How to compile fortran code to run without gfortran installed - macos

I have downloaded Bellhop, which is an underwater acoustic simulator written in Fortran. It can be found here with the Makefile.
Question 1: I would like to know if it is possible to compile Fortran code, including everything needed, so a user without gfortran installed, can run it.
I have read here the following:
static linking
This section does not apply to Windows users, except for Cygwin users with gcc4-4.3.2-2 or later.
gfortran is composed of two main parts: the compiler, which creates the executable program from your code, and the library, which is used when you run your program afterwards. That explains why, if gfortran is installed in a non-standard directory, it may compile your code fine but the executable may fail with an error message like library not found. One way to avoid this (more ideas can be found on the binaries page) is to use the so-called "static linking", available with option -static gfortran then put the library code inside the program created, thus enabling it to run without the library present (like, on a computer where gfortran is not installed). Complete example is:
gfortran -static myfile.f -o program.exe
Reading this, I suppose that it is possible to do what I'm asking but I'm not very familiarized with fortran and makefiles. I don't understand this:
put the library code inside the program created
Question 2: How can I put the library code inside the program? Where can I find the library? What does "inside the program" means?
I'm running OSX 10.9.4 and gfortran

I solved my problem about compiling Fortran code with gfortran using static libraries.
As #M.S.B. said, using static-libgfortran worked for me under MacOS.
If somebody is having issues with linking the libquadmath.0.dylb library, remove libquadmath.0.dylib and libquadmath.dylib from /usr/local/gfortran/lib/
This doest the trick. Further information can be found here

I think the meaning of the bold part is actually
gfortran then puts the library code inside the
program created
That means using -static should be enough, there is no additional step. Just be advised you will need a static version of all the libraries that you link with.

I know this is very old tracker, but maybe somebody will be still interested in the solution that works.
Let's say we have code:
! fort_sample.f90
program main
write (*,*) 'Hello'
stop
end
First, compile the stuff:
gfortran -c -o fort_sample.o fort_sample.f90
Then, link stuff
ld -o ./fort_sample -no_compact_unwind \
-arch x86_64 -macosx_version_min 10.12.0 \
-lSystem \
/usr/local/gfortran/lib/libgfortran.a \
/usr/local/gfortran/lib/libquadmath.a \
/usr/local/gfortran/lib/gcc/x86_64-apple-darwin16/6.3.0/libgcc.a \
fort_sample.o
You can execute it
./fort_sample
Hello
You can notice that quadmath is no longer there
> otool -L fort_sample
fort_sample:
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 1238.51.1)
I guess this is what you were looking for in a first place. No removing dylibs, no symbolic links, etc.

The current version of the option is -static-libgfortran. This means that the Fortran specific libraries of gfortran will be included into the executable. These are libraries are automatically found for a good installation of gfortran. This should produce an executable that should run on other computers with the same OS, even if that computer doesn't have gfortran installed. This option likely doesn't statically link all libraries, so there is some risk that some other shared library used on your computer won't be available on the other computer.

Related

GCC built from source in different location is incorrectly using same shared libs as native GCC

I'm a student doing research involving extending the TM capabilities of gcc. My goal is to make changes to gcc source, build gcc from the modified source, and, use the new executable the same way I'd use my distro's vanilla gcc.
I built and installed gcc in a different location (not /usr/bin/gcc), specifically because the modified gcc will be unstable, and because our project goal is to compare transactional programs compiled with the two different versions.
Our changes to gcc source impact both /gcc and /libitm. This means we are making a change to libitm.so, one of the shared libraries that get built.
My expectation:
when compiling myprogram.cpp with /usr/bin/g++, the version of libitm.so that will get linked should be the one that came with my distro;
when compiling it with ~/project/install-dir/bin/g++, the version of libitm.so that will get linked should be the one that just got built when I built my modified gcc.
But in reality it seems both native gcc and mine are using the same libitm, /usr/lib/x86_64-linux-gnu/libitm.so.1.
I only have a rough grasp of gcc internals as they apply to our project, but this is my understanding:
Our changes tell one compiler pass to conditionally insert our own "function builtin" instead of one it would normally use, and this is / becomes a "symbol" which needs to link to libitm.
When I use the new gcc to compile my program, that pass detects those conditions and successfully inserts the symbol, but then at runtime my program gives a "relocation error" indicating the symbol is not defined in the file it is searching in: ./test: relocation error: ./test: symbol _ITM_S1RU4, version LIBITM_1.0 not defined in file libitm.so.1 with link time reference
readelf shows me that /usr/lib/x86_64-linux-gnu/libitm.so.1 does not contain our new symbols while ~/project/install-dir/lib64/libitm.so.1 does; if I re-run my program after simply copying the latter libitm over the former (backing it up first, of course), it does not produce the relocation error anymore. But naturally this is not a permanent solution.
So I want the gcc I built to use the shared libs that were built along with it when linking. And I don't want to have to tell it where they are every time - my feeling is that it should know where to look for them since I deliberately built it somewhere else to behave differently.
This sounds like the kind of problem any amateur gcc developer would have when trying to make a dev environment and still be able to use both versions of gcc, but I had difficulty finding similar questions. I am thinking this is a matter of lacking certain config options when I configure gcc before building it. What is the right configuration to do this?
My small understanding of the instructions for building and installing gcc led me to do the following:
cd ~/project/
mkdir objdir
cd objdir
../source-dir/configure --enable-languages=c,c++ --prefix=/home/myusername/project/install-dir
make -j2
make install
I only have those config options because they seemed like the ones closest related to "only building the parts I need" and "not overwriting native gcc", but I could be wrong. After the initial config step I just re-run make -j2 and make install every time I change the code. All these steps do complete without errors, and they produce the ~/project/install-dir/bin/ folder, containing the gcc and g++ which behave as described.
I use ~/project/install-dir/bin/g++ -fgnu-tm -o myprogram myprogram.cpp to compile a transactional program, possibly with other options for programs with threads.
(I am using Xubuntu 16.04.3 (64 bit), within VirtualBox on Windows. The installed /usr/bin/gcc is version 5.4.0. Our source at ~/project/source-dir/ is a modified version of 5.3.0.)
You’re running into build- versus run-time linking differences. When you build with -fgnu-tm, the compiler knows where the library it needs is found, and it tells the linker where to find it; you can see this by adding -v to your g++ command. However when you run the resulting program, the dynamic linker doesn’t know it should look somewhere special for the ITM library, so it uses the default library in /usr/lib/x86_64-linux-gnu.
Things get even more confusing with ITM on Ubuntu because the library is installed system-wide, but the link script is installed in a GCC-private directory. This doesn’t happen with the default GCC build, so your own GCC build doesn’t do this, and you’ll see libitm.so in ~/project/install-dir/lib64.
To fix this at run-time, you need to tell the dynamic linker where to find the right library. You can do this either by setting LD_LIBRARY_PATH (to /home/.../project/install-dir/lib64), or by storing the path in the binary using -Wl,-rpath=/home/.../project/install-dir/lib64 when you build it.

Building cmake with non-default GCC uses system libstdc++

I'm trying to compile CMake using a non-default GCC installed in /usr/local/gcc530, on Solaris 2.11.
I have LD_LIBRARY_PATH=/usr/local/gcc530/lib/sparcv9
Bootstrap proceeds fine, bootstrapped cmake successfully compiles various object files, but when it tries to link the real cmake (and other executables), I get pages of "undefined reference" errors to various standard library functions, because, as running the link command manually with -Wl,-verbose shows, the linker links with /usr/lib/64/libstdc++.so of the system default, much older GCC.
This is because apparently CMake tries to find curses/ncurses libraries (even if I tell it BUILD_CursesDialog:BOOL=OFF), finds them in /usr/lib/64, and adds -L/usr/lib/64 to build/Source/CMakeFiles/cmake.dir/link.txt, which causes the linker to use libstdc++.so from there, and not my actual GCC's own.
I found a workaround: I can get the path to proper libraries from $CC -m64 -print-file-name=libstdc++.so then put it with -L into LDFLAGS when running ./configure, and all works well then.
Is there a less hacky way? It's really weird that I can't tell GCC to prioritize its own libraries.
Also, is there some way to have CMake explain where different parts of a resulting command line came from?

How to link and compile using specific library version installed at custom location?

I am trying to compile a program which uses GSL, in fact I am already able to compile it successfully on my local machine using
g++ -o program program.c prog0.o -L/usr/local/lib -lgsl -lgslcblas -lm
My problem is that I need to compile this program on a work machine in a shared system, but I know the program will not compile with an up to date version of GSL, so I need to install and use an older version.
I did this on my own system using the default installation, so the relevant files are located in /usr/local/lib on my local machine, and the compilation works for me with the above command.
But since the work machine is in a shared system, I cannot mess with the default directories, so I installed the correct GSL version on the work machine in my directory under /home/myname/gsl/.
So on the work machine the folder /home/myname/gsl/lib contains the same relevant files as the folder /usr/local/lib on my machine.
Now I did various attempts to try and tell g++ to use this custom installation folder, which I thought would come down to
g++ -o program program.c prog0.o -L/home/myname/gsl/lib -lgsl -lgslcblas -lm
but no success. No matter what I did g++ always used the GSL version installed on the shared system, even using just
g++ -o program program.c prog0.o
I only started programming C/C++ not long ago and only know the very basics of how to compile programs, so this linking thing is still always confusing me..
But as far as I can tell -L/dir/ should tell g++ to use the library in /dir/ and -lgsl -lgslcblas are the files which it should look for in that library... ?
But it seems g++ doesn't care what library I tell it here, it always seems to use whatever is in the PATH of the shared work system, which seems to include this up-to-date version of GSL that I cannot use. But I also cannot change the PATH since I only have access to my own subdirectories on the work system..
So how do I tell g++ to ignore the default version of GSL and use the one I installed manually at /home/myname/gsl/ ?
I figured out the answer, it is actually simple. The problem was just my lack of understanding proper usage of outside libraries and trying to fix the compilation command was the wrong approach.
In the code in program.c, gsl was included with
#include <gsl/gsl_blas.h>
and so on. Of course, the "<>" directly tell the compiler to look in known include directories, where the up-to-date GSL is installed on the shared system.. So the way to use a custom version was just to instead use
#include "/home/myname/gsl/lib/gsl_blas.h"
and so on, directly specifying that I want to use my custom installation.
I then compiled with
g++ -o program program.c prog0.o /home/myname/gsl/lib/libgsl.so /home/myname/gsl/lib/libgslcblas.so -lm
and it compiles successfully.
(This brought up some other unclarities for me, but at least this specific problem is solved.)

How to set custom gcc options when compiling with MacRuby?

I'm trying to compile a simple ruby script to an executable with MacRuby. The issue I'm having is that the executable compiled on Mac OS 10.8.3 doesn't work on 10.7.x (I get an Illegal instruction: 4 error). It seems that I have to pass an option to gcc, -mmacosx-version-min=10.6 in order for the executable to be compatible with older systems, but I can't figure out how to do so. Any help is appreciated.
macrubyc doesn't have a good way to pass options through to gcc. But, you can see the commands that macrubyc is using, modify them, and run them yourself. If you want to pass -mmacosx-version-min=10.6 to gcc, here is a manual method to do it.
$ macrubyc script.rb -V
macrubyc will AOT compile "script.rb". The -V option will print every command executed by macrubyc. This printed output basically shows generating the bit code, then compiling, assembling, and linking.
The 3rd command (in my experience) is where gcc compiles the native assembly file generated from the bit code. In this command is where you would inject the -mmacosx-version-min=10.6 option.

How to statically compile an SDL game on Windows

I have been trying to produce a statically linked "single binary" version of my game for windows. I want to link with sdl, sdl_image and sdl_mixer which in turn pull in a few support libraries. Unfortunately I haven't found a way to get them all to compile and link using cygwin/mingw/gcc. As far as I can tell all existing public versions are only shared libraries / dlls.
Please note that I'm not talking about licencing here. The source will be open thus the GPL/LGPLness of sdl is not relevant.
When compiling your project, you need to make just a couple changes to your makefile.
Instead of sdl-config --libs, use sdl-config --static-libs
Surround the use of the above-mentioned sdl-config --static-libs with -Wl,-Bstatic and -Wl,-Bdynamic. This tells GCC to force static linking, but only for the libraries specified between them.
If your makefile currently looks like:
SDLLIBS=`sdl-config --libs`
Change it to:
SDLLIBS=-Wl,-Bstatic `sdl-config --static-libs` -Wl,-Bdynamic
These are actually the same things you should do on Unix-like systems, but it usually doesn't cause as many errors on Unix-likes if you use the simpler -static flag to GCC, like it does on Windows.
Via this SDL mailing list post it seems that the sdl development tools ship with a sdl-config script that you can use with the --static-libs flag to determine what linker flags you need to use.
Environment: VMWare Virtual Machine with Windows 7 x64 and Equipment we Dev c + + build 7.4.2.569, complilador g+ + (tdm-1) 4.6.1
Once, SDL2-2.0.3 API installed as configuration Dev c ++ is not very clear what I've done as tradition requires command line.
The first problem is that Windows 7 appears to have changed the methodology and they go to his ball. Inventory. Ref. https://stackoverflow.com/users/464581/cheers-and-hth-alf
After the first hurdle, SDL_platform.h is that bad, it's down another, I do not remember where I downloaded, but the next does not work in the indicated version.
We must put SDL2.h ls in the directory of the executable.
D:\prg_desa\zsdl2>g++ bar.cpp main.cpp -o pepe1 -ID:\SDL2-2.0.3\i686-w64-mingw32\include\SDL2 -LD:\SDL2-2.0.3\i686-w64-mingw32\lib -lmingw32 -lSDL2main -lSDL2 -mwindow
I've finally compiled and works SDL2 testing.
That's because the SDL libs are under the LGPL-license.
If you want to static link the libs (you can do that if your recompile them. It needs some hacking into the makefiles though) you have to place your game under some compatible open source license as well.
The SDL-libs come as shared libraries because most programs that use them are closed source. The binary distribution comes in a form that most people need.
On my system (Ubuntu) I have to use the following flags:
-Wl,Bstatic -lSDL_image `sdl-config --libs` -lpng12 -lz -ltiff -ljpeg -lasound -laudio -lesd -Wl,-Bdynamic `directfb-config --libs` -lpulse-simple -lcaca -laa -ldl
That links SDL, SDL_image, and many of their dependencies as static. libdl you never want static, so making a fully-static binary that uses SDL_image is a poor idea. pulse,caca,aa, and directfb can probably be made static. I haven't got far enough to figure them out yet.

Resources