global static variable instantiation behaviour - c++

My question is simple, maybe the answer is not.
In C++ (using Intel C++ 13.1 compiler on Win7) are global static variables always instantiated before main() is executed? If no, does it depends on the compile options (like /Ox)?
If they are declared and defined in DLL, is it the same?
Here is a case:
I have something like:
// in DLL.h
class MyClass
{
public:
MyClass();
};
static MyClass *sgMyClassPtr;
and
// in DLL.cpp
MyClass *sgMyClassPtr = new MyClass;
MyClass::MyClass()
{
// Code to execute here
}
Note that I omited the export declaration but it is correctly exported.
From my main application code, it seems that MyClass::MyClass() has not always been executed when I run it. I really don't understand but it looks like if the DLL had not been loaded yet or the static had not been correctly instantiated. Note that there is no threading and every call is synchronous (at least in my code!)
If you have any idea or suggestion, it will be appreciated. Thank you!
UPDATE 1
Maybe it will be easier if I tell you what I want to get rather than what I did...
I want to have a variable that is automatically instantiated at DLL load time. This variable will be registered (ptr stored in a std::set, say) by a singleton in the application (the .exe). The application singleton doesn't know about the DLL but the DLL knows the application singleton. So, on DLL load, I want the var to instantiate right now then registers itself in the application singleton. That is why I declared the var static inside the DLL and instantiated it there. The registration is done in the cTor.
My initial question was: does the static instantiation occurs right on DLL load or it may be delayed? I ask this question because sometimes I observe strange behaviours and it looks like an asynchronous problem... ???

The static initialisation occurs when the DLL is loaded, but depending on linker options, the DLL can be demand-loaded. Note that if you include the class in both the DLL and the main program but you don't export it from the DLL, then you'll get two copies of the code, and potentially two copies of your (class) static variables. So you might be getting confused by one copy not being initialised when the other one actually already has.
But make sure that you understand the linker options around lazy loading the DLLs first.

Related

Override the call to main()?

I'm working on a project where we have several executables that share several object files. We want to add logging to all of the executables, and have a library for doing so.
However, it seems clumsy to go to the main() function of every executable file and add in the same boiler-plate function call to start the logging. It means we write the same thing over again, and loose out on maintainability and DRY ("don't repeat yourself"). It would be nice if we could systematically ensure that logging started before the main function gets called.
It occurred to me there are functions in libc++ that make the call to main, and it may be possible to override them. However, I don't know what they are and imagine this could break things if we're not careful. Does anyone know how this would be done? Or, if that's too over-the-top, any other suggestions on how to proceed?
We're using C++11 with g++ 4.8 if it makes any difference.
You do not need to do this by modifying main().
You should instead create a class at global scope in a shared object library. The constructor of this class will perform the "initialisation" you want to do, before main() runs, and its destructor will run after main().
The issue you need to deal with is that the order of this initialisation and destruction is not guaranteed to be deterministic with regards to any other global-scope objects. All of this could go in one .cpp compilation unit.
class LoggingManager // you can make this a singleton but not necessary
{
public:
LoggingManager();
~LoggingManager();
};
LoggingManager::LoggingManager()
{
// your initialisation code goes here
}
LoggingManager::~LoggingManager()
{
// your clean-up code goes here. It should not throw
}
LoggingManager loggingManagerStaticInstance;
Note that there is a small danger of the "static initialization" issue which means in reality your loggingManagerStaticInstance might not be loaded until your compilation unit is first accessed.
In reality it doesn't matter if this is after main() as long as the initialisation happens before it is first needed (a bit like a singleton) but it means your compilation unit might need to contain something that is guaranteed to get pulled in.
If you want to "stick" to gnu or similar they provide __attribute__(constructor) which might resolve it although there is an easier way of having some dummy extern int implemented or dummy function that returns an int that gets called from within whatever header you do actually use to implement logging.

Generate a List/Set by preprocessor/template from different modules and has to be filled before linking

I have some global variables (classes) that as I understand have created before main() call. I need some technique to add data to a List of something either global or as member of that class from any part of my code and it have to be filled before Linker. To use it inside globally created classes. Is it possible? I did not find any similar solution or even question, so any help will be appreciated.
Detailed example:
I've have singleton class which has a variable that was filled in the constructor. All other classes use data from the class at run time someone early someone later. Singleton class is created at the begin of main function. I am using singleton in different projects, data that it has mostly universal for all projects and modules except special flag which should show requirement for this module. If singleton throw exception program exits and we know it at the first steps of execution because singleton creates at first lines of the main. So singleton has a lot of universal data for all projects but I need to add flags to point for singleton which data is required for each module. I have created template for main so for each project I have the same main with just simple define PROJECT_NAME later I add .cpp to the project and they have to register which data is required and which not.
This explanation not looks like perfect, if it is not understandable don't hesitate to say it I will organize it more deliberately.
Edited:
I'm still looking for solution in the Internet, and found constexpr it looks like what I need, but at this moment it is not supported by all compilers, is there some workaround ?
First step is to not use global variables, but instead use static variables within a global function. The first time the function is called the variable will be initialized and then have the function return a reference to the varaible.
my_class& instnace() {
static my_class i;
return i;
}
A list example:
std::list<my_class>& global_list() {
static std::list<my_class> m; return m;
}
static int x = []()->int{ global_list().push_back(my_class); return 0;}();
If you want to accomplish what you want from different modules , one of the way is to have things done is some sort of callback function when your dll is loaded.
One windows it is DLLMain.
An optional entry point into a dynamic-link library (DLL). When the
system starts or terminates a process or thread, it calls the
entry-point function for each loaded DLL using the first thread of the
process. The system also calls the entry-point function for a DLL when
it is loaded or unloaded using the LoadLibrary and FreeLibrary
functions.
On other platforms with gcc you can get by the [attribute constructor]
constructor The constructor attribute causes the function to be called
automatically before execution enters main (). Similarly, the
destructor attribute causes the function to be called automatically
after main () has completed or exit () has been called. Functions with
these attributes are useful for initializing data that will be used
implicitly during the execution of the program. These attributes are
not currently implemented for Objective-C.
Warning
It is very easy to shoot yourself in the foot with this method. At least on windows that are lot of things you cannot do in the dll entry point. Please read your compiler/os documentation to see what the limitations are.

dll entry point question/advice needed

I have a dynamic library of c++ code that is cross platform and mostly just native c++. I then use this dynamic library from my main exe. Up until now all has been good on OSX using gcc. Now I'm on windows I am confused as to what method I should use to enter the dll. I don't have a DllMain function at present as this wasn't required in gcc (to my knowledge). My initial tests worked but on inspection revealed that strangely one of my class constructors was being called on dll load, so I figured I needed to do something more on windows. So do I:
add a DllMain function?
am I safe to just use the noentry compiler option?
When I do either of the above I start getting compiler complaints in the vein of ".CRT section exists there may be unhandled static initializers or terminators"
I have read up on this using this article, but any advice and clarity on the best way forward would be greatly appreciated. Its all a bit blurry in my head as to what I need to do.
Based on the .CRT error, you definitely need a DllMain function. For most Windows compilers, a DllMain will be provided for you automatically, so that you don't need to write one yourself. Based on other parts of your question it seems most likely that you are using Visual C++, whose CRT does provide a DllMain for you. So while you do need a DllMain, you don't need to write the code for it.
The default VC CRT DllMain is used to initialize the CRT for the DLL in question, and to initialise all the static/global variables that the dll provides.
The model for DLLs on Unix and Windows is significantly different, and you should think of each DLL as having a more 'private' set of state. Although, if all Dlls opt into the same version of the CRT dll, some of that state will then be shared.
Because the CRT is providing a DllMain for you, you should not throw /noentry on the linker.
The .CRT section exists error (which you must have seen by throwing /noentry) is telling you that you need a DllMain because you've got one or more objects in your DLL that require static initialisation.
Martyn
If it is just a library, then NOENTRY should suffice. DllMain is there to control events that happen with the DLL (i.e. attach, detach etc).
You can change the code (slightly) to avoid all entry points but main. Essentially, if you have any variable defined outside of the functions (globally but not statically linked), wrap them in a function call. Use the often-forgotten static function variables.
Ie, change global declaration
SomeType var_name;
to this:
SomeType & var_name(){static SomeType var; return var;}
Similarly, you can change static class instance variables by changing this:
struct Container{
Container();
static Container instance;
};
Container Container::instance;
to this:
struct Container{
Container();
static Container & instance();
};
Container & Container::instance(){
static Container var;
return var;
}
This is essentially a singleton, but there might be some concurrency issues if the 1st time you access the instance will be from a multi-threaded environment. In fact, the thing to keep in mind is that unlike globally-defined variables, static locally-defined variables will be initialized the first time the function is called.

How do I make an unreferenced object load in C++?

I have a .cpp file (let's call it statinit.cpp) compiled and linked into my executable using gcc.
My main() function is not in statinit.cpp.
statinit.cpp has some static initializations that I need running.
However, I never explicitly reference anything from statinit.cpp in my main(), or in anything referenced by it.
What happens (I suppose) is that the linked object created from statinit.cpp is never loaded on runtime, so my static initializations are never run, causing a problem elsewhere in the code (that was very difficult to debug, but I traced it eventually).
Is there a standard library function, linker option, compiler option, or something that can let me force that object to load on runtime without referencing one of its elements?
What I thought to do is to define a dummy function in statinit.cpp, declare it in a header file that main() sees, and call that dummy function from main(). However, this is a very ugly solution and I'd very much like to avoid making changes in statinit.cpp itself.
Thanks,
Daniel
It is not exactly clear what the problem is:
C++ does not have the concept of static initializers.
So one presume you have an object in "File Scope".
If this object is in the global namespace then it will be constructed before main() is called and destroyed after main() exits (assuming it is in the application).
If this object is in a namespace then optionally the implementation can opt to lazy initialize the variable. This just means that it will be fully initialized before first use. So if you are relying on a side affect from construction then put the object in the global namespace.
Now a reason you may not be seeing the constructor to this object execute is that it was not linked into the application. This is a linker issue and not a language issue. This happens when the object is compiled into a static library and your application is then linked against the static library. The linker will only load into the application functions/objects that are explicitly referenced from the application (ie things that resolve undefined things in the symbol table).
To solve this problem you have a couple of options.
Don't use static libraries.
Compile into dynamic libraries (the norm nowadays).
Compile all the source directly into the application.
Make an explicit reference to the object from within main.
I ran into the same problem.
Write a file, DoNotOptimizeAway.cpp:
void NoDeadcodeElimination()
{
// Here use at least once each of the variables that you'll need.
}
Then call NoDeadcodeElimination() from main.
EDIT: alternatively you can edit your linker options and tell it to always link everything, even if it's not used. I don't like this approach though since executables will get much bigger.
These problems, and the problems with these potential solutions all revolve around the fact that you can't guarantee much about static initialization. So since it's not dependable, don't depend on it!
Explicitly initialize data with a static "InititalizeLibrary" type static function. Now you guarantee it happens, and you guarantee when it happens in relation to other code based on when you make the call.
One C++'ish way to do this is with Singletons.
Essentially, write a function to return a reference to the object. To force it to initialize, make it a static object inside the function.
Make a class static function that is vaguely like this:
class MyClass {
static MyClass& getObject()
{
static MyObject obj;
return obj;
}
};
Since you are using C++, you could always declare a global object (ie a global variable that references a class in statinit.cpp. As always, the constructor will be called on initialization and since the object is global, this will be called before main() is run.
There is one very important caveat though. There is no guarantee as to when the constructor will be called and there is no way to explicitly order when each of these constructors is called. This will also probably defeat any attempt to check for memory leaks since you can no longer guarantee that all the memory allocated while running main has been deallocated.
Is the problem that the static items were never initialized, or is the problem that the static items weren't initialized when you needed to use them?
All static initialization is supposed to be finished before your main() runs. However, you can run into issues if you initialize on static object with another static object. (Note: this doesn't apply if you are using primitives such as int)
For example, if you have in file x.cpp:
static myClass x(someVals);
And in y.cpp:
static myClass y = x * 2;
It's possible that the system will try to instantiate y before x is created. In that case, the "y" variable will likely be 0, as x is likely 0 before it is initialized.
In general, the best solution for this is to instantiate the object when it is first used (if possible). However, I noticed above you weren't allowed to modify that file. Are the values from that file being used elsewhere, and maybe you can change how those values are accessed?
Read the manual page for the ld command and look at the -u option. If statinit.cpp defines anything that looks like a function then try naming it in -u. Otherwise choose a data object that's defined in statinit.cpp and name that in -u, and hope it works. I think it's best if you write the command line so the -u option comes immediately before your -l option for your library that has statinit's object code in it.
Of course the dynamic library solution is the best, but I've also been told it's possible to link the whole static library with the linker option:
-Wl,-whole-archive
before the library's -l option, and
-Wl,-no-whole-archive
after it (to avoid including other libraries as a whole, too).

Compiling a DLL with gcc

Sooooo I'm writing a script interpreter. And basically, I want some classes and functions stored in a DLL, but I want the DLL to look for functions within the programs that are linking to it, like,
program dll
----------------------------------------------------
send code to dll-----> parse code
|
v
code contains a function,
that isn't contained in the DLL
|
list of functions in <------/
program
|
v
corresponding function,
user-defined in the
program--process the
passed argument here
|
\--------------> return value sent back
to the parsing function
I was wondering basically, how do I compile a DLL with gcc? Well, I'm using a windows port of gcc. Once I compile a .dll containing my classes and functions, how do I link to it with my program? How do I use the classes and functions in the DLL? Can the DLL call functions from the program linking to it? If I make a class { ... } object; in the DLL, then when the DLL is loaded by the program, will object be available to the program? Thanks in advance, I really need to know how to work with DLLs in C++ before I can continue with this project.
"Can you add more detail as to why you want the DLL to call functions in the main program?"
I thought the diagram sort of explained it... the program using the DLL passes a piece of code to the DLL, which parses the code, and if function calls are found in said code then corresponding functions within the DLL are called... for example, if I passed "a = sqrt(100)" then the DLL parser function would find the function call to sqrt(), and within the DLL would be a corresponding sqrt() function which would calculate the square root of the argument passed to it, and then it would take the return value from that function and put it into variable a... just like any other program, but if a corresponding handler for the sqrt() function isn't found within the DLL (there would be a list of natively supported functions) then it would call a similar function which would reside within the program using the DLL to see if there are any user-defined functions by that name.
So, say you loaded the DLL into the program giving your program the ability to interpret scripts of this particular language, the program could call the DLLs to process single lines of code or hand it filenames of scripts to process... but if you want to add a command into the script which suits the purpose of your program, you could say set a boolean value in the DLL telling it that you are adding functions to its language and then create a function in your code which would list the functions you are adding (the DLL would call it with the name of the function it wants, if that function is a user-defined one contained within your code, the function would call the corresponding function with the argument passed to it by the DLL, the return the return value of the user-defined function back to the DLL, and if it didn't exist, it would return an error code or NULL or something). I'm starting to see that I'll have to find another way around this to make the function calls go one way only
This link explains how to do it in a basic way.
In a big picture view, when you make a dll, you are making a library which is loaded at runtime. It contains a number of symbols which are exported. These symbols are typically references to methods or functions, plus compiler/linker goo.
When you normally build a static library, there is a minimum of goo and the linker pulls in the code it needs and repackages it for you in your executable.
In a dll, you actually get two end products (three really- just wait): a dll and a stub library. The stub is a static library that looks exactly like your regular static library, except that instead of executing your code, each stub is typically a jump instruction to a common routine. The common routine loads your dll, gets the address of the routine that you want to call, then patches up the original jump instruction to go there so when you call it again, you end up in your dll.
The third end product is usually a header file that tells you all about the data types in your library.
So your steps are: create your headers and code, build a dll, build a stub library from the headers/code/some list of exported functions. End code will link to the stub library which will load up the dll and fix up the jump table.
Compiler/linker goo includes things like making sure the runtime libraries are where they're needed, making sure that static constructors are executed, making sure that static destructors are registered for later execution, etc, etc, etc.
Now as to your main problem: how do I write extensible code in a dll? There are a number of possible ways - a typical way is to define a pure abstract class (aka interface) that defines a behavior and either pass that in to a processing routine or to create a routine for registering interfaces to do work, then the processing routine asks the registrar for an object to handle a piece of work for it.
On the detail of what you plan to solve, perhaps you should look at an extendible parser like lua instead of building your own.
To your more specific focus.
A DLL is (typically?) meant to be complete in and of itself, or explicitly know what other libraries to use to complete itself.
What I mean by that is, you cannot have a method implicitly provided by the calling application to complete the DLLs functionality.
You could however make part of your API the provision of methods from a calling app, thus making the DLL fully contained and the passing of knowledge explicit.
How do I use the classes and functions in the DLL?
Include the headers in your code, when the module (exe or another dll) is linked the dlls are checked for completness.
Can the DLL call functions from the program linking to it?
Yes, but it has to be told about them at run time.
If I make a class { ... } object; in the DLL, then when the DLL is loaded by the program, will object be available to the program?
Yes it will be available, however there are some restrictions you need to be aware about. Such as in the area of memory management it is important to either:
Link all modules sharing memory with the same memory management dll (typically c runtime)
Ensure that the memory is allocated and dealloccated only in the same module.
allocate on the stack
Examples!
Here is a basic idea of passing functions to the dll, however in your case may not be most helpfull as you need to know up front what other functions you want provided.
// parser.h
struct functions {
void *fred (int );
};
parse( string, functions );
// program.cpp
parse( "a = sqrt(); fred(a);", functions );
What you need is a way of registering functions(and their details with the dll.)
The bigger problem here is the details bit. But skipping over that you might do something like wxWidgets does with class registration. When method_fred is contructed by your app it will call the constructor and register with the dll through usage off methodInfo. Parser can lookup methodInfo for methods available.
// parser.h
class method_base { };
class methodInfo {
static void register(factory);
static map<string,factory> m_methods;
}
// program.cpp
class method_fred : public method_base {
static method* factory(string args);
static methodInfo _methoinfo;
}
methodInfo method_fred::_methoinfo("fred",method_fred::factory);
This sounds like a job for data structures.
Create a struct containing your keywords and the function associated with each one.
struct keyword {
const char *keyword;
int (*f)(int arg);
};
struct keyword keywords[max_keywords] = {
"db_connect", &db_connect,
}
Then write a function in your DLL that you pass the address of this array to:
plugin_register(keywords);
Then inside the DLL it can do:
keywords[0].f = &plugin_db_connect;
With this method, the code to handle script keywords remains in the main program while the DLL manipulates the data structures to get its own functions called.
Taking it to C++, make the struct a class instead that contains a std::vector or std::map or whatever of keywords and some functions to manipulate them.
Winrawr, before you go on, read this first:
Any improvements on the GCC/Windows DLLs/C++ STL front?
Basically, you may run into problems when passing STL strings around your DLLs, and you may also have trouble with exceptions flying across DLL boundaries, although it's not something I have experienced (yet).
You could always load the dll at runtime with load library