I want to use ffmpeg in my android application, considering the size of built library, I decided to write a piece of c code that accomplishes a simple video task.
I have tested my code on my Mac and it compiles and works fine. Now for the NDK part, I can't get it compiled successfully, I have several questions, and hoping for someone to give me a guide.
Can I just cross compile my c code with static ffmpeg library installed on my Mac ? Or if I have to cross compile them before using in my code?
The size of static library is 10Mb, and my c code is only a few lines, how big will be my final shared library ? About 10Mb ?
Any explanation will be appreciated 🙂
Of course, the static lib needs to target the same architecture, so this has to be cross-compiled as well.
It depends on the structure of the static lib. A static lib is normally just an archive of the object (.o) files. So if your library has sufficiently small translation units, and your program uses only a few of them, only these will really be linked to your executable. The outcome might be even smaller if the library and your program are compiled with -ffunction-sections -fdata-sections (which put all functions and all objects of static storage in their own segment) and then you pass -Wl,--gc-sections during linking, so any unused section is discarded. On the other hand, you could run in a situation that you call some functionality of the lib that internally needs close to all other library code, so you end up with nearly the whole library linked into your executable. Therefore: it depends, try it out, and if you're concerned about size, give --gc-sections a try.
Related
I'm reading a book about gcc and the following paragraph puzzles me now:
Furthermore, shared libraries make it possible to update a library with-
out recompiling the programs which use it (provided the interface to the
library does not change).
This only refers to the programs which are not yet linked, right?
I mean, in C isn't executable code completely independent from the compiler? In which case any alteration to the library, whether its interface or implementation is irrelevant to the executable code?
A shared library is not linked until the program is executed, so the library can be upgraded/changed without recompiling (nor relinking).
EG, on Linux, one might have
/bin/myprogram
depending upon
/usr/lib64/mylibrary.so
Replacing mylibrary.so with a different version (as long as the functions/symbols that it exports are the same/compatible) will affect myprogram the next time that myprogram is started. On Linux, this is handled by the system program /lib64/ld-linux-x864-64.so.2 or similar, which the system runs automatically when the program is started.
Contrast with a static library, which is linked at compile-time. Changes to static libraries require the application to be re-linked.
As an added benefit, if two programs share the same shared library, the memory footprint can be smaller, as the kernel can “tell” that it's the same code, and not copy it into RAM twice. With static libraries, this is not the case.
No, this is talking about code that is linked. If you link to a static libary, and change the library, the executable will not pick up the changes because it contains its own copy of the original version of the library.
If you link to a shared library, also known as dynamic linking, the executable does not contain a copy of the library. When the program is run, it loads the current version of the library into memory. This allows you to fix the library, and the fixes will be picked up by all users of the library without needing to be relinked.
Libraries provide interfaces (API) to the outside world. Applications using the libraries (a .DLL for example) bind to the interface (meaning they call functions from the API). The library author is free to modify the library and redistribute a newer version as long as they don't modify the interface.
If the library authors were to modify the interface, they could potentially break all of the applications that depend on that function!
How can I convert a pre-built dynamic executable to a static one without recompiling from source? I am using ARMv7 cpu on Linux and I have acess to libraries which are needed by the dynamic executable one . ( I can not use Ermine or Statifier !)
You need the static versions of the libraries you are using, and link them to a compiled version of your program that is prepared for static linking.
So I don't think you can circumvent recompiling.
If you have all the .o files, then you can simply link them with the static versions of the libraries.
This means it's possible to create a static version without compiling from source but usually, people don't keep the .o files so I guess you will have to compile everything from source.
I've encountered a few cases building projects which use shared libraries or dynamic-loaded modules where the module/library depends on another library, but doesn't check that a shared copy is available before trying to link. This causes object files from a static archive (.a file) to get pulled into the resulting .so, and since these object files are non-PIC, the resulting .so file either has TEXTRELs (very bad load performance and memory usage) or fails altogether (on archs like x86_64 that don't support non-PIC shared libraries).
Is there any way I can make the gcc compiler driver refuse to link static library code into shared library output? It seems difficult and complicated by the possible need to link minimal amounts from libgcc.a and the like...
As you know, you can use -static to only link against static libraries, but there doesn't appear to be a good equivalent to only linking against dynamic libraries.
The following answer may be useful...
How to link using GCC without -l nor hardcoding path for a library that does not follow the libNAME.so naming convention?
You can use -l:[libraryname].so to list the dynamic libraries you want to link against in your library search path. Specifying the .so ending will probably help with your dynamic library only case. You will probably have to specify the whole name with the 'lib' prefix instead of just the shortened version.
My executable needs zlib1.dll to run,
and I need to keep them together now and then.
How can I merge it into the executable to save the trouble?
I'm using cmake to build the executable.
UPDATE
zlib1.dll is not directly included by my programe,but required by libpng14-14.dll(one dll of the gtk bundle)
It sounds like you want to link statically so that your program does not require the presence of zlib1.dll in order to run. But zlib1.dll is a dynamic link library (that's what DLL stands for!), so you can't link it statically. The first thing you need to do is find a static version of this library. On windows, it will normally end with the .lib extension.
I'm not familiar with cmake, so I'll let someone else answer the part of the question about how to make cmake use the static library, once you have both.
Sorry there is no way to mix it. Either you must compile and link statically or dynamically. I tried it - it does not work.
So if libpng.dll needs a zlib.dll you can't turn zlib into a static library. You have to also compile libpng as a static library.
I've done this a few times, the makefiles from PNG, ZLIB, (and also the JPEG, TIFF image format libraries) are pretty good. If you need more then 30min to figure out what to do, you should look at it as a good training on your C makefile skills.
please, could someone explain to me a few basic things about working with languages like C? Especially on Windows?
If I want to use some other library, what do I need from the library? Header files .h and ..?
What is the difference between .dll and .dll.a.? .dll and .lib? .dll and .exe? What is .def?
Does it matter how was the library compiled? I mean, is it possible to use, on Windows, a C++ library compiled by VC from within my C code compiled by MinGW?
To use another library, what is preferred way? LoadLibrary() or #include <>?
There are some libraries which only provide the source code or .dll - how to use such libraries? Do I have to recompile them every time I rebuild my project?
How do I create one big .exe? Is this called "static linking"?
How to include some random file into .exe? Say a program icon or start-up song?
How do I split my huge .c into smaller ones? Do I need to create for every part a header file which then I include in the part with WinMain() or main()?
If there is a library which needs another library, is it possible to combine these two into one file? Say, python26.dll needs msvcr90.dll and Microsoft.VC90.CRT.manifest
What happens if I don't free previously allocated memory? Is this going to be cleaned up if the program (process) dies?
Well, so many question... Thanks for every info!
1: If I want to use some other library, what do I need from the library? Header files .h and ..?
... and, usually a *.lib file which you pass as an argument to your linker.
2: What is the difference between .dll and .dll.a.? .dll and .lib? .dll and .exe? What is .def?
This might be useful: Static libraries, dynamic libraries, DLLs, entry points, headers … how to get out of this alive?
3: Does it matter how was the library compiled? I mean, is it possible to use, on Windows, a C++ library compiled by VC from within my C code compiled by MinGW?
Yes, it matters. For interop between compilers, the normal way is to use a C-style (not C++-style) API, with well-defined parameter-passing conventions (e.g. __stdcall), or to use 'COM' interfaces.
4: To use another library, what is preferred way? LoadLibrary() or #include <>?
#include is for the compiler (e.g. so that it can compile calls to the library); and LoadLibrary (or, using a *.lib file) is for the run-time linker/loader (so that it can substitute the actual address of those library methods into your code): i.e. you need both.
5: There are some libraries which only provide the source code or .dll - how to use such libraries? Do I have to recompile them every time I rebuild my project?
If it's only source then you can compile that source (once) into a library, and then (when you build your project) link to that library (without recompiling the library).
6: How do I create one big .exe? Is this called "static linking"?
Yes, compile everything and pass it all to the linker.
7: How to include some random file into .exe? Say a program icon or start-up song?
Define that in a Windows-specific 'resource file', which is compiled by the 'resource compiler'.
8: How do I split my huge .c into smaller ones? Do I need to create for every part a header file which then I include in the part with WinMain() or main()?
Yes.
9: If there is a library which needs another library, is it possible to combine these two into one file? Say, python26.dll needs msvcr90.dll and Microsoft.VC90.CRT.manifest
I don't understand your question/example.
10: What happens if I don't free previously allocated memory? Is this going to be cleaned up if the program (process) dies?
Yes.
If I want to use some other library, what do I need from the library? Header files .h and ..?
You need header .h or .hpp for C,C++ although some languages don't require header files. You'll also need .a, .so, .dll, .lib, .jar etc files. These files contain the machine code that you linker can link into your program. Goes without saying that the format of library is must be understood by you linker.
What is the difference between .dll and .dll.a.? .dll and .lib? .dll and .exe? What is .def?
dll and .a are library files, that contain code components that you can link into your own program. a .exe is your final program into which .a or .dll has already been linked.
Does it matter how was the library compiled? I mean, is it possible to use, on Windows, a C++ library compiled by VC from within my C code compiled by MinGW?
Yes, it is important that the library that you are using is compatible with your platform. Typically Unix libraries will not run on windows and vice versa, if you are using JAVA you are better off since a .jar files will usually work on any platform with JAVA enabled (though versions matter )
To use another library, what is preferred way? LoadLibrary() or #include <>?
include is not a way to use a library its just a preprocessor directive telling you preprocessor to include a external source file in your current source file. This file can be any file not just .h although usually it would be .h or a .hpp
You'll be better off my leaving the decision about when to load a library to you runtime environment or your linker, unless you know for sure that loading a library at a particular point of time is going to add some value to your code. The performance cost and exact method of doing this is platform dependent.
There are some libraries which only provide the source code or .dll - how to use such libraries? Do I have to recompile them every time I rebuild my project?
If you have source code you'll need to recompile it every time you make a change to it.
however if you have not changed the source of library in anyway there is no need to recompile it. The build tool like Make are intelligent enough to take this decision for you.
How do I create one big .exe? Is this called "static linking"?
Creating a static .exe is dependent on the build tool you are using.
with gcc this would usually mean that you have to you -static option
gcc -static -o my.exe my.c
How to include some random file into .exe? Say a program icon or start-up song?
Nothing in programming is random. If it were we would be in trouble. Again the way you can play a song or display an icon is dependent on the platform you are using on some platforms it may even be impossible to do so.
How do I split my huge .c into smaller ones? Do I need to create for every part a header file which then I include in the part with WinMain() or main()?
You'll need a header file with all your function prototypes and you can split you program into several .c files that contain one or more functions. You main files will include the header file. All source files need to be compiled individually and then linked into one executable. Typically you'll get a .o for every .c and then you link all the .o together to get a .exe
If there is a library which needs another library, is it possible to combine these two into one file? Say, python26.dll needs msvcr90.dll and Microsoft.VC90.CRT.manifest
Yes one library may require another library however its not advisable to package different libraries together, you may be violating the IPR and also for the fact that each library is usually a well define unit with a specific purpose and combining them into one usually doesn't make much sense.
What happens if I don't free previously allocated memory? Is this going to be cleaned up if the program (process) dies?
Again depends on the platform, usually on most OS the memory will be recovered after the program dies but on certain platforms like an embedded system it may be permanently lost.
It always a good idea to clean up the resources your program has used.
In all seriousness, the place to go to learn how to run your local environment is the documentation for your local environment. After all we on not even know exactly what your environment is, much less have it in front of us.
But here are some answers:
1. You need the headers, and a linkable object of some kind. Or you need the source so that you can build these.
3. It matters that the library is in a format that your linker understands. In c++ and perhaps other languages, it also needs to understand the name mangling that was used.
6. Forcing all the library code to be included in the executable is, indeed, called "static linking".
7. There is at least one StackOverflow question on "resource compilers".