New to cpp (Java guy).
I have 3rd party library that has method sendMail(txt).
I don't want to test the library. i want to test my own method, so in order to do this , i need to mock the library calls .
My own method is looking like this:
#include "mailsender.h"
int run(txt){
analysis(txt);
...
...
int status = sendMail(txt);//sendMail is a 3rd party library call. i need to mock it.its not part of the unit test
return status;
}
In Java the mailsender was interface and it was injected to my class, so in case of test i inject mock.
What is a good practice in cpp to mock library calls?
I can wrap the 3rd party library call in a class and inject this class, but i am looking for something simpler and for the common practice (maybe ifndf).
I am familiar with googlemock.
googlemock allow me to mock classes . i am not aware to option how to mock a call in my tested method.
So I assume you have a 'global' function that is implemented in a library that you both include a header file for (to get the definition) and link (to get the implementation).
You obviously need to replace the implementation of the library with your own - one that does "nothing", so you can do this in 2 ways:
you replace the .dll (or .so) with your own implementation that has all the methods the 3rd party library exposes. This is easy once you've written a new version of all the 3rd party lib functions, but writing them all out can be a pain.
you remove the library temporarily, and replace the calls you make to that in a .cpp source file that implements those functions. So you'd create your own sendMail() function in a .cpp file and include this into the program instead of the mailsender.h include.
The latter is easier, but you might also have to modify your program to not link with the 3rd party lib. This can also require changing the #include as well, as some compilers (eg VC++) allow you to embed linker directives in the source. If your does this, then you won't be able to stop the linker from including the 3rd party lib.
The other option is to modify your code to use a different call to the sendMail call, eg test__sendMail() that you implement yourself. Wrap this is a macro to conditionally include your, or the real, function call depending on your build options.
If this was a c++ library then you'd probably be able to use a mocking framework like you're used to, but it sounds like its a C library, and they simply provide a list of functions that you use directly in your code. You could wrap the library in your own class and use that instead of calling the 3rd party lib functions directly.
There is a list of C mocking frameworks.
This is an old question, with an already choosen response, but maybe the following contribution can help someone else.
First solution
You still have to create a custom library to redefine the functions, but you do not need to change Makefiles to link to your "fake-library", just use LD_PRELOAD with the path to the fake-library and that will be the first that the linker will find and then use.
example
Second solution
ld (GNU) linker has an option --wrap that let you wrap only one function with another provided by the user. This way you do not have to create a new library/class just to mock the behavior
Here is the example from the man page
--wrap=symbol
Use a wrapper function for symbol. Any undefined reference to symbol will be resolved to "__wrap_ symbol ". Any undefined reference
to "__real_ symbol " will be resolved to symbol.
This can be used to provide a wrapper for a system function. The wrapper function should be called "__wrap_ symbol ". If it wishes to
call the system function, it should call "__real_ symbol ".
Here is a trivial example:
void *
__wrap_malloc (size_t c)
{
printf ("malloc called with %zu\n", c);
return __real_malloc (c);
}
If you link other code with this file using --wrap malloc, then all calls to "malloc" will call the function "__wrap_malloc" instead.
The call to "__real_malloc" in "__wrap_malloc" will call the real
"malloc" function.
You may wish to provide a "__real_malloc" function as well, so that links without the --wrap option will succeed. If you do this, you
should not put the definition of "__real_malloc" in the same file as
"__wrap_malloc"; if you do, the assembler may resolve the call before
the linker has a chance to wrap it to "malloc".
Disclaimer: I wrote ELFspy.
Using ELFspy, the following code will allow you to fake/mock the sendMail function by replacing it with an alternative implementation.
void yourSendMail(const char* txt) // ensure same signature as sendMail
{
// your mocking code
}
int main(int argc, char** argv)
{
spy::initialise(argc, argv);
auto sendMail_hook = SPY(&sendMail); // grab a hook to sendMail
// use hook to reroute all program calls to sendMail to yourSendMail
auto sendMail_fake = spy::fake(sendMail_hook, &yourSendMail);
// call run here..
}
Your program must be compiled with position independent code (built with shared libraries) to achieve this.
Further examples are here:
https://github.com/mollismerx/elfspy/wiki
Though there is no interface keyword, you can use Abstract Base Classes for similar things in C++.
If the library you are using doesn't come with such abstractions, you can wrap it behind your own "interface". If your code separates construction of objects from usage (e.g. by IoC), you can either use this to inject a fake or use Mocks:
https://stackoverflow.com/questions/38493/are-there-any-good-c-mock-object-frameworks
Related
Now, I implemented a factory class to dynamically create class with a idenification string, please see the following code:
void IOFactory::registerIO()
{
Register("NDAM9020", []() -> IOBase * {
return new NDAM9020();
});
Register("BK5120", []() -> IOBase * {
return new BK5120();
});
}
std::unique_ptr<IOBase> IOFactory::createIO(std::string ioDeviceName)
{
std::unique_ptr<IOBase> io = createObject(ioDeviceName);
return io;
}
So we can create the IO class with the registered name:
IOFactory ioFactory;
auto io = ioFactory.createIO("BK5120");
The problem with this method is if we add another IO component, we should add another register code in registerIO function and compile the whole project again. So I was wondering if I could dynamically register class from a configure file(see below) at runtime.
io_factory.conf
------------------
NDAM9020:NDAM9020
BK5120:BK5120
------------------
The first is identification name and the second is class name.
I have tried with Macros, but the parameter in Macros cann't be string. So I was wondering if there is some other ways. Thanks for advance.
Update:
I didn't expect so many comments and answers, Thank you all and sorry for replying late.
Our current OS is Ubuntu16.04 and we use the builtin compiler that is gcc/g++5.4.0, and we use CMake to manage the build.
And I should mention that it is not a must that I should register class at runtime period, it is also OK if there is a way to do this in compile period. What I want is just avoiding the recompiling when I want to register another class.
So I was wondering if I could dynamically register class from a configure file(see below) at runtime.
No. As of C++20, C++ has no reflection features allowing it. But you could do it at compile time by generating a simple C++ implementation file from your configuration file.
How to dynamically register class in a factory class at runtime period with c++
Read much more about C++, at least a good C++ programming book and see a good C++ reference website, and later n3337, the C++11 standard. Read also the documentation of your C++ compiler (perhaps GCC or Clang), and, if you have one, of your operating system. If plugins are possible in your OS, you can register a factory function at runtime (by referring to to that function after a plugin providing it has been loaded). For examples, the Mozilla firefox browser or recent GCC compilers (e.g. GCC 10 with plugins enabled), or the fish shell, are doing this.
So I was wondering if I could dynamically register class from a configure file(see below) at runtime.
Most C++ programs are running under an operating system, such as Linux. Some operating systems provide a plugin mechanism. For Linux, see dlopen(3), dlsym(3), dlclose(3), dladdr(3) and the C++ dlopen mini-howto. For Windows, dive into its documentation.
So, with a recent C++ implementation and some recent operating systems, y ou can register at runtime a factory class (using plugins), and you could find libraries (e.g. Qt or POCO) to help you.
However, in pure standard C++, the set of translation units is statically known and plugins do not exist. So the set of functions, lambda-expressions, or classes in a given program is finite and does not change with time.
In pure C++, the set of valid function pointers, or the set of valid possible values for a given std::function variable, is finite. Anything else is undefined behavior. In practice, many real-life C++ programs accept plugins thru their operating systems or JIT-compiling libraries.
You could of course consider using JIT-compiling libraries such as asmjit or libgccjit or LLVM. They are implementation specific, so your code won't be portable.
On Linux, a lot of Qt or GTKmm applications (e.g. KDE, and most web browsers, e.g. Konqueror, Chrome, or Firefox) are coded in C++ and do load plugins with factory functions. Check with strace(1) and ltrace(1).
The Trident web browser of MicroSoft is rumored to be coded in C++ and probably accepts plugins.
I have tried with Macros, but the parameter in Macros can't be string.
A macro parameter can be stringized. And you could play x-macros tricks.
What I want is just avoiding the recompiling when I want to register another class.
On Ubuntu, I recommend accepting plugins in your program or library
Use dlopen(3) with an absolute file path; the plugin would typically be passed as a program option (like RefPerSys does, or like GCC does) and dlopen-ed at program or library initialization time. Practically speaking, you can have lots of plugins (dozen of thousands, see manydl.c and check with pmap(1) or proc(5)). The dlsym(3)-ed C++ functions in your plugins should be declared extern "C" to disable name mangling.
A single C++ file plugin (in yourplugin.cc) can be compiled with g++ -Wall -O -g -fPIC -shared yourplugin.cc -o yourplugin.so and later you would dlopen "./yourplugin.so" or an absolute path (or configure suitably your $LD_LIBRARY_PATH -see ld.so(8)- and pass "yourplugin.so" to dlopen). Be also aware of Rpath.
Consider also (after upgrading your GCC to GCC 9 at least, perhaps by compiling it from its source code) using libgccjit (it is faster than generating temporary C++ code in some file and compiling that file into a temporary plugin).
For ease of debugging your loaded plugins, you might be interested by Ian Taylor's libbacktrace.
Notice that your program's global symbols (declared as extern "C") can be accessed by name by passing a nullptr file path to dlopen(3), then using dlsym(3) on the obtained handle. You want to pass -rdynamic -ldl when linking your program (or your shared library).
What I want is just avoiding the recompiling when I want to register another class.
You might registering classes in a different translation unit (a short one, presumably). You could take inspiration from RefPerSys multiple #include-s of its generated/rps-name.hh file. Then you would simply recompile a single *.cc file and relink your entire program or library. Notice that Qt plays similar tricks in its moc, and I recommend taking inspiration from it.
Read also J.Pitrat's book on Artificial Beings: the Conscience of a Conscious Machine ISBN which explains why a metaprogramming approach is useful. Study the source code of GCC (or of RefPerSys), use or take inspiration from SWIG, ANTLR, GNU bison (they all generate C++ code) when relevant
You seem to have asked for more dynamism than you actually need. You want to avoid the factory itself having to be aware of all of the classes registered in it.
Well, that's doable without going all the way runtime code generation!
There are several implementations of such a factory; but I am obviously biased in favor of my own: einpoklum's Factory class (gist.github.com)
simple example of use:
#include "Factory.h"
// we now have:
//
// template<typename Key, typename BaseClass, typename... ConstructionArgs>
// class Factory;
//
#include <string>
struct Foo { Foo(int x) { }; }
struct Bar : Foo { Bar(int x) : Foo(x) { }; }
int main()
{
util::Factory<std::string, Foo, int> factory;
factory.registerClass<Bar>("key_for_bar");
auto* my_bar_ptr factory.produce("key_for_bar");
}
Notes:
The std::string is used as a key; you could have a factory with numeric values as keys instead, if you like.
All registered classes must be subclasses of the BaseClass value chosen for the factory. I believe you can change the factory to avoid that, but then you'll always be getting void *s from it.
You can wrap this in a singleton template to get a single, global, static-initialization-safe factory you can use from anywhere.
Now, if you load some plugin dynamically (see #BasileStarynkevitch's answer), you just need that plugin to expose an initialization function which makes registerClass() class calls on the factory; and call this initialization function right after loading the plugin. Or if you have a static-initialization safe singleton factory, you can make the registration calls in a static-block in your plugin shared library - but be careful with that, I'm not an expert on shared library loading.
Definetly YES!
Theres an old antique post from 2006 that solved my life for many years. The implementation runs arround having a centralized registry with a decentralized registration method that is expanded using a REGISTER_X macro, check it out:
https://web.archive.org/web/20100618122920/http://meat.net/2006/03/cpp-runtime-class-registration/
Have to admit that #einpoklum factory looks awesome also. I created a headeronly sample gist containing the code and a sample:
https://gist.github.com/h3r/5aa48ba37c374f03af25b9e5e0346a86
I am writing test cases for a scripting language which is embedded in a C (or C++) application and one of the features is that the scripting language calls a method from the "host" program. The entire project is using the google test framework, and down here is one of the tests:
TEST(Functions, ExternalCalling)
{
SCRIPT_START
" \
extern void external_callee(int, int); \
external_callee(1,2); \
"
SCRIPT_END
}
NAP_EXPORTS
void external_callee(nap_int_t a, nap_int_t b)
{
fprintf(stderr, "\na=%"PRINT_d", b=%"PRINT_d"\n", a, b);
if(a != 1 || b != 2) FAIL();
}
Do not mind the SCRIPT_START and SCRIPT_END macros, they just create/destroy scripting language objects (NAP_EXPORTS is defined as extern "C" so that the dynamic library loader can resolve the name).
As you can see the script defines an external method (from the host application) and then calls it. Right now I am sure that the method is called since I can see on the stderr/output the values of a and b but yeah... this has the feeling of manual testing :) How can I use the google test framework to make sure that the method actually was called without having to look on the screen? (I'd like to avoid hackish solutions, like use a global flag...)
What you actually want to do is mock the function.
Look at mocking frameworks like google-mock.
The EXPECT_CALL macro lets you specify call occurences (with argument filtering).
See also This SO Question how to create C trampolins to hide C++ interfaces behind C code.
if you also want to have a real result you also might be interested in the invoke function that allows you to forward arguments to a real implementation.
the google mock cookbook has recipes for all use patterns above.
Here are a few ideas, in order from least to most insidious:
Make your function return a string instead of printing it internally. Or return something, at least.
Add an (optional) FILE* parameter to external_callee() and write there instead of hard-coding stderr. Then your test harness can hook it up to a temporary file or something fancier.
Make a global variable which is the FILE* to write to. Default it to stderr but let the test harness change it. Basically like the previous idea but without modifying the signature.
Have your test harness reopen the stderr file descriptor as a pipe. Call the function and then try to read from that pipe.
Override printf() in your test program. Yes, you can probably do this--try it! Just define printf() yourself with the same signature and that one should get called. Then you can do anything you want.
Based on the Kaleidoscope and Kaleidoscope with MCJIT tutorials, I have code to create a Module and function and call it using MCJIT. The function needs a prototype:
auto ft = llvm::FunctionType::get(llvm::Type::getInt32Ty(Context), argTypes, false);
However, the example only covers Double as parameters and return values (the above uses an int). To do anything advanced, you need to pass things like classes and containers.
How do you use existing C++ classes in the module?
Sure, you can link to any library you want, but you need to declare function prototypes to use them. If the library API has classes, how do you declare them?
What I want is something like this:
auto ft = llvm::FunctionType::get(llvm::Type::getStructTy("class.std::string"), argTypes, false);
where class.std::string has been imported from string.h.
The LLVM API only has primitive types. You can define structs to represent the classes, but this is way too hard to do manually (and not portable).
A way to do it might be to compile the class to bitcode and read it into a module, but I want to avoid temporary files if possible. Also I'm not sure how to extract the type from the module but it should be possible. I tried this on a header file of one of my classes (I renamed the header file to a cpp file otherwise clang would make into a .gch precompiled header) and the result was just a constant... maybe it was optimised out? I tried it on the cpp file and it resulted in 36000 lines of code...
Then I found this page. Instead of using the LLVM API, I should use the Clang API because Clang, as a compiler, can compile the code into a Module. Then I can use the LLVM API with the imported Modules. Is this the right way to go? Any working source code is appreciated because it took forever just to get function calling working (the tutorials are out of date and documentation is scarce).
The way I would do it is to compile the class to LLVM IR, and then link the two modules. Then, there's two options to extract the type from the module:
First, you can use the llvm::TypeFinder. The way you use it is by creating it, and then calling run() on it with the module as an argument. This code snippet will print out all of the types in the module:
llvm::TypeFinder type_finder;
type_finder.run(module, true);
for (auto t : type_finder) {
std::cout << t->getName().str() << std::endl;
}
Alternatively, it's possible to use Module's getIdentifiedStructTypes() method and iterate over the resulting vector in the same way as above.
I would like to call a method from an dll, but i don't have the source neither the header file. I tried to use the dumpbin /exports to see the name of the method, but i can found the methods signature?
Is there any way to call this method?
Thanks,
If the function is a C++ one, you may be able to derive the function signature from the mangled name. Dependency Walker is one tool that will do this for you. However, if the DLL was created with C linkage (Dependency Walker will tell you this), then you are out of luck.
The C++ language does not know anything about dlls.
Is this on Windows? One way would be to:
open the dll up in depends.exe shipped with (Visual Studio)
verify the signature of the function you want to call
use LoadLibrary() to get load this dll (be careful about the path)
use GetProcAddress() to get a pointer to the function you want to call
use this pointer-to-function to make a call with valid arguments
use FreeLibrary() to release the handle
BTW: This method is also commonly referred to as runtime dynamic linking as opposed to compile-time dynamic linking where you compile your sources with the associated lib file.
There exists some similar mechanism for *nixes with dlopen, but my memory starts to fail after that. Something called objdump or nm should get you started with inspecting the function(s).
As you have found, the exports list in a DLL only stores names, not signatures. If your DLL exports C functions, you will probably have to disassemble and reverse engineer the functions to determine method signatures. However, C++ encodes the method signature in the export name. This process of combining the method name and signature is called "name mangling". This Stackoverflow question has a reference for determining the method signature from the mangled export name.
Try the free "Dependency Walker" (a.k.a. "depends") utility. The "Undecorate C++ Functions" option should determine the signature of a C++ method.
It is possible to figure out a C function signature by analysing beginnig of its disassembly. The function arguments will be on the stack and the function will do some "pops" to read them in reverse order. You will not find the argument names, but you should be able to find out their number and the types. Things may get more difficult with return value - it may be via 'eax' register or via a special pointer passed to the function as the last pseudo-argument (on the top of the stack).
If you indeed know or strongly suspect the function is there, you can dynamically load the DLL with loadLibrary and get a pointer to the function with getProcAddress. See MSDN
Note that this is a manual, dynamic way to load the library; you'll still have to know the correct function signature to map to the function pointer in order to use it. AFAIK there is no way to use the dll in a load-time capability and use the functions without a header file.
Calling non-external functions is a great way to have your program break whenever the 3rd party DLL is updated.
That said, the undname utility may also be helpful.
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