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    • KroMignon

      Unsolved Android: how to use local libraries
      Mobile and Embedded • android c++ librarypath • • KroMignon

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      jsulm

      @kromignon Since Android is based on Linux you could put the libs in /usr/lib and see whether it works.

    • M

      [SOLVED] OSX Deployment Fatal Error with DyLib -- Library Not Loaded / Image Not Found
      Installation and Deployment • qt5.5 dynlib dylib library librarypath not found image not found library not loa • • maximo

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      SGaist

      You can also set DYLD_FRAMEWORK_PATH before launching your application

    • S

      cannot find -lglew32
      General and Desktop • glew link library librarypath • • sasiro

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      S

      Still trying to make it work, I'm desperate now.
      I´ve tried in 3 diferents computers (desktop and laptop) and I always get to the same point: unresolved external symbol....
      Hope someone can help

      @sasiro said:

      glutils.obj : error LNK2019: símbolo externo __imp_glGetError sin resolver al que se hace referencia en la función "public: static int __cdecl GLUtils::checkForOpenGLError(char const *,int)" (?checkForOpenGLError@GLUtils@@SAHPEBDH@Z)
      glutils.obj : error LNK2019: símbolo externo __imp_glGetIntegerv sin resolver al que se hace referencia en la función "public: static void __cdecl GLUtils::dumpGLInfo(bool)" (?dumpGLInfo@GLUtils@@SAX_N@Z)
      glutils.obj : error LNK2019: símbolo externo __imp_glGetString sin resolver al que se hace referencia en la función "public: static void __cdecl GLUtils::dumpGLInfo(bool)" (?dumpGLInfo@GLUtils@@SAX_N@Z)
      mainview.obj : error LNK2019: símbolo externo __imp_glClearColor sin resolver al que se hace referencia en la función "protected: virtual void __cdecl MainView::initializeGL(void)" (?initializeGL@MainView@@MEAAXXZ)
      scenebasic.obj : error LNK2001: símbolo externo __imp_glClearColor sin resolver
      scenebasic.obj : error LNK2019: símbolo externo __imp_glClear sin resolver al que se hace referencia en la función "public: virtual void __cdecl SceneBasic::render(void)" (?render@SceneBasic@@UEAAXXZ)
      scenebasic.obj : error LNK2019: símbolo externo __imp_glDrawArrays sin resolver al que se hace referencia en la función "public: virtual void __cdecl SceneBasic::render(void)" (?render@SceneBasic@@UEAAXXZ)
      scenebasic.obj : error LNK2019: símbolo externo __imp_glViewport sin resolver al que se hace referencia en la función "public: virtual void __cdecl SceneBasic::resize(int,int)" (?resize@SceneBasic@@UEAAXHH@Z)
      debug\untitled5.exe : fatal error LNK1120: 7 externos sin resolver

    • Q

      OpenSSL and -debug-and-release: How to specify correct libs?
      Installation and Deployment • openssl debug release librarypath • • qtacc32

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      Q

      Oh, I guess when not using -openssl-linked, it will not matter as the .lib files will not be used.
      I'm still interested in what to do if I'd actually want to use -openssl-linked.

    • V

      How to add qt libraries to embedded board.
      Mobile and Embedded • qt embedded librarypath libraries embedded linux • • Vijaykumar Ponugoti

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      SGaist

      Cross-compiling is one thing, how did you install Qt on your board ?

    • D

      Extending the INCLUDEPATH and LIBS dirs globally in QtCreator
      General and Desktop • qtcreator includepath libs cplusincludepat librarypath ldlibrarypath • • Daylight

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      D

      I have found a reason, why LD_LIBRARY_PATH, CPLUS_INCLUDE_PATH and LIBRARY_PATH variables were ignored by QtCreator: I use KDE and it does not load the .bashrc in the session, but the bash does. So in KDE when you open Konsole - your environment is populated from .bashrc, but other apps, not launched from console - have different environment. So for me the solution was to create $HOME/.kde/env/user.sh file like this:

      #!/bin/bash if [ -f ~/.username.bashrc ]; then . ~/.username.bashrc fi

      ~/.username.bashrc contains my environment variables.