I'm writing a C++ static library that needs to be shared among several applications, one of them written in Perl. Unfortunately, I only barely know the core Perl language (I read the Llama book), and I'm not all that familiar with its libraries. How do you make calls to an external C++ binary from a Perl script?
By Google search, I found information on the Perl Inline module, but if I understand it correctly, that isn't what I need. I'm pretty sure that's for writing C and C++ code directly in your Perl scripts, not for calling external C++ libraries.
The C++ static library is being cross-compiled for an ARM processor, so there will be no C++ compiler on the target machine where the Perl script will be running. (If that makes a difference.)
You can call code from other libraries via Inline::C (and likely the same via Inline::CPP) - have a look at Inline::C::Cookbook. Most likely you want to start out with Inline and after you're done experimenting use the resulting .XS file to work further.
You want to look at using XS, which is how Perl normally interfaces with C/C++ libraries. It's not quite trivial. A couple of relevant portions of the Perl documentation:
perlxs
perlxstut
First, it does need to be in a dynamic library, not a static library (unless you'll be re-compiling perl itself and linking it against your static library).
Second, since C++ will mangle the names (one of the most annoying "Features" of C++ if you ask me) you'll need an extern "C" block that contains hook functions. If you were using C++ you could probably get by with a single hook function that returns the C++ object that implements the interface you need to use. Since you're using perl, you may need to wrap an object in an interface like this:
CPPObject object;
extern "C"
{
int InitObject( void )
{
return object.init();
}
int DoCoolStuff( void )
{
return object.DoCoolStuff();
}
int DoOtherCoolStuff( int foo )
{
return object.DoOtherCoolStuff( foo );
}
int DestroyObject( void )
{
return object.Destroy();
}
}
You need to create a wrapper function that is callable from perl, and AFAIK, you'll need to have this wrapper function be in a dynamic library (unless you're going to rebuild the perl binary and link the static lib to it). I like to use a tool called SWIG (Simple Wrapper Interface Generator) to create the wrappers for me. It can create wrappers for 17 or so other languages too.
Probably not what you're thinking, but how about writing a stand-alone C++ program that the perl program communicates through pipes with?
I'm only starting to wrap my head around XS, so I can't offer much help. But here's what I do know...
There is XSpp, which is XS for C++. It is distributed with WxPerl. WxPerl is under active and responsive development.
Inline:CPP can be used to write your initial interface/wrapper code. Then you can analyze the generated XS. However, it doesn't look so well maintianed. If it works, it may provide you with a good head start.
You might find this short note on XS and C++ by John Keiser helpful, if a bit dated.
Related
Now, I implemented a factory class to dynamically create class with a idenification string, please see the following code:
void IOFactory::registerIO()
{
Register("NDAM9020", []() -> IOBase * {
return new NDAM9020();
});
Register("BK5120", []() -> IOBase * {
return new BK5120();
});
}
std::unique_ptr<IOBase> IOFactory::createIO(std::string ioDeviceName)
{
std::unique_ptr<IOBase> io = createObject(ioDeviceName);
return io;
}
So we can create the IO class with the registered name:
IOFactory ioFactory;
auto io = ioFactory.createIO("BK5120");
The problem with this method is if we add another IO component, we should add another register code in registerIO function and compile the whole project again. So I was wondering if I could dynamically register class from a configure file(see below) at runtime.
io_factory.conf
------------------
NDAM9020:NDAM9020
BK5120:BK5120
------------------
The first is identification name and the second is class name.
I have tried with Macros, but the parameter in Macros cann't be string. So I was wondering if there is some other ways. Thanks for advance.
Update:
I didn't expect so many comments and answers, Thank you all and sorry for replying late.
Our current OS is Ubuntu16.04 and we use the builtin compiler that is gcc/g++5.4.0, and we use CMake to manage the build.
And I should mention that it is not a must that I should register class at runtime period, it is also OK if there is a way to do this in compile period. What I want is just avoiding the recompiling when I want to register another class.
So I was wondering if I could dynamically register class from a configure file(see below) at runtime.
No. As of C++20, C++ has no reflection features allowing it. But you could do it at compile time by generating a simple C++ implementation file from your configuration file.
How to dynamically register class in a factory class at runtime period with c++
Read much more about C++, at least a good C++ programming book and see a good C++ reference website, and later n3337, the C++11 standard. Read also the documentation of your C++ compiler (perhaps GCC or Clang), and, if you have one, of your operating system. If plugins are possible in your OS, you can register a factory function at runtime (by referring to to that function after a plugin providing it has been loaded). For examples, the Mozilla firefox browser or recent GCC compilers (e.g. GCC 10 with plugins enabled), or the fish shell, are doing this.
So I was wondering if I could dynamically register class from a configure file(see below) at runtime.
Most C++ programs are running under an operating system, such as Linux. Some operating systems provide a plugin mechanism. For Linux, see dlopen(3), dlsym(3), dlclose(3), dladdr(3) and the C++ dlopen mini-howto. For Windows, dive into its documentation.
So, with a recent C++ implementation and some recent operating systems, y ou can register at runtime a factory class (using plugins), and you could find libraries (e.g. Qt or POCO) to help you.
However, in pure standard C++, the set of translation units is statically known and plugins do not exist. So the set of functions, lambda-expressions, or classes in a given program is finite and does not change with time.
In pure C++, the set of valid function pointers, or the set of valid possible values for a given std::function variable, is finite. Anything else is undefined behavior. In practice, many real-life C++ programs accept plugins thru their operating systems or JIT-compiling libraries.
You could of course consider using JIT-compiling libraries such as asmjit or libgccjit or LLVM. They are implementation specific, so your code won't be portable.
On Linux, a lot of Qt or GTKmm applications (e.g. KDE, and most web browsers, e.g. Konqueror, Chrome, or Firefox) are coded in C++ and do load plugins with factory functions. Check with strace(1) and ltrace(1).
The Trident web browser of MicroSoft is rumored to be coded in C++ and probably accepts plugins.
I have tried with Macros, but the parameter in Macros can't be string.
A macro parameter can be stringized. And you could play x-macros tricks.
What I want is just avoiding the recompiling when I want to register another class.
On Ubuntu, I recommend accepting plugins in your program or library
Use dlopen(3) with an absolute file path; the plugin would typically be passed as a program option (like RefPerSys does, or like GCC does) and dlopen-ed at program or library initialization time. Practically speaking, you can have lots of plugins (dozen of thousands, see manydl.c and check with pmap(1) or proc(5)). The dlsym(3)-ed C++ functions in your plugins should be declared extern "C" to disable name mangling.
A single C++ file plugin (in yourplugin.cc) can be compiled with g++ -Wall -O -g -fPIC -shared yourplugin.cc -o yourplugin.so and later you would dlopen "./yourplugin.so" or an absolute path (or configure suitably your $LD_LIBRARY_PATH -see ld.so(8)- and pass "yourplugin.so" to dlopen). Be also aware of Rpath.
Consider also (after upgrading your GCC to GCC 9 at least, perhaps by compiling it from its source code) using libgccjit (it is faster than generating temporary C++ code in some file and compiling that file into a temporary plugin).
For ease of debugging your loaded plugins, you might be interested by Ian Taylor's libbacktrace.
Notice that your program's global symbols (declared as extern "C") can be accessed by name by passing a nullptr file path to dlopen(3), then using dlsym(3) on the obtained handle. You want to pass -rdynamic -ldl when linking your program (or your shared library).
What I want is just avoiding the recompiling when I want to register another class.
You might registering classes in a different translation unit (a short one, presumably). You could take inspiration from RefPerSys multiple #include-s of its generated/rps-name.hh file. Then you would simply recompile a single *.cc file and relink your entire program or library. Notice that Qt plays similar tricks in its moc, and I recommend taking inspiration from it.
Read also J.Pitrat's book on Artificial Beings: the Conscience of a Conscious Machine ISBN which explains why a metaprogramming approach is useful. Study the source code of GCC (or of RefPerSys), use or take inspiration from SWIG, ANTLR, GNU bison (they all generate C++ code) when relevant
You seem to have asked for more dynamism than you actually need. You want to avoid the factory itself having to be aware of all of the classes registered in it.
Well, that's doable without going all the way runtime code generation!
There are several implementations of such a factory; but I am obviously biased in favor of my own: einpoklum's Factory class (gist.github.com)
simple example of use:
#include "Factory.h"
// we now have:
//
// template<typename Key, typename BaseClass, typename... ConstructionArgs>
// class Factory;
//
#include <string>
struct Foo { Foo(int x) { }; }
struct Bar : Foo { Bar(int x) : Foo(x) { }; }
int main()
{
util::Factory<std::string, Foo, int> factory;
factory.registerClass<Bar>("key_for_bar");
auto* my_bar_ptr factory.produce("key_for_bar");
}
Notes:
The std::string is used as a key; you could have a factory with numeric values as keys instead, if you like.
All registered classes must be subclasses of the BaseClass value chosen for the factory. I believe you can change the factory to avoid that, but then you'll always be getting void *s from it.
You can wrap this in a singleton template to get a single, global, static-initialization-safe factory you can use from anywhere.
Now, if you load some plugin dynamically (see #BasileStarynkevitch's answer), you just need that plugin to expose an initialization function which makes registerClass() class calls on the factory; and call this initialization function right after loading the plugin. Or if you have a static-initialization safe singleton factory, you can make the registration calls in a static-block in your plugin shared library - but be careful with that, I'm not an expert on shared library loading.
Definetly YES!
Theres an old antique post from 2006 that solved my life for many years. The implementation runs arround having a centralized registry with a decentralized registration method that is expanded using a REGISTER_X macro, check it out:
https://web.archive.org/web/20100618122920/http://meat.net/2006/03/cpp-runtime-class-registration/
Have to admit that #einpoklum factory looks awesome also. I created a headeronly sample gist containing the code and a sample:
https://gist.github.com/h3r/5aa48ba37c374f03af25b9e5e0346a86
Since I am fairly new to Objective-C programming language, I'm facing a huge problem: how can I call a method of my application (made in Objective-C) from my dynamically loaded library (made in C++), by passing it some parameters?
I've been digging the web for a couple of days with no luck. The only thing I found is about IMP, but I'm not sure if that's what I need.
You actually have a plethora of options here.
If the dylib is one of your own, you can compile it as Objective-C++ for Mac OS X and #ifdef the objective-C calls (or not if you are only targeting Mac OS)
Both Obj-C and C++ can make use of C interfaces, so you could write an adapter layer in C (remember Obj-c is a strict superset of C) and expose it for the dylib to call the C functions which then call the Obj-C code.
You can use Blocks, which work in C, C++, and of course Obj-C
you can include the objective-c runtime (see documentation) and muck with that (This is where you would use the *IMP thing you mentioned).
Yet another option might be to use Objective C++ from the Cocoa side to setup C++ objects and expose those to the dylib. How you would go about this really depends on what the library is and how it is used etc; we need to know more about the dylib and how it is being used to elaborate on this.
Since you specifically mention using an IMP lets talk a bit more in depth about that. The declaration is typedef void (*IMP)(id self, SEL _cmd, ...); which you can see takes a pointer to an Obj-C objects, and a SEL (selector), which is just a special C-String representation of the method. You can read more about both SEL and IMP in the documentation.
You can also make use of the runtime's C functions such as objc_msgSend to call a method by passing a pointer to the object and a SEL just like with IMP.
This should be enough information to get you started. Thanks for this question BTW, I never really sat down and thought about all the possible ways to combine C++ with Objective-C before. Odds are I even missed something ;)
You can use objective c runtime
include <objc/runtime.h>
objc_msgSend(id, SEL, arg0, ...)
where
id - is the object where you want to send message
SEL - is struct pointer, describing message you send.
arg0,... are the arguments that you pass to selector.
For more understanding of runtime, see the source code http://www.opensource.apple.com/source/objc4/
Also you can cast IMP address, and call the function.
int(* foo)(id, SEL, arg) = IMP;
foo(someObject, #selector(someMessage), arg);
I have a list of functions in a text file that I'd like to expose to LLVM for its execution engine at run time, I'm wondering if its possible to find pointers to the functions at runtime rather than hard code in all the GlobalMappings by hand as I'd probably like to add in more later. For example:
// File: InternalFunctions.txt
PushScreen
PopScreen
TopScreen
// File: ExposeEngine.cpp
// Somehow figure out the address of the function specified in a string
void* addy = magicAddress("PushScreen");
jit->addGlobalMapping(llvmfunction, addy);
If this is possible I love to know how to do it, as I am trying to write my game engine by jit-ing c++. I was able to create some results earlier, but I had to hard-code in the mappings. I noticed that Gtk uses something along the lines of what I'm asking. When you use glade and provide a signal handler, the program you build in c will automatically find the function in your executable referenced by the string provided in the glade file. If getting results requires me to look into this Gtk thing I'd be more than happy to, but I don't know what feature or part of the api deals with that - I've already tried to look it up. I'd love to hear suggestions or advice.
Yes, you can do this. Look at the man pages for dlopen() and dlsym(): these functions are standard on *nix systems and let you look up symbols (functions or variables) by name. There is one significant issue, which is that C++ function names are usually "mangled" to encode type information. A typical way around this is to define a set of wrapper functions in an extern "C" {} block: these will be non-member, C-style functions which can then call into your C++ code. Their names will not be mangled, making them easy to look up using dlsym().
This is a pretty standard way that some plugin architectures work. Or at least used to work, before everyone started using interpreted languages!
it is possible in C++ to execute the C++ code from string variable.
Like in Javascript:
var theInstructions = "alert('Hello World'); var x = 100";
var F=new Function (theInstructions);
return(F());
I want something very similar like Javascript in C++. How to do that ?
No, C++ is a static typed, compiled to native binary language.
Although you could use LLVM JIT compilation, compile and link without interrupting the runtime. Should be doable, but it is just not in the domain of C++.
If you want a scripting engine under C++, you could use for example JS - it is by far the fastest dynamic solution out there. Lua, Python, Ruby are OK as well, but typically slower, which may not be a terrible thing considering you are just using it for scripting.
For example, in Qt you can do something like:
int main(int argc, char *argv[])
{
QCoreApplication a(argc, argv);
QScriptEngine engine;
QScriptValue value = engine.evaluate("var a = 20; var b = 30; a + b");
cout << value.toNumber();
return a.exec();
}
And you will get 50 ;)
You will need to invoke a compiler to compile the code. In addition, you will need to generate some code to wrap the string in a function declaration. Finally, you'll then somehow need to load the compiled code.
If I were doing this (which I would not) I would:
Concatenate a standard wrapper function header around the code
Invoke a compiler via the command line (system()) to build a shared
library (.dll on windows or .so on linux)
Load the shared library and map the function
Invoke the function
This is really not the way you want to write C code in most cases.
Directly, no. But you can:
write that string to a file.
invoke the compiler and compile that file.
execute the resulting binary.
C++ is a compiled language. You compile C++ source into machine code, the executable. That is loaded and executed. The compiler knows about C++ (and has all the library headers available). The executable doesn't, and that is why it cannot turn a string into executable code. You can, indeed, execute the contents of a string if it happens to contain machine code instructions, but that is generally a very bad idea...
That doesn't mean that it wouldn't be possible to do this kind of run-time compilation. Very little (if, indeed, anything) is impossible in C++. But what you'd be doing would be implementing a C++ compiler object... look at other compiler projects before deciding you really want this.
Interpreted languages can do this with ease - they merely have to pass the string to the interpreter that is already running the program. They pay for this kind of flexibility in other regards.
You can use Cling as C++ interpreter.
I created small CMake project for easier Cling integration: C++ as compile-time scripting language (https://github.com/derofim/cling-cmake)
Short answer is no. Hackers would have a field day. You can however use the Windows IActiveScriptSite interface to utilize Java/VB script. Google IActiveScriptSite, there are numerous examples on the web. Or you can do what I am currently doing, roll your own script engine.
is it possible to wrap a c++ library into c?
how could i do this?
are there any existing tools?
(need to get access to a existing c++ library but only with C)
You can write object-oriented code in C, so if it's an object-oriented C++ library, it's possible to wrap it in a C interface. However, doing so can be very tedious, especially if you need to support inheritance, virtual functions and such stuff.
If the C++ library employs Generic Programming (templates), it might get really hairy (you'd need to provide all needed instances of a template) and quickly approaches the point where it's just not worth doing it.
Assuming it's OO, here's a basic sketch of how you can do OO in C:
C++ class:
class cpp {
public:
cpp(int i);
void f();
};
C interface:
#ifdef __cplusplus
extern "C" {
#endif
typedef void* c_handle;
c_handle c_create(int i)
{
return new cpp(i);
}
void c_f(c_handle hdl)
{
static_cast<cpp*>(hdl)->f();
}
void c_destroy(c_handle hdl)
{
delete static_cast<cpp*>(hdl);
}
#ifdef __cplusplus
}
#endif
Depending on your requirements, you could amend that. For example, if this is going to be a public C interface to a private C++ API, handing out real pointers as handles might make it vulnerable. In that case you would hand out handles that are, essentially, integers, store the pointers in a handle-to-pointer map, and replace the cast by a lookup.
Having functions returning strings and other dynamically sized resources can also become quite elaborate. You would need the C caller provide the buffer, but it can't know the size before-hand. Some APIs (like parts of the WIn32 API) then allow the caller to call such a function with a buffer of the length 0, in which case they return the length of the buffer required. Doing so, however, can make calling through the API horribly inefficient. (If you only know the length of the required buffer after the algorithm executed, it needs to be executed twice.)
One thing I've done in the past is to hand out handles (similar to the handle in the above code) to internally stored strings and provide an API to ask for the required buffer size, retrieve the string providing the buffer, and destroy the handle (which deletes the internally stored string).
That's a real PITA to use, but such is C.
Write a c++ wrapper that does an extern c, compile that with c++, and call your wrapper.
(don't “extern c”)
extern C only helps you to have a names in dll like you see them.
You can use
dumpbin /EXPORTS your.dll
to see what happens with names with extern C or without it.
http://msdn.microsoft.com/en-us/library/c1h23y6c(v=vs.71).aspx
To answer your question... It depends... But it is highly unlikely that you can use it without wrappings. If this C++ library uses just a simple functions and types you can just use it. If this C++ library uses a complex classes structure - probably you will be unable to use it from C without wrapping. It is because the internal of classes may be structured one way or another depending on many conditions (using inference with virtual tables or abstracting. Or in example complex C++ library may have its own object creation mechanisms so you HAVE to use it in the way it is designed or you will get unpredictable behavior).
So, I think, you have to prepare yourself for doing dome wrappings.
And here is a good article about wrapping C++ classes. It the article the Author tells about wrapping C++ classes to C# but he uses C at first step.
http://www.codeproject.com/KB/cs/marshalCPPclass.aspx
If the C++ library is written which can be compiled with C compiler with slight editting (such as changing bool to int, false to 0 and true to 1 etc), then that can be done.
But not all C++ code can be wrapped in C. Template is one feature in C++ that cannot be wrapped, or its nearly impossible.
Wrap it in C++ cpp that calls that dll, and "extern C" in that file you made.