];
buf[0] = (unsigned) control_code >> 8;
buf[1] = (unsigned) control_code;
it probably would have been silent. Use -Wno-overflow in your Makefile to get rid of the warnings rather that edit 50 or so lines
I've installed libssh following the instructions and even though everything seems to be OK my compiler still returns the error "file not found" in the line "#include ". I guess it has something to do with directories or links (I have "make install" in the same folder where I downloaded it) but I don't know where should I put it so I can #include it in any project.
This is how I installed it:
I downloaded it and unzip it into the folder "libssh" on my Desktop (Mac).
Then I did
cmake -DCMAKE_INSTALL_PREFIX=/usr -DCMAKE_BUILD_TYPE=Debug ..
make
and finally:
sudo make install
Then in my program I have:
#include <libssh/sftp.h>
And XCode returns: "libssh/sftp.h file not found". I tried adding the libssh folder in the Desktop to the project, but I still have similar problems.
I guess I should install it (somehow) to the /usr/include folder, so that any project can use it (like pthread or many others), but I don't know how to do this.
If I include any other file in /usr/include it works fine (like ) but when I #include it returns file not found, even though if I cd to /usr/include/libssh the file libssh.h does exist.
This is the very simple sample code:
#include <stdio.h>
#include <pthread.h> //OK
#include <libssh/libssh.h> //Not OK, file not found.
int main(int argc, const char * argv[])
{
printf("Hello World!");
return 0;
}
In the tutorial is described how you have to link the library
You have two possibilities here:
As described you have to add those two lines to your code
#define LIBSSH_STATIC 1
#include <libssh/libssh.h>
You compile your code with the LIBSSH_STATIC flag.
gcc -DLIBSSH_STATIC test.c -o test.o
I thought that if you have the library in /usr/include the compiler will automatically link it. For instance, the pthread.h file is included properly without doing anything.
This is a system library which gets linked automatically most of the time. libssh is not. Thats why you have to be more specific on how to compile/link it.
Ive had a very similar problem several times and I have solved it by removing the ≤ ≥ symbols from around my header files and using ""s and the absolute path to the header file you're including. Now this doesn't solve your libssh install problems but it will allow you to compile just the way you have it as long as you know the absolute path of your header file and all of your header's dependencies are in the respective locations that they were inteded to look for them in. Hope this helps.
Ok so I am doing a final project for one of my classes and trying to do a bit extra and create multiple files to work with. I am coding inside of CodeBlocks. So far I have a main.c, levels.c, and levels.h for my files. Inside of the levels.c levelOne function, I put the printf statement as a test to make sure I could have the two files work with each other before I went forward in my coding. I got a "undefined reference to 'levelOne' when I compiled and ran the program.
Inside my main.c file:
#include <stdio.h>
#include <stdlib.h>
#include "levels.h"
int main()
{
levelOne();
return 0;
}
Inside my levels.h file:
#ifndef LEVELS_H_INCLUDED
#define LEVELS_H_INCLUDED
void levelSelect(char c);
void levelOne();
void levelTwo();
void levelThree();
void levelCustom(int difficulty);
#endif // LEVELS_H_INCLUDED
Inside my levels.c file:
void levelOne()
{
//level scope of 1 to 10
srand(time(NULL));
int randomNum = (rand() % 9)+1);
printf("the random number is: %i\n", randomNum);
}
levels.c is not getting passed into the compiler, are you sure you have included levels.c in the whole project? If not it will not link. You need a project if you want to compile multiple files. In CodeBlocks, the sources and the settings for the build process are stored in a project file <name>.cbp
Here is the User Manual
gcc levels.c main.c should link successfully. gcc main.c will only compile one file and try and link to create final executable and levelOne() will not be found. since it is in file levels.c
You need to include levels.h in levels.c as well or if a function (physically) above levelOne calls it, it is undefined.
Then compile it with gcc -Wall *.c -o myapp to compile and link all of the c files in that directory into myapp (or you can name them individually) with (almost) all warnings enabled. This is provided you have it in its own directory.
Once you get into larger projects with more code, you can compile individual .c files into .o object files with gcc -Wall -c somecode.c and then link all the objects with gcc *.o -o myapp. If it gets really large, you'll want a build system to help with rebuilding objects only when its code (or dependent code) changes (such as Makefiles, waf, and dare I say autotools).
I had this exact same problem, the solution is easy. Right click on levels.c and select properties. A properties window should come up select the "Build" tab tick compile file, link file, and in the box check debug and release. This should fix your problem.
Don't make the mistake of doing this with a header file because it will give you a "...h.gch: file not recognized: File format not recognized.." error.
I'm trying to create a client for a web service in C. I was generated C files with the wsdl2h and soapcpp2. In netbeans I'm added the generated files and the gSOAP include dir to the project's include directories.
my main file looks like this:
#include <stdio.h>
#include <stdlib.h>
#include <soapH.h>
#include <webserviceSoap12.nsmap>
int main(int argc, char** argv) {
struct soap *soap1 = soap_new();
struct _ns1__getAllCustomer *quote;
struct _ns1__getAllCustomerResponse *quote2;
if (soap_call___ns2__getAllCustomer(soap1, NULL, NULL, quote, quote2) == SOAP_OK)
printf("asd\n");
else // an error occurred
soap_print_fault(soap1, stderr); // display the SOAP fault on the stderr stream
return (EXIT_SUCCESS);
}
I copied the most of this from the gSOAP website's getting started section.
When I try to compile i get the following error:
build/Debug/MinGW-Windows/main.o: In function `main':
\NetBeansProjects\WebServiceClient/main.c:19: undefined reference to `soap_new_LIBRARY_VERSION_REQUIRED_20808'
\NetBeansProjects\WebServiceClient/main.c:22: undefined reference to `soap_call___ns2__getAllCustomer'
\NetBeansProjects\WebServiceClient/main.c:25: undefined reference to `soap_print_fault'
If I add the "soapC.c" "soapClient.c" "soapClientLib.c" files to the project I get a bunch of more undefinied reference.
What am I doing wrong? I'm using Netbeans ide with MinGW compiler on Win7. What other libraries I need or what other files should I include?
I managed to solve the problem by adding the files "soapC.c" "soapClient.c" "stdsoap.c" to the project files and in the Project propertie - Include Directories adding the files generated by soapcpp2 and the gSOAP toolkit's gsoap directory
You will need to link in the proper libraries. You will need to add the appropriate libraries using the -l switch and you will optionally need to pass the path to where these libraries reside via -L. Also, note that the libraries ending with a ++ are typically the ones you should use if you're using C++. So, your command line shoulde include at least:
For C:
gcc ... -lgsoap -L/path/to/gsoap/binaries
For C++:
g++ ... -lgsoap++ -L/path/to/gsoap/binaries
Also, depending on whether you're using additional features such as SSL, cookies etc. you will need to link these libraries in too:
g++ ... -lgsoap++ -lgsoapssl++ -L/path/...
If you're using a different toolchain, lookup the documentation for the exact switches.
I had this problem in Debian BullsEye (11), -lgsoap++ is necessary and it was solved when I added /gsoap_library_path/libgsoap++.a to g++ compiler command line.