Make virtualbox kernel modules builtin, rather than modules, half done - linux

I was trying to make virtualbox kernel modules builtin, I'm almost completed here, but at the final step, it stopped compiling, because kernel seems to treat all vbox* modules as a single one:
drivers/vboxnetadp/built-in.o: In function `cleanup_module':
(.exit.text+0x0): multiple definition of `cleanup_module'
drivers/vboxdrv/built-in.o:(.exit.text+0x0): first defined here
drivers/vboxnetadp/built-in.o: In function `init_module':
(.init.text+0x0): multiple definition of `init_module'
.. suppressed output ...
make[1]: *** [drivers/built-in.o] Error 1
make: *** [drivers] Error 2
Any thoughts ? Here's how I got that:
I copied all module sources into drivers folder, edit the makefile, put a obj-y += vbox/, and edit all Makefile of vbox modules, change obj-m to obj-y to make them builtin, pretty dirty hack, but worked.
EDIT
Why need to do that ? I need to disable module loading on my machine, so no modules should be present, I've made all modules wrote by myself builtin, only thing left is vbox's ones now

I would say your question rather belongs to Stack Overflow, since it is basically a c-programming-language-question.
The problem you are facing is that you try to compile two (previously separate) programs into one. Both seem to use the same functions - meant within their own context.
My guess is that you will have to rename all these multiple occurrences of init_module or other functions into separate name-spaces (like net_init_module and drv_init_module). Or perhaps there is a way to declare these functions to be "local" - it`s been a while that I programmed in C...

Related

configure keeps finding tcmalloc. How?

I'm building NWChem on Cray. libtcmalloc_minimal is already added to an archive file by the cc in my Cray environment. In my configure routine, it explicitly appends a second -ltcmalloc_minimal resulting in a multiple definition and a configure fail. But none of the configure.* files or makefiles (or any files included with NWChem) contain any reference to tcmalloc_minimal.
How is tcmalloc_minimal getting in there?
How can I keep it out?
The autoconf _AC_FC_LIBRARY_LDFLAGS macro (called as part of AC_PROG_FC) and other macros querying library flags and objects retrieves this value from the verbose compiler output (which contains this library on Cray systems). For this reason Cray's patched autoconf contains a change of the above macro to get rid of the flag. I'm currently in the process of figuring out an override to the macro so configure scripts produced by unpatched versions of autoconf also work on Cray systems. I'll post an update once I've figured out something reliably working.

Why would a linker try to link to a file I never told it to link to?

I'm getting a linker error indicating that the linker was unable to open a file (a static library) and therefore it fails. I am having a very difficult time troubleshooting this error because I never told the linker to link to the file which it is failing to open.
I am telling the linker to link to several static libraries. Many of the libraries I am linking to are wxWidgets static libraries. I don't need ALL of the modules from wxWidgets, so there are some which I am linking to and many which I am not. The file which the linker can't open is 'wxbase31ud_net.lib'. Like I said, that file is not among the libraries I am linking to. My immediate thought was that this dependency was being introduced implicitly somehow, perhaps by one of the wxwidgets libraries I WAS linking to. I didn't think static linkage worked this way but I didn't have any other ideas. I have been investigating that possibility and I've found nothing which indicates that is the case.
I set the build output verbosity to maximum, and the 'wxbase31ud_net.lib' is never mentioned anywhere until the error is reported.
I confirmed in my cmake project that the file in question was never passed back to me from the FindWxWidgets module, and was never referenced in any of the lists of files I associate with the target.
I grepped through the entire project directory and found no reference to the file anywhere, including the cmake-generated project files (visual studio project files).
What could be causing the linker to try and open this file?
Edit: Also, to be clear, the error I'm seeing is LNK1104
it's probably from a #pragma comment(lib,"???") except in the case of wx the argument to the pragma may be complex macros and it will be difficult to grep. This particular one may be from setup.h with #pragma comment(lib, wxWX_LIB_NAME("base", "")). You should be solving this by adding the directory with the wx libs to the linker's search directories.
The answer by zeromus is correct, this is almost certainly indeed due to including msvc/wx/setup.h which contains #pragma comment(lib)s. Possible solutions:
Simplest: build all the libraries, this will solve the errors and it's not a problem to link with a library you don't use.
Also simple but slightly less obvious: predefine wxNO_NET_LIB when building your project, this will prevent the file above from autolinking this particular library. You may/will need to define more wxNO_XXX_LIB symbols if you're missing other libraries, of course.
Less simple but arguably the least magic too: stop using $(WXWIN)/include/msvc in your include path, then wx/setup.h under it won't be included and nothing will be linked in automatically. The drawback is that you will have to specify all the libraries you do need to link with manually.

Ignoring specific scons warnings

I'm using scons for building. I had encountered the following warning (when compiling some classes that are used in multiple build targets):
scons: warning: Two different environments were specified for target /home/stackuser/src/dsl/build/debug/common/LocalLog.o,
but they appear to have the same action: $CXX -o $TARGET -c $CXXFLAGS $CCFLAGS $_CCCOMCOM $SOURCES
So the accepted way around this warning is to use env.Object in the source list for common cpp files:
client_srcs = [
env.Object("../common/LocalLog.cpp"),
env.Object("../common/LogMsg.cpp"),
"LogWriter.cpp",
"QueueConsumer.cpp",
env.Object("../common/QueueStore.cpp"),
env.Object("../common/TimeFunctions.cpp")
]
However, when using this env.Object function around the common cpp files, some targets don't build (linker error linking to boost):
/usr/include/boost/system/error_code.hpp:208: undefined reference to `boost::system::get_system_category()'
/usr/include/boost/system/error_code.hpp:209: undefined reference to `boost::system::get_generic_category()'
/usr/include/boost/system/error_code.hpp:214: undefined reference to `boost::system::get_generic_category()'
/usr/include/boost/system/error_code.hpp:215: undefined reference to `boost::system::get_generic_category()'
This linker error is described here; to summarize the accepted answer:
When statically linking the linker expects that libraries will come
after the files containing references to them. You need to move your
.o files before your -l flags.
However, if I just remove the env.Object calls in the SConscript, I get these scons warnings, but compilation and linking is successful.
I'd just like to ignore these scons warnings; (how) can I turn them off?
If you take a short look at the MAN page ( http://scons.org/doc/production/HTML/scons-man.html ), you'll find the "warn=no-all" option...amongst a lot of other useful stuff.
Note however, that switching off this warning is a bad idea in general, because it's hinting at flaws in your build description. You're telling SCons to build a file like "debug/common/LocalLog.o" from two (or more) different environments. This may work as long as the command lines used (and the environments, including all shell variable settings) are exactly the same, so that's why SCons continues.
But usually you want to have one single way to build a specific target file.
There are three proper solutions to your dilemma (probably more, but these are the ones that came to my head immediately):
1.) Put the sources/objects that you want to use in multiple places into a separate lib and then link against that.
2.) For each time you compile the same *.CPP file, give a different unique name to the object file (LocalLog_a.o, LocalLog_b.log, ...).
3.) Compile the source one time (env.Object('LocalLog.cpp'), and then add the resulting object file to your list of sources for each program/library in question:
client_srcs = [
"../common/LocalLog.$OBJSUFFIX",
"../common/LogMsg.$OBJSUFFIX",
"LogWriter.cpp",
"QueueConsumer.cpp",
"../common/QueueStore.$OBJSUFFIX",
"../common/TimeFunctions.$OBJSUFFIX")
]

How to prevent scons from cleaning parent and sibling directories?

I'm working on implementing a build system using scons for a somewhat large software project. There is a directory structure which separates the code for individual libraries and programs into their own directories. With our existing make system, I can do a "make clean" in a single program directory and it will only clean the files associated with the source in that directory. If I do an "scons -c" though, it recognizes that the program depends on a slew of libraries that are in sibling (or cousin) directories and cleans all of the files for those as well. This is not what I want since I then have to rebuild all of these libraries which can take several minutes.
I have tried playing with the "NoClean()" command, but have not gotten it to work in the way I need. Given the size of the code base and complexity of the directory structure, I can't realistically have a NoClean() line for every file in every library.
Is there any way to tell scons to ignore any dependencies above the current directory when doing a clean (i.e. scons -c) ?
I'd love to have a good answer to this myself.
The only solution that I can offer for now is that you get Noclean working.
So in your library, you should have something like this
lib_objs = SharedObject(source_list)
mylib = SharedLibrary('libname', lib_objs)
So for this we want to protect the library and the sources from being cleaned.
NoClean([mylib, lib_objs])
Notice that I had to split the building of the object files from the library because I want to be able to pass them to NoClean as well.
Try using the target name when cleaning.
scons -c aTargetName
You can use the SCons Alias() function to simplify the target name and to also group several target names into one alias.
With this approach you'll have to add an alias in each appropriate subdir, which isn't necessarily a bad thing :)

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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