Initialize variable shared beetween dlls - c++

I all,
I have a win32 application and several DLLs that must use a global variable. In each dll I put
extern MYTYPE* myvariable = NULL;
and in the main program I have
MYTYPE* myvariable = NULL;
mavariable = new MYTYPE();
....
now, when the DLLs are loaded myvariable is NULL and I cannot use it. How can I share the instance of the main program with all the DLLs?

You should make some changes in your program. If it is possible you can just move myvariable from the EXE to one from DLL. Then you can continue to use import libraries.
It general you can export functions or data from an EXE, but in the most cases there are less sense to do this. So you can see this very seldom. For example WinWord.exe or Excel.exe do this.
If really need to export frunction or data from EXE and use it in the DLL you should use dynamical binding with respect of GetProcAddress and GetModuleHandle(NULL). You can do such kind of manual binding inside of DllMain. The address of myvariable of the EXE you can save in the local myvariable of the DLL.

maybe you're looking for this: Windows & C++: extern & __declspec(dllimport)

Related

global static variable instantiation behaviour

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

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.

dll entry point question/advice needed

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

Calling c++ runtime from DllMain or global initializers

The question is inspired by this discussion.
It seems that fears concerning C++ runtime invokations from DllMain (or from global variables ctor's) are sligtly outdated. I'm using global initializers in dlls frequently without any faults, and now I've run a special test program (compiled with VC2010 Express w/o SP) containing exe module with static runtime linkage and dll with dynamic one. Dll is manualy loaded from exe by LoadLibrary().
Dll creates and fills a map object during global initialization (and therefore uses runtime library, at least memory allocatiion functions).
Dll code:
#include <map>
using namespace std;
struct A{
char* p;
static const int num=1000;
map<int,string> m;
A(){
for(int i=0; i<num; ++i){m[i]= *new string("some text");}
}
};
A a;
extern "C"{
_declspec(dllexport) const char* getText(int i){ return a.m[i].data(); }
}
Exe code (for Release configuration; change runtime library name to MSVCR100D.DLL for Debug):
#include <windows.h>
typedef const char* (*pfunc_t)(int idx);
int main(int argc, TCHAR* argv[])
{
HMODULE h_crt= GetModuleHandle("MSVCR100.DLL");
// ensure that runtime library is NOT loaded yet:
MessageBox(NULL,(NULL==h_crt)? "CRT NOT loaded by .exe module": "CRT Loaded by .exe module" ,"before LoadLibrary",MB_OK);
HMODULE hlib=LoadLibrary("dll_example.dll");
h_crt= GetModuleHandle("MSVCR100.DLL");
MessageBox(NULL,(NULL==h_crt)? "CRT NOT loaded": "CRT Loaded" ,"after LoadLibrary",MB_OK);
pfunc_t pfunc= (pfunc_t)(void*)GetProcAddress(hlib,"getText");
MessageBox(NULL,pfunc(99),"map[99]",MB_OK);
return 0;
}
The output is as expected:
before LoadLibrary: CRT NOT loaded by .exe module
after LoadLibrary: CRT Loaded
map[99]: some text
No failures, nullpointers, pagefaults, etc.
Profiling with DependencyWalker also confirms that runtime lib(MSVCR100.DLL) is loaded only after LoadLibrary call (and is not preloaded and initialized by exe).
It seems that dynamic runtime library is loaded and initialized correctly during the dll_example.dll loading process before global initialization phase.
any thoughts?
PS. I don't encourage to move any heavyweight initialization code to global init phase; but I suppose that simple memory allocation code is safe enough (?).
It all depends what you do inside DLLMain. Since the documentation refuses to state what can and cannot be done, and since the CRT doesn't make any promises, this always feels like a risky area.
Personally I would move all my global initialization into a single routine which is exported from the DLL and insist that all clients call this before calling any other function.
Getting the CRT initialized while loading a DLL is a very common scenario, it happens for any COM server for example. As such you can rely on the CRT explicitly supporting the scenario, as long as you don't require it to initialize your variables with code that in turn depend on the dangerous api calls. Getting managed objects initialized is a famous failure mode, the CLR cannot be initialized while the loader lock is held. The deadlock is very ugly to diagnose but very easy to detect. Which is in general true, you have no trouble finding out that you got a problem. Only finding a workaround for it.
There is however plenty of hell to pay by having the main program and one of more DLLs using different instances of the CRT. Which is what is happening in your test program. You have to very carefully craft the exported functions of the DLL to not return any pointers or C++ objects. You'll get away with returning const char*, the caller isn't supposed to take ownership of that pointer. Presumably.

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