Return argument in function parameter of C++ - c++

I am trying to understand a typedef but I am stuck with this Code:
typedef _Return_type_success_(return == DUPL_RETURN_SUCCESS) enum
{
DUPL_RETURN_SUCCESS = 0,
DUPL_RETURN_ERROR_EXPECTED = 1,
DUPL_RETURN_ERROR_UNEXPECTED = 2
}DUPL_RETURN;
My question is:
1) What is the Return argument doing in parameter of a function
2) we usually define typedef like this
typedef int foo;
I am unable to understand this above format.
I am a noobee to serious c++ programming, Thankyou for your time.
EDIT: I am trying to build this streaming app, so I need to retrieve frames as fast as possible, I came across a few articles that recommended DXGI way which is a fast solution. I am trying to understand how to use the windows desktop Duplication API. I found this code on official msdn website : here

_Return_type_success_ it is not part of the official c++ standard, but part of the Microsoft source code annotation language (which is proprietary addition to the c++ syntax):
Using SAL Annotations to Reduce C/C++ Code Defects
SAL is the Microsoft source code annotation language. By using source code annotations, you can make the intent behind your code explicit. These annotations also enable automated static analysis tools to analyze your code more accurately, with significantly fewer false positives and false negatives.
And _Return_type_success_ itself is described in Success/Failure Annotations
_Return_type_success_(expr): May be applied to a typedef. Indicates that all functions that return that type and do not explicitly have _Success_ are annotated as if they had _Success_(expr). _Return_type_success_ cannot be used on a function or a function pointer typedef.
_Return_type_success_ is most certainly just a macro defined as #define _Return_type_success_(arg) so that it is completely removed while compiling. This is at least the case for the sal.h (no_sal2.h ) header used in some azure code.

Related

DLL fails to load if unused ref class is removed

I'm running into a very strange problem trying to compile and use a windows runtime component within an UWP application (VS2017 community 15.9.13 with NetCore.UniversalWindowsPlatform 6.2.8, compiled without /clr but with /ZW).
It is basically something like the Grayscaletransform. The runtime component is actually working as expected, now I wanted to remove some unused code. However, as soon as I remove it from a particular file and recompile, it indeed compiles, links, but the DLL does not load any more.
Here's some example code that I have to put in:
ref class DummyU sealed
{
public:
DummyU() {}
};
DummyU^ CreateDummyU()
{
return ref new DummyU();
}
The code just makes it work, although it is a) not referenced at all and b) does not do anything useful.
The result of removing it:
Exception thrown at 0x0EFF322F (vccorlib140d_app.dll) in TestAppUWP.exe: 0xC0000005: Access violation reading location 0x00000000.
in
STDAPI DllGetActivationFactory(_In_ HSTRING activatibleClassId, _Deref_out_ IActivationFactory** ppFactory)
{
return Platform::Details::GetActivationFactory(Microsoft::WRL::Details::ModuleBase::module_, activatibleClassId, ppFactory);
}
function in dllexports.cpp which is part of VS. The module_ becomes NULL.
Does anyone have an idea if there are any known bugs with respect to the windows runtime not being initialized/used properly if there is no explicit instantiation of a ref class in a file?
EDIT 1:
Here's the link to the full source code:
What's happening here is that you're mixing modes a bit. Since you've compiled your C++ code with the /CX flag, you've told the compiler to enable winrt extensions to produce a WinRT DLL. In practice though, none of your code is actually using the CX extensions to implement classes. You're using WRL and standards C++. The compiler looks at the DLL, finds no CX-style WinRT classes, and doesn't set up the module, accordingly.
This is basically an untested & unsupported case, since you've chosen to say that you want to expose ref classes by picking a UWP component library project type, but then didn't actually provide any ref classes. It happens that under the hood, /CX effectively uses WRL, so you can nudge it along and initialize the state to work correctly, but you're kinda hacking the implementation details of the system.
There are two options I would recommend, either works: just make the project a non-CX Win32 DLL and init the module as described above. Or, better yet, flip over to C++ /WinRT, which will give you better support for the WinRT types than /CX and allow you to more easily mix in the classic COM types in your implementation. You can get started by just turning off the /CX flag in the compiler switches, then start updating the code accordingly.
Ben
You might have wrong .winmd file for your component. WinRT components made in C++ produce two outputs, dll and winmd. Both must match. It's possible you have them from different builds.
Another possible reason is error in manifest. The manifest of the app must include all referenced runtime components.
BTW, for native DLLs written in classic C++ and exposing C API, deployment is simpler, you include a DLL in the package and they just work, with [DllImport] if you're consuming them from C#.
Update: You can replace that ref class with the following code, works on my PC.
struct ModuleStaticInitialize
{
ModuleStaticInitialize()
{
Microsoft::WRL::Module<Microsoft::WRL::InProc>::GetModule();
}
};
static ModuleStaticInitialize s_moduleInit;
Probably a bug in Microsoft's runtime somewhere.

Importing constants out of C++ headers instead of hardcoding them: extending .net controls?

I've been researching how to extend .net controls to have more freedom to do the same things you can do with the regular windows API in C++ in a VB program. For example, if you want to add week numbers to a calendar control, you'll have to manually import the DLL and extend the control's class, calling internal windows functions.
I've found various topics on how people handle this, and I'm not quite happy with the 'canonical method'. To be honest, I think it's a pretty bad paradigm to use.
These internal windows functions use pointers to set magic properties.
First, I find it rather strange that a pointer, which its system-dependent value size, is being abused to hold something that isn't a memory location but a value, but that aside: these pointers are also used to set which attribute is being set.
For example, (leaving out all the boilerplate necessary to link up the code), changing the first day of the week to Tuesday would use this code:
Private Const MCM_FIRST As Int32 = &H1000
Private Const DTM_FIRST As Int32 = &H1000
Private Const DTM_GETMONTHCAL As Int32 = (DTM_FIRST + 8)
Private Const MCM_SETFIRSTDAYOFWEEK As Int32 = (MCM_FIRST + 15)
Dim hMonthView As IntPtr =
SendMessage(Me.Handle, DTM_GETMONTHCAL, IntPtr.Zero, IntPtr.Zero)
Call SendMessage(hMonthView, MCM_SETFIRSTDAYOFWEEK, 0&, 1&)
So the magic values of 0x1008 and 0x1015 is what my question is about in this code.
First off, this is a rather strange way of working: these values aren't documented anywhere as far as I know other than the examples. What if I need a property where there happens to not be an internet tutorial on so far? Where/how do I find the value of MCM_<ARBITRARY_VALUE_HERE> in general?
Note: I mean the latter question in the broad, general sense: not applying to just the specific calendar control the example is about, but really any windows control. I can already google up the specific C++ header file by name (e.g. for the example it's defined in Commctrl.h: it's just that that piece of information is rather useless if I don't know the idiomatic way of how to pull something like that out of the C++ header into the VB code.
Secondly... these values are defined in headers somewhere. Is it not possible to import the values from the proper header? This way the program will stay working in the (admittedly unlikely) scenario where the DLL is changed by re-compiling it.
One approach for this back for VB6 was to prepare a TLB file with constants, function declarations, etc. of the Win32 API, and then reference that in the VB6 program. The TLB didn't provide COM objects, it was just a convenient way of packaging up all the declarations as though they were in (what we now think of as) an assembly.
As far as I can think, that approach should still work perfectly well today in .NET through "COM" interop. You can just as easily reference the TLB in a C# or VB project and thereby access its contents.
The book Hardcore Visual Basic by Bruce McKinney included a disk with a prepared TLB for this purpose, and this seems to still be available today:
http://vb.mvps.org/hardweb/mckinney2a.htm
I don't know how comprehensive this was at the time, nor if it is really still up to date. At the very least it seems instructive in how to prepare a TLB for this type of approach.
The following page also provides a description of this approach with some additional explanation an examples (too long to copy in here).
http://www.brainbell.com/tutors/Visual_Basic/newfile156.html

Which is more memory/performance efficient for static error strings, or are there alternatives?

I would like an opinion on what is the best way to handle static error strings in C++. I am currently using a number of constant char pointers, but they get unwieldy, and they are scatter every where in my code. Also should I be using static constant char pointers for these strings?
I was thinking about defines, hash tables, and INI files using the SimpleIni class for cross-platform compatibility. The project is an always running web server.
I would like to use error numbers or names to refer to them logically.
I am using the global space and methods contained in namespaced classes if that helps. The code is exported to C because of the environment if that helps as well.
Thanks
There are several things in tension here, so let me please enumerate them:
centralization / modularity: it is normal to think about centralizing things, as it allows to easily check for the kind of error one should expect and recover an error from an approximate souvenir etc... however modularity asks that each module be able to introduce its new errors
error may happen during dynamic initialization (unless you ban code from running then, not easy to check), to circumvent the lifetime issue, it is better to only rely on objects that will be initialized during static initialization (this is the case for string literals, for example)
In general, the simplest thing I have seen was to use some integral constant to identify an error and then have a table on the side in which you could retrieve other information (potentially a lot of it). For example, Clang uses this system for its diagnosis. You can avoid repeating yourself by using the preprocessor at your advantage.
Use such a header:
#define MYMODULE_ERROR_LIST \
ERROR(Code, "description") \
...
#define ERROR(Code, Desc) Code,
class enum ErrorCode: unsigned {
MYMODULE_ERROR_List
NumberOfElements
};
#undef ERROR
struct Error {
ErrorCode code;
char const* description;
};
Error const& error(ErrorCode ec);
And a simple source file to locate the array:
#define ERROR(Code, Desc) { Code, Desc },
Error const ErrorsArray[] = {
MYMODULE_ERROR_LIST
{ErrorCode::NumberOfElements, 0}
};
Error const& error(ErrorCode const ec) {
assert(unsigned(ec) < unsigned(ErrorCode::NumberOfElements) &&
"The error code must have been corrupted.");
return ErrorsArray[ec];
} // error
Note: the price of defining the macro in the header is that the slightest change of wording in a description implies a recompilation of all the code depending on the enum. Personally, my stuff builds much faster than its tested, so I don't care much.
This is quite an efficient scheme. As it respects DRY (Don't Repeat Yourself) it also ensures that the code-description mapping is accurate. The ERROR macro can be tweaked to have more information than just a description too (category, etc...). As long as the Error type is_trivially_constructible, the array can be initialized statically which avoids lifetime issues.
Unfortunately though, the enum is not so good at modularity; and having each module sporting its own enum can soon get boring when it comes to dealing uniformly with the errors (the Error struct could use an unsigned code;).
More involved mechanisms are required if you wish to get beyond a central repository, but since it seemd to suit you I'll stop at mentioning this limitation.
First of all, you can check other related questions on stackoverflow. Here you have some:
C++ Error Handling -- Good Sources of Example Code?
Exceptions and error codes: mixing them the right way
Then have a look at this great tutorial on error handling (it is a five parts tutorial, but you can access all of them from that link). This is especially interesting if you are using C++11, since it provides many more features for error handling. Alternatively you could use boost if you cannot use C++11.
You also need to consider whether you want to include support for localization. If your application may present messages to the users in different languages, it is better if you include that requirement from the very beginning in the error management too. You can check Boost.Locale for that, for instance.
I'd keep it simple, in a header:
enum ErrorCode { E_help, E_wtf, E_uhoh };
const char* errstr(ErrorCode);
Then in some .c or .cc file:
const char* error_strings[] = {
"help!",
"wtf?",
"uh-oh"
};
const char* errstr(ErrorCode e) { return error_strings[e]; }
Not a lot of detail in your question, but with what you've posted I would consider a singleton class for handling your error messages. You could create methods for accessing messages by code number or enum. Then you can implement internationalization or whatever else you need for your specific application. Also, if you do decide to use SQLite or some other file-based solution in the future, the class interface can remain intact (or be extended) minimizing impact on the rest of your code.

Not naming a type - C++

I am trying to convert an Adobe CS4 based plugin to CS5. This project has never been mine, this is the first time that i am seeing it.
When I compile the source with what i was given, I get errors like: Does not name a type
Example:
SPAPI SPErr SPBasicAcquireSuite( const char *name, int64 version, const void **suite );
I get that:
SPErr does not name a type
I dont see any classes with SPErr being defined, but I doubt that Adobe has left this out of the SDK.
I am using the PS_CS5_SDK_3 SDK
I do not have the possibility to be specific because, of course, I do not have the code. Typically this problem occurs when a type, a class, is not correctly compiled by compiler... meaning that it cannot find it and asks: "what is this?". See macros, or better inspect your code in your hpp files... Probably when porting to CS5 some types have been removed or some...

Is there a tool that enables me to insert one line of code into all functions and methods in a C++-source file?

It should turn this
int Yada (int yada)
{
return yada;
}
into this
int Yada (int yada)
{
SOME_HEIDEGGER_QUOTE;
return yada;
}
but for all (or at least a big bunch of) syntactically legal C/C++ - function and method constructs.
Maybe you've heard of some Perl library that will allow me to perform these kinds of operations in a view lines of code.
My goal is to add a tracer to an old, but big C++ project in order to be able to debug it without a debugger.
Try Aspect C++ (www.aspectc.org). You can define an Aspect that will pick up every method execution.
In fact, the quickstart has pretty much exactly what you are after defined as an example:
http://www.aspectc.org/fileadmin/documentation/ac-quickref.pdf
If you build using GCC and the -pg flag, GCC will automatically issue a call to the mcount() function at the start of every function. In this function you can then inspect the return address to figure out where you were called from. This approach is used by the linux kernel function tracer (CONFIG_FUNCTION_TRACER). Note that this function should be written in assembler, and be careful to preserve all registers!
Also, note that this should be passed only in the build phase, not link, or GCC will add in the profiling libraries that normally implement mcount.
I would suggest using the gcc flag "-finstrument-functions". Basically, it automatically calls a specific function ("__cyg_profile_func_enter") upon entry to each function, and another function is called ("__cyg_profile_func_exit") upon exit of the function. Each function is passed a pointer to the function being entered/exited, and the function which called that one.
You can turn instrumenting off on a per-function or per-file basis... see the docs for details.
The feature goes back at least as far as version 3.0.4 (from February 2002).
This is intended to support profiling, but it does not appear to have side effects like -pg does (which compiles code suitable for profiling).
This could work quite well for your problem (tracing execution of a large program), but, unfortunately, it isn't as general purpose as it would have been if you could specify a macro. On the plus side, you don't need to worry about remembering to add your new code into the beginning of all new functions that are written.
There is no such tool that I am aware of. In order to recognise the correct insertion point, the tool would have to include a complete C++ parser - regular expressions are not enough to accomplish this.
But as there are a number of FOSS C++ parsers out there, such a tool could certainly be written - a sort of intelligent sed for C++ code. The biggest problem would probably be designing the specification language for the insert/update/delete operation - regexes are obviously not the answer, though they should certainly be included in the language somehow.
People are always asking here for ideas for projects - how about this for one?
I use this regex,
"(?<=[\\s:~])(\\w+)\\s*\\([\\w\\s,<>\\[\\].=&':/*]*?\\)\\s*(const)?\\s*{"
to locate the functions and add extra lines of code.
With that regex I also get the function name (group 1) and the arguments (group 2).
Note: you must filter out names like, "while", "do", "for", "switch".
This can be easily done with a program transformation system.
The DMS Software Reengineering Toolkit is a general purpose program transformation system, and can be used with many languages (C#, COBOL, Java, EcmaScript, Fortran, ..) as well as specifically with C++.
DMS parses source code (using full langauge front end, in this case for C++),
builds Abstract Syntax Trees, and allows you to apply source-to-source patterns to transform your code from one C# program into another with whatever properties you wish. THe transformation rule to accomplish exactly the task you specified would be:
domain CSharp.
insert_trace():function->function
"\visibility \returntype \fnname(int \parametername)
{ \body } "
->
"\visibility \returntype \fnname(int \parametername)
{ Heidigger(\CppString\(\methodname\),
\CppString\(\parametername\),
\parametername);
\body } "
The quote marks (") are not C++ quote marks; rather, they are "domain quotes", and indicate that the content inside the quote marks is C++ syntax (because we said, "domain CSharp"). The \foo notations are meta syntax.
This rule matches the AST representing the function, and rewrites that AST into the traced form. The resulting AST is then prettyprinted back into source form, which you can compile. You probably need other rules to handle other combinations of arguments; in fact, you'd probably generalize the argument processing to produce (where practical) a string value for each scalar argument.
It should be clear you can do a lot more than just logging with this, and a lot more than just aspect-oriented programming, since you can express arbitrary transformations and not just before-after actions.