Subclassing In DLL's with C++ - c++

I am developing an application that needs to read in several file formats and merge the data. Because we may want to support additional formats in the future, the file readers have to be developed as DLLs, and loaded at runtime based on user input. I will normally be loading two DLLs at a time.
I was thinking that I could create an Abstract Interface (Like this), but if I use a factory function in each of my (subclassed) DLL classes, when I load two DLLs, the two function definitions will interfere with each other. Am I missing something? Is there a better way to do this?
Thanks!

(upgraded from comment)
If you load the DLLs with LoadLibrary you get a handle to the DLL - which you must later use in FreeLibrary to unload the DLL!
After acquiring the handle you can call GetProcAddress to get a pointer to the function.
sample code:
auto library = LoadLibrary("sample.dll");
//test if library is null => error handling
auto func = GetProcAddress(library, "function");
//test if func is null => error handling
//you may need to cast func to a different function pointer
auto plugin = func();
//after use:
auto result = FreeLibrary(library);
//test for error
As I already mentioned in the comment: NEVER EVER RELEASE MEMORY ALLOCATED IN A DLL FROM ANOTHER CONTEXT (other DLL or the EXE)!

Related

difference between Load DLL and Direct Call

i think is very stupid, but I can't understand,
for example, I want use Windows API like GetWindowsDirectory, GetSystemInfo and etc... I can use Api directly or calling through GetProcAddress :
Method 1
here I can calling APIs with LoadLibrary and GetProcAddress :
#include <windows.h>
typedef UINT (WINAPI *GET_WIN_DIR)(LPWSTR lpBuffer, UINT size);
TCHAR infoBuffer[MAX_PATH + 1];
HINSTANSE dllLoad = LoadLibrary("Kernel32.dll");
GET_WIN_DIR function = (GET_WIN_DIR )GetProcAddress(dllLoad, "GetWindowsDirectoryW");
int result = function2(infoBuffer, MAX_PATH + 1);
Method 2
here I can calling directly APIs like GetWindowsDirectory :
#include <windows.h>
TCHAR infoBuffer[MAX_PATH + 1];
GetWindowsDirectory(infoBuffer, MAX_PATH);
I have 2 question :
What is the difference between the two methods above?
is it load Library impact on executable file?(.exe)(I did test, but it'snot changed)
Microsoft calls
Method 1 ... Explicit linking
Method 2 ... Implicit linking
From MSDN Linking an Executable to a DLL:
Implicit linking is sometimes referred to as static load or load-time dynamic linking. Explicit linking is sometimes referred to as dynamic load or run-time dynamic linking.
With implicit linking, the executable using the DLL links to an import library (.lib file) provided by the maker of the DLL. The operating system loads the DLL when the executable using it is loaded. The client executable calls the DLL's exported functions just as if the functions were contained within the executable.
With explicit linking, the executable using the DLL must make function calls to explicitly load and unload the DLL and to access the DLL's exported functions. The client executable must call the exported functions through a function pointer.
An executable can use the same DLL with either linking method. Furthermore, these mechanisms are not mutually exclusive, as one executable can implicitly link to a DLL and another can attach to it explicitly.
In our projects we use implicit linking in any common case.
We use the explicit linking exceptionally in two situations:
for plug-in DLLs which are loaded explicitly at run-time
in special cases where the implicit linked function is not the right one.
The 2nd case may happen if we use DLLs which themselves link to distinct versions of other DLLs (e.g. from Microsoft). This is, of course, a bit critical. Actually, we try to prevent the 2nd case.
No, I don't think it's stupid at all. If you don't understand, ask. That's what this site is for. Maybe you'll get downvoted, who knows, but not by me. Goes with the territory. No pain, no gain, ask me how I know.
Anyway, the main purpose of what #Scheff calls 'explicit linking' is twofold:
If you're not sure whether the the DLL you want to use to is going to be present on the machine at runtime (although you can also use /DELAYLOAD for this which is a lot more convenient).
If you're not sure if the function you want to call is present in (for example) all versions of Windows on which you want your application to run.
Regard point 1, an example of this might be reading or writing WMA files. Some older versions of Windows did not include WMA support by default (we're going back quite a long way here) and if you implicitly link to WMA.DLL then your application won't start up if it's not present. Using explicit linking (or /DELAYLOAD) lets you check for this at runtime and put up a polite message if it's missing while still allowing the rest of your app to function as normal.
As for point 2, you might, for example, want to make use of the LoadIconWithScaleDown() function because it generally produces a nicer scaled icon than LoadIcon(). However, if you just blindly call it then, again, your app wont run on XP because XP doesn't support it, so you would instead call it conditionally, via GetProcAddress(), if it's available and fall back to LoadIcon() if not.
Okay, so to round off, what's the deal with /DELAYLOAD? Well, this is a linker switch that lets you tell the linker which DLL's are optional for your app. Once you've done that, then you can do something like this:
if (LoadIconWithScaleDown)
LoadIconWithScaleDown (...);
else
LoadIcon (...);
And that is pretty neat.
So I hope you can now see that this question is really about the utility of explicit linking versus the inconvenience involved (all of which goes way anyway with /DELAYLOAD). What goes on under the covers is, for me, less interesting.
And yes, the end result, in terms of the way the program behaves, is the same. Explicit linking or delay loading might involve a small (read: tiny) performance overhead but I really wouldn't worry about that, and delay loading involves a few potential 'gotchas' (which won't affect most normal mortals) as detailed here.

Lua module pushing C functions from DllMain

I've got damn big problem. As you know Lua allows making modules and you can load these modules with require() function from 5.1(previously loadlib).
#define LUA extern "C" __declspec(dllexport) int __cdecl
static int l_TestFunc(lua_State * L)
{
lua_pushboolean (L, 1); // return true
return 1;
}
LUA luaopen_MyModule(lua_State *L)
{
printf("test2");
lua_pushcfunction(L, l_TestFunc);
lua_setglobal(L, "TestFunc");
return 1;
}
so in Lua you are just using require("MyModule") and everything works.(luaopen_* is entry point then)
But I need to use standard way(DllMain as entry point). I tried but it didn't work.
Got any ideas?
But I need to use standard way(DllMain as entry point). I tried but it didn't work. Got any ideas?
DllMain is always going to be your entry point (if defined), but you can't use it to load your functions because you have no Lua state to load them into there.
When you run "require" in Lua code, the app executing that code (e.g. lua.exe) will load your DLL (invoking DllMain), then call luaopen_MyModule passing in the Lua state that executed the require statement. There's no way for your DllMain to have access to that state pointer...
...well, no ordinary way. You could work something out so that the host apps writes the memory location of the Lua state to some external location accessible to your DLL (registry, file, etc.) before loading your DLL. Your DLLMain could fetch the pointer register and it's functions into that state. Not sure why you'd want to do that, but in a language like C it's technically possible.
This would require that you wrote the host, so you could arrange to write the state somewhere. Or you could have a separate module, loaded the ordinary way, which writes the Lua_state value, then all other modules could access it from their DllMains.
This smells a lot like an XY Problem. Care to share why you want to register your functions in DllMain?
Try this...
Instead of using the name MyModule in require("MyModule") and luaopen_MyModule use the name of the executable that your DLL is injected into. If that doesn't work change the require call to have .exe at the end.
Lua's require is going to call Win32 LoadLibrary and then GetProcAddress to find the luaopen function. Both calls will use the argument to require(). It appears that PE-inject makes all the functions in the injected DLL appear as if they are in the EXE module. So, you need LoadLibrary to return the handle to the EXE module and then GetProcAddress will find the injected luaopen function.
The are a few reasons this might not work. One is that Lua's require does have the requirement that the DLL file name and the DLL module name match. That's not a Win32 requirement and so might not be the case for your portable executable.

Encountering errors when using C++ interop on old MFC/Win32 application

I have inherited an old MFC/Win32 C++ application who's source code I am not supposed to edit.
This MFC application needs to host an old MFC/Win32 C++ DLL. This DLL also tries to make function calls through a Mixed-mode wrapper to a managed C++/CLI DLL. I know it sounds a little confusing, so here's a diagram of what I mean:
Old MFC/Win32 Application (NO CLR)
---> Hosting old MFC/Win32 DLL (NO CLR)
---> Making function calls to Mixed-Mode wrapper (CLR)
---> Sending function calls to C++/CLI DLL (CLR)
My problem currently is that when I try to mount an object of the C++/CLR wrapper class let's say WrapperClass WC;, the MFC/Win32 application encounters an "Unhandled exception."
I have a feeling that I may need to somehow host the CLR in a separate process in order to be able to make the object. Is this the right idea? Or am I completely out of whack here?
The code compiles time and this only occurs at run-time.
Any ideas?
Here is an example of the code I am trying to run:
MFC/Win32 DLL
#include "WrapperClass.h"
BOOL Test::bTest() //This function is called elsewhere within MFC/Win32 DLL
{
DWORD dwTest;
WrapperClass WC; //Unhandled exception here!
return WC.FunctionToCall(dwTest); //FunctionToCall is a BOOL
}
Mixed-Mode Wrapper Class
BOOL WrapperClass::FunctionToCall(DWORD dw)
{
GCHandle h = GCHandle::FromIntPtr(IntPtr(m_impl)); //m_impl def'd as void *
CPPCLIClass^ CCC = safe_cast<CPPCLIClass^>(h.Target);
return (BOOL)CCC->FunctionToCall(dw);
}
C++/CLI DLL
bool CPPCLIClass::FunctionToCall(UInt32 ui32)
{
if (ui32 == 42)
{
return true;
}
}
UPDATE:
I've managed to coax a real exception out of the program. I am now receiving a System.IO.FileNotFound exception with additional information stating:
An unhandled exception of type 'System.IO.FileNotFoundException' occured in
Unknown Module.
Additional information: Could not load file or assembly 'CPPCLIProject,
Version=1.0.4351.29839, Culture=neutral, PublicKeyToken=null' or one of its
dependencies. The system cannot find the file specified.
Does this mean anything? I understand that it apparently cannot find CPPCLIProject (Note: this is not the wrapper project), but then if I'm linking on the .lib file from the Mixed-mode wrapper, how would I not receive linker errors then?
Are you sure that the implementation of WrapperClass::FunctionToCall() isn't throwing the exception? It looks like you're caching the memory location of a CLR object, and then trying to call one of its members. I think the CLR is free to move objects around, so it's possible that you're trying to use an object that has moved.
If you change the implementation of WrapperClass::FunctionToCall() to something simple (i.e. create a CLR object, call a member function), do you still get the same unhandled exception?
UPDATE: Which class is in CPPCLIProject - CPPCLIClass? Assuming this project represents the C++/CLI DLL, it sounds like it just can't find the assembly to load it when it needs to call your class.
Where is this assembly on disk relative to the rest of the application? If your root EXE is unmanaged (which it sounds like it is, since it is MFC/Win32), then the CLR looks in the EXE's directory and the GAC in order to load assemblies (I don't think it looks in the Path, but I'm not positive on that).
So if the CPPCLIProject isn't in the same directory as the EXE, that could be your problem.
Your best bet is to
run under a debugger (add the additional DLLs with debug information to the debug session)
enable break on all (first-chance) exceptions
trace/assert all HRESULT codes
in general try to catch
C++ exceptions (try/catch...)
Windows Structured Exceptions (IIRC _try/_catch, but see MSDN)
The idea is to convert the 'unkown exception' into 'known exception'.
Normally speaking there is no need to host the CLR part out of process. This is what a mixed-mode DLL is about. Then again, if this is legacy code, you might be running into complicated mixes of runtime dependencies that, shall we say, could clash.
Further thoughts:
If I understand correctly, you have the option to recompile all sources (just not touch the legacy codebase?). If so, make sure all code is compiled against the same version (think Service Packs) and type (think Static vs Dynamic/Multithread/Debug) of the runtime libraries.
While you are checking additional pathways, keep an eye on potentially conflicting dependencies on
ATL server libs
MFC libs (again static vs dynamic/Multithread/Debug flavours).

The LoadLibraryA method returns error code 1114 (ERROR_DLL_INIT_FAILED) after more than 1000 cycles of loading/unloading

I'm programing on C++, I'm using Visual Studio 2008, Windows XP, and I have the following problem:
My application, that is a DLL that can be used from Python, loads an external dll, uses the required methods, and then unloads this external Dll.
It's working properly, but after more than 1000 cycles the method "LoadLibraryA" returns a NULL reference.
The main steps are:
HINSTANCE h = NULL;
h = LoadLibraryA(dllfile.c_str());
DWORD dw = GetLastError();
The error got is:
ERROR_DLL_INIT_FAILED
1114 (0x45A) A dynamic link library (DLL) initialization routine failed.
The Dll is unloaded by using the following:
FreeLibrary(mDLL);
mDLL = NULL;
Where mDLL is defined like this:
HINSTANCE mDLL;
First alternative tried:
Just load the Dll only once, and unloaded it when the application ends. This fix the problem but introduces a new one.
When the application ends, instead of first executing the DllMain method of my applicaion, wich unloads the external DLL, is executing first the DllMain method of the other Dll. This cause the following error because my application is trying to unload a Dll that was unload by itself previously.
"Unhandled exception at 0x04a00d07 (DllName.DLL) in Python.exe: 0xC0000005: Access violation reading location 0x0000006b".
Any suggestion will be welcomed.
Thanks in advance.
Regards.
Make sure that initialization code of the loaded/unloaded library doesn't leak memory. Many libraries expect to be loaded only once and not always clean up their resources properly.
E.g. in C++ file at the top level one can declare and initialize a variable like this:
AClass *a = new AClass(1,2,3);
The code would be executed when library is loaded automatically. Yet, now, it is impossible to free the hanging instance as library doesn't know precisely when/how it is going to be unloaded. In the case one can either replace "AClass *a" with "AClass a" or write your own DllMain for the library and free resources on DLL_PROCESS_DETACH.
If you have no control over the library's code, then it might make sense to create a cache of loaded libraries and simply never unload them. It is very hard to imagine that there would be unlimited number of libraries to overload such cache.

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