Xcode 12.4 Linking error: Library not found - xcode

I am using xcode 12.4 and In a macOS/OSX project I am getting a linking error Library not found.
The mac os app is using a C++ library that is being successfully built in the xcode workspace, but the linker fails to find it
I have added that dependency Cpp library in the "Link binary with Libraries" (Build phases)
I think my Library search paths setting in Build Settings is not correct, linker search hardcoded path which was set on different machine where project was first built.
The output of workspace which includes the C++ library is in the Derived data, how can I specify derived data or Build path as variable and use it to point to C++ library folder , so that even on different machine project is built without searching any hard coded library paths ?
Thanks,
Ahmed

Related

Xcode Library not found for -lavutil.57.28.100

I try to make macOS GUI application with ffmpeg.
On project settings -> General -> Frameworks,Libraries..., I added the ffmpeg lib files
/opt/homebrew/Cellar/ffmpeg/5.1-with-options_2/lib/libavutil.57.28.100.dylib.
I also add lib search path of /opt/homebrew/Cellar/ffmpeg/5.1-with-options_2/lib
I still get error : Library not found for -lavutil.57.58.100.
I like to get more detail about error.
I think these possibility
not valid arm64 format.
linker expect x64 and arm64 binary. But the file has arm64 only.
Dependency of dylib is missing.
If someone knows solution or detail about this error, please let me know.
That file exist and valid arm64 Mach-O file.
file libavutil.57.28.100.dylib
libavutil.57.28.100.dylib: Mach-O 64-bit dynamically linked shared library arm64
Some tips that will help you to troubleshoot this issue.
Firstly, lldb expects an arm64 version of the lib if your main executable's architecture is arm64, a fat-universal version of the lib if your main executable's architecture is fat-universal.
So please check the main executable's architecture inside YOURAPP.app/Contents/MacOS. I'm taking IINA video player as an example:
lipo -i /Applications/IINA.app/Contents/MacOS/IINA
Secondly, it's not good to refer to a brew version of the binary. If the library's version on another machine mismatches with yours, your app will crash. It's ok that you copy the dylib file and copy it into your Xcode project. Then you can add the dylib file to the Frameworks, libraries, and Embedded Content section in Xcode. The below image shows an example of integrating ffmpeg libs into your project.
Alternatively, the ffmpeg-kit package is your friend. I have a simple showcase for you: Github
Finally, if you insist on using the brew version, please disable checking on code-signing for external libs: Project Settings > Signing & Capabilities > Hardened Runtime > Runtime Exceptions > Diable Library Validation
Xcode does not add library search path.
I add -L/opt/homebrew/Cellar/ffmpeg/5.1-with-options_2/lib on "Other Linker Flags"

Setting Xcode linker up correctly: library not found, but in "Link Binary With Libraries" list

I have a issue with dependencies in my dylibs.
I currently get the follwing error message:
dyld: Library not loaded: /opt/local/lib/libgvc.6.dylib
Referenced from: /Users/klauskneupner/Library/Developer/Xcode/DerivedData/Visual_Thinking-bvgfcqjwnobabodenabpggrwnoet/Build/Products/Debug/Visual Thinking.app/Contents/Frameworks/libgvplugin_dot_layout.6.dylib
Reason: image not found
The funny part is that I have that library (libgvc.6) in the list of dependencies.
But in this case, the libgvc.6 is in a project directory and not in /opt/local/lib.
What do I need to do? Many thanks in advance!
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 reference to /opt/local/lib/libgvc.6.dylib in your crash output indicates that is the shared library identifier of libgvc.6.dylib in your project. To include the library in your .app bundle in a way that your application will use it rather than looking in /opt/local/lib you need to:
Change the shared library identifier of libgvc.6.dylib so that dyld will look for the binary within your application bundle. This is typically done by running install_name_tool -id #rpath/libgvc.6.dylib libgvc.6.dylib. The #rpath placeholder tells dyld to try substituting each of the entries in the runpath search path of the binary that is loading the library. By default your app bundle's Frameworks directory is on this search path.
Update any existing prebuilt libraries that link to libgvc.6.dylib to refer to it via the new name (the change made in step 1 only takes effect when a new binary is built against the library, so it may not be necessary if it is only prebuilt libraries that link against it). You can use install_name_tool -change /opt/local/lib/libgvc.6.dylib #rpath/libgvc.6.dylib path/to/other.dylib to update these other libraries. Your crash output shows that libgvplugin_dot_layout.6.dylib is one such library that would need updated. It may not be the only one.
Ensure that your modified libraries are being copied in to the Frameworks subdirectory in your application bundle. This is typically done using a Copy Files build phase in your Xcode project.

CMake with Xcode 5 : how to add external libraries as 'Target Dependencies' instead of linker flags?

We are building our software under OS X (10.8 at the moment). The project build is managed by CMake (2.8.12).
External dependencies (i.e. not target added by project's CMakeLists) are handled using what we undestood as the canonical way :
Calling find_package(${external_lib}) from a root CMakeLists.
If a given target needs to link against the previously found package, the target's CMakeLists calls target_link_libraries(${TARGET_NAME} ${${external_lib}_LIBRARIES})
The procedure works nicely from a building perspective (the target is actually linked against the external library). Yet the external library is actually given as an additional flag to the compiler, in Build Settings::Other Linker Flags, when it seems that Xcode native way for doing this would be to add the dirname to Build Settings::Library Search Path, and the basename to Build phases::Target Dependencies.
Is there a way to achieve this behavior (without breaking the behavior for other platforms) ?
The behavior of CMake was changed years ago to use full paths.
http://www.cmake.org/cmake/help/v3.0/policy/CMP0003.html
Why do you want to split it?

Mac OS X 10.6 : OpenSSL library

I have received an old code on the Mac and trying to compile it on OS X 10.6, in the code there are few calls to OpenSSL library (such as SSL_write()) I added the headers (#include ) in those files and check my version of OpenSSL shows me "0.9.8r" (I know Apple has it's own framework for this library crypto' ) but why I get the Link error as this:
sockets::TcpSocket::TryWrite(char const*, unsigned long) in TcpSocket.o
I know the code should compile against this library in /usr/lib but it doesn't, do I missing path or other setting in Xcode?
There are no libraries in /usr/bin. I assume you mean /usr/lib. You generally do not compile against /usr/lib, however. You usually compile against a specific SDK, which has its own copy of /usr/lib and /usr/include. The SDK header files you use is generally passed in the -isysroot parameter. If you're building in Xcode, these settings are set primarily via the "Base SDK" and "OS X Deployment Target." Without more specifics of how you're building, I'm not certain where else to point you, though. In particular, what does the compile and link lines look like for the relevant file?
In Xcode, don't try to link against specific system libraries by path. You should always link against system libraries using the Link Phase panel of the build settings, and selecting from the SDK list of libraries. Selecting specific paths in the Link Phase panel almost always leads to problems.

"ld: duplicate symbol" issue in XCode cross-compilation

I am trying to cross-compile a project for the iOS (which is written in windows) and is based on openCV. And then I am trying to use these cross-compiled openCV libs for a specific application (called testApp).
I was first able to successfully cross-compile openCV for the iOS. Then I used these libraries to created another library called testLib.a which was consumed by an application testApp (which also used some openCV functionality).
The testLib.a compiled successfully but, for the testApp I had to add dependency to both testLib.a and the openCV libs (.a files). When I try to compile testApp, I get the following error -
ld: duplicate symbol cv::split(cv::Mat const&, cv::Mat*) in
/Users/suri/Projects/testLib/lib/Debug/libopencv_core.a(convert.o) and
/Users/suri/Projects/testApp/libs/testLib.a(convert.o) for
architecture i386
I can see that this error is probably coming because the openCV libs are added by open testLib as well as testApp. My question is should I try and reorganize the project or is there some other way to fix this issue?
I tried to find where the "split" function might actually be used in testLib but it does not seem to be called. Also, I have checked and every .h in the testLib as well as testApp and they all have a "ifndef" macro.

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