Wrapping C++ library in XCode - c++

I need some help with wrapping C++ libraries in XCode.
What I want to achieve is to create new library in XCode, import C++ library (I have .a and .h files), wrap it to Obj-C so I can import that library to MonoTouch.
The reason why I do it round way is that when I try to import C++ lib into MonoTouch, because of name mangling I keep getting WrongEntryPoint exceptions. Correct me if I'm wrong but there is no way for me to find out mangled names, which depends on compiler.
Thank you in advance

Correct me if I'm wrong but there is no way for me to find out mangled names, which depends on compiler.
Technically you could. Many compilers share the same mangling syntax, maybe the most useful and long-lasting gift from Itanium ;-)
However it will bring it's own pain (e.g. non-primitive types, other compilers) and maintenance issues as you update your C++ code.
You'll better served by:
writing an ObjectiveC wrapper and use MonoTouch's btouch tool to generated bindings;
writing a C wrapper and using .NET p/invoke to call your code;
The choice it yours but if you think about reusing the C++/C# code elsewhere (e.g. Mono for Android) then using C and p/invoke will be reusable.

I would definitely recommend going the route of wrapping the library in an Obj-C library and using btouch to import the library into MonoTouch. I have recently done this for a C++ library that implemented a Sybase database engine. If you look at my questions you will find quite a few pertaining to wrapping C++ libraries as I posted a few times regarding issues I encountered.
Specifically, you can look at these questions:
Linking to a C++ native library in MonoTouch
Wrapping a C++ library in Objective-C is not hiding the C++ symbols
Application with static library runs on simulator but not on actual device
Undefined symbols when linking PhoneGap static library in MonoTouch
Linker options 'Link all assemblies" and "Link SDK assemblies only" causes undefined symbols in 3rd party static library
I would also recommend, if you are going to go the route of an Obj-C wrapper, that you get btouch to output code and include that in your project rather than including a dll from btouch. From my experience, the code worked more reliably than the dll, although the issues with the dll may have been resolved by now. But take a look at this question regarding the btouch issue:
Exception System.InvalidCastException when calling a method bound with btouch that returns an object. MonoTouch bug?
If you have specific questions/problems in building the Obj-C wrapper then ask them here and post some code and I am sure that I or other members of the community would be able to help you with it.

Bruce, as you assumed, I have problems with wrapping C++ code. After hours and hours of reading and trying, I couldn't wrap the C++ code.
Anyway, I managed to create a simple Obj-C library made of some dummy class, and then import it into another library. That worked fine. However, following same pattern, I included C++ .a file along with .h file (I'm not sure whether .h is mandatory because we can link header files in build options, right??) and when I compiled it, it went fine, the build succeeded, but XCode didn't produce new .a library.
I added linker flags: -ObjC -lNameOfLib
Does C++ Standard Library Type in Build - Linking has to be Static? And Symbols Hidden By Default as well?
It would be great if we could write step-by-step tut, since there are tons of various instructions, but I haven't been able to push it through the end.
I'm confused a bit..
Thank you guys...

Related

Is there Something in the Standard Library or Boost to Compile a dll at Runtime?

In C# I can use CSharpCodeProvider to take in a file and compile it on the fly.
I want the same thing for C++. Essentially I'm trying to compile a .dll from a file specified at runtime and dynamically link it to the executing program.
I'm sure there's some crazy library out there that does this, but what I was hoping is that there is a library in either the Standard Library or Boost which does this. Does anyone know of one?
No, there is nothing like this in the standard library or boost.
There is however clang which is a full C++ compiler built on LLVM which is organized as a library that you can (with "some" work) use in your program.
#Perreal also pointed out correctly that if you are using C++/CLI (which is usually not included when talking about C++ in general), you can access a .NET component that will allow you to compile C++/CLI code - but not native C++ code.

How to embed a C++ library in a C library?

I have a question related to embedding one library in another.
I have a code that is pure C and my users rely on that, they don't want to depend on C++ libraries. However, the need arose to embed a 3rd party library (ICU) into mine. None of the ICU functions would be exported, they would only be used internally in my library. Unfortunately ICU is a C++ library, though it does have a C wrapper. ICU does not use exceptions, but it does use RTTI (abstract base classes).
The question is how could I create my static library so that
ICU is embedded in my library (all references to ICU functions are resolved within my library)
all references to libstdc++ are also resolved and the necessary code is embedded into my library
if a user does not even have libstdc++ installed on their system things work just fine
if a user does happen to use my library within a C++ project then there are no conflicts with whatever libstdc++ (presumably the system libstdc++) he uses.
Is this possible at all? The targeted platforms are pretty much everything: windows (there my library is dynamic), and all sort of unix versions (linux, solaris, aix, hpux - here my library needs to be static).
gcc-4.5 and later does have --static-libstdc++, but as far as I understand it is only for creating shared libs or executables, and not static libs.
Thanks for any help!
The solution to this problem is pretty simple, but may not fall inside the parameters you have set.
The simple rules are:
You can dynamically link a C++ library to a C caller, but you have to wrap the library inside an extern C layer. You design the extern C API and implement it using C++ internals, which are forever hidden from view. [You can also use COM or .NET to do this on Windows.]
You cannot statically link a C++ library to a C caller. The libraries are different and the calling sequences/linker symbols are different. [You often can't even statically link between different versions of the same compiler, and almost never between different compilers.]
In other words, the solution is simple: use dynamic linking. If that's not the right answer, then I don't think there is one.
Just to make things interesting, you can even implement your own plug-in architecture. That's just another name for dynamic linking, but you get to choose the API.
Just to be clear, the only viable portable option I can see is that you link ICU inside its own dynamic library (DLL or SO). Its symbols, C++ libs, RTTI and exceptions all stay inside that. Your static lib links to the ICU dynamic lib by extern C. That's exactly how much of Windows is built: C++ inside DLL, extern C.
You can debug across the boundary, but you cannot export type information. If you need to do that, you will have to use a different API, such as .NET or COM.
I don't know if this will work, but let me at least suggest that you try it!
The excellent LLVM project (origin of clang compiler) has many front-ends and back-ends for different languages, such as C++ and C. And according to this S.O. question it should be possible for LLVM to compile C++ into C which in turn can be compiled as normal.
I imagine this route is a bumpy one, but if it works, it might solve your problem without the need to link dynamically. It all depends on if ICU will compile with LLVM C++.
If you do decide to give it a go, please let us know how you fare!

Objective c library with c interface

I have run into a problem... I'm trying to use QTKit in an application that we have at work. The only problem with that is the app is written in C++, not Obj-C. I have looked through Apple's documentation for answers, but I haven't found anything useful.
Basically what I'm looking to do is write a single controller class in Obj-C that has its methods exposed through a C interface to my app. I've written all that code already, but when I try and link it to even a sample C++ app, it finds the Obj-C symbols in the lib and complains about them being there. I thought about hiding the symbols using compiler flags, but I saw in Apple's docs that Obj-C isn't affected by that, since classes and messages are bound by the runtime and not the linker.
Has anyone successfully done this?
Thanks,
Robbie
You can use QTKit from within your C++ application by using Objective-C++:
Rename the files that access QTKit from .cpp to .mm. This does not change anything in your existing code but you can then use Objective-C from within these files.

Building C++ source code as a library - where to start?

Over the months I've written some nice generic enough functionality that I want to build as a library and link dynamically against rather than importing 50-odd header/source files.
The project is maintained in Xcode and Dev-C++ (I do understand that I might have to go command line to do what I want) and have to link against OpenGL and SDL (dynamically in SDL's case). Target platforms are Windows and OS X.
What am I looking at at all?
What will be the entry point of my
library if it needs one?
What do I have to change in my code?
(calling conventions?)
How do I release it? My understanding
is that headers and the compiled
library (.dll, .dylib(, .framework),
whatever it'll be) need to be
available for the project -
especially as template functionality
can not be included in the library by
nature.
What else I need to be aware of?
I'd recommend building as a statc library rather than a DLL. A lot of the issues of exporting C++ functions and classes go away if you do this, provided you only intend to link with code produced by the same compiler you built the library with.
Building a static library is very easy as it is just an collection of .o/.obj files - a bit like a ZIP file but without compression. There is no need to export anything - just include the library in the list of files that your application links with. To access specific functions or classes, just include the relevant header file. Note you can't get rid of header files - the C++ compilation model, particularly for templates, depends on them.
It can be problematic to export a C++ class library from a dynamic library, but it is possible.
You need to mark each function to be exported from the DLL (syntax depends on the compiler). I'm poking around to see if I can find how to do this from xcode. In VC it's __declspec(dllexport) and in CodeWarrior it's #pragma export on/#pragma export off.
This is perfectly reasonable if you are only using your binary in-house. However, one issue is that C++ methods are named differently by different compilers. This means that nobody who uses a different compiler will be able to use your DLL, unless you are only exporting C functions.
Also, you need to make sure the calling conventions match in the DLL and the DLL's client. This either means you should have the same default calling convention flag passed to the compiler for both the DLL or the client, or better, explicitly set the calling convention on each exported function in the DLL, so that it won't matter what the default is for the client.
This article explains the naming issue:
http://en.wikipedia.org/wiki/Name_decoration
The C++ standard doesn't define a standard ABI, and that's bad news for people trying to build C++ libraries. This means that you get different behavior from your compiled code depending on which flags were used to compile it, and that can lead to mysterious bugs in code that compiles and links just fine.
This extends beyond just different calling conventions - C++ code can be compiled to support or not support RTTI, exception handling, and with various optimizations that can affect the the memory layout of class instances, which C++ code relies on.
So, what can you do? I would build C++ libraries inside my source tree, and make sure that they're built as part of my project's build, and that all the libraries and the code that links to them use the same compiler flags.
Note that name mangling, which was supposed to at least prevent you from linking object files that were compiled with different compilers/compiler flags only mostly works, and there are certain things you can do, especially with GCC, that will result in code that links just fine and fails at runtime.
You have to be extra careful with vendor supplied dynamic C++ libraries (QT on most Linux distributions, for example.) I've seen instances of vendor supplied libraries that were compiled in ways that prevented certain things from working properly. For example, some Redhat Linux releases (maybe all of them) disabled exceptions in QT, which made it impossible to catch exceptions in main() if the exceptions were thrown in a QT callback. Fun.

Unmanaged C++ libraries - differences between VS2005 and VS2008?

I'll preface this by saying I'm a C# programmer who inherited horrible code with no documentation. I have an unmanaged C++ library wrapped with managed code that worked fine in VS2003 with .Net 1.1 Framework. I'm trying to get it upgraded to at least .Net 2.0.
I have the unmanaged C++ library that was compiled with "MSVC 8.x" (thus equivalent to VS 2005, I assume). I've been trying to migrate everything to VS2008 and still have some issues with this library at runtime.
My question is this: should this library work with VS2008? Or should I be developing in VS2005 if the library was compiled with VC8.x?
Any thoughts would be greatly appreciated. Thanks!
It should work, I expect that you are having issues with your marshalling. It is probably stuff that was declared incorrectly for PInvoking that managed to work in .NET 1.1 but not in later versions.
You don't say what sort of problems you are having at run time, nor do you state how you access your library. For example, do you compile your library along with your project? If so, can you turn on unmanaged debugging in your C# project and step into the code you are having trouble with? How are you calling the unmanaged code? Is it through PInvoke, or do you have managed C++ wrappers?
In my experience, the best solution for calling out to a legacy unmanaged library is to add a managed wrapper library for your legacy library written in managed C++. This way you present a managed interface for your library for all .NET languages to consume and you don't have to worry about getting your PInvoke signatures correct.
Your project should look something like this.
C# Application -> Manage C++ Wrapper DLL -> Legacy DLL
It can depend what else the lib relies on. For example, if you are using the STL across the library interfaces then it would be a bad idea to have the library compiled with a different version to the client. However, if the library presents a simple C style function interface then you shouldn't have problems.
If you have the source code for the library then I would recommend trying to port it to VS2008. In general it is much less hassle in the long run to have everything in the same development environment.
How are you wrapping the unmanaged lib ... presumably using managed extensions for C++ if it dates back to VS2003. This is now deprecated and has been replaced with C++/CLI as of VS2005. Whilst the newer compilers support a /clr:oldSyntax switch to still compile the old code there are definitely issues with it. We have old code that will not compile on VS2005(8) using this switch.
--Rob Prouse:
The wrapper uses managed C++, no PInvoke. The wrapper is compiled into a DLL that is then used by another application (as you illustrated).
The legacy code produces graphics objects. When I try to get the handle to an image, I get a null exception instead. The debugger doesn't let me get farther into the code to figure out why. Everything else seems to run ok - the other data objects needed to create the image exist and appear to be correct. (Sorry, I know that is still a pretty vague description.)
--Rob Walker:
I unfortunately do not have the source code.
Not sure about "using the STL across the library interfaces". Does graphics fall under that category?
I was able to get my application to run with using the /clr:oldSyntax switch, but that's where I get the null handles to images. I tried to put in all the modifications so that it would compile with /clr, but then I kept getting link errors that I couldn't resolve. (The linker kept complaining about not being able to find files even though those files were in the folder where it was looking.)