Linking with -R and -rpath switches on Windows - c

I,m using gcc compiler(MinGW) on Windows XP.I created a .dll library libdir.dll than I tried to build a program that is using that library.
I don't want to put that .dll file into System or System32 folder nor to set path to it in PATH variable, what i want is to give that information to the program itself.
I know there is a -R and -rpath switches available so i was gonna link it with one of them.
First -rpath:
gcc -L/path/to/lib -Wl,-rpath,/path/to/lib main.o -ldir -o prog
Than -R:
gcc -L/path/to/lib -Wl,-R,/path/to/lib main.o -ldir -o prog
This links successfully into prog but when i start the program Windows prints message that it cannot find libdir.dll.
So my question is what went wrong, why path to libdir.dll is not known in runtime even when I'm using appropriate switches?
Let's say i have prog1 and prog2 each containing their own copy of libdir.dll and both of them start to run at the same time loading code in the library.What happens in memory is there a two copies loaded or linker figures out that there is a copy and uses that for both programs?
Second question is about how libraries are loaded(any OS).Does linkers always load entire library or just parts needed?For example if program references function foo() which is in the library, does linker maps into memory only that function or entire library first?

There are only two real alternatives: put the DLL in the same folder as the EXE or put it in the working directory for the EXE. The latter being not much of an option since you'd have to create a shortcut to make the default working directory different from the directory that contains the EXE.
Not putting the DLL in the same directory as the EXE only makes sense if you want to share the DLL with other applications. To avoid the inevitable DLL hell this causes, you'd need to store the DLL in the side-by-side cache. The tooling you need to create the manifest and embed it in the EXE and the installer you'd need to deploy the DLL to the target machine are probably hard to come by with your tool chain. It is very rarely done anyway.

Part of this question is a duplicate of this one: Is there a Windows/MSVC equivalent to the -rpath linker flag?
The summary of the answer is that there is no direct equivalent of RPATH on Windows.
Since you precluded placing your DLLs in the default library search path (which on Windows includes the system directories you listed and the directories in the PATH environment variable), you are left with these options:
using batch files
placing all the DLLs and executables in the same directory
making OS-level calls in your program for adding to the DLL search path

Related

How can I make a binary that uses openmp and compiled with intel's C compiler portable?

Normally I compile code (all in a single file main.c) with the intel oneapi command prompt like so
icl.exe main.c -o binary_name
I can then run binary_name.exe without issue from a regular command prompt. However, when I recently exploited openmp multithreading and compiled like so.
icl.exe main.c -o binary_name /Qopenmp /MD /link libiomp5md.lib
Then, when I try to run it through an ordinary command prompt, I get this message:
I'd ultimately like to move this simple code around (say, to another computer with the same OS). Is there some procedure through a command prompt or batch file for packaging and linking a dynamic library? It is also looking like statically linking for openmp is not supported on windows
Either make a statically linked version, or distribute the dependency DLL file(s) along with the EXE file.
You can check the dependencies of your EXE with Dependency Walker.
As you correctly statedk statically linking for OpenMP is not supported on Windows. Depending on your use case you have a couple of options. The simplest one for simple testing is to just ship the Dynamic-Link Library with you executable and place it in the same directory in the target system. Having built a lot of systems using DLLs, this is typically what most developers do to ensure capability with their code in a production environment even.
If you are looking to do something more complex on the target system you can place the Dynamic-Link library in a shared location and follow the search order suggestions from the Microsoft Build site:
https://learn.microsoft.com/en-us/windows/win32/dlls/dynamic-link-library-search-order

SDL2 errors on Visual studio Code while setting it up [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 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)

Substitute for LD_PRELOAD or LD_LIBRARY_PATH

I'm doing some C programming on a machine for which I don't have root access. I've compiled some shared libraries that I'm linking to, but because I cannot install the libraries in the typical location (/usr/local/lib) I have to explicitly specify the location of the libraries each time I compile and run. When compiling, this simply means adding the -L flag to the gcc command, but for program execution it's a lot more annoying. Either I must add the non-standard directory to LD_LIBRARY_PATH in each session, or I must add LD_PRELOAD=/path/to/libs to the beginning of the execute command.
Is there a better way to do this on a machine for which I don't have root access?
BTW, the machine is running Red Hat 4.1.
There are several solutions, from better to worse:
Use $ORIGIN, e.g. gcc main.o -L../lib -lfoo -Wl,-rpath='$ORIGIN'/../lib
Use target RPATH, e.g. gcc main.o -L../LIB -lfoo -Wl,-rpath=/home/user/lib
Set LD_LIBRARY_PATH from your .bashrc or .profile
Solution 1 allows you to install the binary anywhere, so long as you move the binary and the libraries together, e.g. my-app/bin/a.out and my-app/lib/{needed-shared-libs}.so. It also allows for multiple versions of the application and their set of shared libs.
Solution 2 works fine if you only need one set of shared libs, and never wish to move them around.
Solution 3 affects every application you run, and may cause some of them to bind to your shared libraries instead of the system ones. That may cause them to crash, fail with unresolved symbols, or cause you other pain. To exacerbate, the problem will only happen to you and nobody else, so you'll have hard time getting help for it.
You can add the environment variables to your .bashrc (or whatever file your shell sources when you log-in).
If you set the environment variable LD_RUN_PATH when you compile and link your program, then that search path will be baked in to the executable, and the dynamic linker will search it at runtime.
Using LD_LIBRARY_PATH or LD_PRELOAD is pretty much how to do this. To fix this, rename your program from myprog to myprog-exe, and create a shell script that looks like this called myprog:
#!/bin/sh
export LD_LIBRARY_PATH=/path/to/libs:$LD_LIBRARY_PATH
`dirname $0`/myprog-exe
This way, when someone runs myprog, it will really run the shell script which then runs myprog.

How do you actually use a C library?

I'm sure this question has been asked many times, but I can't figure this out. Bear with me.
So when you download a library, you get a bunch of .c and .h files, plus a lot of other stuff. Now say you want to write a program using this library.
I copy all the .h files into my project directory. It just doesn't compile.
Great, so then I get the library as a bunch of .dll's, and i copy the dlls into my project directory. Still doesn't compile.
How does this work?
What do you do, like right after creating the folder for your project? What parts of the library package do you copy/paste into the folder? How do you make it so that it can compile? Go through the steps with me please.
Where to put the .h files?
Where to put the .dll files?
How to compile?
Thanks.
(the library I'm trying to get working is libpng, I'm in windows with MinGW, and i'm looking to compile from command-line like usual.)
(from what i gather, you put the .h files in directory A and the .dll files in directory B and you can use -l and -L compiler options to tell the compiler where to find them, is this correct?)
Here's a brief guide to what happens when you compile and build a basic C project:
The first stage compiles all your source files - this takes the source files you've written and translates them into what are called object files. At this stage the compiler needs to know the declaration of all functions you use in your code, even in external libraries, so you need to use #include to include the header files of whatever libraries you use. This also means that you need to tell the compiler the location of those header files. With GCC you can use the -I command line to feed in directories to be searched for header files.
The next stage is to link all the object files together into one executable. At this stage the linker needs to resolve the calls to external libraries. This means you need the library in object form. Most libraries will give you instructions on how to generate this or might supply it ready built. Under Linux the library file is often a .a or .so file, though it might just be a .o. Again you can feed the location of the library's object file to GCC with the -L option.
Thus your command line would look like this:
gcc myProg.c -I/path/to/libpng/include -L/path/to/libpng/lib -lpng -o myProg.exe
(Note that when using the -l command line GCC automatically adds lib to the start of the library, so -lpng causes libpng.a to be linked in.)
Hope that helps.
Doing it under windows (supposing you user Visual Studio)
After unpacking add the library include directories to your projects' settings (Project -> Properties -> C/C++ -> Additional Include Directories)
Do the same thing for the Libraries Directory (Project -> Properties -> Linker -> Additional Library Directories)
Specify the name of the library in your Linker Input: Project -> Properties -> Linker -> Input -> Additional Dependencies
After this hopefully should compile.
I don't recommend adding the directories above to the Global settings in Visual Studio (Tools -> Options -> Project and Solutions) since it will create and environment where something compiles on your computer and does NOT compile on another one.
Now, the hard way, doing it for a Makefile based build system:
Unpack your stuff
Specify the include directory under the -I g++ flag
Specify the Library directory under the -L g++ flag
Specify the libraries to use like: -llibrary name (for example: -lxml2 for libxml2.so)
Specify the static libraries like: library name.a
at the end you should have a command which is ugly and looks like:
g++ -I/work/my_library/include -L/work/my_library/lib -lmylib my_static.a -o appname_exe MYFILE.CPP
(the line above is not really tested just a general idea)
I recommend go, grab a template makefile from somewhere and add in all your stuff.
You must link against a .lib or something equivalent i.e. add the ".lib" to the libraries read by the linker. At least that's how it works under Linux... haven't done Windows so a long while.
The ".lib" contains symbols to data/functions inside the .dll shared library.
It depends on the library. For examples, some libraries contain precompiled binaries (e.g. dlls) and others you need to compile them yourself. You'd better see the library's documentation.
Basically, to compile you should:
(1) have the library's include (.h) file location in the compiler's include path,
(2) have the library stubs (.lib) location in the linker's library path, and have the linker reference the relevant library file.
In order to run the program you need to have the shared libraries (dlls) where the loader can see them, for example in your system32 directory.
There are two kinds of libraries: static and dynamic (or shared.)
Static libraries come in an object format and you link them directly into your application.
Shared or dynamic libraries reside in a seperate file (.dll or .so) which must be present at the time your application is run. They also come with object files you must link against your application, but in this case they contain nothing more than stubs that find and call the runtime binary (the .dll or the .so).
In either case, you must have some header files containing the signatures (declarations) of the library functions, else your code won't compile.
Some 'libraries' are header-only and you need do nothing more than include them. Some consist of header and source files. In that case you should compile and link the sources against your application just as you would do with a source file you wrote.
When you compile, assuming you have the libs and the headers in the same folder as the sources you are compiling, you need to add to your compile line -L . -I . -lpng. -L tells the linker where to look for the library, -I tells the compiler where to look for the headers and -lpng tells the linker to link with the png library.
[Edit]
Normal projects would have some sort of hierarchy where the headers are in an /include folder and the 3rd party libs are in a /libs folder. In this case, you'd put -I ./include and -L ./libs instead of -I . and -L.
[Edit2] Most projects make use of makefile in order to compile from the command line. You can only compile manually for a small number of files, it gets quite hectic after that
Also,
you may want to look over Dynamic Loading support in various languages and on various
platforms.
This support is very handy in cases when you want to use a library optionally and you don't want your program to fail in case that library is not available.

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