链接错误让我头疼

Linker error giving me a headache

本文关键字:错误 链接      更新时间:2023-10-16

我得到一个链接器错误,我似乎无法解决…我在Mac OS X 10.6.8上使用Qt版本4.7和i686-apple-darwin -g++-4.2.1编译器

我似乎找不到问题所在,虽然我确信这只是一个愚蠢的错误,可归因于我自己的天真…

我发布了编译器输出和涉及的2个文件(其中大部分)只是为了确保我没有遗漏一些重要的东西。

编译器给出如下输出:

Linking CXX executable GLBall
Undefined symbols:
  "BallGLWidget::resizeGL(int, int)", referenced from:
      vtable for BallGLWidgetin moc_DesktopMain.cxx.o
  "_main", referenced from:
      start in crt1.10.6.o
  "BallGLWidget::paintGL()", referenced from:
      vtable for BallGLWidgetin moc_DesktopMain.cxx.o
  "BallGLWidget::~BallGLWidget()", referenced from:
      vtable for BallGLWidgetin moc_DesktopMain.cxx.o
  "BallGLWidget::~BallGLWidget()", referenced from:
      vtable for BallGLWidgetin moc_DesktopMain.cxx.o
  "non-virtual thunk to BallWindow::~BallWindow()", referenced from:
      vtable for BallWindowin moc_DesktopMain.cxx.o
  "non-virtual thunk to BallGLWidget::~BallGLWidget()", referenced from:
      vtable for BallGLWidgetin moc_DesktopMain.cxx.o
  "non-virtual thunk to BallWindow::~BallWindow()", referenced from:
      vtable for BallWindowin moc_DesktopMain.cxx.o
  "BallWindow::~BallWindow()", referenced from:
      vtable for BallWindowin moc_DesktopMain.cxx.o
  "non-virtual thunk to BallGLWidget::~BallGLWidget()", referenced from:
      vtable for BallGLWidgetin moc_DesktopMain.cxx.o
  "BallGLWidget::initializeGL()", referenced from:
      vtable for BallGLWidgetin moc_DesktopMain.cxx.o
  "BallWindow::~BallWindow()", referenced from:
      vtable for BallWindowin moc_DesktopMain.cxx.o
ld: symbol(s) not found
collect2: ld returned 1 exit status
make[2]: *** [GLBall] Error 1
make[1]: *** [CMakeFiles/GLBall.dir/all] Error 2
make: *** [all] Error 2

这里是DesktopMain.cpp:(注意:为了简洁省略了头文件)

//-----------------------------------------
//FILE-SCOPE POINTERS
//-----------------------------------------
static BallWindow* mainwindow;
//-----------------------------------------
//-----------------------------------------
//class BallGLWidget IMPLEMENTATIONS
//-----------------------------------------
void BallGLWidget::initializeShaders()
{
    char* vs, fs;
    vertexShaderHandle   = glCreateShader(GL_VERTEX_SHADER);
    fragmentShaderHandle = glCreateShader(GL_FRAGMENT_SHADER);
    vs = readFile(VERTEX_SHADER_FILE_NAME);
    fs = readFile(FRAGMENT_SHADER_FILE_NAME);
    const char* vv = vs, *ff = fs;
    glShaderSource(vertexShaderHandle  , 1, &vv, NULL);
    glShaderSource(fragmentShaderHandle, 1, &ff, NULL);
    delete[] vs; delete[] fs;
    glCompileShader(vertexShaderHandle);
    glCompileShader(fragmentShaderHandle);
    programHandle = createProgram();
    glAttachShader(programHandle, vertexShaderHandle);
    glAttachShader(programHandle, fragmentShaderHandle);
    glLinkProgram(programHandle);
    glUseProgram(programHandle);
}
void BallGLWidget::deleteShaders()
{
    glDetachShader(programHandle, vertexShaderHandle);
    glDetachShader(programHandle, fragmentShaderHandle);
    glDeleteShader(vertexShaderHandle);
    glDeleteShader(fragmentShaderHandle);
    glDeleteProgram(programHandle);
}
GLuint BallGLWidget::loadTexture(const char* fptr)
{
    QImage* img = new QImage();
    if(!img->load(fptr))
    {
        //error loading image, handle error
    }
    //bind the texture to the current context
    GLuint texHandle = bindTexture(&img);
    delete img;
    return texHandle;
}
void BallGLWidget::initializeGL()
{
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    initializeShaders();
    glBindAttribLocation(VERTEX_POS_NUM, VERTEX_POS_ATTRIB_NAME);
    glBindAttribLocation(TEX_POS_NUM, TEX_COORD_ATTRIB_NAME);
    glBindAttribLocation(COLOR_POS_NUM, COLOR_ATTRIB_NAME);
    glEnableVertexArray(VERTEX_POS_NAME);
    glEnableVertexArray(TEX_POS_NUM);
    glEnableVertexArray(COLOR_POS_NUM);
    ball_texture_handle = loadTexture(BALL_IMAGE_PATH);
    samplerUniformLocation = 
            glGetUniformLocation(programHandle, BALL_SAMPLER_NAME);
    glActiveTexture(GL_TEXTURE0 + samplerUniformLocation);
    //bind it in initialization because we're only using
    //1 texture in the program
    glBindTexture(GL_TEXTURE_2D, ball_texture_handle);
    //construct C++ objects
    ball = new Ball(BALL_DIAMETER);
    colorTrail = new ColorTrail(programHandle);
}
void BallGLWidget::paintGL()
{
    glClear(GL_COLOR_BUFFER_BIT);
    ball      ->draw();
    colorTrail->add_segment(ball->getTopLeftCornerCoord(),
                            ball->getLeftCornerCoord());
    ball->updatePhysics();
}
void BallGLWidget::resizeGL(int width, int height)
{
    //should this be the constants or the parameters?
    //where are the camera functions in OpenGL ES 2...
    glViewport(0, 0, BOX_WIDTH, BOX_HEIGHT);
}
void BallGLWidget::cleanupGL()
{
    deleteShaders();
}
BallGLWidget::BallGLWidget(QWidget *parent = 0)
{
}
BallGLWidget::~BallGLWidget()
{
    cleanupGL();
    delete ball;
    delete colorTrail;
}
//-----------------------------------------
//class BallWindow IMPLEMENTATIONS
//-----------------------------------------
void BallWindow::createWindow()
{
    //minimum size is defined in GlobalConstants.h
    setMinimumSize(QSize(BOX_WIDTH, BOX_HEIGHT));
    BallGLWidget* glWidget = new BallGLWidget;
    setAttribute(Qt::WA_DeleteOnClose);
    setCentralWidget(glWidget);
}
BallWindow::BallWindow(QWidget * parent = 0)
{
    createWindow();
}
BallWindow::~BallWindow()
{
}

//-----------------------------------------
//main FUNCTION
//-----------------------------------------
int main(int argc, const char* argv[])
{
    QApplication application(argc, argv);
    mainwindow = new BallWindow();
    BallWindow->show();
    return application.exec();
}

DesktopMain.h:

class BallGLWidget : public QGLWidget
{
    Q_OBJECT
private:
    //----------------------------
    //HANDLES
    //----------------------------
    GLuint ball_texture_handle;
    GLuint vertexShaderHandle, fragmentShaderHandle;
    GLuint programHandle;
    GLuint samplerUniformLocation;
    //----------------------------
    //PRIVATE VARIABLES
    //----------------------------
    Ball*       ball;
    ColorTrail* colorTrail;
//----------------------------
//PRIVATE METHODS
//----------------------------
void initializeShaders();
void deleteShaders();
GLuint loadTexture(const char* fptr);

protected:
     void initializeGL();
     void paintGL();
     void resizeGL(int width, int height);
     void cleanupGL();
public:
     BallGLWidget(QWidget *parent = 0);
     virtual ~BallGLWidget();
};

class BallWindow : public QMainWindow
{
    Q_OBJECT
private:
    void createWindow();
public:
    BallWindow(QWidget *parent = 0);
    ~BallWindow();
};
//void onProgramExit();
int main(int argc, const char* argv[]);

编辑:我使用CMake这个项目。很抱歉忘了把这个贴在原来的问题里!

这是CMakeLists.txt:

cmake_minimum_required(VERSION 2.6)
project(GLBall)
SET(ENV{SOURCES} src/Ball.cpp src/Ball.h src/ColorTrail.cpp src/ColorTrail.h  src/DesktopMain.h src/DesktopMain.cpp src/GlobalConstants.h src/ShaderOps.h)
FIND_PACKAGE(Qt4 REQUIRED)
FIND_PACKAGE(OpenGL REQUIRED)
SET(QT_USE_QTOPENGL TRUE)
QT4_WRAP_CPP(HEADERS_MOC src/DesktopMain.h)
INCLUDE(${QT_USE_FILE})
INCLUDE_DIRECTORIES(${CMAKE_CURRENT_BINARY_DIR})
ADD_DEFINITIONS(${QT_DEFINITIONS})
SET(CMAKE_EXE_COMPILER_FLAGS -g -v)
ADD_EXECUTABLE(GLBall ${SOURCES} ${HEADERS_MOC})
TARGET_LINK_LIBRARIES(GLBall ${QT_LIBRARIES})

我相信

SET(ENV{SOURCES} src/Ball.cpp src/Ball.h src/ColorTrail.cpp src/ColorTrail.h  src/DesktopMain.h src/DesktopMain.cpp src/GlobalConstants.h src/ShaderOps.h)
应该

SET(SOURCES src/Ball.cpp src/Ball.h src/ColorTrail.cpp src/ColorTrail.h  src/DesktopMain.h src/DesktopMain.cpp src/GlobalConstants.h src/ShaderOps.h)

,因为稍后引用的是${SOURCES},而不是环境变量。这当然可以做到。实际上,"源"不应该包括头文件(如您所做的那样,将带有Q_OBJECT宏的头文件传递给qt4_wrap_cpp)。下面是修改后的文件:

cmake_minimum_required(VERSION 2.6)
project(GLBall)
set(SOURCES src/Ball.cpp src/ColorTrail.cpp src/DesktopMain.cpp)
find_package(Qt4 REQUIRED)
find_package(OpenGL REQUIRED)
set(QT_USE_QTOPENGL TRUE)
include(${QT_USE_FILE})
include_directories(${CMAKE_CURRENT_BINARY_DIR})
add_definitions(${QT_DEFINITIONS})
set(CMAKE_EXE_COMPILER_FLAGS -g -v)
qt4_wrap_cpp(HEADERS_MOC src/DesktopMain.h)
add_executable(GLBall ${SOURCES} ${HEADERS_MOC})
target_link_libraries(GLBall ${QT_LIBRARIES})

另外,您可以在运行ccmakecmake-gui时将CMAKE_BUILD_TYPE更改为"调试"(或"发布"),而不是手动设置编译器标志。


可能与它无关,但以防万一,我通常将qt4_wrap_cpp调用放在include(${QT_USE_FILE})之后。

就像Luca说的,确保你正确运行qmake,以下是通常的步骤-

$ qmake -project
$ qmake
$ make

($是shell提示符)

如果这还不能解决问题,也许你应该告诉我们你的目录结构。

尝试运行qmake清理项目。然后重建。

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