Using Powershell class in C++ application - c++

The CLR option(compile with /clr) is necessary to use the managed code(ie. Powershell class) in unmanaged C++ code.
A sample code is as follows:
using namespace System;
using namespace System::Collections::ObjectModel;
using namespace System::Management::Automation;
int main() {
PowerShell^ ps = PowerShell::Create();
ps->AddScript("Get-ChildItem C:\\");
ps->Invoke();
return 0;
}
After writing a code, I noticed that the compile option /MT and /CLR are incompatible. Then, I knew that the redistributable package is necessary to support the various executing environment.
Is there any solution not using redistributable package?
Is there any solution which enables to embed Powershell script in C++ application?

Related

Using x86 DLL in an unreal engine Win64 C++ class

I have written code in a .NET Framework C++ file. The code uses the Articares DLL to connect with the device through an IP address. Where instance is simply creating an instance of the classes I want to use from the DLL. instance.EstablishConnection() is the function i want to call from the class.
The below code works perfectly in x86.
#include "pch.h"
#include "windows.h"
#include <iostream>
#include <chrono>
#include <thread>
#include<cstring>
#include <vector>
#include "Complex.h"
using namespace System;
using namespace Articares;
using namespace NLog;
int main(array<System::String^>^ args)
{
//Creating instances of the classes ----------------------------------------------------
Articares::Core::ArticaresComm instance;
Articares::Core::HMANData instance2;
Articares::Core::TargetParams instance3;
//Connecting to HMan -------------------------------------------------------------------
instance.EstablishConnection("192.168.102.1", 3000);
std::cout << "Connection with HMan established\n";
return 0;
}
However, i want to be able to use the DLLs in the unreal engine C++ file to replicate this code i have written.
But the error name must be a namespace name appears when i try to declare the DLLs in the unreal engine C++ file.
Could anybody tell me how to fix this problem to be able to use my x86 DLLs in the unreal engine C++ code?
Thanks.
Are you using C++ DLL or . NET DLL?
For C++ DLL, you need to add dependencies. Walkthrough: Create and use your own Dynamic Link Library (C++)
For .NET DLL, You are calling managed code in unmanaged C++.
Use Exposing .NET components to COM
For your reference: using c# dll in project c++

how to include aspose.pdf.cpp in vs c++ project?

I am trying to implement this basic example https://docs.aspose.com/pdf/cpp/hello-world-example/ but I am getting errors that MakeObject, Document and TextFragment are not defined.
I was developing on vscode but then I realized that aspose can be downloaded through nuget in vs so I switched to vs thinking that adding aspose will be automatically integrated in my project dependencies or something, but no it didn't and I don't know currently how to include it (my use case is also very basic I tried hummuspdf/PDF-Writer but also I didn't knew how to implement it or include it, maybe it isn't as simple as #include "file.h" ? )
#include "Aspose.PDF.Cpp/Document.h"
#include "Aspose.PDF.Cpp/SaveFormat.h"
using namespace Aspose::Pdf;
using namespace System;
int main()
{
auto doc = MakeObject<Document>(u"Example.pdf");
doc->Save(u"Example.docx", SaveFormat::DocX);
}

Use NetCDF4-C in Unity

this is my first time posting (after lurking for years).
A project I will be tackling is to use NetCDF4 (.nc) files in Unity on Windows. I will be using Unity 5.4.0f3 and Windows 10, and I have developed in Unity before and am familiar with C# and JavaScript, but NetCDF only has C, Java, and Fortran APIs, although there are wrappers in Python, C++, and others (source: https://www.unidata.ucar.edu/publications/factsheets/current/factsheet_netcdf.pdf).
So my specific question is how do I call NetCDF4-C functions (nc_get_vara_float(), nc_open, etc) in C# for use in Unity?
What I've tried so far:
To start, I googled specifically for NetCDF4-C + Unity tutorials/attempts, but did not find anything, so instead I have been looking into the compatibility of calling C functions from C#. I am currently working on a project on Linux with NetCDF4-C and written custom wrapper functions for the netcdf.h functions, so I was hoping I could reuse my code there.
I attempted to follow this SO post (Is it possible to call a C function from C#.Net) but get an error in Unity when trying to Play: "DllNotFoundException: test.so" (my file was named "test.c"). From the comments, it seems Linux uses .so files but Windows uses .dll, and I was not sure how to generate a .dll of a C file.
I looked up another post on that (How to write a DLL file in C?) and downloaded Visual Studio to follow along. While VS was downloading, I looked up how to use GCC to compile (Creating a DLL in GCC or Cygwin?), and used the Bash subsystem ("Bash on Ubuntu on Windows" terminal) but got a handful of errors that indicated the code from the previous link (2nd SO link in this post) were for C++, so I stopped working with GCC.
Once VS finished installing, I went back to trying to use VS to create the .dll, and attempted to combine the solutions from both SO posts (1 and 2) so that I would be able to use the .dll file containing C code in Unity, but to no avail: I get the same error but just with a different extension (and different name on purpose): "DllNotFoundException: Win32Project1.dll".
The code I have is as follows:
test.cs (used in Unity and attaches to a Component):
using UnityEngine;
using System.Collections;
using System.Runtime.InteropServices;
public class test : MonoBehaviour {
[DllImport("Win32Project1.dll", EntryPoint="DisplayHelloFromMyDLL")]
public static extern void DisplayHelloFromMyDLL ();
// Use this for initialization
void Start () {
DisplayHelloFromMyDLL();
}
// Update is called once per frame
void Update () {
}
}
Win32Project1.dll (created and built in Visual Studio):
#include <stdio.h>
extern "C"
{
__declspec(dllexport) void DisplayHelloFromMyDLL()
{
printf("Hello DLL.\n");
}
}

How to create a VTK project in Windows Form Project (VisualC++ 2012 )

I'm trying to embed scene created with Visualization ToolKit (VTK)library into VisualC++ 2012 created windows form so I can design my Windows native GUI interface.
I'd like to underline that, all examples with console app are configured with (Cmake), compiled with VC++2012 and works flawlessly, as instructed by the official VTK wiki page.
The issue is, if I try to call those VTK functions and class initializations inside of Win Form application I get the Error LNK1107: invalid or corrupt file: cannot read at 0x2E0 D:\.....\VTK_61_BUILD_VS2012\bin\Debug\vtkViewsCore-6.1.dll even if I add everything normally as expected, include headers and external library dependencies.
This makes me think that I'm originating from wrong Visual C++ 2012 project template or something obvious that I'm completely missing, otherwise compiler would arise many not found files or syntax error.
This is the first lines where I'm trying to invoke the VTK library, even the intellisense suggest the vtk..... named proc,functions and structures, but application fails to compile.
#pragma once
#include <vtkSmartPointer.h>
#include <vtkTriangle.h>
#include <vtkCellArray.h>
#include <vtkPolyData.h>
#include <vtkRenderWindow.h>
namespace CLR_Project1 {
using namespace System;
using namespace System::ComponentModel;
using namespace System::Collections;
using namespace System::Windows::Forms;
using namespace System::Data;
using namespace System::Drawing;
...
...
vtkSmartPointer<vtkPoints> points = vtkSmartPointer<vtkPoints>::New();
What is the problem here ?
The following link (in particular the answer of Mr. bnsteel) helped me very much, when I had the same problem ==>
http://vtk.1045678.n5.nabble.com/VTK-and-Winforms-integration-td5721086.html
You can use Swig as it is suggested under the link. But it is not necessary. Using the similar way (passing the windows form panel handle) you can create a C++/CLI wrapper as jalal sadeghi proposed. You will pass the panel handle through the wrapper to your C++ library that does all the "VTK work". This way you don't have to create individual wrappers for all VTK classes, all the "VTK work" and dependencies on VTK stay hidden in your C++ layer.
Something like this ==>
C++ side
setImageRenderWindowParentID(void *theID){
... (init your vtk render window)
renWin->SetParentId(theID);
}
C++/CLI side
void setRenderWindowParentID(IntPtr parentID, .. also pass the panel size .. ){
void* p = parentID.ToPointer();
myCPPVTK->setRenderWindowParentID(p, .. also pass the panel size ..);
}
C# side
VTKWrapper.setRenderWindowParentID(m_panel.Handle, .. also pass the panel size ..);

Native dll built with /CLR flag containing a managed class

I have a old native MFC/c++ dll I have managed to get it compiled with /CLR flag.
Now I have added a managed C++/CLI class to the dll within a namaspace.
The header file is below, and the cpp file only has #include for the header file.
The native dll is a huge dll project with lot of un managed code, but it has only one managed c++ class like below.
When I add that dll as a reference to a .net winforms project I don't see that namespace / class, in the object browser,
and I get compile error for not finding the namespace "ShashiTest"
I am using Visual studio 2008.
Native dlls in mixed mode can not be added as reference to a managed project ?
Or am I missing something
Please help.
#pragma once
#using<mscorlib.dll>
#using<system.windows.forms.dll>
// Class derived from Forms
using namespace System::Windows::Forms;
using namespace System;
using namespace System::ComponentModel;
using namespace System::Collections;
using namespace System::Diagnostics;
using namespace System::Windows::Forms;
namespace ShashiTest {
/// <summary>
/// Summary for test
/// </summary>
public ref class test
{
public:
test(void)
{
};
void ShowMessage()
{
MessageBox::Show("Hello World");
}
};
}
When I simplified my problem..I created a fresh MFC dll and added a manged C++ class to it (same class as above) . Compiled with /CLR flag.
When I add this dll to winforms project and run it i get
System.BadImageFormatException. Any clue ?
However I see the class and the name space and winform project compiles fine unlike the problem I have the above.
System.BadImageFormatException is usually caused by having an AnyCPU .NET application reference a DLL containing 32-bit native code. You get an error when running on a 64-bit platform, because the AnyCPU application runs as 64-bit, and can't load the DLL. The fix for this is (easy) to mark the application as x86-only or (hard) to provide both 32-bit and 64-bit versions of all DLLs containing native code.
Of course, you could have some other problem. Checking your DLL with Red Gate Reflector as suggested by #cdleonard in the comments is a great next step. Or ILSpy, which is free.