I followed the MSDN walkthrough on creating and using a DLL in Visual C++ Studio, but it requires the user to add the DLL project to the same solution as the project they're working on.
Is there a simple way to include a DLL? Ideally, I'd like to just distribute my .dll (and the .lib, I suppose) to my friends so they can use it in their own projects.
I realize there are other walkthroughs out there (some of them on SO), but they all require editing the PATH environment variable, etc. Is that really the simplest way?
At a minimum, you need to do the following:
Include the .lib file in the project
Tell the linker where you put the .lib file (library search path)
Make the .dll file available at runtime (easiest is to put it in the same directory as the .exe)
To distribute the compiled .dll to your friends, you will need to include:
the .h file(s) for the compiler
the .lib file for the linker
the .dll file for runtime
Related
I'm trying to understand what exactly all of these are and how they relate to each other (and most importantly, how to install them).
From what I've read, LIBs are libraries linked during the compilation of my project and DLLs are libraries linked during the runtime of my project.
So for me to use a LIB, I have to have the actual .LIB file somewhere in my computer, go to Project -> Properties -> VC++ Directories and add the path to the file in the Library Directories, and after this I have to go to Linker -> Input -> Additional Dependencies add the .lib name in there, and finally I need to type #include in my code, right?
So, some questions:
When I finish and build the release of my program, will the .exe only run if the target platform has the .lib installed in their PC as well? If yes, what steps do I need to do to make sure the .lib goes with the .exe?
When I get the source of a open source project, if I add them (using Add Existing Item...) to my project, can I use them just by using #include as if the files were mine and it would be the same as having the .lib installed? Or do I need to install the .lib file and still use these source files?
I have a project using OpenGL and I linked to glew32.lib, but I don't have the lib or any new directory added in the VC++ Directories, so I think this means I must've installed the .lib in the system folder or somewhere where the Visual Studio won't ask for another directory, should I worry about this when releasing a project?
How the above questions relate to DLLs and is there any reason why should I use DLLs over LIBs or the other way around?
I'm starting to use more and more libraries and I noticed I just dragged, copied and included it everywhere so I could use them but never really understood how they "fit" in the project. Especially those open source libraries where they provide so many files and I don't really know what to do with them...
You don't need to have LIB files along with your EXE file for running in another computer, LIB files are static files and DLL files are dynamic. So when you compile all static codes will be included in your EXE file, but DLL files will be loaded and used dynamically in runtime, so you just need to have your DLL files with your EXE file. This way, your code will work and run properly in other computers.
Just adding another project is not enough, you need to compile them and generate LIB files out of them. Then you add the generated LIB file to your final project and include external projects in your final binary. If you are compiling multiple projects together in a solution, you'll need to set project build order in solution properties in VS.
No, that's OK. It seems you've put LIB files in right folder and you don't need to have LIB file with your EXE file to run it in other computers.
DLLs are dynamic libraries, so you need to have them with your application. Installers usually install EXE files with DLL files in the same folder, so your app will run properly, but no need to include LIB files at all.
Also you can include LIB files like this:
#pragma comment(lib, "glew32.lib")
So you don't need to do it in project settings, but assuming you have your LIB file in "Library Directories" path.
Using DLL files can be done in two ways:
One is linking your application to DLL file and having DLL file's function entry in your EXE file's import table:
like using
#include <windows.h>
then
GetWindowsDirectory(windir, MAX_PATH);
So you'll have GetWindowsDirectory API entry in your EXE file's Import Table.
Also you can do it dynamically:
hinstDLL = LoadLibrary("kernel32.dll");
if (hinstDLL != NULL)
{
func_GetWindir = (DLLPROC) GetProcAddress(hinstDLL, "GetWindowsDirectoryA");
...
There is not much difference, only difference is:
In first method, as it's in your EXE file's Import Table, if there was no kernel32.dll or there was no GetWindowsDirectory entry in kernel32.dll, your EXE will not run at all, it will show a critical error and will not run. But in dynamic way (second way), your app will run, but as soon as your code try to use GetWindowsDirectoryA API, it will fail. You will have 0x00 in func_GetWindir. If you attempt to call it, then program will crash.
I was thinking: when I produce a DLL with Visual Studio (C++) it generates
a .dll file
a .lib file
And I have a .h file
So, why not developing directly a static .lib library?
For example, why Office doesn't have .lib files?
And, in the future, if I change the DLL, will I have to send to all the machines also the new .lib file and .h file?
The .h and .lib is only for developers. Whoever writes a program to use the DLL.
Those who just execute the application need only the .DLL.
So if you release a new version, you send DLL to users and the triplet to developers. Unless you changed the public interface (the exports), the old clients will be happy to use the updated DLL without any work.
If you instead build a static .lib, every client must rebuild his binaries.
The .lib file and the header file is the static part of your dynamic library.
You need the .lib and header file in order to compile and link a program so that it uses your library.
So why not use a static library?
There are multiple reasons. One would be that if you use a static library every change of your library causes a recompile of your program. Another that the size of your program will increase. And some more.
So for your second question the lib file are useless for a user of your program. In case of office. As long as you don't have the sources and a compiler the lib files will not help.
For your last question. The answer is also simple. No you don't need to distribute the .lib files. You can replace the dll files with new versions as long as the interface stays the same.
This is a SHORT version that tries to answer your specific questions. The subject of "how DLL's and shared libraries work" is quite a few pages long, and I'm just not going to write that all as an answer.
To start with the parts the compiler generats, a .lib and a .dll file, are used as follows: The .lib file contains "stubs" that go into .exe file using the .dll, and contain "where to find the different functions" in the .dll file. So this is used only when building the .exe file. Similarly, the .h file is used when compiling the .dll and .exe file, and aren't used once you have the final binaries (.exe and .dll files) that make up the product.
The purpose of using DLL's over static linking is most important when there are multiple executables that use the same .dll file. If there is only one "user" of a DLL then the the benefits are reduces, but there are still some benefits (such as compartmentalisation, ability to supply updates to only that part of the code, plugins, etc).
Assuming your .dll is part of a program that contains only binaries, no source code, then you only need to distribute the new .dll [as long as the functions haven't changed in such a way that the .exe or other .dll's that use this .dll has to change, of course].
This question might seem obvious but I am having a lot of trouble with this, and I have ended up having to post here after a lot of searching.
I currently have two windows of Visual Studio open. One is a Win32 Console->DLL project which exports a class, and in the output directory I have:
.dll file
.exp file
.pdb file
.lib file
I have dropped the DLL file into the my other project's output directory, as I do with all DLLs, and that works fine usually. Then, I added the directory into the Linker's library directories.
But unlike most libraries I use, I think I have done something wrong or I misunderstand how this works, I have no .h[pp] files, and so I have no idea how I am supposed to include the functions into my code. I'd rather not have Windows-only hacks (I want to confine that to the DLL project only, so that it can be ported easily).
Can anyone enlighten me as to what I am doing wrong?
There is nothing 'hacky' or 'windows' specific about having .h files available to the other projects. Your .lib file will provide the necessary information to complete the build. See: How do I use a third party dll in Visual Studio C++?
Did you add the .lib file corresponding to the .dll into the other project's directory?
It is the .lib file that is consumed by the linker, not the DLL (which is consumed by the loader at run-time).
A .dll is a shared library, as opposed to a static library (.lib on Windows).
Static library must always be linked when you compile your project, and you can easily call their functions using header (.h/.hpp) files, whereas you have two options for the shared library:
static linking (at compile-time, but the way to do it is different than for a static library)
dynamic linking (at run-time)
I would advise you to read this in-depth article: http://www.codeproject.com/Articles/85391/Microsoft-Visual-C-Static-and-Dynamic-Libraries
See also the wikipedia article: https://en.wikipedia.org/wiki/Dynamic-link_library
My problem is:
I have compiled LuaJit with VisualStudio and its genereated a .Obj file, a dll and .lib file.
i just want to link the .obj file in my win32 application to generate a single EXE file.
If its possible,i still need to add the Lua headers?
Thanks anyway.
Use the header file to define LuaJit symbols for your code that deals with Lua.
To link you only need the lib and dll. Add the lib file to your link dependencies under Project Properties > Linker > Input. Put the DLL next to your EXE when you run.
You need to make the project produce a .lib file containing the code (instead of in addition to the dll) and link that. It could be that you can by switching the project setting (look for one labelled lib, or static). Otherwise, you'll have to modify the project settings. (set output type to lib rather than dll).
I never tried linking a .obj file directly, it might be possible. Lib files are more standard.
I'm new to C++ and there's something I just completely don't get. In C#, if I want to use an external library, log4net for example, I just add a reference to the log4net DLL and its members are automatically available to me (and in IntelliSense). How do I do that in non-managed C++?
Often, the library comes with 1) a header file (.h) and 2) a .lib file in addition to the .dll.
The header file is #include'ed in your code, to give you access to the type and function declarations in the library.
The .lib is linked into your application (project properties -> linker -> input, additional dependencies).
The .lib file usually contains simple stubs that automatically load the dll and forward function calls to it.
If you don't have a .lib file, you'll instead have to use the LoadLibrary function to dynamically load the DLL.
The basic concept is the following:
There are 2 types of libraries: static & dynamic. The difference between them is that static libraries, during the linking build step, embed their compiled code in your executable (or dll); dynamic libs just embed pointers to the functions and instructions that some dll should be loaded when program is going to be loaded. This is realized for you by the linker.
Now you can decide which of those two you are going to use. DLLs have many advantages and disadvantages. If developing a huge application it might be worthy to consider using DLLs with delay loading instead of static lib's. Some libs are simply delivered to you as DLLs and you have no choice. Anyway the easiest way for a beginner would be to use static libraries. That would make your deployment and test much easier, since, when dealing with DLL you have to ensure that they are found at runtime (even when using debugger), this involves either copying everything in one directory or dealing with path variables.
Usually a DLL provider (if it is intended that you should be able to deal with the library) delivers you a header file(s) and a .lib which contains the calls into the desired DLL. Some vendors (e.g. boost) only require you to include the header file and the lib is automatically linked to your executable (can be achieved through compiler prorietary pragma directive). If it is not the case you must go into the project settings of the C++ project (project properties/Configuration Properties/Linker/Input) and enter the lib file name into the "Additional Dependencies" row, e.g. iced.lib; iceutild.lib. You can also put fully qualified path names there. Be aware that you have to enter the lib file names for both configurations (Debug, Release). This is the procedure you do with static libraries and Dll equally. The only difference that DLL will require a DLL lib to be either in you app-directory or in one of the path-directories.
After that step, you still might get compiler errors if you try to link incompatible libraries. There are many reasons, why they can be incompatible. But try to first link the lib this way and see if works. If not, post again your errors here ;)
Include file(s) is(are) used to be included in places, where you would like to use smth. from the lib. Just include it and the compiler will know that the symbols must come either from another (compiled) compilation unit (compiled cpp-file=>object file) or the .lib. It will make the look up and notify you if the required symbols are not found.
Good Luck,
Ovanes
P.S. This might be hard in the beginning, but when you get used to it, it will be easy.
C++ doesn't have libraries in the sense you're thinking of. It has header files that you #include, and it has things called libraries that the linker deals with, which contain the compiled code. You need to add the libraries (.LIB files) to the linker settings.
On Windows if you're using a DLL, ideally you should have a .LIB file to go with it that is called the Import Library for the DLL, and you add that .LIB file to your linker settings.
The first thing you need to do is to #include the header file that describes the functions that are available in that library.
The actual code for the library will be in one of 2 places:
A static library (.lib)
A dll (.dll)
Depending on how the library's code is given to you (as .lib files, or as a .dll), you'll have to either:
#pragma comment( lib, "libraryname.lib" ) if its a .lib
LoadLibrary if its a .dll
Sometimes a package comes with BOTH a .lib file that you need to link to, and a .dll file. In this case you don't need to call LoadLibrary, you only need to #pragma comment( lib, "libaryfile.lib" ) because in this case the .lib links you into the .dll.
A very important detail is to put the DLL where your application can find it. Charles Petzold says:
When Windows needs to load a DLL module before running a program that requires it, the library file must be stored in the directory containing the .EXE program, the current directory, the Windows system directory, the Windows directory, or a directory accessible through the PATH string in the MS-DOS environment. (The directories are searched in that order.)
Programming windows, 5th ed
MSDN
I don't recommend using the project properties menu to link because it isn't as visible what libraries you're linking to.
See also