dlopen() error image not found - dylib

I have software that first loads a .dylib lets call libFirst.dylib using the following command:
void* handle = dlopen(path.c_str(), RTLD_LAZY | RTLD_GLOBAL);
Later on inside a function from the loaded libFirst.dylib I attempt to load another .dylib using the same command but for libSecond.dylib, the loading of this shared library gives me the following warnings in my Xcode console:
error warning: Ignored unknown object module at 0x129310 with type 0x8a8399
dlerror: dlopen(/path/libSecond.dylib, 9): Library not loaded: libFirst.dylib
Referenced from: /path/libSecond.dylib
Reason: image not found
What I don't get is that its says libFirst.dylib is not loaded but I am currently inside a function from libFirst.dylib, so how can this be?
All my paths in DYLD_LIBRARY_PATH appear correct too.
Thanks in advance, I have been stuck on this for days.

I ended up using -install_name to change the install name of all my libraries to #rpath/dylibName.dylib and then in Xcode I set the Runpath Search paths using #loader_path to find all my .dylibs that I was using.

use:
install_name_tool -id #executable_path/../Frameworks/mylib.dylib mylib.dylib
then check it with:
otool -D mylib.dylib

I think an easier way to get around this error would be to revert to an earlier version where you were not getting this error. Right click on the project folder and navigate to local history to revert to an earlier version. I verified this to be working on the android studio installed on Mac OS Big sur.

Related

Trying to convert iOS project using WinObjC, but getting missing sys/types.h error

I'm running ....\bin\vsimporter.exe (with default settings) in my project folder and the .sln file seems to build successfully, but when I try running the simulator (on Win32 Solution Platforms, debug build), I get a bunch of errors. Most of the errors involve a missing file from the iOS 8.4 SDK (sys/types.h):
Error unknown argument: '-Xanalyzer'
Error 'sys/types.h' file not found
Error unknown type name 'XSym'
Am I supposed to include the iOS8.4 SDK? Any help/suggestions would be great.
I had the types.h problem too. Try to manually retarget to the Win 10 SDK:
Right-click on the solution and hit retarget, select the latest Win 10 SDK from the list, select all projects and click ok. The types.h problem should be gone.
Retarget answer worked for me to get rid of the errors with missing header files.
To get rid of the -Xanalyzer issue, I removed it from the .vcxproj file as a command line option using a text editor.
For the pods, I manually copied them from a Mac that already had them downloaded.

Flash Builder - Platform conversion failed error during release build

This is a very annoying problem while generating release build files. Here is the steps I did while building:
Select Project > Export Release Build
Select Signed Native Installer
Import certificate
Click Next.
I always got the following error:
https://forums.adobe.com/servlet/JiveServlet/showImage/2-6524012-651585/build_error.png
Platform conversion failed. Process exited with error 5. Output was
"[ErrorEvent type="error" bubbles=false cancelable=false eventPhase=2
text="Unhandled exception Error: EndUpdateResource: Windows Error #5"
errorID=0]
I have the following setup:
OS: Windows 8.1
System type: 64-bit
Flash Builder Version: 4.6 Premium
Installed FB: FlashBuilder_4_6_LS10.exe
Please help. This is giving me a lot of headaches for a couple of days now.
Additionally, here's the stack trace:
java.io.IOException: Platform conversion failed. Process exited with
error 5. Output was "[ErrorEvent type="error" bubbles=false
cancelable=false eventPhase=2 text="Unhandled exception Error:
EndUpdateResource: Windows Error #5" errorID=0] " at
com.adobe.air.nai.NativePackager.conversionFail(NativePackager.java:222)
at
com.adobe.air.nai.NativePackager.invokePlatformConversion(NativePackager.java:203)
at
com.adobe.air.nai.NativePackager.createPackage(NativePackager.java:92)
at
com.adobe.flexbuilder.multisdk.apollo.export.AIRNativeInstallerPackager.create(AIRNativeI
nstallerPackager.java:129) at
com.adobe.flexbuilder.exportimport.releaseversion.ExportReleaseVersionManager.doExport(Ex
portReleaseVersionManager.java:586) at
com.adobe.flexbuilder.exportimport.releaseversion.ui.ExportReleaseVersionWizard$1.run(Exp
ortReleaseVersionWizard.java:208)
I also suspect this is because of the following settings:
Eclipse.ini
https://forums.adobe.com/servlet/JiveServlet/showImage/2-6525217-651726/eclipse.png
...
-startup plugins/org.eclipse.equinox.launcher_1.2.0.v20110502.jar
--launcher_library plugins/org.eclipse.equinox.launcher.win32.win32.x86_1.1.100.v20110502.jar
...
Notice that the plugin used is not intended for x64 processors.
#ActionScript3030 is correct, for anyone finding this later on, if you re-link your Library Paths (even if they look correct) this should rectify your issue.
The issue is caused by the links not being able to resolve to their GUID counterparts in your AppData/Local folder. This happens quite commonly when you create a new user profile and try to copy over your old user profiles information.
I already figured this out. I created a virtual machine with windows 7 32bit operating system and I'm happy now :)
If you initially created your project on a different system then try to compile it in another system, the class source and swc paths may not match. These paths could be there but not being implemented in code, so you will not get any run time errors while debugging, but it will give you the error 5 during compilation.
Solution:
Remove the idle paths not directly in use in your code. You can identify them by simply checking the path.
Found the same issue when trying to use Microsoft Essential Security on my Windows 7 x32. When i uinstall it - problem gone. So try to check your firewall settings if stucking the same problem.
Just to add an alternative solution (I'm on an x64 Windows and want to keep build exported for x64), in my case the error popped up when building the project with the AIR SDK defined in the app.xml (an older one, 3.9) and went away when I explicitly used a newer SDK (19).
(Disclaimer: I used the command line adt tool from the SDK to build, not Flash Builder).
A little late, but might possibly help someone.
I had the same error recently with FlashDevelop. Figured out that the my path was too long. When I renamed some long folder and file names, the error disappeared.
Try to disable UAC on Windows 8. Change it to "Never notify". The problem

NANO-X Microwindows Embedded Linux

Hello I am new to the coding for the Embedded Linux for ARM platform.
I am using the NANO-X microwindopw for the GUI inteface for the Linux server, so i have downloaded the nano-x soruce from (ftp://microwindows.censoft.com/pub/microwindows/)
then i try to compile the demo code for the nano-x. when i try to compile it gives me the error
: undefined reference to `GrOpen',' GrReqShmCmds'...............
I could not successfully build it.
I have included all the header files from the /microwin/src/include/ to the /usr/include.
still i am getting the error.

FDT5 Haxe Compilation Error "Uncaught exception - module.c(124) : Builtin not found : fasthash"

I am a user of FDT5 and getting this very strange Haxe compiler error when using v2.09 of Haxe and v1.8.2 of NekoVM.
"Uncaught exception - module.c(124) : Builtin not found : fasthash"
Can anyone help me resolve this error as can't compile my FDT5 project, as if I compile it directly in Mac OSX Lion. Terminal it does not report any issues.
Any help would be most appreciated.
You may need to setup the path to your Neko installation
FDT 5.5 ships with Neko, but the path to it is not set by default. Because it's not, you may get errors as you mentioned:
To fix this, go to Preferences>Haxe>Neko VM and point to a Neko installation directory.
Custom Installation Directory
You can point to a custom installation. Perhaps if you used the standalone installer from the Haxe website.
Using FDT's Neko Installation
For windows you can just point to FDT5>haxe>neko-1.8.2-osx
For OSX, because FDT is a self contained package, you can't naviagate to Neko via the OSX GUI. Instead type in this path, or copy and paste the path from where your Haxe location is set and paste it into the Neko location. Then just change the last directory name to the name of the Neko folder: haxe-2.09-osx -> neko-1.8.2-osx.

Not getting TBB to compile test examples

I am not getting TBB to work. I am following the steps in the "Getting started" document.
I am doing the following steps:
downloading the linux files + the sources files.
extracting them in 1 directory
calling make
going to tbb.../bin calling source tbbvars.sh intel64
going to examples/Getting_started/sub_string_finder
calling make
I then get the error:
sub_string_finder.cpp:32:30: fatal error: tbb/parallel_for.h: No such file or directory
I really googled a lot but can't find any related stuff.
I did also try to add some -I statement but it didnt help
I assume it is kind of a including/linking problem but I dont know how to fix.
This is all done on fedora 16 64bit. (kernel 3.1.4) // TBB version 4.0
The solution was to install tbb-devel package.