Tesseract .net on macos, how to reference libdl.dylib on macOS12? - xcode

I'm running a .net application that requires a reference to libdl.so
System.DllNotFoundException : Unable to load shared library 'libdl.so' or one of its dependencies. In order to help diagnose loading problems, consider setting the DYLD_PRINT_LIBRARIES environment variable: dlopen(liblibdl.so, 0x0001): tried: 'liblibdl.so' (no such file), '/usr/local/lib/liblibdl.so' (no such file), '/usr/lib/liblibdl.so' (no such file), '/Users/Amplicity/Documents/liblibdl.so' (no such file)
After some light reading, i found that libdl.so is the linux equivalent of libdl.dylib, I then tried to find libdl.dylib on my machine.
➜ lib locate libdl.dylib
/Applications/Xcode.app/Contents/Developer/Platforms/AppleTVOS.platform/Library/Developer/CoreSimulator/Profiles/Runtimes/tvOS.simruntime/Contents/Resources/RuntimeRoot/usr/lib/libdl.dylib
/Applications/Xcode.app/Contents/Developer/Platforms/WatchOS.platform/Library/Developer/CoreSimulator/Profiles/Runtimes/watchOS.simruntime/Contents/Resources/RuntimeRoot/usr/lib/libdl.dylib
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS.simruntime/Contents/Resources/RuntimeRoot/usr/lib/libdl.dylib
There are only tvos, watchos, and ios signed libdl.dylib's available. Some more light reading reveals that somewhere around xcode 7, .dylib files were replaced with .tbd, which is a text file that references dylibs elsewhere.
➜ lib locate libdl.tbd
/Applications/Xcode.app/Contents/Developer/Platforms/AppleTVOS.platform/Developer/SDKs/AppleTVOS.sdk/usr/lib/libdl.tbd
/Applications/Xcode.app/Contents/Developer/Platforms/AppleTVSimulator.platform/Developer/SDKs/AppleTVSimulator.sdk/usr/lib/libdl.tbd
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/lib/libdl.tbd
/Applications/Xcode.app/Contents/Developer/Platforms/WatchOS.platform/Developer/SDKs/WatchOS.sdk/usr/lib/libdl.tbd
/Applications/Xcode.app/Contents/Developer/Platforms/WatchSimulator.platform/Developer/SDKs/WatchSimulator.sdk/usr/lib/libdl.tbd
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/usr/lib/libdl.tbd
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator.sdk/usr/lib/libdl.tbd
/Library/Developer/CommandLineTools/SDKs/MacOSX11.3.sdk/usr/lib/libdl.tbd
/Library/Developer/CommandLineTools/SDKs/MacOSX12.0.sdk/usr/lib/libdl.tbd
/Library/Developer/CommandLineTools/SDKs/MacOSX12.1.sdk/usr/lib/libdl.tbd
/Library/Developer/CommandLineTools/SDKs/MacOSX12.3.sdk/usr/lib/libdl.tbd
I attempted to symlink the .tbd to the .so that my .net application expects, but .net complained that it was net a mach-o file.
I then attempted to symlink the tvos .dylib to the .so, and got a different error stating that it needed to be signed for macos.
How can I find/conjure libdl.dylib on macOS12, so that I may directly reference it in my application?

I suppose you cannot rebuild that application, cause currently libdl.so` would not be requested as it is not deployed anymore as standalone.
Try to make symlink of libdl.so to libc.so (or whichever version is installed with your .net platform package, libc.so.x)

Related

Trace dylib loading on Mac OSX

I'm trying to build a Qt-based application on Mac OSX, and something in my application bundle is pulling in a Qt library from /Library rather than from the application bundle.
I've done this successfully in the past, so I know about using install_name_tool to link applications and libraries to the bundle versions of libraries. I've done this, but I must be missing something. I've tried setting DYLD_PRINT_LIBRARIES, but I'm not really sure how this helps: I can see which Qt library is being pulled in from /Library first (QtXml), but I don't know which file in the bundle is pulling in this library.
Is there some trick to tracing back which file is loading a particular library?
Use otool utility to see what libraries are used by your app and where the app expects to find them:
otool -L yourApp.app/Contents/MacOS/yourApp

OSX Xcode - Packaging dependencies libmysqlclient.18.dylib

This may well have been asked before I just couldn't figure out the right term to search.
I'm writing a client-server application to run on an OSX desktop which will talk to a MySQL server on the local network. It seems long-winded to implement a web-services API when basically a bunch of SQL statements will be perfect internally.
I've wrestled with the install procedure for MySQL server on my development machine, ad had to resort to symlinking libmysqlclient.18.dylib into /usr/lib even though i'd put the include path in header search paths.
What I need to know is how do I create a .app file I can send to other machines that will have access to the libmysqlclient.18.dylib file?
I'm used to Windows having installers to do this and a bit new to OSX programming although i've been doing Obj-c for iDevices for 2 years.
Is there a setting which allows the library to be copied into the .app file or do I need to install the mysql connector on each machine - if so, how do I get around the symlink issue, ideally I need it to work from the stock folders.
If this has been answered somewhere else, please point me in the right direction.
At build time the static linker on OS X, ld, writes the shared library identifier of each library that your application links against in to the application binary. At run time the dynamic linker, dyld, attempts to load each shared library from the paths specified in the application binary. You can see this information using otool -L YourApp.app/Contents/MacOS/YourApp.
The fact you needed to symlink libmysqlclient.18.dylib in to /usr/lib suggests that the shared library identifier of libmysqlclient.18.dylib is something like /usr/lib/libmysqlclient.18.dylib. To include the library in your .app bundle in a way that your application will use it rather than looking in /usr/lib you need to:
Change the shared library identifier of libmysqlclient.18.dylib so that dyld will look for the binary relative to your application binary. This is typically done by running install_name_tool -id #executable_path/../Frameworks/libmysqlclient.18.dylib libmysqlclient.18.dylib.
Copy the modified libmysqlclient.18.dylib in to the Frameworks subdirectroy in your application bundle. This is typically done using a Copy Files build phase in your Xcode project.
You should then be able to verify that the install name written in to your application binary is #executable_path/../Frameworks/libmysqlclient.18.dylib rather than /usr/lib/libmysqlclient.18.dylib (using otool -L YourApp.app/Contents/MacOS/YourApp again). If the install name isn't correct then you'll need to ensure that your linker search path is set up to find your modified version of libmysqlclient.18.dylib ahead of any other versions you may have.

Deploying Qt Frameworks with Mac app and usage of otool

I have a problem deploying Qt frameworks with my Mac app, and I hope some will have a clue why I get this error, when I run the app on clean Mac, i.e. not a developer Mac.
OS: 10.7 .2 and using XCode
Error msg:
Library not loaded: #loader_path/../Frameworks/QtCore.framework/Versions/4.0/QtCore
Referenced from:/Users/someUser/Downloads/MainApp.app/Contents/Resources/Lib/Library.bundle/Contents/MacOS/../Frameworks/../Frameworks/QtXml.framework/Versions/4/QtXml
Clearly something is wrong since the QtXml is referenced from /../Frameworks/../Frameworks, which doesn’t exists.
This is the set up: I have a dylib that uses QtCore and QtXml (not by my choosing, but for now I need those two frameworks), the dylib is used in a NSBundle, which is loaded by the main app, the bundle is located in the resource folder. The dylib is moved by Copy Files Build Phase to the folder Contents/Frameworks and with otool the install_name is set to (as stated by http://doc.qt.digia.com/4.3/deployment-mac.html):
#loader_path/../Frameworks/QtCore.framework/Versions/4.0/QtCore
#loader_path/../Frameworks/QtXml.framework/Versions/4/QtXml
then the Qt frameworks are moved to Contents/Frameworks and the install_name of the is set to:
#executable_path/../Frameworks/QtCore.framework/Versions/4.0/QtCore
and for the QtXml
#executable_path/../Frameworks/QtXml.framework/Versions/4/QtXml
with reference to QtCore:
#executable_path/../Frameworks/QtCore.framework/Versions/4.0/QtCore
Now when I run the app on the developer mac it clearly works since Qt is installed, but when moved to a clean mac I get the error msg, readable in the Console app.
I’ve tried to change the executable_path to loader_path, but this didn’t work.
I have no idea what I’m doing wrong or why it won't for, and have not been able to find anything on Google, of course I could be looking at the wrong places. Any ideas how to fix this problem?
This is the entire error message:
MainApp: Error Domain=NSCocoaErrorDomain Code=3587 "The bundle
“Library” couldn’t be loaded because it is damaged or missing
necessary resources."
(dlopen_preflight(/Users/someUser/Downloads/MainApp.app/Contents/Resources/Lib/Library.bundle/
Contents/MacOS/Library): Library not loaded:
#loader_path/../Frameworks/QtCore.framework/Versions/4.0/QtCore
Referenced from: /Users/ someUser /Downloads/
MainApp.app/Contents/Resources/Lib/Library.bundle/Contents/MacOS/../Frameworks/../Frameworks/QtXml.framework/Versions/4/QtXml
Reason: image not found) UserInfo=0x107c5d5d0
{NSLocalizedFailureReason=The bundle is damaged or missing necessary
resources., NSLocalizedRecoverySuggestion=Try reinstalling the
bundle.,
NSFilePath=/Users/someUser/Downloads/MainApp.app/Contents/Resources/Lib/Library.bundle/Contents/MacOS/Library,
NSDebugDescription=dlopen_preflight(/Users/someUser
/Downloads/MainApp.app/Contents/Resources/Lib/Library.bundle/Contents/MacOS/Library):
Library not loaded:
#loader_path/../Frameworks/QtCore.framework/Versions/4.0/QtCore
Referenced from:
/Users/someUser/Downloads/MainApp.app/Contents/Resources/Lib/Library.bundle/Contents/MacOS/../Frameworks/../Frameworks/QtXml.framework/Versions/4/QtXml
Reason: image not found,
NSBundlePath=/Users/someUser/Downloads/MainApp.app/Contents/Resources/Lib/Library.bundle,
NSLocalizedDescription=The bundle “Library” couldn’t be loaded because
it is damaged or missing necessary resources.}
On the development mac everything works because the Qt libraries are installed. On any mac you ship the app to, though, this likely won't be the case. The Qt suite comes with a tool called macdeployqt to fix this. So in a terminal, after you've compiled your application, do something like:
# cd my-cool-app-Desktop
# macdeployqt my-cool-app.app
Note that it can also be used to create a .dmg file for shipping everything together:
# cd my-cool-app-Desktop
# macdeployqt my-cool-app.app -dmg
Once you've done that, the .app directory or .dmg file can be given to someone else without Qt installed to use and run as they normally would.
The one caveat is that the next time you try to run it on your developer machine, it may complain about multiple shared libraries installed. So once you've copied it else where in order to distribute it, remove the entire .app directory and let qtcreator (or whatever) rebuild it.
UPDATE
As stated compiling QT to static libs is the way to go. With the release of Mavericks (10.9) we need to codesign frameworks as well (http://furbo.org/2013/10/17/code-signing-and-mavericks/), and with QT4.8.5 there are some issues (https://bugreports.qt-project.org/browse/QTBUG-32896). Even with suggested fixes I still had some issues when running the app on a clean machine. Therefore, I ended up with compiling Qt5.2 to staticlibs, link them in the app, and codesign them.
OLD
Problem sovled, I moved the Qt-frameworks into the app bundle in Contents/Frameworks and with otool set the path to #executable_path/../Frameworks, i.e. moved it out of my library bundle. Yes the solution is simple, but I'm still not sure why the library executable couldn't find the frameworks when using #loader_path.
The best solution would probably be to use a static library and not wrap it in a bundle...you learn everyday ;)

Setting dylib paths as a XCode build step

I have a Cocoa application as XCode project that has several supplementary bits of functionality as dylib targets.
When XCode builds the project, it places all the build outputs in a single folder: The .app bundle and the dylib files. And when executed from the XCode debugger, the .app launches.
I can't however launch the application from finder.
How do I setup XCode to 'deploy' the app in a standalone state? I have found that I can use ld on the actual app binary to contain a relative path to the dylibs: #executable_path/../../mylib.dylib
Running a script after each build seems wrong: there must be some way (that Im totally missing) to do this easily from inside XCode - it must be a common issue surely?
It looks like that XCode supports having #executable_path, #loader_path and #rpath used in the Target Info > Build > Linking > Dynamic Library Install Name setting (LD_DYLIB_INSTALL_NAME) setting.
The help text says: "Sets an internal "install path" (LC_ID_DYLIB) in a dynamic library. Any clients linked against the library will record that path as the way dyld should locate this library"
This seems very promising, but usability is a problem if I need to link dylibs in multiple paths against a common library - the relative path is going to be different each time.
Running my testapp from finder, I get the following (relevant) error text
Dyld Error Message:
Library not loaded: #executable_path/../../util.dylib
Referenced from: /Volumes/data/Code/TestApp/build/Debug/TestApp.app/Contents/MacOS/TestApp
Reason: image not found
util.dylib is in /Volumes/data/Code/TestApp/build/Debug/ so I am confused :/
You should use a Copy Files build phase to copy the dylib to the app's bundle when building the app. You'll want to copy it to Frameworks. You can then set the install path to #executable_path/../Frameworks/mylib.dylib.

Linking Macports libraries to XCode application

I'm trying to distribute my app's dependencies with the app.
I've got the macports packages librsvg, boost, and cairo installed 64-bit-only on my Snow Leopard system. When I create an .app bundle of my program, it does not work on machines without macports and the relevant libraries installed because they are not included with the app, which searches for the libraries in /opt.
I have tried the --static flag for static linking, but that caused libcrt0 errors.
What's the best method for linking MacPorts libraries and their dependencies to an OSX application suitable for lone distribution?
You'll want to copy the libraries into your application bundle, using a Copy Files Build Phase. dylibs should be put in the Frameworks directory in the app bundle. You'll also have to add the libraries to your Xcode project.
Try using py2app to create a stand-alone app.
I had to just do this for jsoncpp. What I did was I went to linker settings under the project > Build Phases > Link Binary With Libraries then used the add other to go to my library's path and add the library from the folder which would be under opt/local/lib in the default setup for macport
getting the header files was a bit more complicated. In this case I had ended up going to usr/Include finding the file/folder with the headers, copying it into my project and in the cpp file I added the include line with quotation marks ("")
e.g., moved /usr/Include/json directory into the RestTemplate Project folder using copy. then added to main.cpp
#include "json/json.h"

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