Introduction
When working on a cross-platform C++ or C project, it is easy to get confused by platform differences and scattered information. Writing, compiling, and using shared libraries in a cross-platform manner with a modern build system is one of the most common problems in development.
Unfortunately, practical information about the actual specifics is quite scarce - most of the information is either outdated, scattered, or incomplete.
In this article I describe a simple way to create a shared library in your C++ / CMake project while accounting for platform differences.
I'm also providing a sample project at GitHub which can be used as a starting point or a reference. The sample project has a few features that you may find useful:
- It uses modern CMake.
- It supports compiling the library either as static or shared.
- It provides cross-platform macros for exporting library symbols, supporting Windows and Linux.
The project can be found at GitHub: %[github.com/ashaduri/demo-library-simple]
Libraries - A Quick Refresher
A library can be either static or shared.¹
A static library can be thought of as an archive of object files. There isn't a big difference between directly linking all the object files together, and grouping them into several static libraries, linking them into a final executable afterwards.²
During the final stages of building the project, static libraries are linked into the executable files (binaries / .exe files, or even shared libraries / .dll files). Therefore, the compiled machine code is readily available as part of the executable files.
It is not recommended to distribute static libraries because they may be dependent on specific compiler versions.
Static library files usually have.lib
(Windows) or.a
(Linux, MinGW) extensions.³A shared (also known as dynamic, dynamically-linked, dynamic-link) library is a file that is searched for and loaded by your operating system's dynamic linker when you run your executable. One of the advantages of shared libraries is reduced memory and disk consumption - if multiple executables use the same shared library, only one copy has to exist on the disk and be loaded into system memory.
Shared library files usually have.dll
(Windows),.so
(Linux), or.dylib
(macOS) extensions.
¹: For sake of simplicity, in this article I am not covering C++20 modules, link-time optimization, or import libraries.
²: In reality, unless used, global symbols in static libraries may be optimized out by the linker. This may cause problems, for example, when Windows resource files are compiled into static libraries.
³: .lib
extension is also used for .dll
companion files called "import libraries" on Windows, used during the linking stage of project build.
Default Visibility of Symbols
There are a few facilities in C++ to control the visibility of symbols (functions, global variables) between object files. For example, by placing a function into anonymous namespace, you get a guarantee that the function is only visible in the object file it's compiled to, and does not cause conflicts with other, similarly-named functions in other object files.
A symbol in a static library is visible just like any other symbol in your object files - there is usually no need to modify your code.
However, using symbols from shared libraries is a bit more complicated. As of C++20, Standard C++ does not (yet) have a facility to control visibility of shared library symbols across the library boundary. This is where the platform- and compiler-specific behavior occurs:
Visual C++ treats all symbols inside a shared library as private by default - you cannot use or call them from outside code.
GCC, Clang, MinGW and many other GCC-like compilers treat all symbols as public by default. While this may be very convenient because libraries can be made shared with minimal changes, it also makes the libraries "leak" their private symbols to outside world, which may cause hard-to-diagnose conflicts.⁴
Fortunately, it is easy to make GCC / Clang behave like Visual C++ by simply adding -fvisibility=hidden
option during library compilation.
⁴ Treating all symbols as private by default can also help wrap a symbol-leaking C code in a library with safe public interface, avoiding potential symbol conflicts.
CMake Support for Setting Symbol Visibility
If using CMake, you don't have to use the visibility compiler option. Instead, simply set the propertiesC_VISIBILITY_PRESET
and CXX_VISIBILITY_PRESET
(for C and C++, respectively) to hidden
on your library target (called foo_library
here):
set_target_properties(foo_library
PROPERTIES
C_VISIBILITY_PRESET hidden
CXX_VISIBILITY_PRESET hidden
)
Exporting and Importing Symbols
Since all library symbols should be private by default, a symbol has to be marked as public / exported for it to be visible form outside the shared library. This is achieved by marking the symbol with a special attribute:
__declspec(dllexport)
is used on Windows (including GCC / MinGW)__attribute__((visibility("default")))
is used on most other operating systems with GCC-like compilers.
Additionally, on Windows, the outside code that uses these exported symbols has to "import" them from the shared library. When using these symbols, they have to be marked as "imported":
- __declspec(dllimport)
This code illustrates a function declaration which has to be exported from a shared library on Windows:
// When *building* the shared library,
// function declarations have to be written this way:
__declspec(dllexport) void myPublicFunction();
// When *using* the shared library from outside
// (by including its header files),
// function declarations have to be written this way:
__declspec(dllimport) void myPublicFunction();
Obviously, it is impractical to have two header files - one with symbols marked as "exported" and one with the same symbols marked as "imported". A common workaround is to create a macro that abstracts the import / export attributes. Assuming our library is named "foo_library", let's call this macro FOO_LIBRARY_BUILD
. Depending on whether FOO_LIBRARY_BUILD
is defined or not, the new FOO_LIBRARY_EXPORT
macro changes its value to either export or import the symbol:
#ifdef FOO_LIBRARY_BUILD
// Building the library
#ifdef _WIN32
// Use the Windows-specific export attribute
#define FOO_LIBRARY_EXPORT __declspec(dllexport)
#elif __GNUC__ >= 4
// Use the GCC-specific export attribute
#define FOO_LIBRARY_EXPORT __attribute__((visibility("default")))
#else
// Assume that no export attributes are needed
#define FOO_LIBRARY_EXPORT
#endif
#else
// Using (including) the library
#ifdef _WIN32
// Use the Windows-specific import attribute
#define FOO_LIBRARY_EXPORT __declspec(dllimport)
#else
// Assume that no import attributes are needed
#define FOO_LIBRARY_EXPORT
#endif
#endif
Now that we have defined the helper macro, we can easily mark our public symbols with it. For example, the library header file could contain the following declarations:
// Automatically export or import a symbol depending
// on whether FOO_LIBRARY_BUILD is defined or not.
// Make the function available to outside code
FOO_LIBRARY_EXPORT void myPublicFunction();
// Make the members of the struct available to outside code
struct FOO_LIBRARY_EXPORT MyStruct {
// member function and data member declarations...
};
The code can be easily modified to define FOO_LIBRARY_EXPORT
to nothing if static library compilation is required. Our "demo-library-simple" project contains all the necessary enhancements to support both static and shared compilation.
Using CMake to Handle FOO_LIBRARY_BUILD
In CMake, it is easy to define our FOO_LIBRARY_BUILD
macro only when building the library:
target_compile_definitions(foo_library
PRIVATE
FOO_LIBRARY_BUILD
)
The PRIVATE
nature of this definition tells CMake to define this macro only when building the library itself, but not when other CMake targets use this library.
CMake Support
Now that we have the C/C++ code support, we can write the remainder of our CMake code. The GitHub sample project contains support for compiling the same library either as static or shared, but for the sake of simplicity I describe only the shared part here.
Creating the Library Target
Assuming our library source and header files are in "foo_library" subdirectory of our project, we start by declaring the foo_library
CMake target in foo_library/CMakeLists.txt
:
# List all library sources
set(FOO_LIBRARY_SOURCES
foo_library.h
foo_library.cpp
)
# Add a shared library target
add_library(foo_library SHARED ${FOO_LIBRARY_SOURCES})
# Make all non-exported symbols hidden by default
set_target_properties(foo_library
PROPERTIES
CXX_VISIBILITY_PRESET hidden
)
# Treat the public symbols as exported
# (and not imported) by defining FOO_LIBRARY_BUILD
# when building the library.
target_compile_definitions(foo_library
PRIVATE
FOO_LIBRARY_BUILD
)
# Export the library's public header path to dependent targets
target_include_directories(foo_library
INTERFACE
${CMAKE_CURRENT_SOURCE_DIR}
)
Now that we have the shared library compilation down, we can create an executable target (let's call it "demo") and link our library with it:
# List all sources of the executable
set(DEMO_SOURCES
demo.cpp
)
# Create a CMake target for the executable
add_executable(demo ${DEMO_SOURCES})
# Link the library with the executable
target_link_libraries(demo
PRIVATE
foo_library
)
It is important to keep in mind that "link" in CMake's target_link_libraries()
is not linking in the classical sense. Apart from the actual linking via linker, it also makes the new target inherit all the PUBLIC
and INTERFACE
properties of the library.
What's Next
In the next part of the article series I will talk about generalizing the export macro to handle multiple libraries, making sure the executables can find the libraries, setting RPATH
, and much more.
Notes on Versions
This article assumes to the following versions of software:
- CMake 3.0 or later (tested with CMake 3.19).
- Visual Studio 2008 or later (tested with Visual Studio 2019).
- GCC 4.0 or later (tested with GCC 11).
Useful Links
Please check out the links below for more detailed information on the topics discussed above.