This question already has answers here:
Wrapping C++ for use in C#
(3 answers)
Closed 9 years ago.
I have a C++ project which consists of some headers, cpps, some lib files and DLL files.
I want to wrap these files in order to use them on a C# project.
I wanted to make one DLL which will contain the all C++ project and then to wrap it with C# class so I would be able to work with it.
So my questions are (Working with Visual Studio 2010):
How do I make the final DLL file.
a. I know how to link the lib files to the project, but how do i link the DLLs?
b. What do I need to add to my headers in order that the functions declared in them (which are implemented in the lib files) will be imported to the DLL. (What is __declspec)?
After building the final DLL file, how do I create a C# project which use this DLL file?
Thanks in advance
This is called (COM) InterOp. Fortunately one of the major design goals of the original .NET Framework was to facilitate easy interoperability between managed and unmanaged code. Broadly speaking there are three different kinds of interoperability that one may wish to achieve when dealing with managed code.
Making calls into COM components from managed code
Making calls into native DLLs from managed code. This known as platform invocation or colloquially, PInvoke. (This is what you want)
Allowing COM components to call managed code by wrapping the managed code with a runtime callable wrapper (RCW). This can be used as a strategy for the piecemeal replacement of legacy code on a planned basis.
The process by which data is moved from the managed to unmanaged realm is known as marshalling. This is the name by which data and its associated types are serialised across some boundary or other. To support this process there are a collection of classes that exist under the System.Runtime.InterOp namespace.
Broadly speaking the process is essentially as follows:
Determine function names (I use Dependency Walker)
Determine function signatures (Look it up on MSDN if it's a MSFT one)
Determine data types and structures required by code
Write managed code to call into the native code that satisfies the criteria determined above
Test the wrapper code that's after being written to ensure that it produces the expected results (this can often be the most tedious part)
You are looking for C++/CLI. With this hybrid you can write a dll that can contain any amount of normal C++ code and it can contain managed classes that can use .NET types (like System.String) for it's interface and internally handle your normal C++ types. That dll will be usable from C# like any other .NET dll. From the calling programs perspective will look as if you had written it in C#.
Normally answers should contain practical examples, but C++/CLI is a large field to cover, you could write books just describing your scenario. You can find a good tutorial here and a good Overview here.
Related
This question already has answers here:
Call C# dll from Delphi
(3 answers)
Closed 7 years ago.
As my first time as a student employee programming I have to create a DLL in C#.NET which is callable from Delphi.
I've read about this being not so easy due to Delphi being native code and .NET being managed.
I've also read about 'Unmanaged Exports' from Robert Giesecke. Could this be the solution?
Since I do not have Delphi on my machine (Delphi isn't free), I can't test this out for myself.
Also, will I have problems with my datatypes when I implement the Unmanaged Exports?
Last but not least, is there a language I could use that would have the same problem as Delphi for loading the DLL? It'd be nice for me to be able to test.
UnmanagedExports is one option. It certainly works very well. Other options include:
Exposing the functionality using COM.
Exposing the functionality via a C++/CLI mixed mode assembly.
Hosting the CLR from your Delphi code.
The final option is not very tractable. Don't attempt to do that.
You'll almost certainly encounter problems with interop data types unless you are already an expert in the field.
You can certainly test this out with FreePascal. Very likely you can write code in FreePascal that consumes your .net assembly and later use the exact same code in Delphi. Even if you have to change it somewhat, the lessons you will learn will be exactly the same.
You can make your .Net DLL as Com visible. Check this link.
Delphi can load Com objects without problems. This in theory, I don't have specific code samples, but you can try with different tutorials, they practically explains the same.
I don't know about the data types, but COM always tries to cast to a base type (double, float to decimal, number to integer, and complex objects to dynamic objects).
You can use the .Net Runtime Library for Delphi in http://dotnetruntimelibraryfordelphi.sourceforge.net/
The runtime library allows you to host and access .net library types.
Attempting to build a C# NPAPI plugin I have found a tutorial which describes that your dll needs to implement a number of methods such as NP_GetEntryPoints , NP_Initialize and NPP_New along with a number of others.
However what I want to understand is if I can simply mirror these method names and construct equivalent datastructures as described in the article (like _NPPluginFuncs) in C# and everything will work?
Could someone please be kind enough to provide some guidance? Is it possible to build a NPAPI plugin in C# and if so what are the basic steps involved?
As stated in the documentation:
A NPAPI browser plugin is, at it’s core, simply a DLL with a few specific entry points
That means you need to export some function from a regular dll, that is done usually in C/C++. Unfortunately it is not possible to expose any entry point from a plain C# dll, but look at this answer, with some effort it appear to be possible to trick some export by some sort of post build tool.
In any case don't expect to pass too much complicated data structures from/to the plugin interfaces, it will be a pain. If you are interested in doing more research the keywork to use is "reverse P/Invoke", in analogy with direct P/Invoke that is calling regular dll from managed world.
The reason a C# dll can't expose directly "entry points" is that entry point are actually just some address inside the dll poiting to some assembly code immediately executable. C# dll are different kind of beast: they are just files containing IL that is compiled "Just In Time" and indeed such compilation is forced AFAIK with some OS tricks. This is the reason reverse P/Invoke is not starightforward at all.
As Georg Fritzsche says in his comment:
NPAPI plugins are basically DLLs with a few required C-exports
and there is no built-in way to export functions (in the C-export sense) from an assembly written in C#.
Some of your options are:
A mixed-mode C++ assembly which can export the functions directly. This could have implications for hosting the CLR in your plugin's host process.
A small native DLL which hosts the exports, then uses COM interop to delegate to a C# assembly containing the plugin functionality. The "official" way to do so-called "reverse p/invoke".
An intriguing project which post-processes your fully-managed assembly, turning static methods marked with a custom attribute into named function exports. (I have no affiliation with this project; I stumbled across it after I got to wondering whether anyone had improved on the COM interop way of doing things.)
I´m really in the need of getting a deeper understanding of how to set up things right to get an elegant interaction between my C++ and C# code bases.
What I want to achieve is an in-game editor written in C# for my game engine (C++/DX). For doing so I let VS build my engine as a C++ dll with some additional functions (unmanaged code) to access the required functionality of my engine from the C# editor code base. So far so good.
The first thing which is bugging me is that I´ve to build the dll with CLR support. Otherwise C# does not accept the dll for some reason. It doesn´t even allow me to add it to the resources ("A reference to 'C:\Users...\frame_work\Test\frame_workd.dll' could not be added. Please make sure that the file is accessible, and that it is a valid assembly or COM component.").
And when I build the dll with CLR support and add it to the references in C# ,re-build without CLR support, start my editor and make a function call from the dll then I get an Exception HRESULT: 0x8007007E. I searched for it but the only thing I found had to do with dependencies but that doesn´t fit to the alert I get when adding the dll to the resources.
The other point is that I always have to switch the configuration type between application (.exe) and dll. in VS C++ depending on whether I want to run my engine directly or from the editor and every time the complete project is build completely new.
So, could someone explain to me how to organize this the right way? And what could be a possible reason why C# wants the dll to be compiled with CLR support?
Thank you guys/girls.
There are two ways to deal with this.
Either you make your C++ code provide an API which has a fully compliant COM object. If the object is COM then C# can directly interop with it. (This is why you can't add it as a reference directly)
However I think what you are really wanting to do will involve a P/Invoke (calling C/C++ native code from C#). This is entirely possible but it's not always easy. You need to deal with conversions between your C++ API and your C#, pointers and you need to be very careful to pin any references that your C++ code writes to in the C# app.
C# code is managed code (runs in the CLR), and can only directly* reference managed assemblies. So of course you're getting an error when you build against a managed assembly, and then sneak in and replace that managed DLL with an (incompatible) unmanaged DLL. You're basically trying to lie to the compiler, and that generally doesn't end well.
If you want your C++ DLL to be accessible from C#, the simplest way to do it is to build it as a managed assembly (i.e., CLR support). Which you're already doing. Just take out the extra step where you replace the working managed DLL with a non-working unmanaged one.
Also:
C++ dll with some additional functions (unmanaged code) to access the required functionality of my engine from the C# editor
That won't help you, because C# can't directly* call unmanaged code. The simplest way to make this work will be to make additional managed classes and methods in your C++ DLL. Then your C# assembly will be able to directly use those managed classes.
* As Spence noted, you can use -indirect- means (P/Invoke and COM) to access unmanaged code from C#. But that will make your life much more complicated than it is now, not to mention how it will complicate your build and deployment. You're already really close to something that should work -- don't add all that extra complexity.
When calling functions with P/Invoke, you don't add the DLL to the C# project resources (or what you probably meant, references, either).
You will add it to the file list in your MSI project, of course.
I have a C++ application. This supports users' C++ plugin DLL's, it will dynamically load these DLL's and then be able to create and use the user's types dynamically. These user types derive from base types and interfaces defined in the main application's core library, so I hold user's objects as pointers to the base class and call the user's virtual functions to make their magic happen.
Now I want to extend the plugin DLL's to allow managed DLL's (I care about C# mostly). I want all of the same magic to happen in C# plugin DLL's.
How can I dynamically load these dll's, some how I think win32's LoadLibrary which I am currently using is going to be happy with a managed DLL. I will not have access to these libraries at compile/link time, they come from the user.
After I get the library loaded, unfortunately I suspect COM in my future as the way to call the derived functions. Possibly I could use the CLI/C++ wrapper I have been reading about but I am very inexperienced here and would appreciate any advice or links to appropriate articles.
Another way of doing this would be creating a C++/CLI project that hosts your C# classes and use it as a bridge in your C++ project.
A few more links to this approach:
Connecting c++ and c# code with a c++/cli bridge
.NET to C++ Bridge
The latest link has simple source code for the bridge
What you'd do is basically start up an instance of the CLR in your process.
Have a look at this article on CLR hosting
Here are some slides that describe my solution.
https://docs.google.com/presentation/pub?id=1YoJRGnveh4By7ym4GL19L7OzYOFORZQB6RgJEPVfFb8&start=false&loop=false&delayms=3000
My solution was to have a win32 plugin dll, loaded through normal means (LoadLibrary) that links to mixed C++/CLI dll, which links to pure managed C# code. I allowed calls to happen both ways using A LOT of boiler plate, and a double c++/cli bridge pattern based off of the link given by Padu. Details were fairly complex, but the job of the end API user is very easy and that was my goal. The managed plugin object writer simply derives from an object, and everything just works.
Essentially I made a pattern that provides "mixed mode pseudo inheritance" Now my c# objects derive from a base class in c++.
The header file used by the C++ dll contains a few user defined type definitions and function declarations.I have browsed many sites and all the posters say that its not possible to import header file into C#.I would like to know if there is any way to import header file into C# code as it is required to declare the functions of the imported dll in the C# application class.
Thanks
This is more or less a duplicate of Importing a C++ dll in C# however that question has some poor "information lite" answers.
Unfortunately there is no short answer to this, however you do have several options.
Wrap your C++ class in a managed C++
class. Then your C# project just
references the managed C++ project,
and everything works.
Like 1, create a managed C++ class,
but create a facade. This a
simplified interface to your class
exposing only the functionality you
need.
The other approach is to use PInvoke
to call the methods on the class.
You'd need to built a C#
representation of the class for the
pinvoke calls. This can be
problematic and involves a lot of
trial and error if you don't know
what you're doing.
All of the above involve learning some technologies that will be new to you (manged C++ or the intracies of PInvoke). Unfortunatly there's no other way.
If you can I'd go with 2.
Have you considered bridging this gap with a C++/CLI project? If you write all your wrapper library and interoperability code in a C++/CLI project you can easily define managed types that expose the defines in C/C++ header files.
When I have submbled upon the same problem - given .h and .lib files intended for C/C++ use, I have written a wrapper for it in C++ with managed extensions. It is really quite simple. Your C++ assembly will play neatly in your Visual Studio solution and you'll be able to single step right from C# into managed C++ into unmanaged C++ and back again light as a breeze! :-)