Cmake - Differentiating symbols among targets - visual-studio-2010

In CMake for Visual Studio 10, C++ language, I need to set some symbols (added through the add_definitions command) only for the add_library target (which is creating a .dll) and I want to avoid the same symbols to be defined for the add_executable target which generate the testing applications for the library defined as target by add_library.
How can I do that? Now the symbols appear to be defined for the projects of the library and of the tests...

When you want to specify defines for an individual target, use target_compile_definitions

Related

dynamic framework: how to hide the local symbols?

I am building an .xcframework which contains an iphonesimulator and iphoneos frameworks. There is some Swift code, and some C++ code, which is linked into a shared object (Mach-O 64-bit dynamically linked shared library arm64). I build my C++ with -fvisibility=hidden, and only the symbols that I explicitly mark, are exported. But, when I run nm -gC, I see all kinds of symbols that are still there – and they are visible even in the iOS app that is built using this framework. For example, I have an inner class Secret (it is only used in one cpp file). And nm -gC shows me (and all hackers out there)
00010292 t Secret::getString() const
Is there a way to hide this and other sensitive information?
And, on the other hand, how can I keep the auto-generated _AlexSDKVersionNumber exported?
You should configure your project settings correctly for Stripping to hide internal names.
Go to Your target > Build Settings > Deployment:
Set Deployment Postprocessing to YES to enable Stripping.
Set Strip Style to Non-Global Symbols.
Now nm should provide global (external) symbols only for your binary.
As for keeping the auto-generated _AlexSDKVersionNumber exported, I came up with a not-so-dirty hack:
add a header file to my project, call it AlexSDK_vers.h:
extern __attribute__ ((visibility("default"))) const double AlexSDKVersionNumber;
in Build Settings, add OTHER_CFLAGS=-include\${PWD}/AlexSDK/AlexSDK_vers.h

Why do we need cmake?

I don't understand, why do we need cmake to build libraries ? I am sorry if my question is stupid, but i need to use some libraries on Widnows, and what ever library i choose i need to build it and/or compile it with cmake.. What is it for ? Why cant i just #include "path" the things that i need into my project, and than it can be compiled/built at the same time as my project ?
And also, sometimes i needed to install Ruby, Perl, Python all of them some specific version so cmake can build libraries... Why do i need those programs, and will i need them only to build library or later in my project too ? (concrete can i uninstall those programs after building libraries ?)
Building things in c++ on different platforms is a mess currently.
There are several different build system out there and there is no standard way to do this. Just providing a visual studio solution wont help compilation on linux or mac.
If you add a makefile for linux or mac you need to repeat configurations between the solution and the makefiles. Which can result in a lot of maintenance overhead. Also makefiles are not really a good build tool compared to the new ones out there.
That you have only CMake libraries is mostly a coincidence. CMake is though a popular choice currently.
There are several solutions out there to unify builds. CMake is a build tool in a special way. It can create makefiles and build them but you can also tell cmake to create a visual studio solution if you like.
The same goes with external programs. They are the choice of the maintainer of the library you use and there are no standards for things like code generation.
While CMake may not be "the" solution (although the upcoming visual studio 2015 is integrating cmake support) but the trend for those build system which are cross-platform is going more and more in this direction.
To your question why you cannot only include the header:
Few libraries are header only and need to be compiled. Either you can get precompiled libs/dlls and just include the header + add the linker path. This is easier in linux because you can have -dev packages which just install a prebuild library and it's header via the package manager. Windows has no such thing natively.
Or you have to build it yourself with whatever buildtool the library uses.
The short answer is that you don't, but it would probably be difficult to build the project without it.
CMake does not build code, but is instead a build file generator. It was developed by KitWare (during the ITK project around 2000) to make building code across multiple platforms "simpler". It's not an easy language to use (which Kitware openly admits), but it unifies several things that Windows, Mac, and Linux do differently when building code.
On Linux, autoconf is typically used to make build files, which are then compiled by gcc/g++ (and/or clang)
On Windows, you would typically use the Visual Studio IDE and create what they call a "Solution" that is then compiled by msvc (the Microsoft Visual C++ compiler)
On Mac, I admit I am not familiar with the compiler used, but I believe it is something to do with XCode
CMake lets you write a single script you can use to build on multiple machines and specify different options for each.
Like C++, CMake has been divided between traditional/old-style CMake (version < 3.x) and modern CMake (version >= 3.0). Use modern CMake. The following are excellent tutorials:
Effective CMake, by Daniel Pfeifer, C++Now 2017*
Modern CMake Patterns, by Matheiu Ropert, CppCon 2017
Better CMake
CMake Tutorial
*Awarded the most useful talk at the C++Now 2017 Conference
Watch these in the order listed. You will learn what Modern CMake looks like (and old-style CMake) and gain understanding of how
CMake helps you specify build order and dependencies, and
Modern CMake helps prevent creating cyclic dependencies and common bugs while scaling to larger projects.
Additionally, the last video introduces package managers for C++ (useful when using external libraries, like Boost, where you would use the CMake find_package() command), of which the two most common are:
vcpkg, and
Conan
In general,
Think of targets as objects
a. There are two kinds, executables and libraries, which are "constructed" with
add_executable(myexe ...) # Creates an executable target "myexe"
add_library(mylib ...) # Creates a library target "mylib"
Each target has properties, which are variables for the target. However, they are specified with underscores, not dots, and (often) use capital letters
myexe_FOO_PROPERTY # Foo property for myexe target
Functions in CMake can also set some properties on target "objects" (under the hood) when run
target_compile_definitions()/features()/options()
target_sources()
target_include_directories()
target_link_libraries()
CMake is a command language, similar shell scripting, but there's no nesting or piping of commands. Instead
a. Each command (function) is on its own line and does one thing
b. The argument(s) to all commands (functions) are strings
c. Unless the name of a target is explicitly passed to the function, the command applies to the target that was last created
add_executable(myexe ...) # Create exe target
target_compile_definitions(...) # Applies to "myexe"
target_include_directories(...) # Applies to "myexe"
# ...etc.
add_library(mylib ...) # Create lib target
target_sources(...) # Applies to "mylib"
# ...etc.
d. Commands are executed in order, top-to-bottom, (NOTE: if a target needs another target, you must create the target first)
The scope of execution is the currently active CMakeLists.txt file. Additional files can be run (added to the scope) using the add_subdirectory() command
a. This operates much like the shell exec command; the current CMake environment (targets and properties, except PRIVATE properties) are "copied" over into a new scope ("shell"), where additional work is done.
b. However, the "environment" is not the shell environment (CMake target properties are not passed to the shell as environment variables like $PATH). Instead, the CMake language maintains all targets and properties in the top-level global scope CACHE
PRIVATE properties get used by the current module. INTERFACE properties get passed to subdirectory modules. PUBLIC is for the current module and submodules (the property is appropriate for the current module and applies to/should be used by modules that link against it).
target_link_libraries is for direct module dependencies, but it also resolves all transitive dependencies. This means when you link to a library, you gets all the PUBLIC properties of the parent modules as well.
a. If you want to link to a library that has a direct path, you can use target_link_libraries, and
b. if you want to link to a module with a project and take its interface, you also use target_link_libraries
You run CMake on CMakeLists.txt files to generate the build files you want for your system (ninja, Visual Studio solution, Linux make, etc.) and the run those to compile and link the code.

Boost in VS2010 Express - redefinition and invalid calling convention errors

I am using VS2010 Express and just installed Boost v1_47. I have added the 'include' folder to 'additional include folders' option, and also the 'lib' folder to the 'additional libraries' option in VS.
Then, I included boost/regex.hpp in one of my files, but actually wrote no code using boost yet. However, when building the solution I get lots of error messages, coming in two flavours:
Redefiniton errors, such as:
1>D:\boost\boost_1_47\boost/detail/interlocked.hpp(83): error C2373: '_InterlockedCompareExchangePointer' : redefinition; different type modifiers
1> C:\Program Files\Microsoft SDKs\Windows\v7.1\include\winnt.h(2597) : see declaration of '_InterlockedCompareExchangePointer'
Invalid calling convention errors (lots of these), such as:
D:\boost\boost_1_47\boost/regex/v4/regex_traits_defaults.hpp(271): error C3641: 'boost::re_detail::global_lower' : invalid calling convention '__cdecl ' for function compiled with /clr:pure or /clr:safe
Note: I haven't explicitly included winnt.h in any of my source/header files, and have tried de-activating pre-compiled headers and removing the stdafx.h includes, but it didn't solve the problem.
What's going on?
Thanks in advance
You have to make sure that you compile your program with the same settings as boost.
It seems like you used the wrong project template (CLR something) to create your application project.
You could try to modify the properties of your existing project to make it compatible with boost, but the CLR ... projects have lots of incompatible property values set by default, so i think the easiest way would be to create a new project from scratch (and import your existing code).
You should use the "Empty Project" template and create a new project, and then add your existing source and header files to it, and add the boost include path again, and add any required boost .lib files to Project Properties > Linker > Input > Additional Dependencies (Most boost libraries work out of the box without adding anything to linker inputs because they are header only, so you might not need to add any .libs).
Boost is a C++ required, designed to be consumed by C++ code, not C++/CLI code, thus it can only be used with native C++ classes, and most boost headers will produce headers when included in a source file which contains C++/CLI code.

Visual Studio Macro

I am getting LNK2001 errors when trying to use Crypto++. The official advice for this is:
There are two ways you can deal with this, either change Crypto++ to export those classes, by using the CRYPTOPP_DLL macro, or link with both the DLL export library and a static library that contains the non-DLL classes and functions. The latter can be built by using the "DLL-Import" configuration of the cryptlib project.
It would be preferable to use the first option, and given that I am not experienced in using Visual Studio, I cannot find the location and execution method of the macro.
In short: Where do I find the macro and how do I execute it?
Cheers.
In short: Where do I find the macro and how do I execute it?
The macro is CRYPTOPP_IMPORTS. You use it when performing dynamic linking on Windows (i.e., the Crypto++ DLL).
You can 'execute' it in one of two ways. First, you can add #include <cryptopp/dll.h> to your stdafx.h. dll.h. defines it, and dll.h must be included before any other Crypto++ defines. Second, add it to your project's preprocessor macros. In either case, CRYPTOPP_IMPORTS will be defined.
I suspect you have a different error, though. You're probably not including the Crypto++ library (for static linking) or Crypto++ import lib (for dynamic linking) in your project.

Problem with static library in C++

I'm trying to use a static library created by me in Visual C++ 2005 (unmanaged C++). I declare one function "int myF(int a);" into a .h file, I implement it in a .cpp file, I compile it - the .lib file is produced.
I create a new project (a separate solution) in VC++ 2005 (also native C++), I add the paths for the include file and the lib file; when I invoke the function myF the linker reports an error: "error LNK2019: unresolved external symbol _myF referenced in function _main". if I create the client project in the same solution as the library project and then add a reference to the library projects, it works, but I'm not going to implement everything like this, but rather to add external libraries to my projects...
What is wrong?
Thank you.
You need to also include the actual .lib file in your 2nd project (not just the path to it).
There should be an option in the linker settings to do this.
It is not sufficient to list the folder in which MyStatic.lib can be found. You have to explicitly tell the linker that Dependant.vcproj is using MyStatic.lib.
In VS2005 you do this by project properties->Linker->Input->Additional Dependencies. You can also sprinkle some preprosessor stuff in the .h file to tell the compiler to tell the linker to use MyStatic.lib.
Edit:
The preprocessor magic goes like this
#pragma comment(lib, "MyStatic.lib")
(EDIT: This was a response to the question of getting the /NODEFAULTLIB error in link phase which has now been deleted... shrug)
You are mixing compiler settings if your are getting the defaultlib error. For example, if you build your library in debug and the build your main in release, you will get this error since they are built to use different versions of the CRTL. This can also happen if you use different settings for linking with the C Runtime as a object library or as a DLL. (See the C/C++ options, the "Code Generation" section, under the "Runtime Library" setting)
In many projects there isn't much you can do if you can't correct the settings of the library (for example, 3rd party libraries). In those cases you have to use the /NODEFAULTLIB switch which is a linker option in the "Input" section called "Ignore Specific Library".
But since you are in control of both the main and the library, build a debug and a release version of your LIB file or make sure your "C/C++;Code Generation;Runtime Library" settings match in both projects.
Try setting additional dependencies in the linker input for a project properties.

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