Namaste, all.
I am trying to install Plone 4.1rc3 on Mac OS X Lion build 11A494a, with Python 2.7 installed. I've tried the DMG installer and the Unified Installer and both error out. The latter's log file contains the following (which I believe is the pertinent, applicable part):
gcc -I"/Users/benjamin/Plone/Python-2.6"/include -L"/Users/benjamin/Plone/Python-2.6"/lib -R"/Users/benjamin/Plone/Python-2.6"/lib -o python.exe \
Modules/python.o \
libpython2.6.a -ldl -framework CoreFoundation
Undefined symbols for architecture x86_64:
"_Py_Main", referenced from:
_main in python.o
ld: symbol(s) not found for architecture x86_64
collect2: ld returned 1 exit status
make: *** [python.exe] Error 1
This is my first time using Python and Plone in any capacity, so I am likely overlooking something elementary. Any help would be appreciated.
Try this again. Unified Installer is working on Lion release with Xcode 3 and/or 4 installed.
Related
I have a program in Qt creator that compiles and runs fine in a Windows machine. But as soon as I tried to compile it in a Mac OS X (10.9) I received these messages:
Undefined symbols for architecture x86_64:
"std::__1::__basic_string_common<true>::__throw_length_error() const", referenced from:
std::__1::enable_if<__is_forward_iterator<char*>::value, void>::type std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >::__init<char*>(char*, char*) in libVolumeSelectorLib.a(NetCDFDataSource.o)
...
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
make: *** [UI.app/Contents/MacOS/UI] Error 1
14:38:02: The process "/usr/bin/make" exited with code 2.
Error while building/deploying project VVSIT (kit: Desktop Qt 5.4.0 clang 64bit)
When executing step "Make"
I have tried cleaning and compiling again in case some file built on Windows had made it to the Mac, but that is not the case, the problem continues happening.
I've checked these posts but their solutions didn't work:
Undefined symbols for architecture x86_64 in QT-creator
https://stackoverflow.com/questions/23806544/undefined-symbols-for-architecture-x86-64-in-qt-creator
Any idea how to solve this error?
After some research I found this thread: Qt5.1/Qt5.2 + XCode 5.0.2 + Mac OS 10.9 (Mavericks), Can’t link to the libraries
That link contains the solution that worked for me, I had to edit the file:
/Applications/Qt/5.4/clang_64/mkspecs/macx-clang/qmake.conf
And change the line that says:
QMAKE_MACOSX_DEPLOYMENT_TARGET = 10.7
to:
QMAKE_MACOSX_DEPLOYMENT_TARGET = 10.9
After that, I cleaned every subproject in my project, and compiled them again, and all is working fine now.
In case you wonder what does that change in the clang++ do, what it does is to change the parameter -mmacosx-version-min=10.7 to -mmacosx-version-min=10.9.
I'm trying to build the basemap toolkit, from source, for matplotlib to run on my MacBook Pro under OS X 10.8. The C and C++ compiler are those included with the latest Xcode package. The package includes the geos-3.3.3 package which needs to be built separately and installed before the main basemap python package is built. When I do this, using the supplied Makefile, I get the following error when the makefile attempts to build the libgeos.dylib library:
Undefined symbols for architecture x86_64:
"std::auto_ptr<geos::geom::Envelope>::auto_ptr(std::auto_ptr_ref<geos::geom::Envelope>)", referenced from:
virtual thunk to geos::geom::GeometryCollection::computeEnvelopeInternal() constin libgeom.a(GeometryCollection.o)
"__ZNSt8auto_ptrIN4geos4geom8EnvelopeEEcvSt12auto_ptr_refIT_EIS2_EEv", referenced from:
virtual thunk to geos::geom::GeometryCollection::computeEnvelopeInternal() constin libgeom.a(GeometryCollection.o)
ld: symbol(s) not found for architecture x86_64
collect2: ld returned 1 exit status
On a Fedora 17 machine, with gcc 4.7, this library builds successfully so there is obviously something going on with the Mac compiler/linker. However, I have no idea how to decode this message. What, for instance, is a "virtual thunk"? Any insight on how I can compile and build this on the Mac?
I used a different compiler and the problem went away. Try:
make CXX=c++
Worked for me. OSX 10.8.3, XCode 4.6.1.
I've bern struggling to install ns-2.34 on my just uppgraded Mac with ML.
This is what I get
-L/Users/bcaceiro/desktop/DEI/IRC/ns-allinone-2.34/tcl8.4.18/unix -ltcl8.4 -framework CoreFoundation -lX11 -sectcreate __TEXT __info_plist Wish-Info.plist -o wish
ld: library not found for -lX11
collect2: ld returned 1 exit status
make: *** [wish] Error 1
tk8.4.18 make failed! Exiting ...
And, I have Xcode installed, with the command line tools , all installed, but can't seem to get this working.
Thanks in advance!
I see that the message contains a reference to X11, X11 is not installed by default in Mountain Lion. The first invocation of /Applications/Utilities/X11.app will prompt you to find the current Apple Knowledge Base Article for installing X11.
Download and install the latest version of XQuartx (2.7.3 at time of writing) from http://xquartz.macosforge.org
I have started trying to use SDL in Xcode 4.3.2 so I started up a Cocoa application for Mac OS X and connected all my frameworks : OpenGL, SDL etc. I don't have SDL_Image, SDL_Mixer etc. (Do I need these?) When I try to compile the project that just has SDLmain.h and SDLmain.m I get this error:
Undefined symbols for architecture x86_64: "_SDL_main", referenced from: -[SDLMain applicationDidFinishLaunching:] in SDLMain.o ld: symbol(s) not found for architecture x86_64 clang: error: linker command failed with exit code 1 (use -v to see invocation)
I was having the same issue with SDL 1.2.15 on Xcode 4.5 and OS X 10.7, turned out the problem was that I added SDLMain.m and SDLMain.h (according to a suggestion on the libSDL website about OS X frameworks) to an existing SDL project which messed up with main. Bottom line is that you don't need those files just because you are using Cocoa -- SDL's own test apps don't use it either and run just fine on OS X.
I'm trying to build Hercules from the latest Subversion on Mac OS X 10.6. It uses the iconv library for character translations. The Hercules code uses iconv_open(), iconv(), and iconv_close(). Those routines are also present in the system library on 10.6, under those names. There's only one problem: I'm getting link failures for libiconv_open(), libiconv(), and libiconv_close().
I've hunted all over my system for where the names are being changed from iconv* to libiconv*, and not found a thing. Nothing in the Hercules code is doing this. Other folks are able to build fine on current OS X.
I'm missing something simple, but just can't find it. Help?
I got this:
checking for iconv_open in -liconv... yes
checking for iconv... yes
....
Undefined symbols:
"_libiconv_open", referenced from:
_SDL_iconv_string in SDL_iconv.o
_SDL_iconv_string in SDL_iconv.o
"_libiconv", referenced from:
_SDL_iconv in SDL_iconv.o
_SDL_iconv_string in SDL_iconv.o
"_libiconv_close", referenced from:
_SDL_iconv_string in SDL_iconv.o
_SDL_iconv_string in SDL_iconv.o
ld: symbol(s) not found
collect2: ld returned 1 exit status
make: *** [build/libSDL.la] Error 1
until I removed my two other copies in /opt/local and /usr/local (from Macports and a raw build of the GNU package). Then it worked.
Beeing a bit late, in my case the following line did it (MacOS X 10.8.4):
CFLAGS='-isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.8.sdk/' LDFLAGS='-isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.8.sdk/ -Wl,-syslibroot,/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.8.sdk/' ./configure
I had to override the autotools LDFLAGS to tell the configure script to use the libraries shipped with the XCode SDK.