Precompiling part of Go program that relies on C for speed - c

Part of my Go program relies on a very large C codebase using import "C" that takes a few minutes to compile. Is there any way to precompile per-se that C library or create a branch of my Go program that will be precompiled along with the C code so that each time I compile the main program I don't have to wait for the entire C library to re-compile each time?

Instead of importing the entire C source code, you can link it with compiled object files and header files. Refer to https://golang.org/cmd/cgo/ which covers how to use the LDFLAGS argument for cgo.
There are other documents online which cover how to compile C code into object files (.a and .o files) such as this one. You should also refer to documentation in the library you're using, or its Makefile as it will likely already have instructions to compile it into object files that can be linked.
If the library that has import "C", and its source isn't being modified, you can also go get it, (or perhaps go install it) which will store its compiled object files in your $GOPATH/pkg, making compilation of other Go programs that import it faster.

Related

Can an import library contain both stubs and static code at the same time?

When using a mingw-w64 toolchain, I see that the linker is linking stub libraries instead of linking directly. For example, the linker will choose to link to libkernel32.a which is an import library.
This sparked my curiosity and brought up the following questions:
See below to find that libws2_32.a has source code compiled within it. I disassembled it and found that it contained both stubs and code - as if it were a import library and static library mixed. Is this normally possible outside of the MinGW environment - to have an import library containing valid code?
Sources: https://github.com/mirror/mingw-w64/tree/master/mingw-w64-crt/libsrc/ws2tcpip
Smaller caveat question: is there an agreed method between linkers to determining the runtime DLL name? E.g. if I link to libws2_32.a then the linker deduces that the runtime DLL is ws2_32.dll. Is this an implementation-specific feature or is there an agreed convention to store and locate the original DLL name?
There's no technical reason that an import library can't contain statically linked entry points.
You'd want to check whether this works properly, but one way that might get you there is to do a postprocess step on the import library to add the static linked objects to it.
This page includes the following notes:
You can use LIB to perform the following library-management tasks:
To add objects to a library, specify the file name for the existing library and the filenames for the new objects.
Provided this operation doesn't remove the DLL import information, it should allow you to create such a library. I'm at work right now, on a Mac, so I don't have access to VS on my Windows system at home to test this for sure.
As to how the linker knows the name of the DLL involved, that's embedded in the import library, and from there gets embedded into the final EXE.

Compile lua5.2 files to one with using require and dofile

Can I compile all my files to one and then execute from C. In my lua files I am using require and dofile functions. When I try to use luac for compiling and then I want to execute the compiled file then It will not be able to find my modules which are built in the compiled file. I thought the including lua files via require and dofile function luac compiler proccess like for example javascript compiler do. In simply terms Javascript compilers adding the importing files to one.
And is it good practise when you do a release for app have the lua scripts in one file? Because I have a few directories with lua scripts and when I do a release I must have all lua files with binary in readable form.
luac is not a packaging tool, but simply a compiler. It will compile everything you feed it -- as long as it's valid Lua -- into Lua bytecode
If you need to have everything in one file and want to include your modules using require, you have to modify your source files a bit, so that require knows where to find those modules in memory.
Simply put this at the end of all Lua module files:
package.loaded["<yourmodnamehere>"] = yourmodreturnvalue
Then simply require or luaL_dofile your combined Lua right after your Lua init.
Whatever you do with dofile, it is probably easier to just rewrite your code to functions.

How compiled c programs execute when my system is missing GTK header files?

I am trying to compile a simple ANSI C program which requires GTK header files.
I know how to link the source code with gtk.h when compiling with GCC.
My question is how come applications such as gedit (GTK lib) is running on my system considering that GTK header files are missing? Presumably Gedit was compiled on a system which did have the GTK library. But why does Gedit not require header files on my system during execution?
As a Java programmer to compile a program the class files always have to be packaged with the main executable. Also I would need the JVM installed on the target system.
Thank you for your helpful responses.
But why does Gedit not require header files on my system during
execution?
Header files are only needed in the preprocessing phase. Once the preprocessor is done with them the compiler never even sees them. Obviously, the target system doesn't need them either for execution (the same way .c files aren't needed).
You're probably thinking of libraries, and you're right. Indeed: if a program is dynamically linked and the target environment doesn't have the necessary libraries, in the right places, with the right versions it won't run. One way to ensure it will run on most systems is to statically link stuff, but this will also bloat your executable and make poorer use of memory.
Also I would need the JVM installed on the target system.
Well, for C nothing like that is needed since once you compile it you get native code. Native code is very different from the intermediate stuff (bytecode) you get from java. There's no need for anything like an interpreter: you just feed it your binary stuff to the CPU and it does its thing.
Everything the executable needs from the header files is built into the executable when it's compiled. In C, header files are just included literally in the source file when referenced and then compiled.

How do I merge zlib1.dll into my executable in C?

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.

Compiled languages basics

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".

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