linker | form objects in ActiveRecord | Storage library
kandi X-RAY | linker Summary
kandi X-RAY | linker Summary
A wrapper to form objects in ActiveRecord. Forget accepts_nested_attributes_for.
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Top functions reviewed by kandi - BETA
- Set custom fields
- Filter column names
- Sets attributes in a set of attribute names
- Create a list setter for all attributes and setter
- Returns true if belongs to the given association
- set template file
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linker Examples and Code Snippets
Community Discussions
Trending Discussions on linker
QUESTION
I'm following JetBrains's tutorial on an Apple Silicon computer. I installed boost with MacPorts (sudo port install boost), the version is 1.71 The build of tests.cpp file fails with the following error:
...ANSWER
Answered 2021-Jan-03 at 12:57Add
QUESTION
I'm looking to use the LAPACKE library to make C/C++ calls to the LAPACK library. On multiple devices, I have tried to compile a simple program, but it appears LAPACKE is not linking correctly.
Here is my code, slightly modified from this example:
...ANSWER
Answered 2021-Jun-12 at 23:53I am compiling with:
g++ -lblas -llapack -llapacke -I /usr/include main.cpp
That command line is wrong. Do this instead:
QUESTION
It is very new to me see this problem which started happening recently. Previously my app used to work fine on the iOS simulator by running this command react-native run-ios
. Now I have done a lot of research and made my app run via XCode. But somehow the metro bundler is not linked when the app runs via XCode.
I tried running the app via react-native run-ios
and every time I am seeing this error. It is too big to copy paste every error here, but here are some of them:
ANSWER
Answered 2021-May-03 at 23:46I am guessing all third party Pods will need to update their RN Pod Specs to use XCFrameworks
. That's what I just did and it seems to work ok.
This means that you, as an RN package user, you will either need to wait for the package authors to update their podspecs to use XCFrameworks
or add a build config that excludes the 'arm64' arch (but then will not work on M1 macs).
Alternatively, you can visit the node_modules//thrid-party.podspec
and update it yourself. But that means you will need to build the XCFrameworks
yourself too. So.....
QUESTION
I want to build my Xcode project (react native & swift) for the simulator and on a real device.
The simulator worked great. Today I tried to build it for my device, I selected my device in the Xcode bar and added the scheme to release (I had to do this because I'm using react native and otherwise the bundle is not packed)
Then an error during the build occurs (in this case for the dependency RNPurchases, but this is completely random. sometimes it's Expo-Keep-Awake or Facebook)
...ANSWER
Answered 2021-Mar-31 at 10:59Go to xcode project -> Build setting -> Architecture -> Excluded architecture -> (arm64)set
Try to build & run
QUESTION
My coworkers showed me following example today:
...ANSWER
Answered 2021-Jun-10 at 18:31Cool. Every compiler is wrong.
Within bar
, the call to foo(value)
only has the unconstrained foo
visible in scope. So when we call foo(value)
, the only possible candidates are (1) that one (2) whatever argument-dependent lookup finds. Since T=int
in our example, and int
has no associated namespaces, (2) is an empty set. As a result, when bar(42)
calls foo(42)
, that's the foo
that is the unconstrained template, which should print 1.
On the other hand, within main
, foo(42)
has two different overloads to consider: the constrained one and the unconstrained one. The constrained one is viable, and is more constrained than the unconstrained one, so that's preferred. So from within main()
, foo(42)
should call the constrained foo(same_as auto)
which should print 2.
To summarize:
Clang gets this wrong because it apparently caches the
foo
call and that's incorrect - the otherfoo
overload isn't a specialization, it's an overload, it needs to be considered separately.gcc gets this right in that the two different
foo
calls call two differentfoo
function templates, but gets this wrong in that it mangles both the same so that we end up with a linker error. This is Itanium ABI #24.MSVC gets this wrong in that argument-dependent lookup within
bar
forfoo(value)
finds the later-declaredfoo
.
More fun is if you change the functions to be constexpr int
instead of void
, which lets you verify this behavior at compile time... as in:
QUESTION
I tried to compile a .so library using Visual Studio 2019 along with OpenCV Android in order to use this library in Unity. There are some answers on how to configure Visual Studio to use OpenCV Android (here or here) but none of these work for me. Below you can see my configurations.
Visual Studio 2019 (running on Windows 10)
android-ndk-r21e // also tried with android-ndk-r15c android-ndk-r16b and android-ndk-r17c
OpenCV Android 4.5.2 // also tried with OpenCV Android 4.0.0, 4.0.1 and 4.1.0
My settings in Visual Studio 2019 look as follows:
Configuration Properties
- General
Platform Toolset Clang 5.0 (also tried Clang 3.8 or GCC 4.9)
Configuration Type Dynamic Library (.so)
Target API Level Nougat 7.0 (android-24) (also tried different versions)
Use STL LLVM libc++ static library (c++_static) (also tried "GNU STL static library (gnustl_static)")
C/C++
- General
Additional Include Directories "Path to OpenCV_4_5_2_Android\sdk\native\jni\include"
Code Generation Enable C++ Exceptions "Yes(-fexceptions)"
Language C++17(-std=c++1z)
Precompiled Headers Not using Precompiled Headers
Linker
- General
- Additional Library Directories Path to OpenCV_4_5_2_Android\sdk\native\libs\armeabi-v7a
- Input
- Additional Dependencies Path to OpenCV_4_5_2_Android\sdk\native\libs\armeabi-v7a\libopencv_java4.so
My Source.cpp I try to compile is just a single function for testing purposes
...ANSWER
Answered 2021-Jun-10 at 16:27I had the exact same issue as you (though I used c++ 11) with the exact same setup, and struggled for days. I believe the errors you're seeing (like me) are from arm_neon.h. Very oddly, I was able to just build (not run) the .so successfully, even with those errors (I say "errors" because if you look at arm_neon.h, others pop up), so try it. Maybe it's some kind of IntelliJ/Intellisense mistake more than anything else where it's catching false negatives from some other toolchain setup.
At the same time, I'm not 100% sure I was always able to build with that issue, so try these steps as well if you can't:
- use OpenCV 4.0.1 with Android NDK 16rb. The NDK matters when it comes to OpenCV builds, and this is the only supposed match that I know of.
- follow this tutorial from scratch: https://amin-ahmadi.com/2019/06/03/how-to-use-opencv-in-unity-for-android/
- if the downloaded OpenCV android SDK is still giving trouble, build OpenCV from the source using his other tutorial here: https://amin-ahmadi.com/2019/02/03/how-to-build-opencv-4-x-for-native-android-development/ and then repeat step 2.
MAJOR EDIT: OpenCV 4.5.2 needs to be treated differently because it no longer uses toolchains with gnu c++. -When you build OpenCV from CMake, build with Android NDK 21e, and do not use the toolchain in OpenCV 4.5.2. Use the one inside the Android NDK's build folder (android-ndk-r21e\build\cmake). -When you build your .so from Visual Studio 2019, do not use the GNU STL, use the LLVM. GNU c++ is no longer part of Android NDKs, and you need to cut it out of the process entirely. -In the Linker Input, put the names of your library files (or file, if it's just the world one) in the Library Dependencies field, not the Additional Dependencies field. -Everything else is the same as in those common tutorials.
QUESTION
I'm trying to link OpenGL to an application for Windows (building on Windows).
I'm using Conan as package manager, CMake for building and MSVC as compiler (and CLion as IDE).
The program compiles, but I have linker errors, for what I believe to be extension functions in OpenGL:
...ANSWER
Answered 2021-Jun-10 at 14:30I'm compiling with
GL_GLEXT_PROTOTYPES=1
.
Well, don't do that. That is never going to work in a portable way. On windows, the opengl32.dll
always exports only the functions which are in OpenGL 1.1, and for everything beyond that, you have to rely to the OpenGL extension loading mechanism at runtime.
I have tried:
- [...]
- Adding GLEW
That's a step in the right direction. But this does not make things to magically work. A GL loader like GLEW typically brings its own header as a replacement for GL.h
and glext.h
etc., and the typical GL loader (like GLEW) simply re-define every GL functions as a macro, like this:
QUESTION
I'm cross compiling bare metal 32-bit code for x86 with Rust and I'm facing the problem, that the final object file is empty, if the entry function is not exactly called _start
; the linker throws all code away because it sees it as dead. I'm familiar with the fact, that _start
is a well-known entry point name, but the question is still:
What part in Rust, LLVM or Linker forces this? Also attributes like extern "C" fn ...
, #[no_mangle]
or #[export_name = "foobar"]
do not work (get thrown away by the linker). My guess is, that it's not the Rust compiler but the linker. As you can see, I use rust-lld
as linker and ld.lld
as linker-flavor in my case (see below).
- Where does the required
_start
-come from? Why does the linker throw my other code away? - Whats the best option to specify my custom entry point to the linker?
x86-unknown-bare_metal.json
...ANSWER
Answered 2021-Jun-10 at 12:17New Answer [Solution]
The real solution is quite simple but was hard to find, because it's hard to digg for possible options and solutions in this relatively undocumented field. I found out, that llvm-ld
uses the same options, as GNU ld
. So I checked against the GNU ld
link options and found the solution. It has to be
QUESTION
I was contributing to a nice little c++ header-only library and I was fixing up the cmake to make the library properly installable and findable/usable by other projects. The library itself does make use of various parts of the stl including those that you are required to link manually. Specifically it makes use of std::thread
et al. How does one, in a cross-platform way, specify that a header-only library depends on linking pthread
on linux but do something else on windows or other platforms?
Maybe this is a non-issue but I had assumed that you should do something like this for linux:
...ANSWER
Answered 2021-Jun-09 at 23:50CMake comes with the Threads
package for that very purpose:
QUESTION
I'm trying to get a project I have up and running on a Linux Ubuntu machine on a new MacBook Pro but I'm getting the following error when running pip install mysqlclient
within a virtual environment. Please not, it install within issue in the main environment. I'm new to iOS so not sure where to go
ANSWER
Answered 2021-Jun-09 at 15:37this worked for me
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