Can not create rust library for python - rust

I am trying to make a python module in rust. I am continuing to fail to get the files that I need to generate. I followed this tutorial almost exactly.
https://mycognosist.github.io/tutorial-rust-python-lib.html
Here is my toml file.
name = "pylib"
version = "0.1.0"
authors = ["Atops"]
edition = "2018"
[lib]
name = "status"
crate-type = ["cdylib"]
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies.cpython]
version = "0.5"
features = ["extension-module"]
Here is the code for lib.rs
extern crate cpython;
use cpython::{PyResult, Python, py_fn, py_module_initializer};
pub extern fn hello(_py: Python, val: String) -> PyResult<String> {
match &*val {
"hello" => Ok("world".to_string()),
_ => Ok("afdfs".to_string()),
}
}
py_module_initializer!(status, initstatus, Pyinit_status, |py, m|{
m.add(py, "__doc__", "asdhgdfs")?;
m.add(py, "hello", py_fn!(py, hello(val: String)))?;
Ok(())
});
I navigate to the appropriate folder with my cargo.toml file and use cargo build --release, as specified in the tutorial. It finishes with a few warnings about certain things being "not FFI-safe". When it finishes a new folder is created called "target". I go through there to where the files for the library should be, but the appropriate files don't seem to have been generated. I have these.
target\release
These don't seem to be usable for me. I am not sure what I have done wrong.
I copied every single one of these files to another folder and tried importing them in python. This did not work. I tried changing them to .so files, this did not work. It seems that windows is supposed to output a dll here, but the dll file did not work when attempting to import. It did not work as a dll file or a so file. I am not sure what to do here. Also, it seems that when these files are generated in every other tutorial or guide I see, there is a "lib" prefix on the name of each. I get no such prefix.

A dll file contains shared object code for COFF systems (like Windows) while a so file generally contains shared object code for ELF (and other) systems like Linux.
Renaming them will not work under any circumstance. If you have one and need the other, you need to rebuild them on the correct, matching, operating system.
I think you might be following instructions for Linux (due to the lib prefixes) on a Windows machine and then expecting some of the instructions to work. They might work, if you can identify all the "changes" between the platform and modify the Linux instructions to match the Windows platform; but until you know how to translate one environment's instructions to the other, it might be easier if you just find a set of Windows instructions that only refer to dll files and don't mention so files.

Related

Is it possible to have example-specific build.rs file?

In my library I have few examples -- (normally) each one is represented by a single x<N>.rs file living in examples directory.
One example uses a .proto file -- this file needs to be compiled during build (of said example) and it's generated output is used by example itself.
I've tried this in my Cargo.toml:
[[example]]
name = "x1"
path = "examples/x1/main.rs"
build = "examples/x1/build.rs"
but build key gets ignored when I run cargo build --example x1
Is it possible to have example-specific build.rs file?
If not -- what is the correct way to deal with this situation?
Edit: I ended up processing that .proto file in crate's build.rs (even though it is not required to build that crate) and using artefacts in the example like this:
pub mod my_proto {
include!(concat!(env!("OUT_DIR"), "/my_proto.rs"));
}
This is not possible. This issue explains why, but in a nutshell build scripts are used for whole crate. So you could move your example into separate crate.

Adding a custom value into a Cargo.toml file

Background
I'm currently in the process of writing a crate that's bindings for a C library and I need the user to specify where the built library is. Previously, I've seen this handles by the llvm-sys crate using environment variables. However, having used this a lot it can become quite cumbersome to have to write this every time I want to run a project.
similar questions
I found this post that asked a similar thing, but seemed to only be able to use specified tags, so not able to specify a path.
What I want to do
I would like to know if there's any way I can have a specific custom value in the Cargo.toml file. The idea being the crate I'm writing would require a specific value (I'll call it example here) that can take any string value. so when this crate were to be used in another project, that projects Cargo.toml file would be similar to this::
[package]
name = "some-other-project"
version = "0.1.0"
edition = "2021"
[dependencies.my_crate]
version = "0.1.0"
example = "something goes here"
This value would then be accessible by the crate I'm writing (the dependency in regards to the above manifest file) and usable in some way.
You can set environment variables using a Cargo configration file (.cargo/config.toml) then you can retrieve them in downstream crates by using e.g. env!()/option_env!()/build scripts.

Testing a Rust crate outside of the source package

I have created my Rust crate. It's a very trivial affair. It built fine and when tested within it's own source directory works just fine (I just included extern crate my_first_crate; in my test file).
I want to now test the crate in a totally different application.
If I add the same extern crate line to my new application, the compiler tells me that it can't find the crate. I expected this (I'd get the same in C if I told the compiler to link to a library it has no clue about!)
Do I need to copy the my_first_crate.rlib file from the source to the application target/debug folder or is there a way to tell cargo that it needs to link to the rlib file?
You need to add your crate as a dependency for your application. Add this to your application's Cargo.toml:
[dependencies]
my_first_crate = { path = "/path/to/crate" }
"/path/to/crate" is the path to the root of the crate's source (i.e. the directory that contains its Cargo.toml). You can use either a relative or an absolute path (but avoid absolute paths if you intend on publishing your code!).

Attaching an icon resource to a Rust application

How do you attach an icon resource to a Rust application? I've seen how it's done in C but I'm not clear on how it works in Rust. This would be on Windows. I know that Linux and OS X work differently. If anyone has any tips on this for OS X that would be great too.
Windows
An easy way to set the icon for your .exe file is with the winres crate. First, add winres as a build dependency in your Cargo.toml:
[target.'cfg(windows)'.build-dependencies]
winres = "0.1"
Then, add a build script (a file named build.rs next to your Cargo.toml):
use std::io;
#[cfg(windows)] use winres::WindowsResource;
fn main() -> io::Result<()> {
#[cfg(windows)] {
WindowsResource::new()
// This path can be absolute, or relative to your crate root.
.set_icon("assets/icon.ico")
.compile()?;
}
Ok(())
}
Note that this does not update the icon shown in the taskbar or title bar. Setting that must be done via your GUI framework, e.g. iced recently added a way to configure this.
macOS
To set the icon on macOS, you need to bundle the executable into an .app. An .app is actually a directory, not a file. It looks something like this:
My App.app
Contents
Info.plist — This XML file includes information about your app, including the name of the binary and the location of the icon file:
<key>CFBundleExecutable</key>
<string>myapp</string>
<key>CFBundleIconFile</key>
<string>AppIcon.icns</string>
MacOS
myapp — The binary from target/release
Resources
AppIcon.icns
macOS apps are typically distributed as .dmg files. A release script could build the binary, bundle it into an .app, and then bundle that into a .dmg, along with a symlink to /Applications to make it easier for the user to “install” the app by moving it there.
Here are sample .dmg contents, and the corresponding release script.
Rust has no notion of icon files for windows, so you would do it the same way as you do in C, albeit via the Rust foreign function interface (FFI). There exist FFI wrappers for windows APIs, notably winapi.
Here is an example that shows how to associate an icon with an executable (by way of an .rc file).

Platform independent resource management [duplicate]

This question already has answers here:
Is there a Linux equivalent of Windows' "resource files"?
(2 answers)
Closed 4 years ago.
I'm looking for a way to embed text files in my binaries (like windows resource system). I need something thats also platform independent (works in windows and linux). I found Qt resource management to be what I need but I'm not keen on my app depending on Qt for this alone. I also found this tool at http://www.taniwha.com/~paul/res/ .. but it is too platform specific.
The xxd utility can be used to create a C source file, containing your binary blobs as an array (with the -i command line option). You can compile that to an object which is linked into your executable.
xxd should be portable to most platforms.
If you're using QT 4.5, you can make sure that program is only dependent on one small piece of QT, such as libqtcore. QResource is a part of libqtcore.
You can simlpy append all kinds of data to your normal binary. Works in both Windows and Linux. You'll have to open your own binary at runtime and read the data from there.
However, I have to agree that embedding data in binaries is a strange idea. It's common practice to include such data as separate files packaged with the application.
That is not such a great idea. On Linux, for example, data is expected to be installed in a subdirectory of "$datadir" which is, by default, defined to be "$prefix/share", where "$prefix" is the installation prefix. On Mac OS X, resources are expected to be installed in $appbundle/Contents/Resources, where $appbundle is the name of the folder ending in ".app". On Windows, installing data in a folder that is a sibling of the executable is not an uncommon practice. You may be better off using the CMake build system, and using its CPack packaging features for installing/bundling in the default, preferred platform-specific manner.
Although bundling your resources into the executable, itself, may seem cool, it is actually a dangerous idea... for example, will the embedded data be allocated in an executable page? What will happen if you attempt to overwrite or modify the data? What if you want to tweak or modify the data at runtime? Things to think about.
This looks very promising: https://github.com/cyrilcode/embed-resource
CMake based and platform-independent.
As I also do not like the idea of converting files into C arrays only to have them converted back to binaries, I created my own resource compiler using LLVM and Clang:
https://github.com/nohajc/resman
I tested it on Windows, Linux and macOS but it can potentially be run on any platform supported by LLVM.
It is used like this:
Create header file, e.g. res_list.h
#pragma once
#include "resman.h"
// Define a global variable for each file
// It will be used to refer to the resource
constexpr resman::Resource<1> gRes1("resource_file1.jpg"); // resource with ID 1
constexpr resman::Resource<2> gRes2("resource_file2.txt"); // resource with ID 2
constexpr resman::Resource<3> gRes3("resource_file3.mp3"); // resource with ID 3
...
Run resource compiler
$ rescomp res_list.h -o res_bundle.o
Link res_bundle.o to your project
Use the resource files
#include "res_list.h"
...
resman::ResourceHandle handle{gRes1};
// ResourceHandle provides convenient interface to do things like:
// iterate over bytes
for (char c : handle) { ... }
// convert bytes to string
std::string str{handle.begin(), handle.end()};
// query size and id
unsigned size = handle.size();
unsigned id = handle.id();
The resource compiler parses res_list.h (using Clang) but instead of generating cpp files, it goes straight to the native object file (or static library) format (using LLVM).

Resources