Issue in QT 4.8.6 with QPA configured on Mac OsX - macos

I have a strange issue with the qt libraries built with QPA configured. Configure that I use is
./configure -release -opensource -confirm-license -shared -qpa
Once Qt libraries are done compiling,when u check the dependency on each libraries, its giving dependency on each libraries even though linking while building was successful. For example, libQtGui.dylib library shows a dependency on libQtCore.dylib. Similarly for other Qt libraries. Only library that doesnot give any dependency is QTCore dynamic library. Well this is really strange, considering I have built and installed in the same machine and when I try to build a GUI application it links fine but gives dependency issues when i launch it.
I dont have any other qt libraries installed and googled this issue without any help.

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Building Boost on Mac OS M1 chipset

I tried almost a hundred things to make this works but nothing seems to be working.
I recently acquire a Mac book pro M1 MAX (so arm64 architecture), system provided by default with clang g++.
I wanted to install boost library. Using homebrew the 1.80 version was installed but I need to work on a project with the 1.65.1 version (I tried compiling my project with 1.80 version and tons of undefined symbols and errors were raised from boost library even if I have all of them, so I'm guessing I need to install the exact same version required)
so I decided to build and compile boost by myself following the boost guide
https://www.boost.org/doc/libs/1_65_1/more/getting_started/unix-variants.html
Following section 5.1 I tried to use the bootstrap script and this one fails using Darwin toolset. (apparently some Clang warning caused error). I resolve then by changing the boost source code like this :
https://github.com/boostorg/build/commit/48e9017139dd94446633480661e5447c7e0d8b1b
But there's still lot of issues during the compilation
I don't know what to do to be able to compile with clang, I don't even know if this will be compiled for arm64 architecture.
anyway I install gcc compiler and tried with gcc toolset.
./bootstrap --with-toolset=gcc
The bootstraps works but then running the b2 script cause a segmentation fault instantly and on every commands I tried (even the --help options raised an exception...).
Why is building boost so complicated on arm chipset ?
What can I do to build boost (either clang or gcc, arm or cross compiled universal library) ?
I'm desperate at this point.
Thanks for the help.
I tried everything
with clang (darwin)
with gcc
with options to add arm64 as architecture
changing the source code of boost to fix

NVML library path

I compiled a software (GROMACS 2016.3) using cmake (3.5.1) with the following flags:
cmake .. -DGMX_BUILD_OWN_FFTW=ON -DREGRESSIONTEST_DOWNLOAD=ON -DGMX_MPI=on -DGMX_GPU=on -DGMX_OPENMP=on -DCUDA_TOOLKIT_ROOT_DIR=/usr/local/cuda-8.0 -DGPU_DEPLOYMENT_KIT_ROOT_DIR=/usr/local/cuda-8.0
CUDA libraries 8.0 were installed from deb with the default paths.
When the software runs it throws a warning as GROMACS was configured without NVML support ... Recompile with the NVML library.
How can I make it see such library? Am I giving the wrong paths to cmake? (No warnings or errors arise when compiling gromacs).
Many thanks
I am currently compiling GROMACS to support NVML as well, and here is how I got it to work: add this to your cmake, substitute your paths as needed.
-DNVML_INCLUDE_DIR=/usr/cuda_toolkit/8.0.61/include -DNVML_LIBRARY=/usr/cuda_toolkit/8.0.61/lib64/stubs/libnvidia-ml.so
NVML is included as of CUDA 8+, no longer a separate install.

Including GTK# Dlls with Statically Linked (mkbundle)Mono Exe on Mac

I have an application coded in c# using the Mono Framework and GTK# for UI.Im trying to create a static bundle for MacOSX (including gtk# and mono runtime)
I just bundled Mono with my exe file using
mkbundle --static hello.exe -o --deps hello2.exe
I got the exe file but when i drag it and put it on the terminal i get System.DllNotFound Exception:glibsharpglue-2
I understand that i need to include the gtk# libraries.But i dont know how to do that with a statically linked mono runtime.Is there an option to do that using mkbundle.All i need to get is a final standalone package ready to run on Mac.
Please help me out.
UPDATE:
The shell script I'm currently using with Platypus to make the .app package
export DYLD_FALLBACK_LIBRARY_PATH="/Library/Frameworks/Mono.framework/Versions/Current/lib:$DYLD_FALLBACK_LIBRARY_PATH:/usr/lib"
exec /Library/Frameworks/Mono.framework/Versions/Current/bin/mono myapp.exe
Im currently using the option provided in platypus to include myapp.exe file.How can i include the dlls required for GTK? Please help me out.
The error is from not finding the GTK shared object libraries (SO/dylib).
Using mkbundle:
If using 32-bit Mono you will need to assign the arch type for AS and CC. By default, clang will compile and link x86_64 which may not match your installed Mono's arch type.
export AS="as -arch i386"
export CC="cc -arch i386 -framework CoreFoundation -lobjc -liconv"
mkbundle gtkdesigner.exe --deps -o gtkdemo
The resulting executable will still require Mono (and any dependant shared objects/dylibs) to be installed.
Or adding --static to statically link to mono libs and thus invoking the LGPL of Mono (you will need to distribute your original CIL images so the user can upgrade the version of Mono that is running your app, unless you have a license from Xamarin)
mkbundle --static gtkdesigner.exe --deps -o gtkdemo
The resulting executable will not require Mono to be installed, but any dependant shared objects/dylibs will still be required.
GTK/GTK# based applications:
A GTK# based application will still require the GTK shared objects/dylibs to be installed and accessible by the resulting executable (i.e. gtkdemo in this case):
Thus if you try to run ./gtkdemo it will need to find shared libraries such as libc.dylib, libgtksharpglue-2.so, etc, etc... otherwise the error you are getting will be shown.
Set the dylib library path to your GTK libraries, not the C# CIL binding library (GTK#), but the native shared object libraries. Since you have Mono installed on OS-X, it also installs its own version of GTK that can be found at /Library/Frameworks/Mono.framework/Versions/Current/lib. If you are installing your own version GTK to a different location just change the path to that location. You also will be to include the location of the OS's std C library.
export DYLD_FALLBACK_LIBRARY_PATH="/Library/Frameworks/Mono.framework/Versions/Current/lib:/usr/lib"
./gtkdemo
Note: You can package this gtkdemo application into a normal OS-X app by using a packager tool such as http://sveinbjorn.org/platypus. Package all the GTK libraries and any other required so/dylibs into the app and provide a shell script that assigns the DYLIB path in order to find those app based GTK libs. Then you can distribute the self-contained app and the end-user just double-clicks it to run you GTK-based app.
Since gkt# is an open-source library why not download the code?
You would need to install git and do:
git clone https://github.com/mono/gtk-sharp
Then, you can reference those donwloaded gtk-sharp projects directly in your solution.
Note: i believe you still need the native OSXs gtk libraries since gtk-sharp is a wrapper of those libs.

Issues in Cross compiling when linking GMP to GCC

Using the How To Build GCC 4.8.2 ARM Cross-Compiler, I have installed and setup everything and it works just fine as mentioned in the post i.e., I was able to cross compile a simple C code. But, when I try to compile a simple GMP code, I get this error.
fatal error: gmp.h: No such file or directory
Compilation terminated
How should I fix this? My goal is to compile a gmp program. If possible, refer me to good tutorials.
Thanks!
If you want GMP compiled for the target system (ARM), you must compile it by itself using the newly built cross-compiler, not as a part of building GCC. GMP (along with MPFR, MPC, ISL, CLooG, etc.) being placed in the GCC toplevel source directory simply means that it gets compiled and linked for the cross-compiler you're building.
Since the cross-compiler will run on the host system, GMP will also be compiled for the host system, else linking the library would fail, and you wouldn't get a cross-compiler. It may sound silly, but there are reasons for doing it this way, such as buggy prebuilt packages provided by the package manager on the host system or merely to avoid installing those libraries on the host system when all you want is the cross-compilation toolchain.

GCC GCJ needs ECJ and Other Libraries?

So I just downloaded mingw-w64-bin_i686-mingw_20110410.zip from here (GCC 4.7 apparently), and discovered it had a very recent version of the GCJ compiler.
I tried using it, but apparently gcj requires ecj1.exe, which is the Eclipse compiler for Java... so, where do I find a compatible version of the binaries of ECJ and the associated Java libraries that are needed (libgcj, etc.)?
Ideally this would be found on the MinGW-w64 project page, but it doesn't seem to exist.
(I've already tried copying them from a slightly older GCC version; it doesn't work.)
The cause for an openSUSE version of the gcc is basically this:
If the configure step of the compilation of gcc did not find the ecj.jar
file, ecj1 will be missing at the time when gcj, which has just been build,
is called.
ecj.jar can be taken from ftp://sourceware.org/pub/java/ecj-4.8.jar
for example.
The two options are:
i) Put ecj.jar in $HOME/share/java/ecj.jar, reconfigure gcc with
./configure .... --with-ecj-jar=$HOME/java/ecj.jar
and recompile gcc. Future compilations with that gcc will not require
ecj1 .
ii) Put ecj.jar in $HOME/share/java/ecj.jar and create ecj1(.exe)
through a compilation like
gcj -o$HOME/bin/ecj1(.exe) --main=org.eclipse.jdt.internal.compiler.batch.GCCMain $HOME/share/java/ecj.jar
assuming that the $HOME/bin is in the PATH for subsequent calls of gcj.
The thing that is actually "broken" here the fact that gcc 4.8.* is not shipped
by default with ecj.jar at some standard place.
That is a very old version of a MinGW-w64 toolchain.
I would suggest downloading one of my builds, I've had reports of gcj working (without libgcj, which does not work on Windows), although I can't seem to find a link to the discussion I had long ago with a user. The user's case had something to do with creating a JNI interface or something, which didn't require libgcj.
My old builds can be found here for 32-bit and here for 64-bit. I checked the 4.8 release build, and it contains the gcj compiler.
Would you be opposed to downloading the source and building it? I looked over the build doc in basic and advanced build docs. I didn't see anything about the GCJ compiler or ECJ, but you'll need gcc 4.5.1 in order to build it.

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