Using C++ DLLs with different compiler versions - c++

This question is related to "How to make consistent dll binaries across VS versions ?"
We have applications and DLLs built
with VC6 and a new application built
with VC9. The VC9-app has to use
DLLs compiled with VC6, most of
which are written in C and one in
C++.
The C++ lib is problematic due to
name decoration/mangling issues.
Compiling everything with VC9 is
currently not an option as there
appear to be some side effects.
Resolving these would be quite time
consuming.
I can modify the C++ library, however it must be compiled with VC6.
The C++ lib is essentially an OO-wrapper for another C library. The VC9-app uses some static functions as well as some non-static.
While the static functions can be handled with something like
// Header file
class DLL_API Foo
{
int init();
}
extern "C"
{
int DLL_API Foo_init();
}
// Implementation file
int Foo_init()
{
return Foo::init();
}
it's not that easy with the non-static methods.
As I understand it, Chris Becke's suggestion of using a COM-like interface won't help me because the interface member names will still be decorated and thus inaccessible from a binary created with a different compiler. Am I right there?
Would the only solution be to write a C-style DLL interface using handlers to the objects or am I missing something?
In that case, I guess, I would probably have less effort with directly using the wrapped C-library.

The biggest problem to consider when using a DLL compiled with a different C++ compiler than the calling EXE is memory allocation and object lifetime.
I'm assuming that you can get past the name mangling (and calling convention), which isn't difficult if you use a compiler with compatible mangling (I think VC6 is broadly compatible with VS2008), or if you use extern "C".
Where you'll run into problems is when you allocate something using new (or malloc) from the DLL, and then you return this to the caller. The caller's delete (or free) will attempt to free the object from a different heap. This will go horribly wrong.
You can either do a COM-style IFoo::Release thing, or a MyDllFree() thing. Both of these, because they call back into the DLL, will use the correct implementation of delete (or free()), so they'll delete the correct object.
Or, you can make sure that you use LocalAlloc (for example), so that the EXE and the DLL are using the same heap.

Interface member names will not be decorated -- they're just offsets in a vtable. You can define an interface (using a C struct, rather than a COM "interface") in a header file, thusly:
struct IFoo {
int Init() = 0;
};
Then, you can export a function from the DLL, with no mangling:
class CFoo : public IFoo { /* ... */ };
extern "C" IFoo * __stdcall GetFoo() { return new CFoo(); }
This will work fine, provided that you're using a compiler that generates compatible vtables. Microsoft C++ has generated the same format vtable since (at least, I think) MSVC6.1 for DOS, where the vtable is a simple list of pointers to functions (with thunking in the multiple-inheritance case). GNU C++ (if I recall correctly) generates vtables with function pointers and relative offsets. These are not compatible with each other.

Well, I think Chris Becke's suggestion is just fine. I would not use Roger's first solution, which uses an interface in name only and, as he mentions, can run into problems of incompatible compiler-handling of abstract classes and virtual methods. Roger points to the attractive COM-consistent case in his follow-on.
The pain point: You need to learn to make COM interface requests and deal properly with IUnknown, relying on at least IUnknown:AddRef and IUnknown:Release. If the implementations of interfaces can support more than one interface or if methods can also return interfaces, you may also need to become comfortable with IUnknown:QueryInterface.
Here's the key idea. All of the programs that use the implementation of the interface (but don't implement it) use a common #include "*.h" file that defines the interface as a struct (C) or a C/C++ class (VC++) or struct (non VC++ but C++). The *.h file automatically adapts appropriately depending on whether you are compiling a C Language program or a C++ language program. You don't have to know about that part simply to use the *.h file. What the *.h file does is define the Interface struct or type, lets say, IFoo, with its virtual member functions (and only functions, no direct visibility to data members in this approach).
The header file is constructed to honor the COM binary standard in a way that works for C and that works for C++ regardless of the C++ compiler that is used. (The Java JNI folk figured this one out.) This means that it works between separately-compiled modules of any origin so long as a struct consisting entirely of function-entry pointers (a vtable) is mapped to memory the same by all of them (so they have to be all x86 32-bit, or all x64, for example).
In the DLL that implements the the COM interface via a wrapper class of some sort, you only need a factory entry point. Something like an
extern "C" HRESULT MkIFooImplementation(void **ppv);
which returns an HRESULT (you'll need to learn about those too) and will also return a *pv in a location you provide for receiving the IFoo interface pointer. (I am skimming and there are more careful details that you'll need here. Don't trust my syntax) The actual function stereotype that you use for this is also declared in the *.h file.
The point is that the factory entry, which is always an undecorated extern "C" does all of the necessary wrapper class creation and then delivers an Ifoo interface pointer to the location that you specify. This means that all memory management for creation of the class, and all memory management for finalizing it, etc., will happen in the DLL where you build the wrapper. This is the only place where you have to deal with those details.
When you get an OK result from the factory function, you have been issued an interface pointer and it has already been reserved for you (there is an implicit IFoo:Addref operation already performed on behalf of the interface pointer you were delivered).
When you are done with the interface, you release it with a call on the IFoo:Release method of the interface. It is the final release implementation (in case you made more AddRef'd copies) that will tear down the class and its interface support in the factory DLL. This is what gets you correct reliance on a consistent dynamic stoorage allocation and release behind the interface, whether or not the DLL containing the factory function uses the same libraries as the calling code.
You should probably implement IUnknown:QueryInterface (as method IFoo:QueryInterface) too, even if it always fails. If you want to be more sophisticated with using the COM binary interface model as you have more experience, you can learn to provide full QueryInterface implementations.
This is probably too much information, but I wanted to point out that a lot of the problems you are facing about heterogeneous implementations of DLLs are resolved in the definition of the COM binary interface and even if you don't need all of it, the fact that it provides worked solutions is valuable. In my experience, once you get the hang of this, you will never forget how powerful this can be in C++ and C++ interop situations.
I haven't sketched the resources you might need to consult for examples and what you have to learn in order to make *.h files and to actually implement factory-function wrappers of the libraries you want to share. If you want to dig deeper, holler.

There are other things you need to consider too, such as which run-times are being used by the various libraries. If no objects are being shared that's fine, but that seems quite unlikely at first glance.
Chris Becker's suggestions are pretty accurate - using an actual COM interface may help you get the binary compatibility you need. Your mileage may vary :)

not fun, man. you are in for a lot of frustration, you should probably give this:
Would the only solution be to write a
C-style DLL interface using handlers
to the objects or am I missing
something? In that case, I guess, I
would probably have less effort with
directly using the wrapped C-library.
a really close look. good luck.

Related

Correctly defining DLL-interfaces with C++11/14

I've read several times that passing STL objects like vector and string outside of a DLL boundary is bad practice because different compiler versions can generate different code for STL objects. Therefore, you should design a C-style interface and not pass STL objects at all. However, there are still some things unclear to me:
1. What is the 'boundary' of a DLL?
Is it right to say, that the boundary is where code is beeing compiled on DLL side? What if I define a .h file inside a DLL (f.e. to write a factory class) and use that header file in a different project? Is that .h file inside or outside the boundary of the DLL and why?
2. What is contained in a DLL?
Let' say I have a class Foo:
class Foo
{
public:
__declspec(dllexport) void f1(); //instantiates v1 inside function
private:
unique_ptr<vector<int>> v1 = nullptr;
}
If I only mark the function f1() with __declspec(dllexport), only this function should be contained in the DLL. How does the code inside f1() know what v1 is if v1 isn't contained in the DLL?
3. Passing objects out of a DLL-boundary using unique_ptr
I'm using unique_ptr almost everytime in my project. From what I understand, returning a unique_ptr from a DLL would be bad practice because unique_ptr is an STL object. How can I instantiate an object inside the DLL and return a unique_ptr to it?
4. Why does defining interfaces or using PIMPL help to define an DLL interface?
I still have to convert my STL classes to C-style objects. And in the project using the DLL, I would have to somehow wrap the C-style objects inside STL classes again. I don't see any advantage of using interfaces or PIMPL in this case.
Also, if I define an interface (class with pure virtual functions), wouldn't this have the same effect as just declaring the functions in my class with __declspec(dllexport)?
class IFoo
{
public:
virtual ~IFoo() = 0 {};
virtual void f1() = 0;
}
class Foo : public IFoo
{
public:
void f1();
//__declspec(dllexport) void f1(); //why use an interface if I can just declare the functions like this?
}
How is the DLL-STL problematic solved in modern C++ 11/14 libraries? Are there any modern open-source libraries that I can have a look at?
Unfortunately STL types aren't consistent across compilers. Even different versions of Visual Studio have differences.
The boundary is where the code is compiled. If you have an implementation in a header file in your library, then the compiler used to compile the EXE will compile the code. This is potentially very bad because what the code in the EXE thinks is the data is different to what the code in the DLL thinks is the data. (You need to look out for differences like this especially if you have #ifs in a struct definition and you need to be explicit about packing).
The only way to be sure is to define all your own types (being careful of packing) and not use STL. This is what DLL libraries usually do.
Interfaces can enable the user to dynamically link to the library. Using __declspec(dllexport) requires a static linking; that is the EXE has to link to the .lib generated when you compiled the DLL to be able to access all the functions. This means amongst other things you can't update the DLL without the EXE having to be recompiled (probably - you can get away with this in some circumstances, but it's not a good idea).
By dynamically linking you can update the DLL or add functionality to the DLL without relinking the EXE as long as you don't change your interfaces. The EXE might call LoadLibrary() on the DLL and GetProcAddress() to access one function that returns an interface. Everything else including data types passed as parameters are interfaces (i.e. contain only pure virtual functions) or simple structs. This is how the basic level of COM works.
To answer question 2, when you declare something as __declspec(dllexport) you are stating that this is part of the interface to the DLL - something that is accessible to the component that loads the DLL. Anything declared without __declspec(dllexport) should be present within the DLL but will not be available to be called/used by an external component.

Is it safe to use strings as private data members in a class used across a DLL boundry?

My understanding is that exposing functions that take or return stl containers (such as std::string) across DLL boundaries can cause problems due to differences in STL implementations of those containers in the 2 binaries. But is it safe to export a class like:
class Customer
{
public:
wchar_t * getName() const;
private:
wstring mName;
};
Without some sort of hack, mName is not going to be usable by the executable, so it won't be able to execute methods on mName, nor construct/destruct this object.
My gut feeling is "don't do this, it's unsafe", but I can't figure out a good reason.
It is not a problem. Because it is trumped by the bigger problem, you cannot create an object of that class in code that lives in a module other than the one that contains the code for the class. Code in another module cannot accurately know the required object size, their implementation of the std::string class may well be different. Which, as declared, also affects the size of the Customer object. Even the same compiler cannot guarantee this, mixing optimized and debugging builds of these modules for example. Albeit that this is usually pretty easy to avoid.
So you must create a class factory for Customer objects, a factory that lives in that same module. Which then automatically implies that any code that touches the "mName" member also lives in the same module. And is therefore safe.
Next step then is to not expose Customer at all but expose an pure abstract base class (aka interface). Now you can prevent the client code from creating an instance of Customer and shoot their leg off. And you'll trivially hide the std::string as well. Interface-based programming techniques are common in module interop scenarios. Also the approach taken by COM.
As long as the allocator of instances of the class and deallocator are of the same settings, you should be ok, but you are right to avoid this.
Differences between the .exe and .dll as far as debug/release, code generation (Multi-threaded DLL vs. Single threaded) could cause problems in some scenarios.
I would recommend using abstract classes in the DLL interface with creation and deletion done solely inside the DLL.
Interfaces like:
class A {
protected:
virtual ~A() {}
public:
virtual void func() = 0;
};
//exported create/delete functions
A* create_A();
void destroy_A(A*);
DLL Implementation like:
class A_Impl : public A{
public:
~A_Impl() {}
void func() { do_something(); }
}
A* create_A() { return new A_Impl; }
void destroy_A(A* a) {
A_Impl* ai=static_cast<A_Impl*>(a);
delete ai;
}
Should be ok.
Even if your class has no data members, you cannot expect it to be usable from code compiled with a different compiler. There is no common ABI for C++ classes. You can expect differences in name mangling just for starters.
If you are prepared to constrain clients to use the same compiler as you, or provide source to allow clients to compile your code with their compiler, then you can do pretty much anything across your interface. Otherwise you should stick to C style interfaces.
If you want to provide an object oriented interface in a DLL that is truly safe, I would suggest building it on top of the COM object model. That's what it was designed for.
Any other attempt to share classes between code that is compiled by different compilers has the potential to fail. You may be able to get something that seems to work most of the time, but it can't be guaraneteed to work.
The chances are that at some point you're going to be relying on undefined behaviour in terms of calling conventions or class structure or memory allocation.
The C++ standard does not say anything about the ABI provided by implementations. Even on a single platform changing the compiler options may change binary layout or function interfaces.
Thus to ensure that standard types can be used across DLL boundaries it is your responsibility to ensure that either:
Resource Acquisition/Release for standard types is done by the same DLL. (Note: you can have multiple crt's in a process but a resource acquired by crt1.DLL must be released by crt1.DLL.)
This is not specific to C++. In C for example malloc/free, fopen/fclose call pairs must each go to a single C runtime.
This can be done by either of the below:
By explicitly exporting acquisition/release functions ( Photon's answer ). In this case you are forced to use a factory pattern and abstract types.Basically COM or a COM-clone
Forcing a group of DLL's to link against the same dynamic CRT. In this case you can safely export any kind of functions/classes.
There are also two "potential bug" (among others) you must take care, since they are related to what is "under" the language.
The first is that std::strng is a template, and hence it is instantiated in every translation unit. If they are all linked to a same module (exe or dll) the linker will resolve same functions as same code, and eventually inconsistent code (same function with different body) is treated as error.
But if they are linked to different module (and exe and a dll) there is nothing (compiler and linker) in common. So -depending on how the module where compiled- you may have different implementation of a same class with different member and memory layout (for example one may have some debugging or profiling added features the other has not). Accessing an object created on one side with methods compiled on the other side, if you have no other way to grant implementation consistency, may end in tears.
The second problem (more subtle) relates to allocation/deallocaion of memory: because of the way windows works, every module can have a distinct heap. But the standard C++ does not specify how new and delete take care about which heap an object comes from. And if the string buffer is allocated on one module, than moved to a string instance on another module, you risk (upon destruction) to give the memory back to the wrong heap (it depends on how new/delete and malloc/free are implemented respect to HeapAlloc/HeapFree: this merely relates to the level of "awarness" the STL implementation have respect to the underlying OS. The operation is not itself destructive -the operation just fails- but it leaks the origin's heap).
All that said, it is not impossible to pass a container. It is just up to you to grant a consistent implementation between the sides, since the compiler and linker have no way to cross check.

Implications of using std::vector in a dll exported function

I have two dll-exported classes A and B. A's declaration contains a function which uses a std::vector in its signature like:
class EXPORT A{
// ...
std::vector<B> myFunction(std::vector<B> const &input);
};
(EXPORT is the usual macro to put in place _declspec(dllexport)/_declspec(dllimport) accordingly.)
Reading about the issues related to using STL classes in a DLL interface, I gather in summary:
Using std::vector in a DLL interface would require all the clients of that DLL to be compiled with the same version of the same compiler because STL containers are not binary compatible. Even worse, depending on the use of that DLL by clients conjointly with other DLLs, the ''instable'' DLL API can break these client applications when system updates are installed (e.g. Microsoft KB packages) (really?).
Despite the above, if required, std::vector can be used in a DLL API by exporting std::vector<B> like:
template class EXPORT std::allocator<B>;
template class EXPORT std::vector<B>;
though, this is usually mentioned in the context when one wants to use std::vector as a member of A (http://support.microsoft.com/kb/168958).
The following Microsoft Support Article discusses how to access std::vector objects created in a DLL through a pointer or reference from within the executable (http://support.microsoft.com/default.aspx?scid=kb;EN-US;Q172396). The above solution to use template class EXPORT ... seems to be applicable too. However, the drawback summarized under the first bullet point seems to remain.
To completely get rid of the problem, one would need to wrap std::vector and change the signature of myFunction, PIMPL etc..
My questions are:
Is the above summary correct, or do I miss here something essential?
Why does compilation of my class 'A' not generate warning C4251 (class 'std::vector<_Ty>' needs to have dll-interface to be used by clients of...)? I have no compiler warnings turned off and I don't get any warning on using std::vector in myFunction in exported class A (with VS2005).
What needs to be done to correctly export myFunction in A? Is it viable to just export std::vector<B> and B's allocator?
What are the implications of returning std::vector by-value? Assuming a client executable which has been compiled with a different compiler(-version). Does trouble persist when returning by-value where the vector is copied? I guess yes. Similarly for passing std::vector as a constant reference: could access to std::vector<B> (which might was constructed by an executable compiled with a different compiler(-version)) lead to trouble within myFunction? I guess yes again..
Is the last bullet point listed above really the only clean solution?
Many thanks in advance for your feedback.
Unfortunately, your list is very much spot-on. The root cause of this is that DLL-to-DLL or DLL-to-EXE is defined on the level of the operating system, while the the interface between functions is defined on the level of a compiler. In a way, your task is similar (although somewhat easier) to that of client-server interaction, when the client and the server lack binary compatibility.
The compiler maps what it can to the way the DLL importing and exporting is done in a particular operating system. Since language specifications give compilers a lot of liberty when it comes to binary layout of user-defined types and sometimes even built-in types (recall that the exact size of int is compiler-dependent, as long as minimal sizing requirements are met), importing and exporting from DLLs needs to be done manually to achieve binary-level compatibility.
When you use the same version of the same compiler, this last issue above does not create a problem. However, as soon as a different compiler enters the picture, all bets are off: you need to go back to the plainly-typed interfaces, and introduce wrappers to maintain nice-looking interfaces inside your code.
I've been having the same problem and discovered a neat solution to it.
Instead of passing std:vector, you can pass a QVector from the Qt library.
The problems you quote are then handled inside the Qt library and you do not need to deal with it at all.
Of course, the cost is having to use the library and accept its slightly worse performance.
In terms of the amount of coding and debugging time it saves you, this solution is well worth it.

C++ DLL plugin interface

I'm planning on doing a C++ plugin interface ala How to create some class from dll(constructor in dll)?(с++)
but concerns have been raised that if the interface is used to create DLLs via MinGW or Borland and the DLL loader is compiled with MSVC++, there might be problems. Since the only exported function is declared extern "C" I fail to see why it would not work ?
Ideas ?
If you want to be compatible across compilers (and Release / Debug) and use C++, you need a little more effort.
Basically - you are allowed to pass basic datatypes, and pointer to pure virtual classes. These classes must not contain any data member, their destructor must not be public and they should not have overloaded functions.
Memory must not be allocated in one dll and released in another. This means no exceptions and you need some kind of reference counting or returning mechanism.
All methods inside pure virtual class (aka "Interface") must be marked with a call convention (I'd prefer stdcall).
Dynamic casts are not possible as well, so you might need some functionality in all your interfaces to do the trick (like QueryInterface in COM).
This works because most compiler on win32 try to be COM compatible and solve the same problems in a COM compatible way. For getting the first interface, you need a plain C function that is exported from the dll.
If you just use C functions and C data types, everything will work as well. But then you are limited to C without classes & inheritance.
I hope that helps.
Name mangling is not a problem:
1st: if you use C functions with C data types, everything is defined, there's no name mangling (exception: in VS with STDCALL, you need to remap the name to the "normal" C name via Linker directive)
2nd: Methods inside classes are not exported and thus not mangled. You call methods via pointer to pure virtual classes (aka "Interfaces"). This uses an offset and no name. You still can't use the destructor, as the position of the destructor inside the vtbl is not fixed as far as I know.
If you pass structs to functions / methods, be sure to fix the alignment. It is not defined across different compilers.
An idea could be using standard extern C function to create a ClassFactory. Have some convenction about a fixed ( or more ) entry point the dll must expose to be a valid plugin.

Callback from a C++ dll to a delphi application

Application is written in delphi 2010 and the underlying dll is a C++ dll.
In ideal case, when your application is in C++; The dll makes a callback to an application when an event occurs. The callback is implemented through an interface. Application developers implements the abstract c++ class and pass the object to the dll. The dll will then make a callback to a member function of your implemented class. A classic callback pattern it is.
But how do I pass a delphi object to the dll for it to make a callback.
I wouldn't really call that ideal. It is selfish and short-sighted to make a DLL that requires its consumers to use the same compiler as the DLL used. (Class layout is implementation-defined, and since both modules need to have the same notion of what a class is, they need to use the same compiler.)
Now, that doesn't mean other consumers of the DLL can't fake it. It just won't be as easy for them as the DLL's designer intended.
When you say the callback is implemented through an interface, do you mean a COM-style interface, where the C++ class has nothing but pure virtual methods, including AddRef, Release, and QueryInterface, and they all use the stdcall calling convention? If that's the case, then you can simply write a Delphi class that implements the same interface. There are many examples of that in the Delphi source code and other literature.
If you mean you have a non-COM interface, where the C++ class has only pure virtual methods, but not the three COM functions, then you can write a Delphi class with the same layout. Duplicate the method order, and make sure all the methods are virtual. The Delphi VMT has the same layout as most C++ vtables on Windows implementations, at least as far as the function-pointer order is concerned. (The Delphi VMT has a lot of non-method data as well, but that doesn't interfere with the method addresses.) Just be sure you maintain clear ownership boundaries. The DLL must never attempt to destroy the object; it won't have a C++-callable destructor that the delete operator could invoke.
If you mean that you have an arbitrary C++ class that could include data members, constructors, or non-pure methods, then your task is considerably more difficult. Follow up if this is the case; otherwise, I'd rather not address it right now.
Overall, I'll echo Mason's advice that the DLL should use plain C-style callback functions. A good rule of thumb is that if you stick to techniques you see in the Windows API, you'll be OK. If you're not in control of how to interact with the DLL, then so be it. But if you can make the DLL's external interface more C-like, that would be best. And that doesn't mean you need to abandon the C++-style interface; you could provide two interfaces, where the C-style interface serves as a wrapper for your already-working C++style interface.
You can't pass a Delphi object to C++, at least not without a very good understanding of how the object model works at the binary level. If you need callbacks, do them using C types only and plain functions and procedures (no methods) and you should be fine.