Missing dll files error in Objective-C programs - objective-c

I am a beginner in Objective-C language. I have downloaded and installed GNUstep msys and GNUstep core and installed them in order, as mentioned in the downloads page of GNUstep.
But, I think that the installation isn't correct, because whenever I try to compile an Objective-C source file, it shows fatal error Foundation/Foundation.h file not found. Means, due to some reasons, the path to the header files isn't valid.
Although I am now successfully able to compile the source file with the -I and -L options, I faced another problem. After compilation, when I run the compiled exe file, it shows an error that many dll files are missing, such as objc-4.dll, gnustep-base-1_24.dll to name a few of them. But, I found all of these files present under the /GNUstep/System/Tools folder. When I copied these dll files to my main working (home) directory, it runs successfully without any errors.
Why is this happening? All the tutorials I found on the internet shows very simply the compiling and running of Objective-C programs in Windows without changing so many things. Am I missing something? I have searched many times in StackOverflow and also on the internet, but none of those solved this problem. Please help me and thanks in advance.
P.S. - I have installed GNUstep in the default C:/GNUstep/ folder and included the C:/GNUstep/bin/ and C:/GNUstep/msys/1.0/bin/ folders in the PATH environment variable.

I noticed that there are more than one gcc.exe files present on my system for three different programming language compilers and their parent folders are included in the PATH environment variable. So, the gcc command conflicted with those three executables and therefore, the path to the dll files become invalid.
So, I had to move the GNUstep's bin directory to the top of the PATH environment variable to ensure that the GNUstep's gcc executable is used. And now, everything works like a charm.

Related

cmake always use my pc installed library instead of my target path

I get a project that was built for x86, and I am trying to make it work with mips. But I encounter problem when modifying the CMakelists.txt.
So here is the problem, the following code always use my PC's x86 library:
PKG_CHECK_MODULES(LIBCRYPTO REQUIRED libcrypto)
IF(LIBCRYPTO_FOUND)
INCLUDE_DIRECTORIES(${LIBCRYPTO_INCLUDE_DIRS})
LINK_DIRECTORIES(${LIBCRYPTO_LIB_DIRS})
ENDIF(LIBCRYPTO_FOUND)
I googled and found they always use system library first and can use find_package with NO_CMAKE_SYSTEM_PATH flag. But its not working and give me the following message. I don't know what its talking about..
Could not find a package configuration file provided by "libcrypto" with
any of the following names:
libcryptoConfig.cmake
libcrypto-config.cmake
Add the installation prefix of "libcrypto" to CMAKE_PREFIX_PATH or set
"libcrypto_DIR" to a directory containing one of the above files. If
"libcrypto" provides a separate development package or SDK, be sure it has
been installed.
My question is how to properly link a library to the path I assigned to and works like original piece of code?

How to use ZeroBrane Studio IDE debugger when lua is compiled as c++

I have compiled Lua 5.3 as a 32 bit c++ DLL and exe. The DLL contains all the lua code except for lua.cpp and luac.cpp. The exe compiles lua.cpp and uses the DLL to run the lua interpreter. This works fine when running on its own from the command line. I wish to be able to run from the IDE using this DLL and exe.
If I replace /ZeroBraneStudio/bin/lua53.dll and lua53.exe with my own versions, I can run scripts (clicking the two green arrows). However, debugging does not work, giving the following error:
The procedure entry point luaL_addlstring could not be located in the dynamic link library lua53.dll.
I can see that this is happening because the debugger is making use of luasocket. \ZeroBraneStudio\bin\clibs53\socket\core.dll is dependent on lua53.dll, and is expecting it to contain lua compiled as c.
So, what is the correct solution to this - is it to compile luasocket as c++ as well?
(And, if so, does anybody have instructions/guidance for doing so? I have been unable to find anything on this.)
Thanks.
I'm not sure how exactly the DLL was compiled, but the error message likely indicates that the luaL_addlstring and other functions are not exported by it. If the symbols are exported correctly, you should be able to load luasocket and get the debugging working. See this thread for the related discussion.
Also, you don't need to replace lua53 library and executable, as you can configure the IDE to use your own copy of it using path.lua53 configuration setting as described in the documentation.
Okay, I was able to get it working. The solution was to compile luasocket as c++. I won't give full instructions on how to do this here, but some points to hopefully help anybody else with the same issue:
Got luasocket from here: https://github.com/diegonehab/luasocket
Renamed all *.c files to *.cpp
Renamed Lua52.props to Lua.props (I am using lua 5.3 but seems like it is compatible?)
Placed lua headers and lib in appropriate folders
Opened solution in Visual Studio 2012
Fixed up minor issues with project files, like the renaming of the files.
Added 'extern "C"' to declaration of luaopen_socket_core and luaopen_mime_core functions (necessary for lua to be able to load libraries).
Built solution
Copied new dlls into clibs53/socket and clibs53/mime folders.
I used Dependency Walker to help with this. If anybody wants further details in the future please leave a comment.

MonoGame not able to find dylib files, throwing DllNotFoundException

I have a project using MonoMac in Xamarin Studio. I'm using [DllImport ("rlimit")] to access a .dylib file. However, even though I have mapped rlimit to rlimit.dylib, a DllNotFoundException is still thrown.
The .dylib files are in the project and should be accessible, however they cannot be found.
I'm guessing that the files are either in the wrong place, or they aren't being detected for some reason.
You need to put the dylib anywhere mono can find it.
You can find out where mono looks for native libraries by doing this:
export MONO_LOG_LEVEL=debug
export MONO_LOG_MASK=dll
mono yourprogram.exe
and verbose lookup output will be printed to the terminal. On my system mono looks first in the directory where the executable is, so putting the dylib there is probably the easiest. Then mono asks the system to find the dylib (by trying to open it without a path). The system typically looks in /usr/lib and maybe a few other places (this is of course system-dependent), but in any case you can add a path for the system to look in by setting LD_LIBRARY_PATH to that path. In this case you'll do this:
export LD_LIBRARY_PATH=/path/to/dylib:$LD_LIBRARY_PATH
mono yourprogram.exe
Note that you do not need the .dllmap, mono will automatically append the appropiate suffix depending on the platform (.dylib on Mac, .so on Linux and .dll on Windows).

MinGW-w64's ar.exe can't find libraries when trying to build a static library

I've now been trying to get MinGW-w64 to work on my system for several days, mainly because it has a more recent GCC version, but I either set things up wrong or there's some strange problem with MinGW-w64 itself.
I've now downloaded i686-w64-mingw32-gcc-4.7.2-release-win32_rubenvb, unpacked it to C:/Dev/mingw-ruben and added the path C:/Dev/mingw-ruben/bin to the $PATH environment variable.
What I'm trying to build is SFML 2 which comes with a CMake file. Running CMake will work just fine, the compiler gets recognized and passes all test. CMake also finds the ar.exe in the C:/Dev/mingw-ruben/binfolder. After generating the MinGW Makefile I switch to the windows command line and run mingw32-make install.
There's where the problem happens, I get the error:
mingw-ruben\bin\ar.exe: mingw-ruben/lib/libopengl32.a: No such file or directory
Or for the network library
mingw-ruben\bin\ar.exe: mingw-ruben/lib/libws2_32.a: No such file or directory
The error seems quite obvious and on check there really is no libopengl32.a or libws2_32.a in mingw-ruben/lib/, but the files is actually located in C:/Dev/mingw-ruben/i686-w64-mingw32/lib.
Now How can I tell ar/make/cmake to not only search in the mingw-ruben/lib directory but also in the mingw-ruben/i686-w64-mingw32/lib?
Would it be a good idea to copy all the content from the i686-w64-mingw32 subfolder to the mingw-ruben root folder?
As a side note: I can call mingw32-make install again and the procedure will continue but up on trying to link my application against SFML, I run into many unresolved symbol errors for the glXYZ functions from within SFML.
Further information: I'm on Windows 8 x64, but I think that doesn't really matter and yes I've tried MSYS but it doesn't resolve any of my issues.
Am I doing something wrong? Do I have to configure things specially?
January 2015 Edit
Now that SFML 2.2 has been released, this is no longer an issue and you have to link SFML's dependencies yourself when linking static.
January 2014 Edit
As of commit 165f2b1888 and f784fe4c07, which is included in the stable version SFML 2.1, MinGW-w64 compilers are supported.
However while discussing further with different parties it came to light, that the sfml_static_add_libraries marco a rather ugly hack was. In short it unpacked the static dependencies and included their obj files into the SFML library itself. This was most noticeable an issue, when trying to use your own version of GLEW, which failed since SFML was using its internal one already. The issue was brought to the forum and was pushed around for quite a bit, until Laurent finally gave in and went with the proper way of linking dependencies, which means you have to link them now on your own.
As of commit dbf01a775b, which is not included in the stable version of SFML 2.1, one has to link the SFML dependencies in the finally application, when linking statically against SFML.
Original
After some chat on the IRC we've figured it out.
It has nothing to do with MinGW but it's all SFML's fault. To reduce the dependencies list for SFML while linking statically the developer decided to manually extract the symbols from each library (opengl32, ws2_32, ...) which obviously isn't how one does things and violates some ODR rules. The actual error then occurs because the developer assumed that the library will be in the folder mingw/libbut with MinGW w64 it's located in a seperate directory mingw/version/lib and so ar.exe didn't find the library.
Solution
Removing the call to the sfml_static_add_libraries macro and then recompile. Afterwards you'll have to link all the dependencies for static linkages, like it should be.
I think it may be well a problem of the gcc distribution you downloaded.
A bit of light into the problem gives ruben's question here:
https://unix.stackexchange.com/questions/45277/executing-binary-file-file-not-found
that seems to me related to that (although it is about linux and not win)
I was having a similar problem (the name of the missing file was different) few months ago with gcc 4.7.0 linux->win crosscompiler. So until now I lived with the standard ubuntu mingw-w64 package and only yesterday I gave another try to i686-w64-mingw32-gcc-4.7.2-release-linux64_rubenvb.tar.xz and it works without issues in otherwise same environment where the previous version was failing with "..ar.exe: ... no such file". Sometimes I develop also in windows, then I use http://www.mingw.org/ that was for me much easier to setup in Win. It supports only 32bit target but for my project it is sufficient.

How to build yaml-cpp with CMake on Windows?

I can be a real dummy when it comes to following instructions sometimes, pardon me. I'm in a bit of a hurry to get YAML files working with my program. I have downloaded the YAML files from the official site, I have downloaded an installed the latest CMake. What do i do now? I don't understand DLL creation nor the issues that there seem to be.
When I open CMake I put in the path to the extracted yaml-cpp-0.2.7 folder with the yaml-cpp.pc.cmake file and I set up the build path. Is there anything else I should do here? I get this error:
CMake Error: CMake was unable to find a build program corresponding to ""Visual Studio 9 2008"". CMAKE_MAKE_PROGRAM is not set. You probably need to select a different build tool.
CMake Error: Could not find cmake module file:C:/path/yaml-cpp-0.2.7/build/CMakeFiles/CMakeCCompiler.cmake
CMake Error: Could not find cmake module file:C:/path/yaml-cpp-0.2.7/build/CMakeFiles/CMakeCXXCompiler.cmake
Also once i'm done with this what should I do next to be able to launch the example code from the site? Which configuration should I use to be able to launch the file on VS Express 2010? I'm stuck, I can't find answers anywhere.
I have made a mistake here, i tried to get the CMake file going on a computer which didn't have the IDE installed, i installed VC++ 2010 and it works now.
I loaded the yaml-cpp solution into VC++ 2010, bulit it, linked everything and it works fine now.