Which DLL has PathCchAppend? - c++

I'm trying to conditionally use (if available) the function PathCchAppend. I have got the function signature from header pathcch.h. However, when I try to get the address of function from SHLWAPI.DLL, it fails:
auto pca = GetProcAddress(GetModuleHandle(L"shlwapi.dll"), "PathCchAppend");
Using Depends, I saw that this function does not exist in this DLL (I'm on Windows 10). There doesn't exist any pathcch.dll and hence cannot load it either.
In which DLL this function is placed?
EDIT:
Thanks to the answers. Here I found the names of DLL as is mentioned in the answers below:
https://learn.microsoft.com/en-us/windows/win32/apiindex/windows-81-api-sets

You can use the DUMPBIN tool to extract this information from the .lib file:
dumpbin /headers /path/to/pathcch.lib
You then need to sift through the output to find the function in question. For instance, this is the output for an x64 version of the lib file:
Version : 0
Machine : 8664 (x64)
TimeDateStamp: FFFFFFFF Sun Feb 07 06:28:15 2106
SizeOfData : 0000002E
DLL name : api-ms-win-core-path-l1-1-0.dll
Symbol name : PathCchAppend
Type : code
Name type : name
Hint : 5
Name : PathCchAppend
Regarding the comments about backwards and forwards compatibility of hard coding this DLL name, the .lib file hard codes the DLL name. So if you link to the function using the .lib file, then you are hard coding a dependency to that DLL. This binds Microsoft into a contract to continue exporting this function from this DLL in future releases of Windows. And so it is no more or less safe to link explicitly using LoadLibrary/GetProcAddress than it is to link implicitly using the .lib file from the SDK.

api-ms-win-core-path-l1-1-0.dll is not an actual DLL nor file on disk, instead it's some virtual name only, so that the loader is able to map requests to some disk on the file in the end. The extension DLL is used by convention or as a system requirement by the loader only, but doesn't imply any file as well.
You can use an API set name in the context of a loader operation such as LoadLibrary or P/Invoke instead of a DLL module name to ensure a correct route to the implementation no matter where the API is actually implemented on the current device. However, when you do this you must append the string .dll at the end of the contract name. This is a requirement of the loader to function properly, and is not considered actually a part of the contract name. Although contract names appear similar to DLL names in this context, they are fundamentally different from DLL module names and do not directly refer to a file on disk.
https://learn.microsoft.com/en-us/windows/win32/apiindex/windows-apisets#api-set-contract-names
So the real answer to the question is KernelBase.dll. That is important for use cases like mine, where I need to create a lib file based on an actual DLL, which is only possible with KernelBase.dll. MS maintains some additional docs making the underlying file of some API set available as well.

Related

C++: Adding external XML file to a DLL project to load/access it during execution

Is there a way to add files or other binary data to a DLL so that the program can access it during runtime by "loading" with a filename?
I am programming a DLL which has some code fragments like:
SomeObject mObject = SomeObject("filename.xml");
Now I have 2 problems:
I don't know where the .xml file is placed during runtime since I don't know where the DLL is used.
I don't even want to give the .xml file to the user of the DLL.
where SomeObject is from an external library so I can't change the way those objects are created. Some kind of data is needed that can be accessed like a file called "filename.xml".
So how can I "include" the xml file in that DLL?
I'm using Visual Studio 2010 and Visual C++ compiler.
I've read some things about "resources" but it looks like I can't acess them like external files (needed for my constructor call) and instead they are kind of imported directly? Maybe I'm wrong there though...

Why does Implicit DLL Linking need relevant Lib file but Explicit Linking does not?

In a Windows environment,
When I tried to link a DLL to my program Explicitly (using LoadLibrary),
First I need to define the function pointers according to each
function signature inside the DLL.
Then get the function addresses using 'GetProcAddress' and assign them to those pointers.
When I tried to link the DLL to my program Implicitly (using header file)
First it need the relevant header file to get function signatures.
Then it needs the relevant Lib file that was generated with the DLL.
My questions are
Why does implicitly linking need a Lib file as well?
What information does it need to retrieve from 'Lib' file that it cannot get from the DLL or Header file?
If there is something for question 2, how is information retrieved when explicitly loading?
I've already gone trough this question. But I cannnot understand any worthy reason.
Please, could someone help to explain this in simple terms. Thank you.
Why Implicitly linking need Lib file too.
The .libs have the import information of the dll, you can check the information using the dumpbin command that is included in Windows/Visual Studio SDK.
This is the link information of recv inside ws2_32.lib for example:
Version : 0
Machine : 14C (x86)
TimeDateStamp: 4907F6ED Wed Oct 29 01:38:53 2008
SizeOfData : 00000014
DLL name : WS2_32.dll
Symbol name : _recv#16
Type : code
Name type : ordinal
Ordinal : 16
You can check there is the ordinal and the name inside ws2_32.dll (check that now it says to import a DLL).
What information it need to retrieve from 'Lib' file that cannot get from DLL or Header file
In the header file, there is no information from where to extract the imports, so them are marked as imports (__imp__name) when compiled, and when it's linked against the .lib, it resolves the name:
If it's inside the .lib it just links against it.
But if there is information on external reference (DLL), it will construct the import inside the import table so it's loaded dinamically.
If there is something for question 2, How those information retrieve when explicit loading.
If for explicit loading you mean the LoadLibrary, you are telling it at runtime and not at link time. So the PE loader will search the DLL inside the PATH and will load it dynamically. Then you have other functions to get the exported functions addresses.
If you don't understand something just ask me, try playing with dumpbin and read about PE if you want to understand this better.
When linking implicitly, the function declaration specifies the name to be used in the program, and the prototype and calling convention. But more information is needed. Specifically:
The fact that the function is implemented externally in a DLL.
The name of that DLL.
The exported name of the function. That is the name used to export the function from the DLL which may not be the same as that used when you import it.
Some language designers chose to provide this information using language extensions. For example Delphi took this route. Implicit linking is specified entirely in code with no .lib files. On the other hand the convention for C and C++ is to use .lib files to specify the missing information.

Bridging unmanaged and managed classes

I have a native C++ class that is exported to a Win32 Dll:
class __declspec(dllexport) Manager { ... }
The Dll is created successfully. Let's call it Unmanaged.dll.
I want to use this class in a .Net application. Therefore, I decided to create managed C++ wrapper classes. So I created a new CLR class library where I set Unmanaged.dll as an input to the linker.
When compiling the managed dll I get the following error:
fatal error LNK1107: Invalid or corrupt file: cannot read at 0x318. (Unmanaged.dll in project ManagedBridge)
Both projects are set to compile to x64. DLL Export Viewer shows the class' constructor and methods. So the Dll seems to be fine.
Is there something I am missing?
You cannot pass a DLL to the linker, it has no idea what to do with it. A DLL is in general not suitable to help a linker determine that the DLL contains the functions you call. Exports from a DLL can be a number of a name. It being a number (an "ordinal") is a problem, the linker will not know how to map the number to the identifier name. And the name does not have to match either, names are commonly simplified with their name decoration removed.
You must instead tell the linker about the DLL's import library. Which has more information, including the ordinal to name mapping and the original decorated name that the compiler used. The import library is a .lib that was created when you linked the DLL. You will find it back in the DLL project's build directory. Add its path to the linker's Additional Dependencies setting.

Cant import dll in C++ application

I have a dll called hecom32.dll. I want to use this in my application. I acll the following:
#import "hecom32.dll"
And I get the following error:
enter Error 1 error C1083: Cannot open type library file: 'c:\users\dvargo\documents\visual studio 2010\projects\johnny\johnny\hecom32.dll': Error loading type library/DLL. c:\users\dvargo\documents\visual studio 2010\projects\johnny\johnny\johnny.cpp 6 1 Johnny
Obviously it cant add it. I am not sure however to determine what is wrong with it. Is there some way that I can analyze the file to see why it cant be imported. Is there a different way to use the functions in the dll?
I am using Visual Studio 2010
This will only work properly if hecom32.dll implements a COM server and has the type library embedded as a resource. You can check that with File + Open + File, select the dll. You'll see the resources listed, there should be one labeled "TYPELIB" with a resource ID of 1 if you open the node.
Surely that's missing, the error message says as much. Embedding a type library is a convention, it isn't required. Just keeping it separate as a .tlb file is possible as well. And of course, it might not be a COM server at all. You can see that by running Dumpbin.exe /exports on the dll. A COM server has at least an export named "DllGetClassObject".
If none of this pans out then you'd better contact the owner of the DLL and ask for help on how to use it properly. Which typically requires having a .h file with the declarations of the exported functions and a .lib file so you can link it.

C++ wrapper DLLs to static LIBs

I have some statically compiled libraries (.lib) that I use in my project, which is written in C++ and built on both Windows and Linux. At my project's entry-point to these libraries, I use just one or two functions from the 'main' library in the static library suite, really (but I'm sure that these functions call many others in the other libraries in the suite).
I would ideally like to instead have a suite of dynamically linked libraries (DLLs) that wraps around each of the libs in the static lib suite; I've read/heard that the way to do this on Windows (e.g., Visual Studio 2005/2008/2010) is to "create a wrapper DLL" with some exposed functions calling the underlying static library functions. I would very much appreciate if someone can give me some detailed step-by-step including possibly some snippets, of how to go about doing this in MS Visual Studio 2005/2008/2010. I am sure some of you may already be doing this on a day-to-day basis; your experience is very much appreciated.
Edit:
For the benefit of others like myself, I am posting the first 'useful' link I found:
http://tom-shelton.net/index.php/2008/12/11/creating-a-managed-wrapper-for-a-lib-file/
"Convert a library to another library type" seems easy, but it is not. There is no straight-forward step-by-step way to do this because C++ and DLLs do not play well together at all, and your code will need to be adapted to support a DLL interface.
A concise way to describe the problem is this:
A .lib's interface is C++
A .dll's interface is C
Thus, a DLL's interface simply doesn't support C++ and you need to be clever to make it work - this is why the ambiguous existing answers.
One standard way is via COM, which means building an entire COM wrapper for the library, complete with class factory, interfaces, objects, and using BSTR instead of std::string. I would guess is not practical.
Another solution is to create a C interface for your C++ library which is DLL-safe. That means basically creating a winapi-style interface, which again is probably not practical or defeats the purpose of using your library at all. This is what #David Heffernan suggests. But what he doesn't address is how you must change your code to be DLL-compatible.
An important but subtle problem is you cannot pass ANY templated C++ objects across DLL boundaries. This means passing std::string in or out of a DLL function is considered unsafe. Each binary gets its own copy of the std::string code, and there's no guarantee that they will happen to play nicely with each other. Each binary (potentially) also gets its own copy of the CRT and you will mess up internal state of one module by manipulating objects from another.
Edit: You can export C++ objects in MSVC using __declspec(dllexport) and importing them using __declspec(dllimport). But there are a lot of restrictions on this and subtleties that cause problems. Basically this is a shortcut for getting the compiler to create a cheap C-style interface for your exported class or function. The problem is it doesn't warn you about how much unsafe stuff is happening. To reiterate:
If there are ANY templated symbols crossing DLL bounds, it is not safe (std::* for example).
Any objects with CRT-managed state should not cross DLL bounds (FILE* for example).
If you do not care about interface adaptation at all, you can export symbols from a static .lib to a .dll fairly easily. The trick is, you do not use Visual Studio GUI or projects at all, but just the linker (link.exe).
With this method, C symbols will remain C symbols and C++ symbols will remain C++ symbols. If you need to change that, you need to write wrapper code (e.g. extern C interfaces). This method simply presents existing symbols from the .objs in the .lib as official exports from the DLL.
Assume we have a .lib compiled from a source TestLib.c
#include <stdio.h>
void print(char* str)
{
printf("%s\n", str);
}
int add(int a, int b)
{
return a + b;
}
We compiled this into a static lib TestLib.lib. Now we wish to convert TestLib.lib to TestLibDll.dll (the base name should not be the same or you will get issues with the link output since the linker also creates DLL link .lib). To do this, we use link.exe outside Visual Studio GUI. Launch the "x64 Native Tools Command Prompt for Visual Studio xx" to get a cmd with the toolchain in path. (If you need 32 bit version, use x86 Native Tools instead). Change to the folder with TestLib.lib (e.g x64\Release). Then run:
link /DLL /EXPORT:add /EXPORT:print /OUT:TestLibDll.dll TestLib.lib
This should produce TestLibDll.dll. (The linker may complain a bit about there being no .obj, but you can ignore this.) The exports are:
dumpbin /exports TestLibDll.dll
Microsoft (R) COFF/PE Dumper Version 14.29.30040.0
Copyright (C) Microsoft Corporation. All rights reserved.
Dump of file TestLibDll.dll
File Type: DLL
Section contains the following exports for TestLibDll.dll
00000000 characteristics
FFFFFFFF time date stamp
0.00 version
1 ordinal base
2 number of functions
2 number of names
ordinal hint RVA name
1 0 00001080 add
2 1 00001070 print
We have successfully exported the functions.
In the case there are many functions, using /EXPORT is tedious. Instead make a .def file. For our example, here is TestLibDll.def:
LIBRARY TestLibDll
EXPORTS
print #1
add #2
The linker is then run as
link /DLL /DEF:TestLibDll.def /OUT:TestLibDll.dll TestLib.lib
This example uses x64 C symbols, which makes it straightforward. If you have C++ symbols, you need to provide the mangled version of the symbol in the /EXPORT argument or in the def file. For more complex situations than a single static lib, you may need to provide more link libraries on the command line and/or /LIBPATH args to point to link library folders.
Again, this method is only for exporting symbols verbatim from a static library. I personally used it to create a DLL to be loaded in Python with ctypes for a closed source static library. The advantage is you don't need to write any wrapper code or create any additional VS projects at all.
Note: the accepted answer provides a good discussion of pitfalls regarding C++ DLL interface and why C wrappers are a good idea. I did not focus on that here, only on the mechanics of getting the symbols to be exported to the DLL. Using a C interface to DLL if possible remains good advice.
This was a little big to add as a comment to tenfour's response...
If you want to still maintain a C++ API when using the DLL wrapper, you can put C++ to C conversion functions in the header file. This ensures that only C compatible data types ever cross the DLL boundary.
As an example
//MyDLL.h
class MyDLL {
public:
...
int Add2ToValues(std::vector<int>& someValues) {
int* cValues = new int[someValues.size()];
memcpy(cValues, &someValues[0], someValues.size() * sizeof(int));
int retVal = Add2ToValues_Internal(cValues, someValues.size());
someValues.assign(std::begin(cValues), std::end(cValues));
delete [] cValues;
return retVal;
}
private:
int Add2ToValues_Internal(int* valuesOut, const int numValues);
};
//MyDLL.cpp
int MyDLL::Add2ToValues_Internal(int* values, const int numValues)
{
for(int i = 0; i < numValues; ++i) {
values[i] += 2;
}
return 0;
}
One catch I ran into when doing these wrappers is that you must allocate and deallocate any memory within the header file. Since the header file will be compiled by the application that is using your library, it will use the CRT for whatever compiler you are using to build your application. All interaction with the DLL uses C, so you won't run into any runtime mismatches and all memory is allocated and freed either entirely within the DLL or entirely within the application so you don't have any cross DLL memory management issues either. In the example, I both allocated and deallocated in the header. If you need to allocate data in the _Internal function, you'll need to also add a function that allows you to free that memory within the DLL. Once inside of the _Internal functions, you are free to use as much C++ as you want.