How build clang-tools? "make clang-tools" does nothing - clang

I succesfully checked-out llvm (v12) project and built llvm+clang invoking:
cmake -DLLVM_ENABLE_PROJECTS="clang;clang-tools-extra" ../llvm
make check-all
After this operation empty clang-tools directory appeared. After calling make clang it remains empty. When I call make clang-tools it does nothing - there is a target with this name because there is no error info about missing target but the command doesn't do nor print anything. On the other hand, when I try make clang-tools-extra it complains that there is no such project despite the fact that I configured it with cmake. So I'm also unable to build clang-tools-extra.
What am I doing wrong?
update:
There is no CMakeFiles directory in llvm/clang/tools which is - I think - unexpected.

Find the list of targets in the output of ninja help or make help or xcodebuild -list or any other generator.
A project's external name can very well be different from the internal target name.
If you want to build everything, just set the install prefix:
cmake -DLLVM_ENABLE_PROJECTS="clang;clang-tools-extra" ../llvm -DCMAKE_INSTALL_PREFIX=../my_install
and run make install
It will do the right thing.

Related

Using ZMQ on iOS

I am trying to build an iOS app that is exposed to a fairly extensive Rust project, but I am having issues with one of the dependencies in the project. The Rust project has a ZMQ dependency, and while I am able to build the project on my Mac, when I try to incorporate the Rust project I get the following error:
error: failed to run custom build command for `zmq-sys v0.8.3`
Caused by:
process didn't exit successfully: `/Users/lisa/company/project/project_detail/target/debug/build/zmq-sys-16dfc88dff84d855/build-script-build` (exit status: 101)
--- stdout
cargo:rerun-if-env-changed=LIBZMQ_NO_PKG_CONFIG
cargo:rerun-if-env-changed=PKG_CONFIG_ALLOW_CROSS_aarch64-apple-ios
cargo:rerun-if-env-changed=PKG_CONFIG_ALLOW_CROSS_aarch64_apple_ios
cargo:rerun-if-env-changed=TARGET_PKG_CONFIG_ALLOW_CROSS
cargo:rerun-if-env-changed=PKG_CONFIG_ALLOW_CROSS
cargo:rerun-if-env-changed=PKG_CONFIG_aarch64-apple-ios
cargo:rerun-if-env-changed=PKG_CONFIG_aarch64_apple_ios
cargo:rerun-if-env-changed=TARGET_PKG_CONFIG
cargo:rerun-if-env-changed=PKG_CONFIG
cargo:rerun-if-env-changed=PKG_CONFIG_SYSROOT_DIR_aarch64-apple-ios
cargo:rerun-if-env-changed=PKG_CONFIG_SYSROOT_DIR_aarch64_apple_ios
cargo:rerun-if-env-changed=TARGET_PKG_CONFIG_SYSROOT_DIR
cargo:rerun-if-env-changed=PKG_CONFIG_SYSROOT_DIR
--- stderr
thread 'main' panicked at 'Unable to locate libzmq:
pkg-config has not been configured to support cross-compilation.
Install a sysroot for the target platform and configure it via
PKG_CONFIG_SYSROOT_DIR and PKG_CONFIG_PATH, or install a
cross-compiling wrapper for pkg-config and set it via
PKG_CONFIG environment variable.', /Users/lisa/.cargo/registry/src/github.com-1ecc6299db9ec823/zmq-sys-0.8.3/build.rs:31:17
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
warning: build failed, waiting for other jobs to finish...
I am trying to build the appropriate library for the iOS and iOS simulator architectures without relying on pkg-config, but if someone can provide useful instructions for configuring pkg-config for cross-compilation, I am not opposed to it, I just don't know how and can't find any up to date resources.
I have cloned the libzmq project from this github: https://github.com/zeromq/libzmq.git, then navigate into libzmq.
Inside libzmq, I run ./autogen.sh followed by ./configure --prefix [directory location] --target "aarch64-apple-ios", then make and make install.
The above procedure without the --target flag is how I got the project to compile on my Mac in the first place, and with the target flag in place make and make install both complete successfully, but when I try to build the project using PROJECT_DIR="${PWD}/ProjectName" ./ProjectName/build-rust.sh,
I get the previously posted error.
I am following the Swift-Bridge Book (https://chinedufn.github.io/swift-bridge/building/xcode-and-cargo/index.html) to try to load the Rust libraries into Xcode.
One thing to note: In the libzmq git hub, there is a folder called builds/ios/ and inside this folder is what looks to be a build file for all of the iOS archs, but I haven't been able to get the repo to build with that file. I think figuring out how to use the build_ios.sh build file as opposed to the standard build.sh provided might be the answer, but I've tried dropping build_ios.sh where build.sh is, and ./autogen.sh doesn't work, because it complains that it can't find configure.ac, even though this file does exist.

Problems when building Drake from source with cmake

I am trying to build and install Drake from source in order to get support for Mosek. I keep running into trouble, however. For the record, I am running macOS Catalina.
Right now my approach has been this:
Clone drake from github to a location on my computer (from https://github.com/RobotLocomotion/drake.git)
Install prereqs
with ./setup/mac/install_prereqs.sh
Run bazel build //... Make a
directory called build and cd build cmake .. and then make
and make install
And in my C++ project, which I build using cmake, I add this to CMakeLists.txt:
link_directories(drakelocation/build/install/lib)
include_directories(drakelocation/build/install/include)
However, when I try to build my project, I get an error that Drake is unable to locate Eigen: 'Eigen/Core' file not found. I was able to work around this by adding:
target_link_libraries(my_lib Eigen3::Eigen) to my CMakeLists.txt
I found this a bit strange, as I expect that Drake includes Eigen when it is built, but at least this made me able to get a bit further.
After this I get a bunch of messages of the type:
no member named 'signbit' in the global namespace
i.e. it seems like Drake suddenly is missing all the standard C++ libraries. I have not yet been able to fix this issue, so this is where I am currently stuck.
Do you have any suggestions, or have you encountered any similar problems before?
Other information:
Using find_package(drake) does not work with my current approach at all (cmake is not able to locate drake-config.cmake). Am I missing something here that is required to make this work? Where does cmake expect libraries to be installed, and how do I install them in that place?
I have also tried skipping the entire bazel build //... step, going directly to the cmake .. step, which did not seem to make any difference.
In between every different build approach I have run bazel clean --expunge to make sure that nothing sticks around from the previous run.
Thanks!
You need to tell CMake where your Drake installation is located:
list(APPEND CMAKE_PREFIX_PATH /absolute/path/to/drakelocation/build/install)
find_package(drake REQUIRED)
add_library(my_lib ...)
target_link_libraries(my_lib drake::drake)
This ensures you have all the necessary compiler and linker flags. Setting the include directory to simply /absolute/path/to/drakelocation/build/install/include is insufficient since it does not contain the include directories of the various dependencies of Drake.
Note that you do not need to call bazel yourself before calling cmake. When you run make install, it will call bazel internally.
Thanks #Jamie that solved the find_package() problem I had.
I still had some trouble with the build. Turns out that there was something wrong with my default SDK path, and that setting "CMAKE_OSX_SYSROOT" according to this: Catalina C++: Using <cmath> headers yield error: no member named 'signbit' in the global namespace after an update to XCode did the trick.
After this, I got a lot of strange error messages from Eigen, complaining that i.e. MatrixXd was not defined in the namespace 'Eigen'. For some reason, uninstalling it with brew uninstall eigen and then downloading and building eigen from source solved those problems.
It now works!

Running clang static checker at project level (iOS app) rather than file by file (xcodebuild)

After solving this Omitted code blocks from clang AST for ObjectiveC, I've tried it on a small Objective C .m file along with an appropriate compile_commands.json and it works properly and I get the entire syntax tree.
Now I'm trying to see if it's possible to run it on the entire xcodebuild
[
{
"directory" : "/Users/xx/Desktop/iOSApplication",
"command" : "xcodebuild clean build CODE_SIGN_IDENTITY=\"\" CODE_SIGNING_REQUIRED=NO -project /Users/xx/Desktop/iOSApplication/iOSApplication.xcodeproj/",
"file" : "iOSApplication.xcodeproj"
}
]
When I tried to then run clang-check -ast-dump /Users/xx/Desktop/iOSApplication/iOSApplication.xcodeproj it gives me the errors error: unknown argument: '-project' and error: unable to handle compilation, expected exactly one compiler job in ''
Is it actually possible to run the AST based checker on the entire xcodeproject? Or how should I go about compiling the files 1 at a time?
I've managed to generate the compile_commands.json by following this guide here http://docs.oclint.org/en/stable/guide/xcodebuild.html
However, I'd still like to be able to run my RecursiveASTVisitor on the entire projects. Or alternatively, pass in the xcode project and enumerate all the source files would probably work too.
Anyone has ideas how to go about passing entire xcodebuild project as parameter for RecursiveASTVisitor?
Right now I'm running my ASTVisitor like this ./MyASTChecker ~/Desktop/directory/sample1.m but I'd like to make it do something like ./MyASTChecker ~/Desktop/directory/sampleproject.xcodeproj
The way I do it is at compile time using scan-build. This works for me with cmake/make based projects.
scan-build --use-analyzer=clang -enable-checker <checker_name> make
This will read the makefile and build everything in there while running the specified checker on each file as it's compiled. If you only want to build with some flags or a specific target, you can do this:
scan-build --use-analyzer=clang -enable-checker <checker_name> make <build_options>
If you instead have a cmake based project. You might first want to generate a makefile in a build directory. I do this for that:
cmake <path_to_cmakelists> -DCMAKE_CXX_COMPILER=c++-analyzer -DCMAKE_CC_COMPILER=ccc-analyzer
This followed by scan-build from above will compile and run checker on the source files while each file is being compiled.
I have only tried this with CMAKE / MAKE but should work with xcode like this:
scan-build --use-analyzer=clang -enable-checker <checker_name> xcodebuild
and with build options
scan-build --use-analyzer=clang -enable-checker <checker_name> xcodebuild <build_options>
You can read more about scan-build here

How do I compile libffi for iOS & macOS?

I'm trying to use libffi in one of my projects, but I can't seem to compile for iOS (or macOS, for that matter). Here is one of the various errors I've encountered while building for the iOS Simulator:
bash: src/arm/gentramp.sh: No such file or directory
Update 1: Since the question remains unanswered, I've decided to open an issue at the official repository as well.
Update 2: Question has been answered and the issue has been closed!
If you check the repository you will see that the file you require was deleted in this commit. You can find the last version of this file here.
generate-darwin-source-and-headers.py and the libffi.xcodeproj need to be updated to include all currently relevant source files.
The gentramp.sh script is not needed anymore and the current upstream xcodeproj is not up to date either with compilation settings and to be included source files for 64-bit on iOS. A patched fork can be found at https://github.com/ksjogo/libffi
sh autogen.sh
python generate-darwin-source-and-headers.py --only-ios
open libffi.xcodeproj
select scheme libffi-iOS and device Generic iOS Device
click "Product - Build"
If success, you would see a "Product/libffi.a" in the side bar, you can right click it to get the lib in the finder.
Please make sure you are following the installing libffi instructions released on the TBD or git project: https://github.com/libffi/libffi
Here some of the main Highlights:
First you must configure the distribution for your particular
system. Go to the directory you wish to build libffi in and run the
"configure" program found in the root directory of the libffi source
distribution.
If you're building libffi directly from version control, configure won't
exist yet; run ./autogen.sh first.
You may want to tell configure where to install the libffi library and
header files. To do that, use the --prefix configure switch. Libffi
will install under /usr/local by default.
If you want to enable extra run-time debugging checks use the the
--enable-debug configure switch. This is useful when your program dies
mysteriously while using libffi.
Another useful configure switch is --enable-purify-safety. Using this
will add some extra code which will suppress certain warnings when you
are using Purify with libffi. Only use this switch when using
Purify, as it will slow down the library.
For iOS builds, the 'libffi.xcodeproj' Xcode project is available.
Configure has many other options. Use "configure --help" to see them all.
Once configure has finished, type "make". Note that you must be using
GNU make. You can ftp GNU make from ftp.gnu.org:/pub/gnu/make .
To ensure that libffi is working as advertised, type "make check".
This will require that you have DejaGNU installed.
To install the library and header files, type "make install".
Alternatively, try merging one of the following git projects to your project in order to include the missing files. Please make sure the files are not outdated before merging.
1 https://github.com/pandamonia/libffi-iOS
2 https://github.com/influitive/libffi-iOS
3 https://github.com/landonf/libffi-ios

xcodebuild failure clang:error no such file or directory:

Having a problem when building with xcodebuild. My project/app builds fine with the Xcode - gui. It simply isn't finding/building the libcryptopp library which is part of the build process.
The error is:
clang: error: no such file or directory: '/Users/builder/repo/ioskpay/xcode-cryptopp/cryptopp/build/Release-iphoneos/libcryptopp.a'
This particular file should be derived from another project inside the main app - xcodebuild simply isn't correctly pointing at the right file folder which should be:
~/Library/Developer/Xcode/DerivedData
Any ideas?
To fix this, go to your project settings, go to Targets and select your main project target. Then go to Build phases. Under Target dependencies add the static library project.
This way, when you compile the main project, the static library subproject gets compiled before the main project and your static library will be available.
I had the same problem, but for a resource file .m
I opened target -> build phases -> Compile sources
and I found the file the compiler was tell it can't find duplicated: one with strange icon and the other with a normal icon. I simply removed the one with strange icon and it worked. ( I added the file multiple times and I had a merge conflict before that which made something wrong in the project file)
For your case I think you need to remove the lib from target dependencies list and add it again. This may work for you.
In Xcode Version 9.2 (9C40b) this happened when I drug a bunch of files into the project, some of which were duplicate. Rather than simply not adding the duplicates, it added them again and only the name, not the path.
In Target > Build Phases > Compile Sources each of the duplicates showed with no "...in" after them. Each one caused the clang error.
After removing all of the duplicates that Xcode collected, the project compiled and ran.
It makes you use the Project Navigator instead of managing your source files in the Finder. Then the Project Navigator can't replace duplicates like any decent file management system (ahem Finder). 🤨
My xCode info is:
I faced similar errors during xcode building projects (native swift, flutter, react native, native script) in which I got error messages related to clang compilar. Errors like:
clang-4.0: error: no such file or directory: '/Users/xxxxxxxx/Library/Developer/Xcode/DerivedData/xxxxxxxxxxxxxxx/Index/Data Store'
clang-4.0: error: cannot specify -o when generating multiple output files
others
Despite of errors related with DerivedData for native apps can be fixed by deleting the directory and, eventually, restart xCode and even restart the machine... in this case, you will see that after deleting the directory and start building process again, the error comes back.
Then, is the moment of checking the clang installation by running clang --version. The normal output will be something like:
as you can see the InstalledDir is incorrect for xCode. In my case, some days ago I needed to install Anaconda app (R, Python, etc) and, now, I remember that I had to install some dependencies and one of them was clang and its installation was altered.
To fix this problem (in my case that I will not need anaconda any more): (edited)
1.- Delete anaconda and all its dependencies (I recommend to use App Cleaner).
2.- Re-install xCode
After reinstalling xCode, if you type again clang --version, you'll get this:
More info at: https://github.com/flutter/flutter/issues/32457#issuecomment-496161092
Hopefully, this info helps some else.
Best
Ok so by simply adding the correct -target -configuration and -scheme parameters I got this to run correctly. However due to my running this in Jenkins for autobuild purposes it still doesn't work as I'd like - getting stuck in exactly the same place. It's odd because I have the exact same code being built in another job that isn't having this problem. There is no rhyme or reason for it at this point. I will keep shooting rubber bands at it and update when I have an answer...
Sometimes Xcode performs weird.
You have to find that static library project e.g.. "filename.a" under 'Link Binary With Libraries' in Build Phase and then remove it and add it again.
I had the same problem while I was archiving my target. I removed the library and the build succeeded.
For me it was because I had removed a package or pod. I ran pod install and it fixed it
Look for the missing file in the Xcode project i.e the files may be deleted or miss placed.
add the missing files to the xcode, then everything will work fine.
Run this command :
$ conda deactivate

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