How to write a DirectX audio push source - c++

I want to create a DirectX 'filter' that sources a single channel of audio. I have seen the Platform SDK sample projects, but the downside there is that those require the ATL library.
Is there a way to create DirectX filters without resorting to ATL or MFC? I.e., some way using only gcc (e.g., MinGW) and other actually free tools?

If I understand right, the filter has to be a COM component. You can, sort of, write those from most compilers, if need be.
However, the boilerplate that would involve would be incredible, I had a 18kloc codebase that turned into 25kloc when turned into COM components (ended up turning it back just because there was more boilerplate COM than actual code for small plugins).
MFC isn't necessary or always involved in writing COM components, that I know of.
ATL helps simplify that greatly, by providing templates and functions to handle a lot of the details at compile-time. You may be able to use it from GCC, but I'm not sure what would happen; I doubt it would work well, though it might work.
Without ATL, you need MIDL and to generate the code from there. That is possible with free tools, it's done in a few places in the Wine project; you may check the code and toolchains there.
No matter where you do it, it'll be a pain, and a serious pain if you insist on using "actually free" tools for it (as they're not particularly designed to work with COM).

If you had DirectShow filter in mind, the best starting point would be PushSource Windows SDK Sample, which generates video and making it generate audio.
Also note that DirectShow bases classes are one of the earliest COM bases and they do not use ATL/MFC. The base classses themselves are also included with Windows SDK.

Related

Can I use WRL to write a COM server?

Can I use the WRL library in C++ as a replacement for ATL to write a COM component? And if yes, would I be able to use it on older desktop Windows systems, like Windows XP?
I'm pretty sure that the answer to the first question is positive as I found this tutorial on MSDN:
http://msdn.microsoft.com/en-us/library/jj822931.aspx
but what about non-Windows 8 systems?
Well, sure you can. You can write a COM server in pure C++ code without any helper classes at all. You can write one in C if you really want to, although that's a violation of the Geneva Convention on Programmer's Rights in most jurisdictions.
What is probably not so visible is what is missing. WRL just doesn't make it any easier to write a server. Or maintain it. What you'll miss out on:
No help whatsoever to implement IDispatch. Obsoleted in WinRT but still quite important in regular servers. The only way to consume the server from a scripting language, IDispatch provides the late binding support.
No help whatsoever for registration. Obsoleted in WinRT, required for regular servers. Note how the DllRegisterServer() entrypoint is missing. The page you linked patches around the problem by requiring you to write a registry script by hand. That works, it is not exactly something you'd want to maintain or document so IT staff can get it right.
No wrappers for Automation types like BSTR, VARIANT and SAFEARRAY. Obsoleted in WinRT along with IDispatch. You can still fall back to <comutil.h> however.
No help whatsoever from the wizards that are built into Visual Studio that help you get it right. COM servers are awkward because definitions appear in multiple places in your code. And need to be an exact match. You get no help to ensure that CalculatorComponent is an exact match with the IDL, it is entirely up to you. Compiler errors you get from making small mistakes, particularly when maintaining it, can be painful.
And a whole bunch if smaller stuff not worth mentioning, like apartments, ActiveX, aggregation, error info, etc. Hurts pretty bad when you need it though. A possible advantage of WRL is that there's less mystical glue, ATL has a fair amount of it that considerably raises the abstraction level. That was intentional but it has to be learned. There's none at all when you use pure C++ of course, albeit that you have to write too much of it yourself.
Yes. You can write a standard COM component.
There is a sample for this directly in the docs.
And no: Such a COM component will only run on Windows 8 and later...

Compile/Translate Microsoft COM IDL to Idiomatic C++?

I'm working on a fairly large project written primarily in C++ using MFC. We are tasked to gradually port this application to use Qt. Years ago, a wrapper around much of our functionality was written using COM. I feel using the COM wrapper from the new Qt code will help isolate code that would force dependencies on MFC. Unfortunately, we're also being asked to ween our use of COM/ActiveX. So, introducing new consumers of our COM wrapper in Qt isn't ideal. Visual Studio has a class wizard that will generate a C++ class based on an interface in a TLB file, but it's dependent on MFC and the interface still exposes COM (LPDISPATCH, SAFEARRAY*, etc).
With all that said, does anyone know of a tool (free or commercial) that will take a Microsoft IDL file and convert it to C++, who's interfaces aren't dependent on MFC nor COM?
and working with the code generated by midl.exe
That's hang-up number one. Midl.exe does not generate code, it only generates declarations. Pure virtual classes in C++, only method declarations with no implementations. Either to a .h file or to a .tlb type library file. The type library is handy because it is easy to read by tooling, having a restricted sub-set of COM called Automation. And implemented by just about any language runtime on Windows.
Key point is that these are just declarations, the glue that makes code written in different modules and/or different languages or class libraries work together. Very important in large projects, interfaces tie the pieces together.
Our system architect learned of our approach and advised that we find a way to not add these COM-specifics to our new Qt projects.
That's singularly unhelpful advice. "Don't do that" is something my doctor tells me when it hurts to put my arm behind my back. I can live with that, I have a good alternative and can just turn around. In your case I would have to demand more from the architect. He's messing with the body parts, he's separating the torso from the legs and head and feet and hands. Brain utterly disjointed. The very glue that makes the different chunks of code you have now work together. Break that interface and you'll seriously break your app, Netscape style.
Beware of the astronaut architect (another Spolsky favorite) that's happy to force you into something that he understands but doesn't have to implement. Demand a reasonable alternative, an architectural approach since breaking the interfaces has a deep architectural impact on your app. Those MFC classes that everybody implemented from the interfaces are pretty much junk when you change the interface. Rewriting them all into Q classes is going to seriously keep you unproductive for a while. And is devastatingly boring code to write. Only to produce the same thing, with more bugs. Things You Should Never Do, part 2.
If you are able to keep using Visual C++, a solution would be to use the plain compiler support for COM.
You need to #import your TLB file
http://msdn.microsoft.com/en-us/library/8etzzkb6%28v=vs.100%29.aspx
Then you can make use of the COM compiler support to handle the COM object instances,
http://msdn.microsoft.com/en-us/library/h31ekh7e.aspx

What libraries can I use to make tiny Windows programs?

Perhaps some of you people have heard of http://suckless.org/ and their set of Unix tools. Basically, they're a set of programs that each aim to do one thing but do it well, while still being as simple and resource-light as possible.
I've been trying to find a way to reproduce this style of programming on Windows with C++ but all the libraries I know of would produce binaries that are huge with respect to their function. Even the simplest of anything Qt, for example, is generally several megabytes large. I'm not against packaging dependencies along with distributables but I wouldn't want to do it to that level.
Binary size is not one of my main goals but simplicity is and big libraries like these are, by construction, not simple. If binary size were your primary concern you could use runtime compression just like kkreiger or malware.
A possibility would be to go commando and use only ISO Standard C++ libraries but rebuilding a sockets or networking system for a small single-purpose application is not really something anyone would want to be troubled with.
For some reason I thought there was some general-purpouse library that Windows developers could count on everyone and their grandma having readily accessible but now I don't know if anything like that exists. What can you use to write code that adheres to the Unix Philosophy but for Windows targets?
You should target the Win32 API directly. You can't get much lower level than that. In the Windows world, everything directly or indirectly wraps the SDK functions, including the so-called "standard C++ libraries".
Alternatively, you could use something like MFC or WTL, which are relatively thin C++ wrappers over the Win32 API. Because of the overhead of the class libraries, such programs will be slightly smaller than those created using only the SDK, but nowadays, the actual overhead is completely insignificant.
The desires expressed in your question are precisely why I learned and still use the Win32 API today, so that's definitely what I would go with. Plus, your programs will look and feel native, which is way better than the crap most "cross-platform GUI toolkits" put out. The advantages of this can't be underestimated.
But if you just open up Visual Studio and compile a simple little SDK "Hello World" app, it'll still be awfully large. Kilobytes, to be sure, but that still seems like a lot for about the simplest app imaginable. If you really need to cut things down further, you can try telling Visual Studio not to link to the C runtime libraries and define your own main entrypoint. This does mean that you'll have to implement all of your own startup initialization code, but this can reduce the size of a trivial app substantially.
Matt Pietrek had this same idea some years ago, although you'll probably want to take time to "modernize" his original code significantly if you decide to go this route.
FLTK is a popular cross platform minimal gui toolkit.
Or a popular alternative if you don't need too much detailed interaction is just to fire up a minimal embedded webserver and do all the 'gui' in html in a browser.

What's the fundamental difference between MFC and ATL?

Assuming I am only using them for "normal" GUI programs (no COM, no ActiveX, nothing fancy), what is the fundamental difference I will see between ATL and MFC, to help me figure out which one to use?
I've done some searches on the web, but ultimately none of the answers really answered my question:
http://msdn.microsoft.com/en-us/library/bk8ytxz5(v=vs.80).aspx:
"ATL is a fast, easy way to both create a COM component in C++ and maintain a small footprint. Use ATL to create a control if you don't need all of the built-in functionality that MFC automatically provides."
Doesn't really answer my question, because:
I'm not working with COM.
Does this imply MFC isn't fast? Why/how?
"MFC allows you to create full applications, ActiveX controls, and active documents. If you have already created a control with MFC, you may want to continue development in MFC. When creating a new control, consider using ATL if you don't need all of MFC's built-in functionality."
Also doesn't answer my question, because:
I don't really even know what ActiveX is in the first place.
It looks as though Microsoft is discouraging the use of MFC, but I can't figure out why.
What exactly is MFC's "built-in functionality" that ATL doesn't provide?
In general, this doesn't answer my question because it doesn't explain the downsides and the reasons behind them.
because directly or indirectly, everything seems to link back to the previous page:
How do I decide whether to use ATL, MFC, Win32 or CLR for a new C++ project?
"ATL & MFC are somewhat trickier to decide between. [[No kidding!]] I'd refer you to MSDN's page for choosing in order to decide between them."
Obviously, this doesn't answer my question. :)
http://www.codeguru.com/forum/archive/index.php/t-64778.html
etc.
What I have currently observed (within the last couple of days, while trying to learn both):
ATL is based on templates, or compile-time polymorphism.
ATL methods tend to be non-virtual, and tend to return references.
MFC is based on virtual methods, or run-time polymorphism.
MFC methods tend to be virtual, and tend to return pointers.
But there doesn't seem to be any architectural difference between them:
Both use message maps (BEGIN_MSG_MAP vs. BEGIN_MESSAGE_MAP... big deal)
Both wrap Win32 methods into classes
Both seem to have similar classes CWnd vs. CWindow
But then, if there's no real difference except for the compile-time vs. run-time aspect, then why do both of them exist? Shouldn't one of them be enough?
What am I missing here?
I think the answer to your question is mostly historical, if you look back at how the two libraries originated and evolved through time.
The short answer is, if you are not doing anything "fancy", use ATL. It's great for simple user interfaces with COM thrown in.
The long answer:
MFC was built in the early 90s to try out this new language called C++ and apply it to Windows. It made Office like features available to the development community when the OS didn't have them yet.
[Edit embellishment: I did not work at Microsoft, so I don't know if Office was ever built on MFC, but I think the answer is no. Back in Win 3.1, Win 95 days, Office UI team would invent new controls, package them up in libraries, then the Windows and MFC teams would incorporate wrappers and API to those controls with redistributable dlls. I would guess there was a bit of collaboration and code sharing between those teams. Eventually those controls would make it into the base operating system in service packs or the next Windows version. This pattern continued with the Office Ribbon which was added into Windows as an add-on component well after Office shipped, and is now part of the Windows OS.]
At that time the library was quite primitive, both because of the C++ language and compiler being new, and Microsoft building it up over time as Office evolved.
Because of this history, MFC:
Has a fairly clunky design. It started as a light wrapper around the Windows API, but grew. There are a bunch of little 'features' that had to be invented because the compiler and language just didn't support them. There were no templates, they invented a string class, they invented list classes, they designed their own run time type identification, etc.
Encapsulates 20 years of Office and Windows evolution, which includes a whole crap load of stuff you will probably never use: Single and Multiple Document interfaces, DDE, COM, COM+, DCOM, Document Linking and Embedding (so you can embed a word document in your app if you wanted to), ActiveX controls (evolution of object embedding for the web!), Structured Document Storage, Serialization and Versioning, Automation (from early VBA years), and of course MVC. The latest versions have support for Visual Studio style window docking, and the Office ribbon. Basically every technology out of Redmond in 20 years is in there somewhere. It's just HUGE!
Has a ton of little gotchas, bugs, workarounds, assumptions, support for things that are still there that you will never use, and they cause problems. You need to be intimately familiar with the implementation of many classes and how they interact to use it on a decent size project. Delving into MFC source code during debugging is common. Finding a 15 year old tech note on some pointer being null causing a crash still happens. Assumptions on initialization of ancient document embedding stuff can affect your application in weird ways. There's no such thing as abstraction in MFC, you need to work with it's quirks and internals daily, it doesn't hide anything. And don't get me started on the class wizard.
ATL was invented as the C++ language evolved, and templates arrived. ATL was a showcase of how to use templates to avoid the run-time problems of the MFC library:
Message maps: Since they are template based, types are checked, and if you screw up the bound function, it doesn't build. In MFC message maps are macro based, and run-time bound. This can cause odd bugs, message routed to the wrong window, a crash if you have function or macro defined incorrectly, or just simply not work because something isn't hooked up right. Much more difficult to debug, and easier to break without noticing.
COM/Automation: Similar to message maps, COM was originally run-time bound using Macros, requiring lots of error handing and causing odd problems. ATL made it template based, compile time bound, and much, much easier to deal with.
[Edit Embellishment: At the time ATL was created, Microsoft's technical road map was mainly focused on 'Document Management'. Apple was killing them in the desktop publishing business. Office 'Document Linking and Embedding' was a main component to enhancing the 'Document Management' features of Office to compete in this space. COM was a core technology invented for application integration, and Document Embedding API's were based on COM. MFC was difficult to use for this use case. ATL was a good solution to make this particular technology easier for 3rd party's to implement COM and utilize document embedding features.]
These little improvements make ATL hugely easier to deal with on a simple application that doesn't need all the office like features of MFC. Something with a simple UI and some Office automation thrown in. It's small, it's fast, it's compile time bound saving you much time and headache. MFC has a huge library of classes that can be clunky, and difficult to work with.
Unfortunately ATL stagnated. It had wrappers for the windows API and COM support, and then it never really went beyond that. When the Web took off, all this stuff was sort of forgotten as old news.
[Edit Embellishment: Microsoft realized that this 'Internet Thing' was going to be big. Their technical road map changed drastically to focus on Internet Explorer, Windows Server, IIS, ASP, SQL Server, COM/DCOM in Distributed Transaction Server. So the Document Linking and Embedding was no longer a high priority.]
The huge footprint of MFC made it impossible for them to dump, so it still evolves slowly. Templates have been incorporated back into the library, as well as other language and API enhancements. (I had not heard of WTL until I saw this question. :)
Ultimately, which one to use is simply a matter of preference. The majority of the features you need are in the base OS API, which you can call directly from either library, if there is no suitable wrapper in the library.
Just my 2 cents based on using MFC for many years, and I use it now daily. I dabbled in ATL when it was first released on a few projects for a couple of years. It was a breath of fresh air in those days, but never really went anywhere. And then the Web came along and I forgot all about it.
Edit: This answer has surprising longevity. Since it keeps popping up in my stack overflow page, I thought I'd add some embellishment to the original answer I thought was lacking.
I have been told by many people who have used both that their programming experience was less painful with ATL than with MFC. Your compiled executable will also be much smaller with ATL.
I recommend you take a look at WTL, as it builds upon ATL.
What is that "extra functionality" they keep mentioning? Do I need it?
If you define your requirements, it might be easier to answer if you can avoid using MFC. Unfortunately "nothing fancy" isn't exclusive enough. Being inclusive as to which features you intend to use might be more helpful (which controls, which frameworks/technologies/existing libraries you want to use, etc).
But here's an article that describes some features in MFC that aren't directly supported by WTL/ATL.
MFC also has evolved to the point it supports a great many desirable features, such as MAPI, support for the other Windows logo requirements, sockets, documents (if you like and/or use that pattern), and compound document files. WTL has its share of cool features, but MFC is the clear feature champ. Both environments support framed main window architectures (frame window with separate view window), SDI and MDI applications, split windows, dialog-based applications, and various COM-based classes for COM support.
ATL is a set of classes meant to simplify the implementation of COM objects.
You can use it without MFC. At my job, we use ATL to expose COM interfaces to computational code. There is no GUI involved, it is for us to be able to call this computational code from eg. Excel VBA.
Look at some COM guide/tutorial to see what it abstracts.
MFC is just a set of GUI wrapper classes to the Win32 API. Look at some Win32 API tutorial to see what it abstracts.

C++ codebase rewrite from MFC to *nix

I'm interning in a company for the summer and I've to look at different ways of looking at the current codebase (C++,MFC, around 100K lines) and using state machines to model the current program.
I've been reading a couple papers and CPP2XMi looks like it may be some use to try to build sequence diagrams as a start.
The end goal is to gauge the feasibility of moving away from microsoft as an O/S and look at development (possibly in another language) on *nix.
I've also started looking at the MFC dependancies to see if we could just port the current C++ code.
I've had the program running through WINE and performance-wise, it seems acceptable but I still need to investigate other solutions as this will only work on X86 while we have other solutions running running on MIPS and ARM.
Any other ideas or caveats I could look at?
The first thing I would look at is where do I use mfc and other non portable stuff. If the only place there is mfc is in the interface layer for example you then can isolate the work.
If there is no such separation I would look at the fesablity of creating some sections of the code that are isolated and portable. Once you have a base of portability you can begin abstracting all of the services rendered by the non portable code. Any way you slice it though MFC to Nix is a big change and will require a significant amount of work. One other possibility is to see if you can run it under a windows emulator.
From reading through the wxWidgets book, it seems very similar to MFC. You might have a look at it.
I would first look into whether the GUI is separated from the rest of the application. With MFC, this includes limiting use of utility classes like CString to GUI-only code.
If the code is well-factored in this way, the easiest thing to do is probably to leave the MFC GUI code alone, and simply build a new GUI for your other platforms using the native GUI library of choice for each new platform. This will give a proper native appearance and behavior to the application that is really difficult to achieve any other way.
If the application logic is intermixed with the GUI code, it's a good time to ask whether you could devote resources to creating a proper separation, with the goal of doing the above once you've achieved separation. This is risky, from a business standpoint, because it can look like you have made a lot of effort and merely ended up back where you started. It isn't until you start work on the new GUI atop the refactored application that your sponsors see any real progress.
You can also look at portable GUI libraries like wxWidgets and Qt.
I have programmed for both MFC and wxWidgets, and they are conceptually very similar. I have never had to port code from one to the other, but I did once port from Borland's OWL to MFC, which was a similar experience. This sort of thing is not particularly difficult; it's just a grind. I can only recommend doing it when you have multiple reasons for dropping the old GUI library. For instance, perhaps you were also thinking of dropping Visual C++ entirely, or switching from Professional to Express, losing access to MFC. If you were planning on sticking with VC++ Professional (or above), it becomes difficult to justify throwing away your MFC GUI.
I once ported a big COM library from MFC to portable code. I used the STL and boost to replace all the MFC bits. For example, CString => std::string and VARIANT => boost::any.
It took forever, but it was mostly straightforward replacement and tweaking. Fortunately it didn't have any gui code-- it was a data processing library.