Why is this a memory copying error - Insure++ false positive? - c++

I've been trying run Insure++ with some scientific code and it reports many errors, although to be fair it officially does not support K&R C and I don't know what having a lot of K&R functions has done to its evaluation process. The C and C++ code it is testing is being run in a DLL invoked from a WPF application.
One error report that puzzles me is the following, which I'm confident is safe code but am trying to work out why it thinks is an error (it does work). I'd be interested if anyone has an insight into why this might be an error condition.
[MacImagePlot.c:984] **READ_OVERFLOW**
SetCursorQD(*GetCursorQD(watchCursor));
Reading overflows memory: GetCursorQD(watchCursor)
bbbbb
| 4 | 4 |
rrrrr
Reading (r) : 0x5639d164 thru 0x5639d167 (4 bytes)
From block (b) : 0x5639d160 thru 0x5639d163 (4 bytes)
gWatchCursor, declared at WPFMacGraphics.cpp, 418
for some very simple code.
typedef int Cursor;
typedef Cursor* CursPtr;
typedef CursPtr* CursHandle;
CursHandle GetCursorQD (short cursorID);
void SetCursorQD (const Cursor *crsr);
enum {
....
watchCursor = 4
};
// file globals
Cursor gWatchCursor=watchCursor;
CursPtr gWatchCursorPtr = &gWatchCursor;
CursHandle GetCursorQD (short cursorID)
{
if (cursorID==watchCursor) // this is actually the only case ever called
return &gWatchCursorPtr;
return 0;
}

I'm not familiar at all with the tools you're talking about, but have you verified that your GetCursorQD function is returning the pointer you expect and not NULL/0?
Perhaps something wonky happened with your enum definition for watchCursor (such as it being declared differently elsewhere, or it picking up a local variable instead of the enum).

I hate to say it but I suspect your problem is going to be the lack of some arcane function modifiers needed to ensure that data on the stack isn't getting munged when crossing the DLL boundary. I'd suggest writing a simple app that replicates the code but does it all in one module and see if Insure++ still detects an error. If it doesn't, get ready to wade through __declspec documentation.

I assume that the following line is the Problem:
if (cursorID==watchCursor)
cursorID is defined as short (usually 2 Bytes)
watchCursor is part of a enum and thus of type int (4 Bytes on a 32Bit OS)
This actually is not a problem. The compiler will cast one of both parameters correctly, as far as the enum value will not exceed a 2 Byte range.
By my experience all static (as well as runtime-) code analysis tools report many false positives (i tried some of them). They of course help, but it takes quite a while to assert false positives from real bugs.

Like Soapbox, I am not familiar with Insure++.
But looking at the code, it is admittedly a bit confusing...so
That typedef makes CursHandle effectively a pointer to pointer to int...
CursHandle is a pointer of type CursPtr
CursPtr is a pointer of type Cursor
Cursor is typedef'd to type int
yet in the GetCursorQD, you are using a 'double address of' int? The reason I say 'double address' is the function is returning a address of gWatchCursorPtr (&gWatchCursorPtr) of type CursHandle, which in turn is a global variable which is a address of gWatchCursor (&gWatchCursor) which is of type Cursor.
Your definition of the return type for the function does not match up with the global variable name's typeof despite the typedef's...that's what my thinking is...
Hope this helps,
Best regards,
Tom.

Related

Referenced parameters in C++

this is more like an ethical question:
if i have the following code:
void changeInt(int& value)
{
value = 7;
}
and i do:
int number = 3;
changeInt(number);
number will have value 7
I know that when the new stack frame will be created for changeInt function, new variables will be created and &value will point to number.
My concern here is that the caller, if it's not paying attention , can be fooled by thinking that is passing by value which actually, on the function frame , a reference will be created.
I know he can look in the header files and it's a perfect legitimate expression but still I find it unethical a bit :)
i think this should be somehow marked and enforced by syntax. Like in C# where you have ref keyword.
What do you guys think ?
This is one of those things where references are less clear than pointers. However, using pointers may lead to something like this:
changeInt(NULL);
when they actually should have done:
changeInt(&number);
which is just as bad. If the function is as clearly named as this, it's hardly a mystery that it actually changes the value passed in.
Another solution is of course to do:
int calculateNewInt(/* may need some input */)
{
return 7;
}
now
int number = 3;
...
number = calculateNewInt();
is quite obviously (potentially) changing number.
But if the name of the function "sounds like it changes the input value", then it's definitely fair to change the value. If in doubt, read the documentatin. If you write code that has local variables that you don't want to alter, make them const.
const int number = 3;
changeInt(number); /* Makes an error */
(Of course, that means the number is not changeable elsewhere either).
I know he can look in the header files and it's a perfect legitimate expression but still I find it unethical a bit :)
I think that's perfectly normal and part of the language. Actually, this is one of the bad things of C and C++: you have to check the headers all the time when dealing with an unknown API, since when calling a function you don't pass by reference explicitly.
That's not the case for all system languages though. IIRC Rust makes it obligatory to pass references explicitly.

this-Pointer changing on call of member function

At the very first, apologies in advance for the very indistinct presentation of the question - if I knew what to ask for, I would probably know how to fix it.
... But I do not even have a faint theory, seven years of C++ experience notwithstanding. Any helpful pointers (hè) will be most appreciated.
Possibly related to this question. (same symptoms)
Not related to that one. (no explicit function pointers here)
Problem: A count of objects with certain properties, which themselves are checked by a member function of their class shows incorrect results. The source is that the check happens with gibberish values. The source of that is that the pointer "this" changes between calling the function and entering its body. Once the body is left, the pointer is again correct.
Sadly, the solution for the related question does not work here.
I am not able to produce a minimal example of the problem.
Furthermore, literally hundreds of member functions are being called correctly in the same program, as far as I know without exhibiting this behaviour.
What can I do?
As a bandaid, replacing the function call with a copy of its body works, but this is no proper solution.
I am at a complete loss as to how to proceed with my diagnosis.
Concise: What steps can I follow to attain greater insight into the nature of the problem?
A short checklist of things already taken care of:
The objects in question are properly initialised at the time of the call.
All optimisations are off. No inlining. This is a debug build with the appropriate settings in effect.
Cleaning and rebuilding the project has not yielded a different result.
Recompiling with the original (but retyped) function call after the bandaid solution had been tested successfully led to a return of the problem.
There are no compiler warnings in the compilation unit involved (warning level 3), specifically disabled project-wide are:
C4005 (macro redefinition, due to using a custom/hacked Windows SDK for compatibility reasons - this was originally a Win95 program)
C4244 (implicit cast to smaller type, due to legacy code waiting to be refactored - those are all float-to-int conversions that lack an explicit cast, all 800+ instances of them)
C4995 (calling function marked with #pragma deprecated, due to C-lib functions being called without preceding underscore - hoping to eventually switch to GCC)
"control flow guard" and "basic runtime checks" are enabled, but do not trigger.
And a hint that may or may not be relevant, but which I cannot interpret at the moment:
For the very first hex, IsSea is called normally, that is: "this" inside is identical to "this" outside
Only in all hexes that follow does the bug happen.
The altered "this" pointer does not point to the first hex though, it seems to hit unallocated space.
Here is an extract of how it looks like:
Header:
// These three are actually included from other files.
constexpr unsigned int AREA_none = 0u;
constexpr unsigned int AREA_Lake = 1u;
enum Terrain
{
OCEAN = 8,
TERRA_INCOGNITA = 10
};
class CHex
{
public:
CHex(); // initialises ALL members with defined error values
bool ReadHex(); // Init-type function calling the problematic one
bool IsSea() const // problematic function
{ return this->_Area != AREA_none && this->_Area != AREA_LAKE && this->_nTerrain == Terrain::OCEAN; }
// The body does the right thing - just WITH the wrong thing.
protected:
unsigned int _Area;
int _nNavalIndex;
Terrain _nTerrain;
static int _nNavalCount = 0;
// There are a lot more functions in here, both public and protected.
// The class also inherits a bunch from three other classes, but no virtual functions and no overlaps are involved.
}
Source:
CHex::CHex() : _Area{0u}, _nNavalIndex{0}, _nTerrain{Terrain::TERRA_INCOGNITA}
{}
bool CHex::ReadHex()
{
// Calls a lexer/parser pair to procure values from several files.
// _Area and _nTerrain are being initialised in this process.
// All functions called here work as expected and produce data matching the source files.
// _Area and _nTerrain have the correct values seen in the source files at this point.
if(this->IsSea()) // but inside that it looks as if they were uninitialised
// This ALWAYS happens because the function always returns true.
_nNavalIndex = _nNavalCount++;
// Stopping at the next instruction, all values are again correct
// - with the notable exception of the two modified by the instruction that should not have happened.
// If I replace that with the following, I receive the correct result:
/*
// direct copy of the function's body
if(this->_Area != AREA_none && this->_Area != AREA_Lake && this->_nTerrain == Terrain::OCEAN)
_nNavalIndex = _nNavalCount++; // only happens when it should; at the end, the count is correct
*/
// Sanity checks follow here.
// They too work correctly and produce results appropriate for the data.
return true; // earlier returns exist in the commented-out parts
}
Sorry again for this big mess, but well, right now I am a mess. It's like seeing fundamental laws of physics change.
--
On advice from #Ben Voigt I hacked in a diagnostic that dumps the pointers into a file. Behold:
Before ReadHex: 20A30050 (direct array access) On ReadHex: 20A30050 On IsSea: 20A30050 (with members: 0, 8) After ReadHex: 20A30050
Before ReadHex: 20A33EAC (direct array access) On ReadHex: 20A33EAC On IsSea: 20A33EAC (with members: 2, 0) After ReadHex: 20A33EAC
Before ReadHex: 20A37D08 (direct array access) On ReadHex: 20A37D08 On IsSea: 20A37D08 (with members: 2, 0) After ReadHex: 20A37D08
Before ReadHex: 20A3BB64 (direct array access) On ReadHex: 20A3BB64 On IsSea: 20A3BB64 (with members: 3, 0) After ReadHex: 20A3BB64
Before ReadHex: 20A3F9C0 (direct array access) On ReadHex: 20A3F9C0 On IsSea: 20A3F9C0 (with members: 4, 3) After ReadHex: 20A3F9C0
Before ReadHex: 20A4381C (direct array access) On ReadHex: 20A4381C On IsSea: 20A4381C (with members: 3, 0) After ReadHex: 20A4381C
[...]
They are all correct. Every single one of them. And even better: The function now evaluates correctly!
Here is the changed source (I am omitting the comments this time):
Header:
// These three are actually included from other files.
constexpr unsigned int AREA_none = 0u;
constexpr unsigned int AREA_Lake = 1u;
enum Terrain
{
OCEAN = 8,
TERRA_INCOGNITA = 10
};
extern FILE * dump;
class CHex
{
public:
CHex();
bool ReadHex();
bool IsSea() const {
fprintf(dump, "\tOn IsSea:\t%p (with members: %u, %i) ", (void*)this, this->_Area, this->_nTerrain);
return this->_Area != AREA_none && this->_Area != AREA_LAKE && this->_nTerrain == Terrain::OCEAN; }
protected:
unsigned int _Area;
int _nNavalIndex;
Terrain _nTerrain;
static int _nNavalCount = 0;
// lots more functions and attributes
}
Source:
CHex::CHex() : _Area{0u}, _nNavalIndex{0}, _nTerrain{Terrain::TERRA_INCOGNITA}
{}
bool CHex::ReadHex()
{
fprintf(dump, "On ReadHex:\t%p ", (void*)this);
// Calls a lexer/parser pair to procure values from several files.
// _Area and _nTerrain are being initialised in this process.
if(this->IsSea()) // Suddenly works!?
_nNavalIndex = _nNavalCount++;
// Sanity checks follow here.
fprintf(dump, "After ReadHex:\t%p ", (void*)this);
return true;
}
The additional outputs (as well as the initialisation and closing of dump) come from the next higher level in the control flow, another function in another class, where the loop over all hexes resides. I omitted that for now, but will add it if someone thinks it's important.
And apropos that. It now looks to me as if this fault were a result of bugs in the tools, not in the code. As a matter of fact, even though the function now evaluates correctly, the debugger still shows the wrong pointer from before and its nonsensical members.
EDIT for OP edit:
This now smells even more like a ODR violation. Changing an inline function, and having that change program behavior is exactly what could happen with the undefined behavior induced from ODR violations. Do you use templates anywhere? Also, try de-inlining IsSea() in the original version to see if that helps.
(original answer):
This smells like one of three things to me.
First, it could be a one-definition-rule violation for the function in question. Make absolutely certain there aren't multiple versions in different translation units, or different compilation settings in different units.
Secondly the compiler could be doing something because of your use of the reserved name _Area. Regardless of anything else you should fix this problem.
Thirdly, VC++ can utilize different mechanisms for member function pointers, and possibly one of those is affecting your case here (even given that you don't show use of member function pointers). See https://msdn.microsoft.com/en-us/library/83cch5a6.aspx?f=255&MSPPError=-2147217396 for some information. Another possibility is that the compiler options for such pointers are different across translation units.
This is a very sad answer, but alas, sometimes a sad answer is nevertheless correct.
Let us start with the smaller but at least somewhat useful part:
The values VS2015's debugger displays for the this pointer - and in extension all members of the object pointed to - are indeed incorrect and in a very reproducable way:
If a breakpoint is set on a member function defined in a header file, "this" displayed in the debugger will display - the entry point of this function. It will still have the type of the object in question and display all the members... but as those values are populated as offsets from the entry point of said function, their displayed contents are of course nonsensical.
All of this is purely a UI issue and does not affect the actual program execution.
And now the useless and depressing part:
The fault which originally prompted me to open this topic, which persisted through several compilations with different build settings - is gone and can no longer be reproduced after I put in the fprinf commands to dump the pointer addresses to a file in order to discover the bug described above.
Even though the code is letter by letter identical to the formerly faulty code, it now works flawlessly. Further alterations have done nothing to change this. I cannot bring it back, try as I might.
This whole dastard thing - was a fluke. Somehow. Which means that it may happen again, at any time, for no apparent reason, without any means of prevention whatsoever. Great, is it not?
...
In any case, heartfelt thanks to #Ben Voigt for raising the notion that mayhap those debugger outputs may not be related to reality in the first place.
Similarly, thanks to #dyp for pointing out and explaining an unrelated potential issue (names prefixed by '_' followed by a capital letter being reserved expressions) I was not aware of before.
Thanks to #Mark-B for actually providing hypotheses about the problem, even if none of them proved to be correct. At least there were some and one might have been.

C and C++ Code Interoperability - Data Passing Issues

The following is the situation. There is a system/software which is completely written in C. This C program spawns a new thread to start some kind of a data processing engine written in C++. Hence, the system which I have, runs 2 threads (the main thread and the data processing engine thread). Now, I have written some function in C which takes in a C struct and passes it to the data processing thread so that a C++ function can access the C struct. While doing so, I am observing that the values of certain fields (like unsigned int) in the C struct changes when being accessed in the C++ side and I am not sure why. At the same time, if I pass around a primitive data type like an int, the value does not change. It would be great if someone can explain me why it behaves like this. The following is the code that i wrote.
`
/* C++ Function */
void DataProcessor::HandleDataRecv(custom_struct* cs)
{
/*Accesses the fields in the structure cs - an unsigned int field. The value of
field here is different from the value when accessed through the C function below.
*/
}
/*C Function */
void forwardData(custom_struct* cs)
{
dataProcessor->HandleDataRecv(cs); //Here dataProcessor is a reference to the object
//of the C++ class.
}
`
Also, both these functions are in different source files(one with .c ext and other with .cc ext)
I'd check that both sides layout the struct in the same
print sizeof(custom_struct) in both languages
Create an instance of custom_struct in both languages and print the offset of
each member variable.
My wild guess would be Michael Andresson is right, structure aligment might be the issue.
Try to compile both c and c++ files with
-fpack-struct=4
(or some other number for 4). This way, the struct is aligned the same in every case.
If we could see the struct declaration, it would probably clearer. The struct does not contain any #ifdef with c++-specific code like a constructor, does it? Also, check for #pragma pack directives which manipulate data alignment.
Maybe on one side the struct has 'empty bytes' added to make the variables align on 32 bit boundaries for speed (so a CPU register can point to the variable directly).
And on the other side the struct may be packed to conserve space.
(CORRECTION) With minor exceptions, C++ is a superset of C (meaning C89), So i'm confused about what is going on. I can only assume it has something to do with how you are passing or typing your variables, and/or the systems they are running on. It should, technically speaking, unless I am very mistaken, have nothing to do with c/c++ interoperability.
Some more details would help.

Remove never-run call to templated function, get allocation error on run-time

I have a piece of templated code that is never run, but is compiled. When I remove it, another part of my program breaks.
First off, I'm a bit at a loss as to how to ask this question. So I'm going to try throwing lots of information at the problem.
Ok, so, I went to completely redesign my test project for my experimental core library thingy. I use a lot of template shenanigans in the library. When I removed the "user" code, the tests gave me a memory allocation error. After quite a bit of experimenting, I narrowed it down to this bit of code (out of a couple hundred lines):
void VOODOO(components::switchBoard &board) {
board.addComponent<using_allegro::keyInputs<'w'> >();
}
Fundementally, what's weirding me out is that it appears that the act of compiling this function (and the template function it then uses, and the template functions those then use...), makes this bug not appear. This code is not being run. Similar code (the same, but for different key vals) occurs elsewhere, but is within Boost TDD code.
I realize I certainly haven't given enough information for you to solve it for me; I tried, but it more-or-less spirals into most of the code base. I think I'm most looking for "here's what the problem could be", "here's where to look", etc. There's something that's happening during compile because of this line, but I don't know enough about that step to begin looking.
Sooo, how can a (presumably) compilied, but never actually run, bit of templated code, when removed, cause another part of code to fail?
Error:
Unhandled exceptionat 0x6fe731ea (msvcr90d.dll) in Switchboard.exe:
0xC0000005: Access violation reading location 0xcdcdcdc1.
Callstack:
operator delete(void * pUser Data)
allocator< class name related to key inputs callbacks >::deallocate
vector< same class >::_Insert_n(...)
vector< " " >::insert(...)
vector<" ">::push_back(...)
It looks like maybe the vector isn't valid, because _MyFirst and similar data members are showing values of 0xcdcdcdcd in the debugger. But the vector is a member variable...
Update: The vector isn't valid because it's never made. I'm getting a channel ID value stomp, which is making me treat one type of channel as another.
Update:
Searching through with the debugger again, it appears that my method for giving each "channel" it's own, unique ID isn't giving me a unique ID:
inline static const char channel<template args>::idFunction() {
return reinterpret_cast<char>(&channel<CHANNEL_IDENTIFY>::idFunction);
};
Update2: These two are giving the same:
slaveChannel<switchboard, ALLEGRO_BITMAP*, entityInfo<ALLEGRO_BITMAP*>
slaveChannel<key<c>, char, push<char>
Sooo, having another compiled channel type changing things makes sense, because it shifts around the values of the idFunctions? But why are there two idFunctions with the same value?
you seem to be returning address of the function as a character? that looks weird. char has much smaller bit count than pointer, so it's highly possible you get same values. that could reason why changing code layout fixes/breaks your program
As a general answer (though aaa's comment alludes to this): When something like this affects whether a bug occurs, it's either because (a) you're wrong and it is being run, or (b) the way that the inclusion of that code happens to affect your code, data, and memory layout in the compiled program causes a heisenbug to change from visible to hidden.
The latter generally occurs when something involves undefined behavior. Sometimes a bogus pointer value will cause you to stomp on a bit of your code (which might or might not be important depending on the code layout), or sometimes a bogus write will stomp on a value in your data stack that might or might not be a pointer that's used later, or so forth.
As a simple example, supposing you have a stack that looks like:
float data[10];
int never_used;
int *important pointer;
And then you erroneously write
data[10] = 0;
Then, assuming that stack got allocated in linear order, you'll stomp on never_used, and the bug will be harmless. However, if you remove never_used (or change something so the compiler knows it can remove it for you -- maybe you remove a never-called function call that would use it), then it will stomp on important_pointer instead, and you'll now get a segfault when you dereference it.

Function pointers and unknown number of arguments in C++

I came across the following weird chunk of code.Imagine you have the following typedef:
typedef int (*MyFunctionPointer)(int param_1, int param_2);
And then , in a function , we are trying to run a function from a DLL in the following way:
LPCWSTR DllFileName; //Path to the dll stored here
LPCSTR _FunctionName; // (mangled) name of the function I want to test
MyFunctionPointer functionPointer;
HINSTANCE hInstLibrary = LoadLibrary( DllFileName );
FARPROC functionAddress = GetProcAddress( hInstLibrary, _FunctionName );
functionPointer = (MyFunctionPointer) functionAddress;
//The values are arbitrary
int a = 5;
int b = 10;
int result = 0;
result = functionPointer( a, b ); //Possible error?
The problem is, that there isn't any way of knowing if the functon whose address we got with LoadLibrary takes two integer arguments.The dll name is provided by the user at runtime, then the names of the exported functions are listed and the user selects the one to test ( again, at runtime :S:S ).
So, by doing the function call in the last line, aren't we opening the door to possible stack corruption? I know that this compiles, but what sort of run-time error is going to occur in the case that we are passing wrong arguments to the function we are pointing to?
There are three errors I can think of if the expected and used number or type of parameters and calling convention differ:
if the calling convention is different, wrong parameter values will be read
if the function actually expects more parameters than given, random values will be used as parameters (I'll let you imagine the consequences if pointers are involved)
in any case, the return address will be complete garbage, so random code with random data will be run as soon as the function returns.
In two words: Undefined behavior
I'm afraid there is no way to know - the programmer is required to know the prototype beforehand when getting the function pointer and using it.
If you don't know the prototype beforehand then I guess you need to implement some sort of protocol with the DLL where you can enumerate any function names and their parameters by calling known functions in the DLL. Of course, the DLL needs to be written to comply with this protocol.
If it's a __stdcall function and they've left the name mangling intact (both big ifs, but certainly possible nonetheless) the name will have #nn at the end, where nn is a number. That number is the number of bytes the function expects as arguments, and will clear off the stack before it returns.
So, if it's a major concern, you can look at the raw name of the function and check that the amount of data you're putting onto the stack matches the amount of data it's going to clear off the stack.
Note that this is still only a protection against Murphy, not Machiavelli. When you're creating a DLL, you can use an export file to change the names of functions. This is frequently used to strip off the name mangling -- but I'm pretty sure it would also let you rename a function from xxx#12 to xxx#16 (or whatever) to mislead the reader about the parameters it expects.
Edit: (primarily in reply to msalters's comment): it's true that you can't apply __stdcall to something like a member function, but you can certainly use it on things like global functions, whether they're written in C or C++.
For things like member functions, the exported name of the function will be mangled. In that case, you can use UndecorateSymbolName to get its full signature. Using that is somewhat nontrivial, but not outrageously complex either.
I do not think so, it is a good question, the only provision is that you MUST know what the parameters are for the function pointer to work, if you don't and blindly stuff the parameters and call it, it will crash or jump off into the woods never to be seen again... It is up to the programmer to convey the message on what the function expects and the type of parameters, luckily you could disassemble it and find out from looking at the stack pointer and expected address by way of the 'stack pointer' (sp) to find out the type of parameters.
Using PE Explorer for instance, you can find out what functions are used and examine the disassembly dump...
Hope this helps,
Best regards,
Tom.
It will either crash in the DLL code (since it got passed corrupt data), or: I think Visual C++ adds code in debug builds to detect this type of problem. It will say something like: "The value of ESP was not saved across a function call", and will point to code near the call. It helps but isn't totally robust - I don't think it'll stop you passing in the wrong but same-sized argument (eg. int instead of a char* parameter on x86). As other answers say, you just have to know, really.
There is no general answer. The Standard mandates that certain exceptions be thrown in certain circumstances, but aside from that describes how a conforming program will be executed, and sometimes says that certain violations must result in a diagnostic. (There may be something more specific here or there, but I certainly don't remember one.)
What the code is doing there isn't according to the Standard, and since there is a cast the compiler is entitled to go ahead and do whatever stupid thing the programmer wants without complaint. This would therefore be an implementation issue.
You could check your implementation documentation, but it's probably not there either. You could experiment, or study how function calls are done on your implementation.
Unfortunately, the answer is very likely to be that it'll screw something up without being immediately obvious.
Generally if you are calling LoadLibrary and GetProcByAddrees you have documentation that tells you the prototype. Even more commonly like with all of the windows.dll you are provided a header file. While this will cause an error if wrong its usually very easy to observe and not the kind of error that will sneak into production.
Most C/C++ compilers have the caller set up the stack before the call, and readjust the stack pointer afterwards. If the called function does not use pointer or reference arguments, there will be no memory corruption, although the results will be worthless. And as rerun says, pointer/reference mistakes almost always show up with a modicum of testing.