multiply defined symbols using static lib - visual-c++

I have an application that links a static lib both build with visual studio (same version, same machine).
This lib contains multiple c files with mutliple functions (as usual :)
as an example
lib1.lib
file1.c
func_f1_1
func_f1_2
file2.c
func_f2_1
func_f2_2
prog1.exe
(links lib1.lib)
main.cpp
uses func_f2_2
strange.c
func_f1_1 (same signature, different definition)
func_f2_1 (same signature, different definition)
lib1 is independently build from prog1.exe
During link time the compiler complains about
lib1.lib(file2.obj): error LNK2005: _func_f2_1 already defined in strange.obj
The linker does not complain about func_f1_1!
I do not fully understand this kind of error since i expected that the linker only grabs symbols from a library that are not defined in the target executable.
It seems to me that the linker tries to put in the content of the whole obj from the lib instead just the function.
Are there any project settings that can i change to get the linker working on a function level? "function level linking" is activated in the compiler properties of both the lib and the program project.

If your program uses func_f2_2 then the linker adds the object file lib1:file2.o that defines func_f2_2 to the object list. All symbols in that object file are linked in to the program. This includes all variables that might be used by func_f2_2 as well as func_f2_1.
The linker doesn't complain about func_f1_1 since there was no reason to load the object file lib1:file1.o
If you need to replace func_f2_1 you have also to add the definition of func_f2_2 in strange.c.

Related

Executable exporting symbols BUT not getting exported as they are unreferenced by the executable itself

I have a particular use case where executable needs to export certain symbols, which are imported and used by the dynamically loaded DLLs the executable loads on runtime.
The executable links with some static libraries, which actually have symbols that are exported while the DLLs use these static libraries headers to import those symbols.
If these symbols are not used or un-referenced in the executable, then the linker removes them and hence they do not get exported and hence not available for DLLs at load time.
This i solved on GCC / clang using --whole-archive and -force_load option respectively.
What about MSVC on windows? I use __declspec(dllexport) and __declspec(dllimport) for exporting and importing symbols on windows.
EDIT:
For code reference, you can find the code here: https://github.com/hunkabhicupid/exeexport
The issue is something similar to these posts 1, 2 BUT the answers to these posts did not help me find a solution or i did not find them useful.
Problem: On windows, STATIC LIB which contains an OBJ file that has a function marked __decl-spec(dll¬export) but if the same is not used in the EXE, function does not get exported from the EXE. On other platforms also we have the same problem BUT there we have compiler options like --whole-archive / -force_load, do make it work.
Links:
Link1
Link2
Only solution that come to my mind is to not create STATIC libs, rather include all code (static LIBS) in the executable then:
1. It works on Windows
2. It works on Linux without --whole-archive
3. It works on Mac OS X without -force_load
4. We also need not worry about if 2 & 3 include the dead code, exe bloat etc.
This is the only solution till the linkers become smart and throw out every unused symbol, except those marked specifically for external consumption i.e. marked to be exported.
Does dumpbin /exports {dll} show you the exports properly? Perhaps you should try dumpbin /exports {import lib}?
Based on the info so far I'm guessing the problem is not that the symbols are not exported but rather one of build order. If you get 'unresolved externals' when linking the dll, it seems you expect the exe-exported symbols to be resolved by the linker when linking the dll, but the exe is not built yet. (you probably wired it to reference the dll, so it builds only after the dll is linked).
One way to go about it is to have the dll LoadLibrary the exe and GetProcAddress the functions you want - but that really is a contrived way to achieve what you're after. If these symbols are defined in a static library, why not have both the exe and the dll link against it?

cmake compiling but not linking a new source file in a library (libonion)

I am a cmake newbie (on Debian/Sid/Linux/x86-64)
I forked libonion on https://github.com/bstarynk/onion to enable customization of malloc with Boehm's garbage collector; see this mail thread.
I added two files there onion/src/low_util.c and onion_src/low_util.h (which is #include-d successfully in several other patched files.
It is compiled but not linked.
set(SOURCES onion.c codecs.c dict.c low_util.c request.c response.c handler.c
log.c sessions.c sessions_mem.c shortcuts.c block.c mime.c url.c ${POLLER_C}
listen_point.c request_parser.c http.c ${HTTPS_C} websocket.c ${RANDOM_C} ${SQLITE3_C})
later:
SET(INCLUDES_ONION block.h codecs.h dict.h handler.h http.h https.h listen_point.h low_util.h log.h mime.h onion.h poller.h request.h response.h server.h sessions.h shortcuts.h types.h types_internal.h url.h websocket.h ${SQLITE3_H})
MESSAGE(STATUS "Found include files ${INCLUDES_ONION}")
but when I build, my file low_util.c got compiled but not linked.
Linking C executable otemplate
CMakeFiles/opack.dir/__/__/src/onion/dict.c.o: In function `onion_dict_new':
dict.c:(.text+0x1bc): undefined reference to `onionlow_calloc'
CMakeFiles/opack.dir/__/__/src/onion/dict.c.o: In function `onion_dict_node_data_free':
dict.c:(.text+0x2ec): undefined reference to `onionlow_free'
CMakeFiles/opack.dir/__/__/src/onion/dict.c.o: In function `onion_dict_node_add':
Notice that libonion is a library (in C, providing HTTP service) and that I just want to add a low_util.c file (wrapping malloc & pthread_create etc... to make Boehm's GC happy: it is calling GC_malloc and GC_pthread_create ....) with its low_util.h header. Surprisingly, they get compiled, but do not seems to be linked. And I am not familiar with cmake and I am not familiar with how D.Moreno (the main author of libonion) has organized his cmake files.
Any clues?
Apply the following patch to make it link. The two executables which are being linked with the symbols generated from the .c file you added are missing and are added in the patch.
http://pastebin.com/mDMRiUQu
Based on what you posted, its hard to tell what could be wrong. The cake source code above says that a variable ${SOURCES} is equivalent to onion.c codecs.c dict.c low_util.c ... ${SQLITE3_C}, and a variable ${INCLUDE_ONION} is equivalent to block.h codecs.h dict.h ... ${SQLITE3_H}. You did not provide any targets or the files included in those targets.
A brief list of things that may help:
where do you define the top level library or executable? If your making a library, you will need the command add_library(). If you are making an executable, you will need the add_executable() command.
Use the command target_link_libraries() to resolve dependencies. Rather than placing all of the source files in a single library, group similar together in a single target (a target is defined by the add_* commands), and use this command to link the targets after compilation.
Use the find_package() to get any libraries which are defined on your system but not in you project. Then, link to that library using the target_link_libraries() command.
In this case, if the onion_dict_* functions are defined within the same library, your not including those files in library. When you use add_library or add_executable, ensure you add those files to the list. If the functions are within your project but not in the same library, use the target_link_libraries() command to link to the library which contains the correct files. If those commands are defined in an external library, then first find the library using find_package(), and then link to the library using target_link_libraries().

MSVC unresolved external symbol linking executables

I have two existing executables A and T, in the same solution that both ran just fine before I touched them. In executable A is a header defining a class P, and a prototype for a static instance MyP. The definitions are compiled in project A. In executable T, I wanted to call member functions of MyP in project A, so I added dllimport/export macros to the declarations of the class and MyP in the headers (not at the definitions), and included the headers in project T. The dllimport/export macros are standard, and A_EXPORTS is defined in project A, but not in T.
#ifdef A_EXPORTS
#define A_API __declspec(dllexport)
#else
#define A_API __declspec(dllimport)
#endif
//various definitions and includes, defining ENUM_RECORDING_TYPE and ERROR
A_API HFILE viosopen(const _TCHAR *path, ENUM_RECORDING_TYPE rt, int flags);
A_API struct P {
ERROR B(SHORT phraseNum);
};
A_API extern P MyP;
I added project A as a dependency on project T in the solution. A still compiles fine, but T comes up with unresolved external symbol "__declspec(import) <snip> referenced in function <snip> for the function calls, and unresolved external symbol "__declspec(dllimport) class P MyP" <snip> for the static object. I also see in the output log, right after it starts linking: Creating library Debug/A.lib and object Debug/A.exp which seems ominous since it's supposed to be linking against the existing executable.
My question is: how can I tell MSVC 2010 where those are? I thought simply setting A as a dependency would have it figure that out automatically. I can link against the existing executable, right?
To statically link your program you don't need the __declspec() stuff and you don't need a separate project to create a LIB file. I think you can just link using the .obj file from your A project.
Your A project has a header file and presumably has a .cpp file that contains the implementation of the items described in that header. Let's say your header file is foo.h and the associated implementation is foo.cpp. When compiled, there should be a foo.obj intermediate file in the <solutiondir>\A\Debug or <solutiondir>\A\release intermediate folder. That file can be used by the linker.
In project T's properties, find Linker | Input and change the "Additional Dependencies" property to include the foo.obj file. One approach would be to use a relative file path to locate the file - for example ..\A\Debug\foo.obj in your debug configuration. Another approach is to use the simple file name in "Additional Dependencies" - foo.obj - and then use Linker | General | Additional Library Directories" to help the linker find the file - e.g., ..\A\$(IntDir). Using the $(IntDir) macro has the advantage that the same value works for Debug and Release settings.
Remember to set up a build dependency from your T project to your A project to be sure the A project is compiled first. Otherwise the foo.obj file might not exist when the T linker comes to look for it. In the Solution properties, select Project Dependencies and then set Project T depends on Project A.
To dynamically link you need to use the A.LIB file as #ajay said. The __declspec(DllImport) tells the compiler what functions and data you are importing but doesn't tell it where you are importing those things from.
Using the A.LIB file as input to the linker is much the same as using the foo.obj file in the statically linking case except that the lib file ends up in the solution output directory <solutiondir>\Debug instead of the project intermediate directory <solutiondir>\A\Debug.
This walkthrough on creating and using a DLL might be useful background.
I asssume project A is DLL not an EXE, which is successfully producing a LIB file.
You need to use the A.LIB as Linker Input in project B. Just producing LIB file wont make other projects automatically link to it.

.h, .dll and .lib confusion

I'm new to vc++. I've just built a software and it generated a .dll and a .lib. I need to use functions from this in my code. Do I need to link to both .lib and .dll to build my code? What project properties do I have to alter to do this linking?
Actually, you need only the .dll file. It contains all the necessary code and data to run it's functions. It also contains a table that links the symbolic names of the functions (e.g. the function PrintMe), their ordinals (the number of that function in the DLL) and their addresses in the DLL.
If you want to use only the DLL, you have to "manually" get the symbols resolved:
Let's say you want to use the function PrintMe of the DLL. What you had to do is to resolve it's name (PrintMe) or it's ordinal (PrintMe is the 1st function of the DLL) to it's address. For this, you could use LoadLibrary, GetModuleHandle and GetProcAdress from the Win32 API (aka Windows SDK). Additionally, this method allows you to load the DLL at runtime (see below).
The easier way is to use the MSVC(++) features __declspec(dllexport) and __declspec(dllimport), e.g.
// your DLL
__declspec(dllexport) void PrintMe()
{
printf("Hello World!");
}
// you project to use the DLL
__declspec(dllimport) void PrintMe();
The first one (dllexport) tells the compiler to export the function. The second one (dllimport) is the interesting one: It creates all the necessary code to be able to use the function from the DLL.
For this, you need the .lib file in your project (which wants to use the DLL). The .lib file contains information for the linker to resolve the symbol name (PrintMe) to its address in the DLL. Since the .lib is statically bound, the linker can make use of it - the DLL on the contrary is bound at runtime / loading time, so the linker cannot use it. (Yes, the information in the .lib file is redundant.). Note: You cannot change the whole DLL when using this method w/o rebuilding your project with the new .lib file. Some structure changes affect the addresses of the functions in the DLL, see this SO answer.
One last difference between using the Win32 API (LoadLibrary...) and the MSVC method via __declspec is the loading of the DLL. When you use LoadLibrary, the DLL is loaded at runtime, of course (so you can catch exceptions when it cannot be found and so on). The other method loads the DLL at loading time, so you program will terminate (will not run) when Windows cannot find the DLL.
When you create a project in VS, you can activate the "export symbols" checkbox at the end of a wizard (Win32 project). That gives you some examples of exported symbols. Additionally, it introduces a macro plus a preprocessor defition plus some directives that are very useful:
// DLL header
#ifdef _YOUR_DLL_EXPORTS
#define YOUR_DLL_API __declspec(dllexport)
#else
#define YOUR_DLL_API __declspec(dllimport)
#endif
YOUR_DLL_API PrintMe();
You now can use this header file to build you DLL as your DLL project has that _YOUR_DLL_EXPORTS definition (see project properties page, C++, preprocessor). The project that uses the DLL can use this header, too, but then must not have such a name defined. When you include the header file in the project in which you want to use the DLL, the macro is resolved to __declspec(dllimport). This instructs the linker to look for this function (which is found in the .lib file) and create all the necessary code to load the DLL at runtime and resolve the symbol name.

The compilation process

Can anyone explain how compilation works?
I can't seem to figure out how compilation works..
To be more specific, here's an example.. I'm trying to write some code in MSVC++ 6 to load a Lua state..
I've already:
set the additional directories for the library and include files to the right directories
used extern "C" (because Lua is C only or so I hear)
include'd the right header files
But i'm still getting some errors in MSVC++6 about unresolved external symbols (for the Lua functions that I used).
As much as I'd like to know how to solve this problem and move on, I think it would be much better for me if I came to understand the underlying processes involved, so could anyone perhaps write a nice explanation for this? What I'm looking to know is the process.. It could look like this:
Step 1:
Input: Source code(s)
Process: Parsing (perhaps add more detail here)
Output: whatever is output here..
Step 2:
Input: Whatever was output from step 1, plus maybe whatever else is needed (libraries? DLLs? .so? .lib? )
Process: whatever is done with the input
Output: whatever is output
and so on..
Thanks..
Maybe this will explain what symbols are, what exactly "linking" is, what "object" code or whatever is..
Thanks.. Sorry for being such a noob..
P.S. This doesn't have to be language specific.. But feel free to express it in the language you're most comfortable in.. :)
EDIT: So anyway, I was able to get the errors resolved, it turns out that I have to manually add the .lib file to the project; simply specifying the library directory (where the .lib resides) in the IDE settings or project settings does not work..
However, the answers below have somewhat helped me understand the process better. Many thanks!.. If anyone still wants to write up a thorough guide, please do.. :)
EDIT: Just for additional reference, I found two articles by one author (Mike Diehl) to explain this quite well.. :)
Examining the Compilation Process: Part 1
Examining the Compilation Process: Part 2
From source to executable is generally a two stage process for C and associated languages, although the IDE probably presents this as a single process.
1/ You code up your source and run it through the compiler. The compiler at this stage needs your source and the header files of the other stuff that you're going to link with (see below).
Compilation consists of turning your source files into object files. Object files have your compiled code and enough information to know what other stuff they need, but not where to find that other stuff (e.g., the LUA libraries).
2/ Linking, the next stage, is combining all your object files with libraries to create an executable. I won't cover dynamic linking here since that will complicate the explanation with little benefit.
Not only do you need to specify the directories where the linker can find the other code, you need to specify the actual library containing that code. The fact that you're getting unresolved externals indicates that you haven't done this.
As an example, consider the following simplified C code (xx.c) and command.
#include <bob.h>
int x = bob_fn(7);
cc -c -o xx.obj xx.c
This compiles the xx.c file to xx.obj. The bob.h contains the prototype for bob_fn() so that compilation will succeed. The -c instructs the compiler to generate an object file rather than an executable and the -o xx.obj sets the output file name.
But the actual code for bob_fn() is not in the header file but in /bob/libs/libbob.so, so to link, you need something like:
cc -o xx.exe xx.obj -L/bob/libs;/usr/lib -lbob
This creates xx.exe from xx.obj, using libraries (searched for in the given paths) of the form libbob.so (the lib and .so are added by the linker usually). In this example, -L sets the search path for libraries. The -l specifies a library to find for inclusion in the executable if necessary. The linker usually takes the "bob" and finds the first relevant library file in the search path specified by -L.
A library file is really a collection of object files (sort of how a zip file contains multiple other files, but not necessarily compressed) - when the first relevant occurrence of an undefined external is found, the object file is copied from the library and added to the executable just like your xx.obj file. This generally continues until there are no more unresolved externals. The 'relevant' library is a modification of the "bob" text, it may look for libbob.a, libbob.dll, libbob.so, bob.a, bob.dll, bob.so and so on. The relevance is decided by the linker itself and should be documented.
How it works depends on the linker but this is basically it.
1/ All of your object files contain a list of unresolved externals that they need to have resolved. The linker puts together all these objects and fixes up the links between them (resolves as many externals as possible).
2/ Then, for every external still unresolved, the linker combs the library files looking for an object file that can satisfy the link. If it finds it, it pulls it in - this may result in further unresolved externals as the object pulled in may have its own list of externals that need to be satisfied.
3/ Repeat step 2 until there are no more unresolved externals or no possibility of resolving them from the library list (this is where your development was at, since you hadn't included the LUA library file).
The complication I mentioned earlier is dynamic linking. That's where you link with a stub of a routine (sort of a marker) rather than the actual routine, which is later resolved at load time (when you run the executable). Things such as the Windows common controls are in these DLLs so that they can change without having to relink the objects into a new executable.
Step 1 - Compiler:
Input: Source code file[s]
Process: Parsing source code and translating into machine code
Output: Object file[s], which consist[s] of:
The names of symbols which are defined in this object, and which this object file "exports"
The machine code associated with each symbol that's defined in this object file
The names of symbols which are not defined in this object file, but on which the software in this object file depends and to which it must subsequently be linked, i.e. names which this object file "imports"
Step 2 - Linking:
Input:
Object file[s] from step 1
Libraries of other objects (e.g. from the O/S and other software)
Process:
For each object that you want to link
Get the list of symbols which this object imports
Find these symbols in other libraries
Link the corresponding libraries to your object files
Output: a single, executable file, which includes the machine code from all all your objects, plus the objects from libraries which were imported (linked) to your objects.
The two main steps are compilation and linking.
Compilation takes single compilation units (those are simply source files, with all the headers they include), and create object files. Now, in those object files, there are a lot of functions (and other stuff, like static data) defined at specific locations (addresses). In the next step, linking, a bit of extra information about these functions is also needed: their names. So these are also stored. A single object file can reference functions (because it wants to call them when to code is run) that are actually in other object files, but since we are dealing with a single object file here, only symbolic references (their 'names') to those other functions are stored in the object file.
Next comes linking (let's restrict ourselves to static linking here). Linking is where the object files that were created in the first step (either directly, or after they have been thrown together into a .lib file) are taken together and an executable is created.
In the linking step, all those symbolic references from one object file or lib to another are resolved (if they can be), by looking up the names in the correct object, finding the address of the function, and putting the addresses in the right place.
Now, to explain something about the 'extern "C"' thing you need:
C does not have function overloading. A function is always recognizable by its name. Therefore, when you compile code as C code, only the real name of the function is stored in the object file.
C++, however, has something called 'function / method overloading'. This means that the name of a function is no longer enough to identify it. C++ compilers therefore create 'names' for functions that include the prototypes of the function (since the name plus the prototype will uniquely identify a function). This is known as 'name mangling'.
The 'extern "C"' specification is needed when you want to use a library that has been compiled as 'C' code (for example, the pre-compiled Lua binaries) from a C++ project.
For your exact problem: if it still does not work, these hints might help:
* have the Lua binaries been compiled with the same version of VC++?
* can you simply compile Lua yourself, either within your VC solution, or as a separate project as C++ code?
* are you sure you have all the 'extern "C"' things correct?
You have to go into project setting and add a directory where you have that LUA library *.lib files somewhere on the "linker" tab. Setting called "including libraries" or something, sorry I can't look it up.
The reason you get "unresolved external symbols" is because compilation in C++ works in two stages. First, the code gets compiled, each .cpp file in it's own .obj file, then "linker" starts and join all that .obj files into .exe file. .lib file is just a bunch of .obj files merged together to make distribution of libraries just a little bit simplier.
So by adding all the "#include" and extern declaration you told the compiler that somewhere it would be possible to find code with those signatures but linker can't find that code because it doesn't know where those .lib files with actual code is placed.
Make sure you have read REDME of the library, usually they have rather detailed explanation of what you had to do to include it in your code.
You might also want to check this out: COMPILER, ASSEMBLER, LINKER AND LOADER: A BRIEF STORY.

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