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What are your tips on implementing a plugin style system?
In C (and I think C++ too although I haven't done it myself), this is most typically done using dynamically loaded modules. The API:s for such are platform-dependent.
On POSIX (Linux), you use the dlopen() family of functions. Basically you build your plugin separately, then load it at run-time, look up its symbols by name, and can then call them.
For Win32, there is LoadLibrary() which does something very similar, you build your code into a DLL.
For a handy wrapper that makes all of these easy and transparent, check out GLib's GModule API.
In the '92/'93 time frame I worked on a plugin architecture for Aldus PageMaker, which was coded in C++. PageMaker was built on a C++ OOP framework called VAMP, which assisted its portability between Mac OS and Windows.
So we tried to use the features of C++ to build a plugin architecture. This proved to be very problematic for C++ classes due to the so-called brittle base class problem. I proceeded to write a paper that was published in journals and that I presented at OOPSLA '93 in a reflection workshop. I also made contact with Bjarne Stroustrup at a Usenix conference in Portland and proceeded to dialog with him for several months, where he championed the issue of dealing with the brittle base class problem on my behalf. (Alas, other issues were deemed more important at that time.)
Microsoft introduced the COM/DCOM system and for that platform that was looked on as a viable solution to the problem. C++ could be used as an implementation language for COM via abstract classes used to define COM interfaces.
However, these days developers shun away from COM/DCOM.
In contrast, NeXT devised a plugin architecture using Objective C in the early 90s in the NeXT Step framework. Today that lives on vibrantly in Mac OS X on Apple's computers and important platforms such as the iPhone.
I submit Objective C enabled solving the plugin problem in a superior manner.
I personally regard the brittle base class problem of C++ to be it's most fatal flaw.
If were building a plugin architecture with the C-based family of languages, would do so using Objective C.
The best platform and language neutral advice I can give is this:
Design your entire app around the plugin SDK.
IMO, a plugin SDK should not be an afterthought. If you design your app to basically be an empty shell which loads plugins, then the core features are implemented in your own SDK, you get the following benefits:
High modularity of components, and clear separation of purpose (it kind of forces your architecture to be good)
It forces your SDK to be really good
It allows other third party developers to make extremely powerful, core-level features as well
New developers/hires can easily start work on a major new feature without having to touch the main app - they can do all their work in a plugin (which prevents them screwing up anything else)
In C/C++, you probably use dynamic link libraries and either function pointers (C) or interfaces (classes solely consisting of pure virtual methods, for C++). However even if you use Javascript, I'd still recommend the above architecture.
Qt provides QPluginLoader:
http://qt-project.org/doc/qt-4.8/qpluginloader.html
If you need/want more fine grained control, Qt also provides a means to load libraries on the fly with QLibrary:
http://qt-project.org/doc/qt-4.8/qlibrary.html
Even better, these are portable across platforms.
This may not be what you're looking for, but you could embed a scripting language in your application, such as Lua. Lua was designed to be embedded in other programs and used as a scripting language for writing plugins. I believe it's fairly easy to add the Lua interpreter to your program, though I don't know Lua so I can't vouch for how effective of a solution this would be. Others with more experience with Lua, please add comments about your experience with embedding Lua in another application.
This would, of course, mean that your plugins need to be written in Lua. If you don't like Lua then the de-facto standard Perl, Python and Ruby interpreters are all written in C, and can be embedded in a C program. I know of a number of programs that use these languages as scripting language extensions.
However, I don't know what you're looking for, as your question is a little vague. Perhaps more information about what you want people to be able to do with said plugins would be appropriate. For some tasks, a full-blown scripting language may be a bit overkill.
I have written an article about how to implement a plugin system using Dynamic Linking Libraries. The article is written from the point-of-view of a Windows programmer but the technique can be applied to a Linux/Unix type environment.
The article can be found here: http://3dgep.com/?p=1759
The main point is, you should create a "common" DLL that is implicitly linked by both the main application (the core application) and by the plugin implementations. The plugins can then be explicitly linked and loaded dynamically at run-time by the core application.
The article also shows how you can safely share static (singleton) instance of a class across multiple DLLs by using the "common" DLL.
The article also shows how you can export a "C" function or variables from a DLL and use the exported functions in the application at run-time.
It's best to use a framework like ACE (http://www.cs.wustl.edu/~schmidt/ACE.html) that shields you (as good as possible) from platform specific coding.
ACE contains a plugin framework that is based on shared libraries that you can use to create dynamically assembled applications.
For a higher level abstraction check out CIAO (http://www.cs.wustl.edu/~schmidt/CIAO.html) the Open Source C++ implementation of the CORBA Component Model.
Look at Poco Class Loader, it can be interesting for you.
I have written a plugin library Pugg that loads C++ classes from dll files and here is the logic I used:
User exports a c function from dll that has a unique name. This name has to be unique enough as functions cannot be distinguished using their arguments while loading from dlls.
C function registers one or several factory classes called "Driver". Every Driver class is associated with a string. When the main application wants to create a class, it gathers the related factory class using the associated string. I also implemented a version checking system to not load old plugins.
Dll loading is accomplished using the LoadLibraryA and GetProcAddress functions (Pugg currently works on windows).
One thing worth mentioning is that main application and dlls should be compiled using the same compiler and using the same compilation options (release/debug modes, optimization settings, stl versions etc...). Otherwise there might be issues with mapping of classes.
I have had some success using a fairly naive system:
Create API Specification for plug-ins
Use a singleton plug-in manager
Use LoadLibrary/GetProcAddress based run time dynamic linking
Implement Inversion of control based event handling for notifying the plug-ins
This podcast on plugin architectures might also be interesting.
Related
We have a lot of business logic written in cross-platform C++. We want to write cross-platform UI for our application and use this business logic to create whole cross-platfrom application.
Is it possible to expose native module purely written in C++ to react-native?
We don't want to create wrappers around C++ code in native language (Java or Objective-C). Such wrappers will add more complexity it will make debugging and investigation much harder.
I am also looking for a way to do this directly in C++ without writing JNI for Android and Obj-C for iOS. I have found the CxxNativeModule class in the react native source. See the sample implementation SampleCxxModule.
The last thing to figure out is how to register that module in C++. In the JNI for React Native Android, implementation of NativeModule says
NativeModules whose implementation is written in C++ must not provide
any Java code (so they can be reused on other platforms), and instead
should register themselves using CxxModuleWrapper.
Then implementation of CxxModuleWrapper says
This does nothing interesting, except avoid breaking existing code.
So, this may help you get started. The last thing to figure out is how to register a CxxNativeModule so that it can be used in JS.
It seems as though you would need to find the code which is os dependent and write different versions of this code for different operating systems.
Here is a link which suggests how this might be done:
How do I check OS with a preprocessor directive?
I want to write a native application that can be extended with plugins, perferabily in the form of dynamic libraries. I have an idea of what to do, but I would like some ideas, especially best practice tips on what to do and not to do. I worked with similar things on java and php, so I hope I don't bring any bad habits in to my C++.
I'm thinking of allowing developers to implement certain functions like "on_recieve_data(App* app, void* data)" and my application will load all the plugins and call their on_recieve_data function with a pointer to itself (dlsym?).
There are a few things that I consider very important for plugins:
Language support
If you want to reach the most number of platforms/languages/compilers then you should write the plugin interface in C and not in C++. The plugin developers can still write their functions in C++, of course, it is just the interface that is C. The problem is that each C++ compiler mangles symbol names in its own way, so if you use C++ you will be forcing plugin developers to use the same compilers and tools that you use. On the other side, there is only one way to export C symbols, so using a C interface for the plugin will allow developers to pick whatever tools they like, and as long as they can produce standard .so/.dll libraries they'll be fine.
Memory allocation
In some platforms there are problems when memory allocated by the application is released by a DLL or viceversa. If the plugin has functions that are supposed to allocate memory, then make sure you also require the plugin to provide a corresponding function to release that memory. Likewise, if the plugin can call a function in the application to allocate memory, you should also expose a release function for that memory.
Versioning
It is likely that you will have to revise the plugin API after plugins have been written. So your application needs to be prepared to load plugins developed for an older version. You should require an 'init' function in the plugin that the application calls to determine what version of the API the plugin implements and any other information the app might need to know, like the plugin type (if there are different types), what is implemented and what isn't, etc.
Also you have to be very careful when you have to revise the plugin API. You can't change existing functions, since that would break older plugins. Instead you will need to add alternative versions of those functions that have the improvements. Then the problem comes of how to name the new version of an existing function. Typically they'll get the same name plus some suffix ('Ex', a number, etc.). I haven't seen this problem solved in a way that I like.
Likewise, you have to take precautions for structures that are passed between the application and plugins. A common approach is to make the first member of all structures the size of the structure. This works as sort of a versioning mechanism, so that the application can determine what the structure looks like from its size.
Here are a few links that might be of interest:
C-Pluff, a general purpose plug-in framework in C (MIT license)
lighttpd's plugin.h header file
This page has a discussion on how to implement a plugin architecture under Mac OS X, including a short overview of a how to create a C interface for plugins.
Blender is an interesting one. The application is written in C++, but plugins are written in Python. Not a bad idea really, it makes it a lot easier for developer to write plugins.
There are plenty of applications written in scripting languages that support plugins (Wordpress, Drupal, Django, and many more). You can look at any of those that are closer to the kind of application you are writing for ideas.
I believe that this post -> Design Pattern for implementing plugins in your application? does answer your question I guess. It has a lot of refernce for plugin model.
Perhapse, the Eclipse architecture can serve as example:
http://www.eclipse.org/articles/Article-Plug-in-architecture/plugin_architecture.html
I'm pretty there is a book from Eclipse's creator, but I can't remember neither the author nor the name of the book.
I have looked at some of the info on cross platform design. I can't find the answer to one question I have however.
What I would like to do is design my UI's in Delphi (Windows) and X-Code (Mac) with the underlying guts of the program being OS agnostic C++ code. Is this possible to achieve? I see lots of talk about Cross Platform Compilers, Frameworks and GUI tools but I really want to keep the interfaces 100% native.
Please forgive me if this an absurd question but I am relatively new to the world of programming and learning along the way. My company has an extensive catalog of Delphi applications for windows developed over the past 15 years and Delphi is where I have spent most of the last year.
If you are comfortable working with Object Pascal take a look to the FreePascal compiler and Lazarus which is a free cross-platform IDE (available for Windows, Linux, Mac OS X).
You should have a look at wxWidgets http://www.wxwidgets.org/ for programming 100%-native.
From my point of view I can't see the benefit of using two different and specific gui designers for two (or more) target platforms. It should be easy to share the code if the platform specific parts are clearly separated in your architecture. wxWidgets gives you the ability to use the same gui definition in both platforms without loosing the native character.
Personally, I wouldn't use C++ for UI design anymore. But why are you using two IDE's? I suggest to use a more abstract language (like Java with Netbeans/Eclipse or even better C#/.Net with VS/Blend) for this UI/event/interaction stuff keeping only some specific parts in an native optimized binary code.
.Net/Mono can use differnt toolkits for the ui style. Today, being "native" within the context of UX and look and feel does mean to follow system specific guidelines, I think.
This could be reached by views and adpaters (see google for some design pattern).
Look and feel is just a point of styling an app and it could be a native looking style, too. In the WPF-world handles are used only for the host window (and some legacy compatibility reasons using windows forms) but the user won't feel the differenc if you are styling your app like the former win-api-ones.
Qt has also an platform independent approach for the C++-world but is not really native. Qt draws its own controls with a native look and feel (if needed) and comes also with the option to use/share one definition of the UI between different platforms.
Your question is not absurd by any means - you're looking for the solution to a problem we've all been dealing with for many years - how to achieve cross platform compatibility and code reuse. But perhaps there are some points that you need clarification on:
As others have said, C++ is not the only 'OS agnostic' language - in fact most languages are 'OS agnostic' - what normally isn't (and cannot be) OS agnostic is the compiler, the GUI libraries etc. Pascal, C++, Python, C#, Java and many others have SDK's for various OS's, much of it open source.
If for some reason you are set on C++, check out Embarcedaro C++ - a Delphi clone using C++ instead of Object Pascal.
And IMO you should investigate Qt: http://doc.qt.nokia.com/latest/index.html - Qt is an excellent 'OS agnostic' framework that includes GUI widgets as well as many other powerful libraries that span pretty much the whole scope of modern PC computing.
Although c++ is the native language for Qt development, there are quite a few 'language bindings' available to make Qt programming possible with other languages. (varying degrees of functionality are supported depending on the binding implementation) I understand there is an Object Pascal language binding for Qt using Lazarus - I haven't tried it yet but it sounds very interesting.
Also, a word of caution: separating your GUI from the 'underlying guts' of your application such that it is OS agnostic can be quite challenging in complex applications - I think a good place to start is by reading up on the MVC paradigm.
HTH
I need to build a C++ library to distribute among our customers. The library must be able to be accessed from a wide range of languages including VB6, C++, VB.net and C#.
I've being using ActiveX controls (ocx files) until now. But I wonder if there is a better kind of library (dll, etc.) that I can build. What do you recommend?
I'm limited to C++ as the library language, but you can mention other languages for reference to other developers.
P.S. Sorry if the question was already asked. I had some trouble finding a suitable title. Feel free to correct my English.
Edit: Seems like the best choice is either DLLs or OCX (i.e., COM), but I'm still having some doubts on which one will I choose. Which one is more suitable to modern languages (.NET for instance)? Which one would be easier to use from an end developer perspective?
Almost every language has a way of loading dynamic libraries and accessing exported C functions from them.
There is nothing preventing you from using C++ inside the dll but for maximum portability, export only C functions.
I have some more about this in this post.
If you're looking at supporting both VB6 and .NET, you're pretty much stuck with exposing interfaces via COM, but at least that'll get you out of having to create more than one wrapper based on the language/runtime system you're trying to interact with.
If there is any chance this will need to be ported to non windows platforms then a DLL / Shared library is your best choice as a COM object really isn't at all portable.
In addition you can call a DLL from almost any platform even if it requires you to write a wrapper of some kind. It's pretty easy to wrap a dll in a com object but if you make a native com object it's a lot harder to add a C style DLL API. Plus you might want to call it from java for example and it's much easier to write a JNI wrapper to call your DLL than get it working with COM in any kind of cross platform way.
Really it depends on what platforms you really need to call it from and how certain you can be that you won't get something out of the ordinary in future.
To be callable from all those languages your only real option is going to be COM, without having to write wrappers where required (which would defeat the point)
Plug-in systems in C++ are hard because the ABI is not properly defined, and each compiler (or version thereof) follows its own rules. However, COM on Windows shows that it's possible to create a minimal plug-in system that allows programmers with different compilers to create plug-ins for a host application using a simple interface.
Let's be practical, and leave the C++ standard, which is not very helpful in this respect, aside for a minute. If I want to write an app for Windows and Mac (and optionally Linux) that supports C++ plug-ins, and if I want to give plug-in authors a reasonably large choice of compilers (say less than 2 year old versions of Visual C++, GCC or Intel's C++ compiler), what features of C++ could I count on?
Of course, I assume that plug-ins would be written for a specific platform.
Off the top of my head, here are some C++ features I can think of, with what I think is the answer:
vtable layout, to use objects through abstract classes? (yes)
built-in types, pointers? (yes)
structs, unions? (yes)
exceptions? (no)
extern "C" functions? (yes)
stdcall non-extern "C" functions with built-in parameter types? (yes)
non-stdcall non-extern "C" functions with user-defined parameter types? (no)
I would appreciate any experience you have in that area that you could share. If you know of any moderately successful app that has a C++ plug-in system, that's cool too.
Carl
Dr Dobb's Journal has an article Building Your Own Plugin Framework: Part 1 which is pretty good reading on the subject. It is the start of a series of articles which covers the architecture, development, and deployment of a C/C++ cross-platform plugin framework.
You might also want to consider replacing the conventional plugin interface by a scripting interface. There are some very good bindings for several scripting languages in C/C++ that have already solved your problem. It might not be a bad idea to build on top of them. For example, have a look at Boost.Python.
Qt has a very nice system for plugins that I've used in the past. It uses Qt's meta-object system to overcome many of the problems typically found when trying to develop C++ plugins.
One example is how Q_DECLARE_INTERFACE works, to prevent you from using an incompatible plugin. Another is the build key, to make sure you load the correct plugin for your architecture, OS, compiler. If you don't use Qt's plugin system, these are things you will have to worry about and invent solutions for on your own. It's not necessarily rocket science, and I'm not saying you'd fail at it, but the guys at Trolltech are pretty smart and have spent a while thinking about it, and I'd rather use what they created than reinvent the wheel myself.
Another example is that RTTI typically doesn't work across DLL boundaries, but when using Qt, things like qobject_cast which rely on the meta-object system do work across DLL boundaries.
I think you are safe creating a plugin system based on:
Packaging of plugin functionality into library (.dll, .so, etc.)
Requiring that the plugin expose key C-language exports.
Requiring that the plugin implement (and return a pointer/reference to) an abstract C++ interface.
Probably the most successful C++ plugin system: good old Adobe Photoshop. And if not that, one of the virtual synth formats such as VSTi etc.
The book Imperfect C++ by Matthew Wilson has a nice info about this.
The advice in the seems to be: as long as you use the same (or equivelant) compiler, you can use C++, otherwise you're better of using C as an interface on top of your C++ code.
I have my own game engine that has a C++ plug-in system.
I have some code in header files so it gets put into the plugin's compilation unit.
Larger functions that live in the main engine are called via an exported C function (plugin calls MyObject_somefunction(MyObject *obj) which in the engine just calls obj->somefunction()). If calling a C function is ugly for your taste, then with some header trickery, when the header is included in the plugin, have the member function #defined to call the C function:
#if defined(IN_THE_PLUGIN)
void MyObject::somefunction() { MyObject_somefunction(this); }
#endif
Virtual functions either have to be pure or the code lives in the header file. If I'm not inheriting from a class and merely just instancing one, virtual function code can live in the engine, but then the class must export some C functions for creating and destroying the object that is called from the plugin.
Basically, the tricks that I have used, with the goal being to maintain total platform independence, just amount to C exports and header file tricks.
ACE has a cross platform plug-in architecture.
Check out:
ACE DLL
ACE DLL Manager
I would suggest checking out the book
The ACE Programmer's Guide
Firefox runs on XPCOM (http://www.mozilla.org/projects/xpcom/). It's inspired by Microsoft COM but it's multiplatform.