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

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?

Related

Missing dll files error in Objective-C programs

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.

How can I resolve the "Could not find the required component 'libdlib'" error?

I am trying to to compile this ROS package but I get the following error
Could not find a package configuration file provided by "libdlib" with any of the following names:
libdlibConfig.cmake
libdlib-config.cmake
Add the installation prefix of "libdlib" to CMAKE_PREFIX_PATH or set
"libdlib_DIR" to a directory containing one of the above files. If
"libdlib" provides a separate development package or SDK, be sure it has
been installed.
Referencing some other answers on SO and elsewhere, I have added the following lines to CMakeLists.txt
include(/home//src/dlib/dlib/cmake)
include_directories (${dlib_INCLUDE_DIRS})
target_link_libraries(room_segmentation_server ${dlib_LIBRARIES})
I have also installed dlib using these instructions but the error persists.
What am I missing or doing wrong?
First of all: it is way more easy to help you, if you provide your code and the exact error you're facing.
I suppose, that you are trying to find the library with help of find_package(dlib CONFIG)?!
libdlibConfig.cmake is a CMake-File that needs to be provided by your dlib installation. This file has everthing written into it for your cmake, to find the include- and library paths of your dlib-installation. With its help, your cmake then sets the Variables that you're trying to use: dlib_INCLUDE_DIRS and dlib_LIBRARIES (pointing to its corresponding paths).
Therefor that your cmake-call complains, that such a libdlibConfig.cmake couldn't be found, you either do not have such a file on your system, or it is not in the expected directory. In both ways: the variables that you are trying to use, will not be set. Alternatively there might be a FindDlib.cmake-File on your system, that does almost the same, that you could refer to by find_package(Dlib).
If you do not have either of those two file, you need to specify the paths to the include-dir and library-dir on your own:
set(dlib_LIBRARIES "<path to your libdlib.dll>")
set(dlib_INCLUDE_DIR "<path to your dlib/include-folder>")
find_library(LIBDLIB dlib ${dlib_LIBRARIES})
target_include_directories(<your_target> ${dlib_INCLUDE_DIR})
target_link_libraries(<your_target> LIBDLIB)

How can I find which part of my code is associated with an entry in the symbol table?

I am working on a project which needs to be executed in a Linux machine that has turned out not to have the GLIBCXX_3.4.20 version of a library, but the code needs it. Is there anyway to find which part of my code (C++) asks for this version?
I read the ELF file using objdump and realdef and I found which symbol needs it:
_ZSt24__throw_out_of_rang#GLIBCXX_3.4.20 (4)
but I don't know to which part of my code can be related.
Your question is essentially a duplicate of this question.
Except in your case, it's not libc.so.6, but libstdc++.so that's giving you trouble.
Your problem is that you are compiling with new GCC, but are running on a machine with an old libstdc++.so.
You have a few options:
you can update target machine to have a new enough libstdc++.so
you can build using older version of GCC
you could use -static-libstdc++ flag to link required version of libstdc++ directly into your application. This will make a larger binary, but it will not be using libstdc++.so at all.
Note that if you link against other shared libraries that do link against libstdc++.so, your binary may not run correctly on the target machine, so this solution should be used with caution.

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.

What is the correct way to customize the install output directory for each developer in CMake?

I've been working on an old game that I created CMake files for to get rid of a mix of Makefiles and visual studio projects. Everything is working well, but I'm having a hard time figuring out what the correct way to allow the developer to specify where the output files are copied to when install is run.
The issue is there are many DLLs and some custom targets that need their output copied into a directory structure that includes the game data (levels, art, sound, etc) before they can test the code.
My install commands currently uses a variable that I 'SET' at the top level CMakeLists.txt to specify the output directory. I've tried overriding it with -DD3_GAMEDIR on the cmake command line. That variable gets set in the CMakeCache, but the SET command appears to override it still.
Should I be checking the length of the variable before using SET to see if the user specified a value? That seems like a hack to me, but I'm having a hard time finding the correct way to do it.
Thanks!
The install target supports the DESTDIR parameter, so you could do something like:
make install DESTDIR="C:\RootGameDir"
The other option is to only set the variable if it isn't already set (if(myVar)), but I personally prefer the DESTDIR solution.
Here is the anwser, according your cmake version:
SET(CMAKE_VERSION "${CMAKE_CACHE_MAJOR_VERSION}.${CMAKE_CACHE_MINOR_VERSION}")
IF("${CMAKE_VERSION}" STRGREATER "2.4")
SET(CMAKE_RUNTIME_OUTPUT_DIRECTORY /path/of/your/install/${CMAKE_BUILD_TYPE}/bin)
SET(CMAKE_LIBRARY_OUTPUT_PATH /path/of/your/install/${CMAKE_BUILD_TYPE}/lib)
ELSE("${CMAKE_VERSION}" STRGREATER "2.4")
SET(EXECUTABLE_OUTPUT_PATH /path/of/your/install/${CMAKE_BUILD_TYPE}/bin)
SET(LIBRARY_OUTPUT_PATH /path/of/your/install/${CMAKE_BUILD_TYPE}/lib)
ENDIF("${CMAKE_VERSION}" STRGREATER "2.4")
What about using the various CMAKE_INSTALL_PREFIX, PROJECT_SOURCE_DIR and PROJECT_BINARY_DIR?