__declspec(dllexport) and __declspec(dllimport) in C++ - c++

I often see __declspec(dllexport) / __declspec(dllimport) instructions on Windows, and __attribute__((visibility("default"))) on Linux with functions, but I don't know why. Could you explain to me, why do I need to use theses instructions for shared libraries?

The Windows-exclusive __declspec(dllexport) is used when you need to call a function from a Dll (by exporting it) , that can be accessed from an application.
Example This is a dll called "fun.dll" :
// Dll.h :
#include <windows.h>
extern "C" {
__declspec(dllexport) int fun(int a); // Function "fun" is the function that will be exported
}
// Dll.cpp :
#include "Dll.h"
int fun(int a){
return a + 1;
}
You can now access the "fun" from "fun.dll" from any application :
#include <windows.h>
typedef int (fun)(int a); // Defining function pointer type
int call_fun(int a){
int result = 0;
HMODULE fundll = LoadLibrary("fun.dll"); // Calling into the dll
if(fundll){
fun* call_fun = (fun*) GetProcAddress(fundll, "fun"); // Getting exported function
if(call_fun){
result = call_fun(a); // Calling the exported fun with function pointer
}
}
return result;
}

Related

Call a function in the main program from an imported DLL

I am trying to create a program that uses plugins in C++ to get some experience with importing and exporting functions from .dll and .so libraries. For simplicity's sake let's only use .dll libraries here.
What I'm trying to do is to make the communication between the plugin and the main program that loaded it "two-way", meaning the main program can call functions from the plugin (this is solved) and the plugin should be able to call functions from the main program (this I'm having trouble with).
I currently am able to create a .dll where I exported the functions with extern "C" {} and __declspec(export).
TestPlugin.h
#pragma once
extern "C" {
__declspec(dllexport) const char* pluginName();
__declspec(dllexport) void onLoad();
__declspec(dllexport) void onShutdown();
}
TestPlugin.cpp
#include "TestPlugin.h"
#include <iostream>
const char * pluginName()
{
return "Test Plugin";
}
void onLoad()
{
std::cout << "onLoad() called!" << std::endl;
}
void onShutdown()
{
std::cout << "onShutdown() called!" << std::endl;
}
I am then loading this test plugin with the following (shortened) code. I removed the error checking and console output.
Plugin.h
#pragma once
#include <filesystem>
#include <iostream>
#include <windows.h>
class Plugin
{
private:
typedef const char*(*pluginNameType)();
typedef void(*onLoadType)();
typedef void(*onShutdownType)();
HINSTANCE m_lib;
public:
Plugin(std::filesystem::path filename);
~Plugin();
pluginNameType pluginName;
onLoadType onLoad;
onShutdownType onShutdown;
};
Plugin.cpp
#include "Plugin.h"
Plugin::Plugin(std::filesystem::path filename)
{
m_lib = LoadLibrary(filename.wstring().c_str());
pluginName = (pluginNameType)GetProcAddress(m_lib, "pluginName");
onLoad = (onLoadType)GetProcAddress(m_lib, "onLoad");
onShutdown = (onShutdownType)GetProcAddress(m_lib, "onShutdown");
}
Plugin::~Plugin()
{
FreeLibrary(m_lib);
}
What I can do now is to call the functions in the plugin (TestPlugin.cpp) from my main program.
main.cpp
Plugin *plugin = new Plugin("pathToDLLGoesHere");
plugin->onLoad();
plugin->onShutdown();
What I would like to do now is to also enable the test plugin I just loaded to have access to functions that are defined in the main program. So let's say in my main.cpp I have something like this ...
main.cpp
int testCall(int val) {
return val + 1;
}
int main()
{
...
return 0;
}
... how would I be able to call the testCall() from the test plugin?
Would it be as simple as to send the function pointer to the plugin and use it? Or do I need to take a different approach here? Thank you for your help!
I have figured out how this works. You can also use extern "C" {} and __declspec(dllexport) to export functions from your main program so the DLLs can see them and when you get the handle of your main program in the DLL, the functions can be called.
In one of your headers in your main program you export the function.
main.h
extern "C" {
__declspec(dllexport) int testCall(int val);
}
main.cpp
int testCall(int val) {
return val + 1;
}
In my test plugin header I created a handle for the main program and a definition for the function I am trying to call from main.
TestPlugin.h
#pragma once
#include <windows.h>
HINSTANCE app;
int(*testCall)(int val);
...
In the body I then assign the handle (calling GetModuleHandle with a nullptr will give you the handle of your program) and then get the exported function from my main program.
TestPlugin.cpp
app = GetModuleHandle(nullptr);
testCall = (int(*)(int val))GetProcAddress(app, "testCall");
After that, I can just call the function.
std::cout << testCall(5) << std::endl;

call function from dll to exe c++

I have a test dll. After event in dll I want use callback function from dll to exe.
test.dll
.h
extern "C" __declspec(dllimport) int __stdcall getSum(int , int );
extern "C" __declspec(dllexport) int __stdcall callSum(int , int );
.cpp
int callSum(int a, int b)
{
return getSum(a, b);
}
myexe
.cpp
extern "C" __declspec(dllexport)
int __stdcall getSum(int a, int b)
{
return a + b;
}
typedef int(__stdcall * callSumFn)(int a, int b);
and load
hLib=LoadLibrary(L"test.dll");
if(hLib==NULL)
{
...
return -1;
}
callSumFn callSum = (callSumFn)GetProcAddress(hLib, L"_callSum#8");
if (!callSum)
{
//cerr << "Failed to get function address" << endl;
FreeLibrary(hLib);
return 1;
}
callSum(3, 4);
Error:
Error 18 error LNK2019: unresolved external symbol __imp_getSum
referenced in function callSum test.obj test
with compile test.dll
whats wrong? Maybe there is a better way?
Thank you.
You have a circular dependency: the exe depends on callsum() from the dll and the dll depends on getsum() from the dll.
If you want a callback you need to define a function pointer and pass a function from the exe as a parameter to the dll function.
You have defined the variable function getSum in your DLL, but you haven't declared it. Declaring getSum in test.dll should rid you of the error.

How to create a shared_ptr in dll and export it via a factory function?

I have this pieces of code:
class DLL_API MyClassWrapper
{
private:
MyClass * m_myClass;
public:
MyClassWrapper(SIZE inputSize);
~MyClassWrapper();
inline int OutputSize();
}
typedef std::shared_ptr<MyClassWrapper> MyClassWrapperPtr;
extern "C"
{
DLL_API MyClassWrapperPtr CreatreMyClassWrapper(SIZE inputSize)
{
return std::make_shared<MyClassWrapper>(inputSize);
}
}
But it doesn't work, with error:
Error 1 error C2526: CreatreMyClassWrapper: C linkage function cannot return C++ class 'std::shared_ptr<_Ty>'
I understand the problem, but how can I fix it?
The options that I can see are:
1- Don't pass a shared pointer. which means that DLL user should delete the pointer after they used it.
2- Don't use extern "C" : which means that I must use mangled names.
Is there any other solution?
Straight to the point, to return C++ object from C function - just returns it via output arguments:
extern "C"
{
DLL_API void CreatreMyClassWrapper(SIZE inputSize, SomeClass* outputPtr)
{
*outputPtr = SomeClass(....);
}
}
In your example SomeClass == MyClassWrapperPtr, so:
extern "C"
{
DLL_API void CreatreMyClassWrapper(SIZE inputSize, MyClassWrapperPtr* outputPtr)
{
*outputPtr = make_shared<MyClassWrapper>(inputSize);
}
}
Consider however to change your interface a little, because in current shape you need to be sure that your applications and DLLs shall use the same compiler, linker, settings, libraries...*
You might want to export Create and Delete from your DLL to be sure memory management will occur in your DLL (this is based on this answer:
DLL
extern "C"
{
DLL_API MyClassWrapper* CreateMyClassWrapper(SIZE inputSize)
{
return new MyClassWrapper(inputSize);
}
DLL_API void DeleteMyClassWrapper(MyClassWrapper* wrapper)
{
delete wrapper;
}
}
Application
shared_ptr<MyClassWrapper> myClassWrapper(CreateMyClassWrapper(inputSize),
DeleteMyClassWrapper);

Can I use shared library created in C++ in a C program?

I am creating programs using C. However, I require to use a lot of libraries that have API's only for C++. So, is it possible that I can create a shared object in C++ and then access its functionality using C?
The only data I would be passing and returning would be C compatible data types.
Converting or migrating to cpp is not an option here.
If it is not possible to interface these codes, how do I get information from C++ code to C code?
I tried calling C++ functions from C, but I get errors during linking when I include <string>. So when I call C++ functions from C, should I only use that code which will be C compiler compatible?
C++ header cppfile.hpp
#ifndef CPPFILE_H
#define CPPFILE_H
#ifdef __cplusplus
extern "C" {
#endif
extern int myfunction(const char *filename);
#ifdef __cplusplus
}
#endif
#endif
C++ file cppfile.cpp
#include "cppfile.hpp"
#include <string>
int myfunction(const char *filename) {
String S(filename);
return 0;
}
C file cmain.c
#include "cppfile.hpp"
int main(int argc, char **argv)
{
int i = myfunction(argv[1]);
printf("%d\n", i);
return 0;
}
Compiling:
gcc -c cmain.c
g++ -fPIC -shared -o cppfile.so cppfile.cpp
You want something more like this (and here I will use a slightly more meaningful example):
C/C++ header - animal.h
#ifndef ANIMAL_H
#define ANIMAL_H
#ifdef __cplusplus
class Animal {
public:
Animal() : age(0), height(0) {}
Animal(int age, float height) : age(age), height(height) {}
virtual ~Animal() {}
int getAge();
void setAge(int new_age);
float getHeight();
void setHeight(float new_height);
private:
int age;
float height; // in metres!
};
#endif /* __cplusplus */
#ifdef __cplusplus
extern "C" {
#endif
struct animal; // a nice opaque type
struct animal *animal_create();
struct animal *animal_create_init(int age, float height);
void animal_destroy(struct animal *a);
void animal_setage(struct animal *a, int new_age);
void animal_setheight(struct animal *a, float new_height);
int animal_getage(struct animal *a);
float animal_getheight(struct animal *a);
#ifdef __cplusplus
}
#endif
#endif /* ANIMAL_H */
C++ animal implementation file - animal.cpp
#include "animal.h"
#define TO_CPP(a) (reinterpret_cast<Animal*>(a))
#define TO_C(a) (reinterpret_cast<animal*>(a))
void Animal::setAge(int new_age) { this->age = new_age; }
int Animal::getAge() { return this->age; }
void Animal::setHeight(float new_height) { this->height = new_height; }
float Animal::getHeight() { return this->height; }
animal *animal_create() {
animal *a = TO_C(new Animal);
return a;
}
animal *animal_create_init(int age, float height) {
animal *a = TO_C(new Animal(age, height));
return a;
}
void animal_destroy(animal *a) {
delete TO_CPP(a);
}
void animal_setage(animal *a, int new_age) {
TO_CPP(a)->setAge(new_age);
}
void animal_setheight(animal *a, float new_height) {
TO_CPP(a)->setHeight(new_height);
}
int animal_getage(animal *a) {
TO_CPP(a)->getAge();
}
float animal_getheight(animal *a) {
TO_CPP(a)->getHeight();
}
C client code - main.c
#include "animal.h"
#include <stdio.h>
int main()
{
// 6'0" 25yo (perhaps a human? :P)
struct animal *a = animal_create(25, 1.83);
animal_setage(a, 26); // birthday
printf("Age: %d\nHeight: %f", animal_getage(a), animal_getheight(a));
animal_destroy(a);
return 0;
}
C++ client code - main.cpp
#include "animal.h"
#include <iostream>
int main()
{
// 6'0" 25yo (perhaps a human? :P)
Animal* a = new Animal(25, 1.83);
a->setAge(26); // birthday
std::cout << "Age: " << a->getAge() << std::endl;
std::cout << "Height: " << a->getHeight();
delete a;
return 0;
}
So when you compile the library, you compile animal.cpp with a C++ compiler. You can then link to it with C code, and use the animal_xxx functions.
Note the use of struct animal and Animal. Animal is a normal C++ type. It's exactly what it looks like. struct animal, on the other hand, is an "opaque" type. That means that your C program can see it's there, and can have one, but it doesn't know what is inside it. All it knows is that it has a function that takes a struct animal*.
In a real library you will want to have customisation points for memory allocation. So assuming this is the library libjungle, you probably want at least jungle_setmalloc and jungle_setfree with sensible defaults. You can then set up the global new and delete in libjungle's C++ code to use these user-defined functions.
This is entirely possible. Here is how, quickly:
1.) You have a header.h with a C API that doesn't include any Cplusiness.
#ifndef MIXEDCCPP_H
#define MIXEDCCPP_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h> // Any C-compatible headers will go here.
// C API goes here. C Functions can't contain any CPPiness.
void myclass_setName( void *pClassObj, const char *pName, int nameLen );
#ifdef __cplusplus
}
#endif
#ifdef __cplusplus
// Stuff that is only compatible with CPP goes here
// __cplusplus section won't get processed while compiling C files.
#include <vector> // CPP headers.
class MyClass {
// Classes etc.
};
#endif // #ifdef __cplusplus
#endif // MIXEDCCPP_H
Then in the .cpp, you simply create some C-API functions that can even include CPP right in them:
#include "mixedccpp.h"
extern "C" {
// C API goes here. C Functions can't contain any CPPiness in their prototypes.
void myclass_setName( void *pClassObj, const char *pName, int nameLen )
{
// But CPP knowledge can go inside the function - no problem, since this is a CPP file.
MyClass *pMyClass = static_cast<MyClass *>(pClassObj);
pMyClass->setName( pName, nameLen );
}
} // #extern "C"
// CPP Stuff goes here... or vice-versa.
In your case, you don't actually need any CPP code declared in your header since you are calling external libraries. But you need to create C-compatible functions in your CPP file which can call out to CPP libraries. Use extern "C" for those functions that need to be called from C files, and then use C-structs instead of classes and, if classes are needed, use void * to point to them and then cast them back to their class from the C function any time you need to access them. A standard makefile should be able to compile this just fine, assuming it compiles .cpp files as .cpp and understands extern "C" {}
Your C code cannot use the C++ header <string>. You have to ensure that the functions in the C++ API that are to be called from C are declared extern "C" (as you have), and use only types recognized by a C compiler (as you have).
You also need to link with the C++ compiler if any of your code is in C++. You can do it otherwise if you're prepared to spend a lot of energy getting the loader options right, but it is far simpler just to use the C++ compiler:
gcc -c cmain.c
g++ -fPIC -shared -o cppfile.so cppfile.cpp
g++ -o cmain cmain.o cppfile.so
Of course, you need to:
Add #include <stdio.h> in cmain.c.
Use std::string S(filename); in cppfile.cpp.
Also, if the program is invoked without arguments, you get:
$ ./cmain
terminate called throwing an exceptionAbort trap: 6
$ ./cmain x3
0
$
You need to protect against misuse, even in test programs.

Unmangling of functions not working in Visual C++ [duplicate]

This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
Name mangling of c++ classes and its member functions?
I created a Visual C++ dll. It is working and i can call my Thrust methods from cuda through this dll in c#.
The only problem is, that i am not able to unmangle the function names. I would like to have the normal names so i would not need to use an Entrypoint with the convention.
Here is my code.
This is my header
//ThrustCH.h
#pragma once
enter code here__declspec(dllexport) class ThrustFuncs
{
__declspec(dllexport) static int maxValueThrust(int *data, int N);
__declspec(dllexport) static double maxValueThrust(double *data, int N);
__declspec(dllexport) static int* sort(int* data, int N);
__declspec(dllexport) static double* sort(double* data, int N);
__declspec(dllexport) static int simple(int N);
};
This is my cpp
// thrustDLL.cpp : Defines the exported functions for the DLL application.
//
#include "stdafx.h"
#include "thrustH.h"
#include "thrustCH.h"
extern "C" {
__declspec(dllexport) int ThrustFuncs::maxValueThrust(int *data, int N){
return thrustH::maxValue(data,N);
}
__declspec(dllexport) double ThrustFuncs::maxValueThrust(double *data, int N){
return thrustH::maxValue(data,N);
}
__declspec(dllexport) int* ThrustFuncs::sort(int* data, int N){
return thrustH::sort(data,N);
}
__declspec(dllexport) double* ThrustFuncs::sort(double* data, int N){
return thrustH::sort(data,N);
}
__declspec(dllexport) int ThrustFuncs::simple(int N){
return N;
}
}
I tried to use extern "C" and __declspec(dllexport) almost everywhere put i guess I'm doing something wrong. Could you help me please?
It seems you are trying to export C++ functions but want them to have a C name.
There is no direct way to do that, mainly because it doesn't make sense.
C doesn't have classes (or namespaces for that matter) and those usually are involved in the C++ name mangling. That is, don't write the functions you intend to export with a C name decoration in a class declaration.
You can, however, still write C functions (in an extern "C" block) in which you call your C++ functions, methods, or classes.
Something like:
class foo
{
static int bar(const std::string& str) { return static_cast<int>(str.size()); }
}
extern "C"
{
int bar(const char* str)
{
// Call C++ version of the function.
try
{
return foo::bar(str);
}
catch (std::exception&)
{
// Handle it somehow
}
}
}
You may want to use __cdecl for the functions that you want to export which will not mangle the names.
Refer: /Gd, /Gr, /Gz (Calling Convention)