How to generate a .so file - linux

I am writing an extension for the Scratch text editor application on Elementary OS Luna. But the documentation is practically non-existent for extension creation and I have no idea how to proceed after writing my main code for the extension.
I've already written the extension. I cannot use or test it yet as it needs to be "installed". I spent hours looking for docs but they do not exist. I did however, find a comment on the scratch launchpad page that says
Generally you have to generate a pluginname.so file and put it in
lib/scratch/plugins/pluginname with a pluginname.plugin file
Great. This seems like the last part of creating an extension for Scratch. What is a .so file, and how do I generate one? I've already created the other necessary files like the .plugin file and the .vala file.
Yes, I have searched for .so files but all I found were random things about it like using it with C, or C++ headers but obviously that won't work for me, since I'm using Vala?
How do I generate a .so file? What do I generate it from?

I think the The Vala tutorial could be helpful on creating the actual Shared library or Shared Object.
You can use the autotools, cmake or you can compile and link a shared library directly from the command line, quoted from the Vala tutorial:
Compilation and linking using Command Line
Vala is not yet capable of directly creating dynamic or static
libraries. To create a library, proceed with the -c (compile only)
switch and link the object files with your favourite linker, i.e.
libtool or ar.
$ valac -c ...(source files)
$ ar cx ...(object files)
or by compiling the intermediate C code with gcc
$ valac -C ...(source files)
$ gcc -o my-best-library.so --shared -fPIC ...(compiled C code files)...

From the Scratch Wiki
Due to browser security restrictions, Scratch 2.0 cannot interact with
hardware devices directly. Instead, hardware extensions come with a
helper app, a separate application that the user must install and run
on their computer. Scratch communicates with the helper app via HTTP
requests, and the helper app talks to the hardware. In the future,
some extensions may package their helper apps as browser plugins.
Here are the steps for creating and testing a Scratch extension:
Create an extension description file
Create your helper app and start it
Open the Scratch 2 Offline Editor
Import the extension description (shift-click on "File" and select "Import Experimental Extension" from the menu)
The new extension blocks will appear in the More Blocks palette
Test your extension and iterate!
Helper apps can be written in any language that supports server sockets, such as Python, Node.js, Java, C, etc.
Like you I've chased around the wiki but I cannot find an example with source. So all I can do is to address your question generally.
If you look at Build .so file from .c file using gcc command line you'll see how a simple .so can be created. However what code goes into a Scratch extension I don't know. Sorry.
Edit: More googling and I've found a sample from Nathan Dinsmore on GitHub that doesn't use C rather it uses JavaScript, and though it doesn't create a .so extension, it does have what appears to be a full description of creating an extension. He also provides a couple of tutorials.
Edit++ : And here is another sample written in Java.

Related

How do you pull library dependencies of binary you want to package using snapcraft

I am trying out the new linux packaging tool http://snapcraft.io/create/
It does have some documentation but it's not very mature and doesn't contain everything.
What I am trying to do is to generate a package for my binary that is compiled using Qt framework, thus it depends on a load of .so files. I couldn't find in documentation any way to convince snapcraft to pull all these dependencies and add them to the program hierarchy (the mounted squashfs).
So in order to "temporarily fix that" I hacked a very lame shell script that executes ldd on my binary and does this on its own. That "sort of" works because now indeed all the necessary libraries are in the image, but the program can't find them, because most of them have own paths and are not in root lib folder /usr/lib
The example of error I am getting when I try to start my program is:
/snap/huggle/x1/usr/bin/huggle: error while loading shared libraries: libGL.so.1: cannot open shared object file: No such file or directory
But the library is there:
/snap/huggle/x1/usr/lib/x86_64-linux-gnu/mesa/libGL.so.1
It just has no clue how to find it. On other hand, given that snapcraft is advertised as awesome simple stupid packaging tool, I find it quite weird that something so simple as packaging a C++ binary would be so complicated. How should I do this properly?

How do I cross-compile a QT application for imx6?

How do I cross-compile a QT application for a Freescale Hummingboard(imx6(arm))?
There are some guides around, but I've not been able to complete one with success.
The following (and more) guides give me a compile error on ./configure
http://forum.solid-run.com/linux-on-cubox-i-and-hummingboard-f8/qt5-3-on-hummingboard-t2072.html
https://community.freescale.com/docs/DOC-94066
When I run the ./configure command (With recommended commands, I've tried this with a lot of possibilities for commands but got none working). I got a compile error for all the external libraries QT uses (zlib, libjpeg, libpng, etc.). So it's a dead end from there.
I've tried a lot more stuff, I don't even remember all the stuff I've tried, but I got nothing working.
I'm trying to use mini-distribution for the Hummingboard. It's a system without window manager that is able to run QT applications (QT5). The build tool I'm trying to use is gcc-linaro-arm-linux-gnueabi, I'm using QT Creator. I've got QT working on the Hummingboard, I just can't compile anything for it.
I managed building an application for the IMX6 finally. Here is how I did it for other's. It's not an optimal solution but it is an solution.
I use Buildgear to build mini-distirbution as OS (Google it, not enough links with my reputation). I append my own application to this mini-distribution to also build it. This is done by placing creating a folder in the buildfiles/cross/cross-hummingboard folder and adding a buildfile (mine look like this http://pastebin.com/bZkJUiry). In this folder I also place a .tar of the project files (including the .pro). To get it to build I add "qt-gui" as a dependency to the fs (buildfiles/cross/cross-hummingboard/fs) by adding it to the list of depends.
I then run buildgear build fs, which will create an (Tarred) image including my (working) qt-application! I then extract the ./qt-gui executable and ssh it to the Hummingboard.
Of course this is all a bit cumbersome so I made a script that automates this all: http://pastebin.com/jFM6rZyY
It copies and Tars sources, compiles it together with the fs, extracts the executable, ssh's the file to the hummingboard and runs it. Takes about 3 minutes building but it works which is what counts for me at this point.

Compiling STK (Synthesis Toolkit) for use in Code::Blocks

I realise this is a newb question but I've been racking my brains for hours.
So I want to use the STK (Synthesis Toolkit) to generate sine waves etc. I've downloaded the source files from https://ccrma.stanford.edu/software/stk/download.html
I unzipped the tar.gz using 7zip.
I opened up the demo.cpp project file (under /projects/demo/demo.cpp) and whenever I try to compile it, I receive lots of errors, all starting with "undefined reference to"
I have set the compiler search directory to include the root folder of the stk kit (unzipped as "stk-4.5.0"). My understanding is that I also have to find file for the linker, that is of the type .lib? Is that correct? I haven't been able to find a .lib file to link to.
I feel like this is a simple fix - what am I missing?
You've downloaded a source , not the compiled library which might be used by linker (.lib file) There are three solutions:
1. Compile whole src folder of your download ( see instructions on their website). Frankly, I've tried to do that recently but failed, especially under Windows although I don't have any experience in this so you can try yourself.
2. Use precompiled library available in some Linux repositories. I had success with Slacko Puppy linux. Package simply adds libstk.a (linux static library) to /usr/lib and stk headers to /usr/include/stk (notice you have to add exactly that path to compiler, since /usr/lib is not enough). This gave me best results.
3. If you use only several classes, you can copy their .cpp files directly to your project source folder. Remember to add parent classes, too (see STK site -> Classes). Again I recommend that you give the compiler path to include folder you've unzipped, but copying only selected headers should also work.
I've found this article helpful (see also A1): http://www.learncpp.com/cpp-tutorial/a3-using-libraries-with-codeblocks/
Hope I've helped

C++ Creating a standalone library in linux and using it in another program

I'm trying to create a shared library for Linux such that:
other programs can use its functions and its objects
the code is not visible to final user
What i did is create a shared library with Eclipse. This library uses pthreads.
I generated .so and .lib. The .lib is in LIBRARY/Lib while the .so is in LIBRARY/Release.
Then i created another project which should use this library and i gave the path of the .lib file and the path of the .h file which only contains the inclusions of all the necessary .h of the library.
All seems working but when i run the program it crashes. When debugging it I receive the following message:
Can't find a source file at "pthread_mutex_lock.c"
Locate the file or edit the source lookup path to include its location.
What's wrong? Can someone help me please?
EDIT: I changed nothing and now I have a different error, some lines before the previous:
Can't find a source file at "random.c"
Locate the file or edit the source lookup path to include its location.
other programs can use its functions and its objects
the code is not visible to final user
These two goals directly contradict each other, and achieving both at the same time is impossible on Linux.
If some program can use your library, then I can write a new program that can do so as well.

How to know when to use the .a or .so when linking to Boost?

I wanted to try out the Boost::Serialization library for a project I'm working on. I'm also trying to get used to programming in Linux as well. I set up boost in its default locations. I tried compiling the test file they provide here with the command line arguments they provide and it worked fine. In this example they use the .a file.
Then I went to the Serialization page and tried running one of the serialization demos. I ran basically the same commands, except I swapped out the file names and linked against libboost_serialization.a instead of libboost_regex.a, but I got a bunch of errors. After playing with different options and double checking the directories I finally got it to work by replacing the .a with the .so file.
Just for reference, what finally worked for me was this:
g++ /usr/local/lib/libboost_serialization.so sertest.cpp -o sertest
How come for one example I linked against the .a file, and in the other I had to link against the .so?
Because when linking statically, the order in which you specify the libraries and object files does matter. Specifically, a library must be mentioned after object files that use symbols from it.

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