The -c tells GCC to stop after the compilation step (not run the linker). The -Wall turns on most diagnostic messages. If novice programmers would use it more often and pay more attention to it, many questions on this site would not have been asked. ;-)

You can execute the program in an environment where the shared libraries are not available. For example, putting a statically linked CGI executable into a chroot() jail might help reduce the attack surface on a web server.


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Since no dynamic linking is needed, program startup might be faster. (I'm sure there are situations where the opposite is true, especially if the shared library was already loaded for another process.)

On systems that have more than one version of a common library (LAPACK, for example) installed, static linking can help make sure that a specific version is always used without worrying about setting the LD_LIBRARY_PATH correctly. Obviously, this is also a disadvantage since now you cannot select the library any more without recompiling. If you always wanted the same version, why would you have installed more than one in the first place?

The operating system might be smart enough to load the text section of a shared library into the RAM only once if several processes need the library at the same time. By linking statically, you void this advantage and the system might run short of memory more quickly.

Your program no longer profits from library upgrades. Instead of simply replacing one shared library with a (hopefully ABI compatible) newer release, a system administrator will have to recompile and reinstall every program that uses it. This is the most severe drawback in my opinion.

In my opinion, the disadvantages of static linking outweigh the advantages in all but very special cases. As a rule of thumb: link dynamically if you can and statically if you have to.

I'd recommend using /MD and redistributing the C++ runtime, which is freely available from Microsoft. Once the C++ runtime is installed, than any program requiring the run time will continue to work. You would need to pass the proper option to tell the compiler which runtime to use. There is a good explanation here, Should I compile with /MD or /MT?

On Linux, I'd recommend redistributing libstdc++ instead of a static link. If their system libstdc++ works, I'd let the user just use that. System libraries, such as libpthread and libgcc should just use the system default. This requires compiling the program on a system with symbols compatible with all linux versions you are distributing for.

Cons: Bigger executable size (obviously), and there will be higher compile times due to link times increasing. Also, updating would be harder since you can't just swap a DLL and call it a day (swapping DLLs only works when you update individual functions and not rename functions or add new functions), you will have to re-compile the thing.

We all want our app packages to be as small as possible. Quite efficient way of decreasing the size of the app bundle is to use Linker. That's usually easier said than done. In my experience, the main problem with linker configuration is the identification of the problems caused by linker being too aggressive at stripping out the code that is actually necessary to run the app.

I've decided to update one of my Android apps. Unfortunately the process wasn't so smooth. At the first attempt of releasing it, after almost a year of no updates, the app decided to crash shortly after the splash screen showed up on the screen.

I can't say I was surprised that the app didn't launch successfully, after all I've updated most of the 3rd party libraries that the app relies on, added some new ones and I also decided to switch to the new and shiny d8 dexer & r8 shrinker. I actually feel that this is something quite usual to happen in such cases, especially considering that my Linking setting was set to the most aggressive Sdk and User Assemblies option:

There's usually not much to be done in terms of debugging when the app crashes at the launch time, as it's probably not even reaching your code. You usually are only left with device's logs to look into and work out what's wrong from them. On Android you would normally turn to adb and it's logcat command, which would print out everything that's happening on the device.

Fortunately there's an easier and a bit more organised way to read through these logs, as they can get very messy when reading them from within the command line. There's a Device Log window in Visual Studio, that allows you to pick your connected device (or emulator) and show that device's logs. What's even more important it works for both Android and iOS.

Because there's so much logs coming in from the device, I always try isolate these that are important to me and my debugging session by making sure that the Device Log window is clear (hit the clear button in the toolbar) of any other logs just before I begin.

NOTE: There are cases where the log messages are much clearer about the issue. You can read from them that there was a problem with a specific type or a method. Once I was done with fixing the above problem I ran into this one:

It clearly states in the the above, that for some reason the constructor or the entire type XamEffects.Droid.TouchEffectPlatform cannot be found (XamEffects plugin). Usually it means only one thing, that this code has been stripped out by the linker when it shouldn't, therefore the additional research is not really necessary.

From the contents of the above links it would have seemed that somehow linker is removing FitWindowsLinearLayout object's code. The easiest way to check if we're truly dealing with an issues of stripped out code, is to change currently set Linking option to Sdk Assemblies Only or straight to None and then build and run the app again to verify if the issue persists.

To fix Xamarin.Forms linker related issues one needs to instruct it to keep the code that shouldn't be stripped out. There are multiple ways of achieving this for Android and iOS. The best way (IMO) is the cross-platform option with the use of custom linker configuration file.

The most important thing for this file is to set the Build Action in its properties to LinkDescription. Naming of the file is irrelevant, however I would strongly suggest to name it linker.config, so there's no confusion about its purpose.

We add instructions to the linker.config file depending on what we've established from the device logs. If we're lucky and have clear understanding of what's the root cause of our app crash, like in the example above

The assembly tag and it's child type tag will make sure that all of the types of the XamEffects.Droid library will be left intact when linking away code. You can always be more specific and instead of using the wildcard (*) in the type tag, you could provide the full name (including namespace) of that particular type (i.e. ). Be aware though, that if there are any other types, methods or fields that will also need to be preserved from linking them out, they will require their own instructions to be added.

In case there's no understanding of which 3rd party library or part of it is being stripped out (i.e. no clear indication from the device logs), I tend to go through all of the app dependencies and try to work out which ones could be potentially the source of the problem. It usually comes down to expanding your head project References folder in the Solution Explorer and trying to narrow down the candidates based on their names.

From our earlier discoveries, we're looking for something related to android.support.v7.widget.FitWindowsLinearLayout. Unfortunately there's no exact match for android.support.v7.widget namespace in the names of the referenced libraries.

At this stage of our investigations we are ready to start updating linker configuration. We could user a brute force approach and literally list all of these candidates as new instructions in the linker configuration files or we could be a bit more sophisticated with the process and have a "peek" at what's actually inside of these dll's to verify which would be a match.

The good thing about this approach is that it will work even when you don't have any clue about what's the cause of the linking issues. You list all of your suspected assemblies (or all of the project dependencies if you have no candidates) as instructions in the linker.config file and then eliminate them one by one by removing them or commenting them out. If I go with this approach I tend to be a bit smarter about the elimination process and comment out half of them at a time (i.e. divide and conquer), instead of actually doing it one by one.

Once you verify that having these in fixes the crashing (more about the process in the next blog post) then you proceed with dividing and conquering. We remove or comment out some of the entries, to narrow down the candidates, then we verify if the app crashes or not and we do so, until we are left with the one and only.

The disadvantage of this this approach is that it's time consuming, especially if you don't have any idea why your app is crashing. Going through the process of removing instructions, rebuilding the project etc. can be quite tiresome.

With this approach we're going to be a bit more clever about which assembly instructions we will add to the linker configuration. To determine this we will require a decompiling tool. I'm using for these purposes ILSpy (latest version) but you could use any tool of your choice/preference (e.g. dotPeek).

Having the ability to peek inside of the dll in this case is priceless. We proceed from the top to the bottom of the list of our candidates, starting with Xamarin.Android.Support.v7.AppCompat.dll. The file itself could be found in the obj\Debug\90\linksrc directory of your project, along the side of all the other dll's - the files will be there provided that you have built your app in the Debug mode beforehand. The result of having a look inside of it clearly indicates that we have our guy - there's namespace and the class name match. 152ee80cbc

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