Go package linkage with a C library - c

I hope this is a basic question. I am trying to build a Go package which includes functions from a library written in C. The structure is basically as follows:
package too
/*
#cgo LDFLAGS: -L/usr/local/lib include -lbar
#include mybar.h
*/
import "C"
func MyGoWrapper () {
C.orig_func()
}
Running go build foo.go fails with an "undefined reference" for orig_func. Note that the header is mybar.h; I created a prototype for orig_func that was not included in the original library. Do I need to recompile the library first, including this header file, before it will link with the Go build? Or am I misunderstanding something else entirely?

When linking against an external library, you do need to separately compile it for your target architecture. cgo can't replace the configure/make (or whatever) to compile the library; it only knows how to build a few .c files in your package directory, and a library's build process might be more complex.
I'm less sure of how to accomplish the larger task of linking in an external library when cross-compiling (and I'm not sure what you've already done). The (closed) Go bug on cross-compilation with cgo looks useful here. You may want to build the Go toolchain with some environment variables set that are described in godoc cmd/cgo:
To enable cgo during cross compiling builds, set the CGO_ENABLED
environment variable to 1 when building the Go tools with make.bash.
Also, set CC_FOR_TARGET to the C cross compiler for the target. CC will
be used for compiling for the host.
After the Go tools are built, when running the go command, CC_FOR_TARGET
is ignored. The value of CC_FOR_TARGET when running make.bash is the
default compiler. However, you can set the environment variable CC, not
CC_FOR_TARGET, to control the compiler when running the go tool.
CXX_FOR_TARGET works in a similar way for C++ code.
The bug also mentions someone who uses -ldflags="-extld=$(CC)" (where $(CC) is the name of the cross-compiler they want to use).
In your example code there's an explicit -L/usr/local/lib and I don't think that'll work: I think when you build libraries for the target, you're going to want to put them in a directory distinct from the lib for your host arch. For example, this ARM cross-compilation HOWTO uses a /usr/local/arm-linux prefix or install_root in some places.

Related

How to successfully compile an SDL2 C program with MinGW [duplicate]

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)

How to Include external C library on windows

I am fairly new to C and I am trying to include a external library without using any IDE, only text-editor and the minGW compiler on windows cmd. The library is libPNG in this case, I would really like to understand how the process work not only for this library.
If there is a better way (and easier) to do this, I would also like to know.
You have two parts to take care of:
compilation,
linking.
Compilation
In compilation, when you transform source files in object files, your compiler must know what are the functions provided by the external library.
You could declare each function you use or you can include the library header file(s) in your code:
#incude <library_file.h>
It's not enough, you will have to tell your compiler where it can find this file:
-I<path_to_lib_folder> with gcc
/I<path_to_lib_folder> with cl (the visual studio compiler)
Linking
In linking process, you put the object and library files together to construct an executable file.
You need to tell the linker
what files it must use and
where it can find the library file
You tell the linker what files to use with the -l options, for instance, -lfoo will tell it to search for the libfoo.so lib
Note: with cl you can tell specify which library to use directly in your source code with #pragma comment (lib, "libfoo.lib")
Add you specify where with:
-L<path_to_lib_folder> with gcc
/LIBPATH:<path_to_lib_folder> with link (the visual studio linker)
You can also use dynamic linking, but let's start with the first step.

How can I create and use my own static library in C?

I want to my make own library and have it use the same syntax as the standard C libraries as in
#include<mylib.h>
So that it looks like #include and some of the libraries that are included with C.
Can I make the library static as opposed to linking so that I can compile it in GCC without additional arguments, as if I were using another library like stdio.h or string.h?
This seems simple enough.
Develop the library (create as many source files as you need).
Build the source files into a shared library (.so) using a tool like CMAKE (which i strongly recommend).
Copy that library to your library path (i.e. /usr/lib)
Later on, all you have to do is import your lib: (i) in the source using #include<mylib.h>; (ii) when building (also using CMAKE) or using the flag (-lmylib) in the GCC compiler: gcc -lmylib myfiles.c -o myoutput.
In addition to #include "mylib.h", you need to add -lmylib command line to the compiler (more specifically linker) when using the library. I assume that the your library archive created through ar command is named as libmylib.a.
Usually, we do not write 'manually' build instructions, but we rely on tool that generates build chains. There are quite a lot of them, the most know are probably autotools and cmake (under Linux).
I would suggest you to have a look to cmake examples and/or documentation to get your code built.
There are quite a lot of differences between static and dynamic libs, and you will also need to package somehow your lib if you really want to use it like 'standard' lib (like libxml2, openssl, etc.)
A lot to say about it, but you should first have a look to 'how to build' your lib, and then see how to make it easy to use, IMHO.

How can I compile a library archive with a source code file with gcc?

TL;DR - I need to compile archive.a with test.o to make an executable.
Background - I am trying to call a function in a separate library from a software package I am modifying but the function (a string parser) is creating a segmentation violation. The failure is definitely happening in the library and the developer has asked for a test case where the error occurs. Rather than having him try to compile the rather large software package that I'm working on I'd rather just send him a simple program that calls the appropriate function (hopefully dying at the same place). His library makes use of several system libraries as well (lapack, cblas, etc.) so the linking needs to hit everything I think.
I can link to the .o files that are created when I make his library but of course they don't link to the appropriate system libraries.
This seems like it should be straight forward, but it's got me all flummoxed.
The .a extension indicates that it is a static library. So in order to link against it you can use the switches for the linking stage:
gcc -o myprog -L<path to your library> main.o ... -larchive
Generally you use -L to add the path where libraries are stored (unless it is in the current directory) and you use -l<libname> to sepecify a library. The libraryname is without extension. If the library is named libarchive.a you would still give -larchive.
If you want to specify the full name of the library, then you would use i.e. -l:libname.a
update
If the libraypath is /usr/lib/libmylibrary.a you would use
-L/usr/lib -lmylibrary

How to created a shared library (dylib) using automake that JNI/JNA can use?

How do I convince LibTools to generate a library identical to what gcc does automatically?
This works if I do things explicitly:
gcc -o libclique.dylib -shared disc.c phylip.c Slist.c clique.c
cp libclique.dylib [JavaTestDir]/libclique.dylib
But if I do:
Makefile libclique.la (which is what automake generates)
cp .libs/libclique.1.dylib [JavaTestDir]/libclique.dylib
Java finds the library but can't find the entry point.
I read the "How to create a shared library (.so) in an automake script?" thread and it helped a lot. I got the dylib created with a -shared flag (according to the generated Makefile). But when I try to use it from Java Native Access I get a "symbol not found" error.
Looking at the libclique.la that is generated by Makefile it doesn't seem to have any critical information in it, just looks to be link overloads and moving things around for the convenience of subsequent C/C++ compiler steps (which I don't have), so I would expect libclique.1.dylib to be a functioning dynamic library.
I'm guessing that is where I'm going wrong, but, given that JNA links directly to a dylib and is not compiled with it (per the example in the discussion cited above), it seems all the subsequent compilation steps described in the LibTools manual are moot.
Note: I'm testing on a Mac, but I'm going to have to do this on Windows and Linux machines also, which is why I'm trying to put this into Automake.
Note2: I'm using Eclipse for my Java development and, yes, I did import the dylib.
Thanks
You should be building a plugin and in particular pass
libclique_la_LDFLAGS = -avoid-version -module -shared -export-dynamic
This way you tell libtool you want a dynamically loadable module rather than a shared library (which for ELF are the same thing, but for Mach-O are not.)

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