CLR C++ VS C++ (pstsdk) - c++

Considering Simon Mourier's answer to this question:
Processing Microsoft Office Outlook 2003/2007 email messages…
I plan to use the PST File Format SDK which is written in C++.
I would take this opportunity to learn more about C++ and to renew with it, since it's been quite 15 years since the last time I used it. I have already downloaded and configured Boost 1.45 which is required to work with pstsdk.
Now, I'm currently writing a Windows Forms application using CLR C++ and plan to use the pstsdk to read from PST files.
Does it matter in any way that I'm using both CLR C++ and pure C++ altogether?
Shall I consider using it a different way, or is this okay?

If you want to use a .NET (Windows Forms, or maybe even the newer WPF) user interface, the simplest approach is to build an object model in C++/CLI, implemented in terms of the native code but having a .NET interface.
Then write the UI in C# and call the C++/CLI object model (which differs from using the .NET base class library in only one way -- you have to add a reference to the C++/CLI assembly... but the C++/CLI compiler will create all the metadata that C# uses).

You can mix managed and unmanaged code, but it will be a pain to marshal everything except the built-in types across the boundaries. It's much easier to stay with more powerful unmanaged C++. You could use CodeGear C++ Builder for example (or QT). The problem with CodeGear is compiler isn't that great, so you won't be able to compile everything from Boost, but you might not need that.

C++/CLI is intended to interop with unmanaged C++- that's pretty much it's entire purpose. However, I feel that it's probably easier to write in C# if you need .NET for, say, WPF, which is an excellent technology, and just use C++/CLI for interop.

Related

Can I use pure native C++ to write apps for windows 8 metro?

With native c++, I mean, not managed c++, not cli, not any special things from microsoft, I can:
1) get high performance
2) use existing c++ code library and engine
3) write cross platform code (for example, for ios and android)
it needn't be fully native c++, I can use managed code to do the ui things, like object-c in ios and java in android, but beside interface, can I use native c++ code?
I suggest you have a look at the presentation here: Using the Windows Runtime from C++ and especially at the comments from Herb Sutter. I quote:
Please answer this question: If I decide to write C++ GUI application
in Metro style am I forced to use all these proprietary ref, sealed,
^, Platform::String^ extensions for GUI components or not?
#Tomas: No, you are not forced to use them. We are providing two
supported ways:
1) These language extensions (C++/CX).
2) A C++ template library (WRL), see
Windows Kits\8.0\Include\winrt\wrl as Yannick mentioned. WRL is a C++
library-based solution sort of along the lines of ATL, which offers
what I think you're looking for -- template wrapper/convenience
classes and explicit smart pointers and such.
Yes you absolutely can, real native C++ is fully supported.
You do however mostly have to use the new WinRT libraries to do an user interface or system calls and although they are native code and fully callable from C++ directly the interface to them makes it very painful indeed to do so, as everything is a reference counted COM object and in addition it's not so easy to create instances of them as just calling "new" so you have to write a lot of ugly code to do so.
As the earlier answer said, microsoft provide two ways to help with this. One is via language extensions to c++ and the other is a c++ template library. Personally I consider both to be rather ugly for doing something as simple as calling an API but that's just me :)
But to answer your question, it's completely possible to write your application in real native c++. You won't need to use managed code at all for anything. But you'll probably want to use either the language extensions or the template library to make calling the API more easy.
Personally I'm hoping someone writes a wrapper for WinRT that exposes the most necessary functionality as a more usable c++ native library and then everyone can just use that from c++ instead...

Advice on whether to use native C++ DLL or not: PINVOKE & Marshaling?

What's the best way to do this....?
I have some Native C++ code that uses a lot of Win32 calls together with byte buffers (allocated using HeapAlloc). I'd like to extend the code and make a C# GUI...and maybe later use a basic Win32 GUI (for use where there is no .Net and limited MFC support).
(A) I could just re-write the code in C# and use multiple PINVOKEs....but even with the PINVOKES in a separate class, the code looks messy with all the marshaling. I'm also re-writing a lot of code.
(B) I could create a native C++ DLL and use PINVOKE to marshal in the native data structures. I'm assuming I can include the native C++ DLL/LIB in a project using C#?
(C) Create a mixed mode DLL (Native C++ class plus managed ref class). I'm assuming that this would make it easier to use the managed ref class in C#......but is this the case? Will the managed class handle all the marshaling? Can I use this mixed mode DLL on a platform with no .Net (i.e. still access the native C++ unmanaged component) or do I limit myself to .Net only platforms.
One thing that bothers me about each of these options is all the marshalling. Is it better to create a managed data structure (array, string etc.) and pass that to the native C++ class, or, the other way around?
Any ideas on what would be considered best practice...?
UPDATE:
I know I can re-write the native C++ code from scratch, but it means duplicating the code and prevents me from easily reusing any code updates with any Win32 application. What concerns me most is the best way to marshal the various data between the managed and unmanaged world. To me, a mixed mode DLL looks like the most flxible option, but I'd like to get a different perspective on the potential pitfalls.
Why not just use .NET directly? It seems to me like your problem arises from the fact that you are dependent on the original native library, but you don't mention that it can't simply be re-done in .NET.
As for .NET-native interop, PInvoke is messy, but it does work. I'd go with that if you can't change the original DLL into .NET.
Option C gives you the least work if the marshaling turns out to be simple and easy for the framework to handle (is everything blittable?). It also gives you a place to hook in your own marshaling. I wrote something about this ages ago marshaling between date types etc but I think today I would write a marshal_as<> overload between your managed and native types. It would be the most elegant solution and also the least code.
Update: found my old article - it was for PInvoke. http://codeguru.earthweb.com/columns/kate/article.php/c4867/

How do I decide whether to use ATL, MFC, Win32 or CLR for a new C++ project?

I'm just starting my first C++ project. I'm using Visual Studio 2008. It's a single-form Windows application that accesses a couple of databases and initiates a WebSphere MQ transaction. I basically understand the differences among ATL, MFC, Win32 (I'm a little hazy on that one actually) and CLR, but I'm at a loss as to how I should choose.
Is one or more of these just there for backward-compatibility?
Is CLR a bad idea?
Any suggestions appreciated.
Edit:
I've chosen C++ for this project for reasons I didn't go into in the post, which are not entirely technical. So, assuming C++ is the only/best option, which should I choose?
It depends on your needs.
Using the CLR will provide you with the most expressive set of libraries (the entire .NET framework), at the cost of restricting your executable to requiring the .NET framework to be installed at runtime, as well as limiting you to the Windows platform (however, all 4 listed technologies are windows only, so the platform limitation is probably the least troublesome).
However, CLR requires you to use the C++/CLI extensions to the C++ language, so you'll, in essense, need to learn some extra language features in order to use this. Doing so gives you many "extras," such as access to the .net libraries, full garbage collection, etc.
ATL & MFC are somewhat trickier to decide between. I'd refer you to MSDN's page for choosing in order to decide between them. The nice thing about ATL/MFC is that you don't need the .NET framework, only the VC/MFC runtimes to be installed for deployment.
Using Win32 directly provides the smallest executables, with the fewest dependencies, but is more work to write. You have the least amount of helper libraries, so you're writing more of the code.
Win32 is the raw, bare-metal way of doing it. It's tedious, difficult to use, and has a lot of small details you need to remember otherwise things will fail in relatively mysterious ways.
MFC builds upon Win32 to provide you an object-oriented way of building your application. It's not a replacement for Win32, but rather an enhancement - it does a lot of the hard work for you.
System.Windows.Forms (which is what I assume you meant by CLR) is completely different but has large similarities to MFC from its basic structure. It's by far the easiest to use but requires the .NET framework, which may or may not be a hindrance in your case.
My recommendation: If you need to avoid .NET, then use MFC, otherwise use .NET (in fact, in that case, I'd use C# as it's much easier to work with).
As far as C++ goes, I would use WTL. It's lightweght and you will have few (if any) dependencies, making it easy to ship and install. I find it very satisfying when my app consists of a single EXE that will run on most versions of Windows, but this may not be a concern to you.
If you choose to go .NET instead, then C# is almost certainly the way to go.
More in WTL here:
http://www.codeproject.com/KB/wtl/wtl4mfc1.aspx
I would be very curious as to why you would do this in C++ at all. Based on your brief description, C# sounds like a much more appropriate choice.
Just to elaborate a bit, look at the link you gave describing the C++ CLR. The top rated answer notes (accurately, in my opinion) that C++ is appropriate for "kernel, games, high-performance and server apps" - none of which seems to describe what you're doing.
MFC, ATL, etc are going to be supported in the sense that, yes you'll be able to compile your app on future versions of Visual Studio and run them on future versions of Windows. But they're not supported in the sense that there's not a lot of new development going on in the API or the language the same way there is in the CLR and C#.
There is nothing wrong with CLR. Like others here I'd suggest C# but as you have reasons for sticking with C++ then using the .NET framework is several thousand times easier than messing with ATL/MFC if you're not already familiar with them (IMO).
It may be worth mentioning that if you're using C++/CLR then you're not really using C++ at all. C++/CLR compiles to CIL just like C#. I've never used it myself but I believe its purpose is to allow you to compile legacy code and make it easily available to new .NET code rather than allow new code work with old C++ executables. There are other methods of calling native code from .NET which, perhaps, you should explore.
The modern (2021) answer to this question would appear to be to use C++/WinRT instead of C++/CLR (or C++/CLI or C++/CX... jeez Microsoft):
https://learn.microsoft.com/en-us/windows/uwp/cpp-and-winrt-apis/intro-to-using-cpp-with-winrt
C++/WinRT is an entirely standard modern C++17 language projection for Windows Runtime (WinRT) APIs, implemented as a header-file-based library, and designed to provide you with first-class access to the modern Windows API. With C++/WinRT, you can author and consume Windows Runtime APIs using any standards-compliant C++17 compiler.
...
C++/WinRT is Microsoft's recommended replacement for the C++/CX language projection
It's basically standard C++ but the UI is defined with XAML.
Still though, as with the other answers, it would appear that using C# is really microsoft's favorite approach. C++/WinRT really looks like it's almost C# anyways.

Best way to convert Delphi code to C++?

I have an application written in Delphi that compiles in Delphi 2007. I think it was originally written in Delphi 7.
Anyway, I need to convert all the core non-GUI code into C++ because I want to release a Mac version of the software.
What is the best way to do this? Any shortcuts I can take to speed up the process?
EDIT: The code compiles to native code, not .NET.
Simple answer: You simply can't port non-trivial Delphi code to C++ without a complete rewrite. C++'s object model is very different from Delphi's. It doesn't have a base class like TObject from which all other objects are derived, and it lacks support for a lot of the RTTI stuff that Delphi code often takes for granted. And there's no simple way to reimplement Delphi RTTI in C++, since a lot of it's done at the compiler level, and a lot of it's based on the fact that all Delphi classes descend from TObject.
C++ also lacks support for the concept of unit initialization and finalization sections that are so common in Delphi, and what it has instead is badly broken. (Look up the "static order initialization fiasco" for all the gory details.)
Delphi's exception handling is also much more advanced than C++'s. Part of this is the object model and part of it's compiler magic. Plus, C++ has no support for the try-finally construct.
If you want to port a Delphi project to the Mac, Free Pascal is your best solution. It's not 100% compatible with Delphi, but it's good enough for a lot of things, and you specifically mentioned that you don't need to port the Delphi GUI stuff. AFAIK the GUI area is the source of most of FPC's compatibility weaknesses, so if that's not necessary, FPC is probably pretty close to ideal for your needs, at least until CodeGear gets an OSX compiler out. (Which hasn't been officially announced, but based on various things that have been said it's not unreasonable to suppose that one will be available sometime next year.)
For converting your code from Delphi to Cpp, have a look at
http://ivan.vecerina.com/code/delphi2cpp/.
I used this to convert some of the classes and functions in SysUtils, DateUtils and StrUtils using wxWidgets functions. If you are planning to use wxWidgets for C++ have a look at http://twinforms.com/products/wxwidgets/wxvcl.php which has all the converted source.
If you want directly develop Mac OSX applications using then have a look at wxForms for Delphi - http://twinforms.com/products/wxformsdelphi/index.php
I think this would be difficult to do mechanically, so you are probably looking at a complete re-write. One thing to bear in mind is that typically Delphi uses try...finally structures for resource management, whereas C++ uses a technique known as RAII (resource acquisition is initialisation). You should read up on this and other C++ idioms before you attempt the conversion.
If your code compiles in Delphi 2007 into .NET assemblies, you may have a much easier option than trying to port from Delphi's object pascal to C++.
You could potentially compile your logic into .NET assemblies (and maybe even portions of the UI), and use Mono to run it on Mac. You could write a custom GUI around Mono, or even potentially make a single, platform independent application.
You can use also Delphi Prism. It's for .NET, but it's the last expression in Delphi language spec. It supports also Mac OSX (see the link). Also the guys from CodeGear/EMBT are in the works for a new compiler as well as for a new version of Delphi which is expected to enter in beta in April and narrow the gap between Prism and RAD studio. See their 'Beta Programs' page.
The "correct" way to do this is to rewrite it in Objective C. I find Objective C a little weird, but there are a lot of similarities with Delphi in the way objects connect and delegate.
You may be able to use Free Pascal to do it more quickly, but you should seriously consider a rewrite.
I would be in love with Embarcadero if they could release a Mac OS X version of Delphi that didn't, you know, suck like Kylix did. One can dream.
Edit: There is a great benefit to staying in Delphi, and having a separate version for the Mac in Objective C. First, it means you don't need to rewrite the version on Windows, losing the (presumably) years of investment in Delphi code. Second, Mac software operates differently than Windows, from a UI perspective. A simple port of the product is inappropriate, and hobbles the developer from using the great native features of Windows and Mac. See: older versions of MS Word for Mac, or iTunes for Windows. They look and feel wrong.

New keywords and new type of pointers in Visual C++ 2005. What is managed C++?

Possible duplicates
What is gcnew?
What does the caret mean in C++/CLI?
Difference between managed c++ and c++
I am a advanced C++ programmer with g++. But currently I am working on Visual C++ 2005 doing Windows Forms Application programming . But I am finding it hard with its new terminology. For e.g. instead of new it has gcnew and
String ^ kind of thing. Can someone explain what is ^, similar to pointer?
Can I make Visual C++ work in the same way as normal C++ like g++ compiler? I also heard something about managed C++. What is that?
The gcnew and ^ values are managed C++ which is a different language to c++. You can use VS2005 as a normal C++ compiler by not using a project type from the CLR section of the new project window.
gcnew and ^ are from new Visual C++ syntax. The new syntax is not part of the ISO/ANSI C++ standard, but is a set of extensions to C++ standardized under the Ecma C++/CLI Standard. You can to not use them if you do not want to. Here you could read more about Visual C++ extensions.
Windows Forms are .Net specific, so you need to use C++/CLI (That's "managed C++") if you want to do those.
However, I'm not sure you really want windows forms? You just want some kind of windowy GUI, right? If that's the case you can go with something like MFC or just native O/S calls, to create your GUI, or you could use a wrapper API like Qt
[EDIT] Just to clarify a bit :)
I also heard something about managed C++. What is that?
C++/CLI is the .Net implementation of C++. Here you can use both regular C++ and managed code. C++/CLI was Microsofts attempt to ease the learning curve for C++ developers to get into the managed framework, however, it's not used a lot these days, wo you'll probably have a hard time finding (m)any good tutorials. Visual C++ is just the name of the IDE, it has nothing to do with which kind of C++ you use. You can use Visual C++ just as you use g++, but if you wan't anything over a console app, you'll need to wire some GUI logic into your application. As said in my original answer, this can be done a number of ways.
If you are sure you want to use .Net, I recommend spending a day with C#, as it's really easy to learn if you got C++ experience, but judging from your question I don't think this is what you want :)
Managed C++ is used for .Net development in the Common Language Runtime (CLR) of Microsoft. This special C++ syntax was created to allow C++ developper to come in the .Net community without learning a new language like C#.
You can use Visual C++ in the same way as g++ by creating a non-CLR project.
Note that Windows Forms are not the only way to make GUIs under Windows. You can use the regular Win32 API instead, if you want pure C (which you can wrap with C++ if you like).
If you do choose Windows Forms, then you have the option of using C#, VB.NET, or C++/CLI (Managed C++). You need not use C++/CLI, as seems to be your presumption.