define a structure in C++ IDL, then MarshalAs() appropriately in C# - c#

I have a C++ COM server that fills a C# caller's structure with data.
The structure is defined in the C++ IDL, something like the following:
interface Icontrol : IDispatch{
[
uuid(...),
version(1.0) ]
typedef struct testStructure
{
int x;
int y;
int z;
...
} testStructure;
...
[id(9)] HRESULT getStruct([ref,in,out] testStructure * theData);
...
Then, in the C# code:
EO_Lib.testStructure test = new EO_Lib.testStructure();
EO_Lib.getStruct(ref test);
I can make this work no problem with a regular .DLL by simply using MarshallAs in a C# structure for the fields non-native to C#. But I can't get that to work on a COM .DLL. I suspect it's because of my lack of knowledge about IDL.
What I need to be able to do is call getStruct() with a new C# type that I've created with appropriate MarshallAs() information. How do I do this?
I am using Visual Studio 2010 MFC/ATL C++ and C# .NET 4 Framework, if it helps.

While not an actual solution to the question, the following obviates the reason for my question.
From: http://msdn.microsoft.com/en-us/library/75dwhxf7(v=vs.100).aspx
Structures that are returned from platform invoke calls must be blittable types. Platform invoke does not support non-blittable structures as return types.
So basically, you can't do what I wanted to do.
If you ignore the COM aspect, BrokenGlass's solution here answers the convert-one-structure-to-another question.

It sounds like you are trying to tackle this from the Managed side of things. Not knowing many details about your architecture (like is this your COM server, as in you wrote it/own the code?) I'm going to have to make some assumptions in order to provide any solutions that approach from the C++ side, specifically the MIDL (IDL) aspect.
You mention the IDL and from what I can tell, at the very least you have access to the IDL that generates the type library. So, forget about what the CLR (managed) side for a bit and get it all working in the un-managed environments (COM).
Once that is done, determine what you want the struct to look like for your managed clients. Using that information, define a new type in your C++/MIDL project(s). If you don't have an ACF (Application Config File) file for your IDL, create one (its just an IDL file with the exact same name but with an ".acf" extension instead of ".idl". In the ACF file declare a user_marshal type that maps your COM struct to the new "managed friendly" struct that you just defined. Something like this:
// ACF file
typedef [user_marshal(testStructure_ForDotNet)] testStructure;
// where testStructure is your "original" struct and "testStructure_ForDotNet"
// is the one you just defined.
Finally, you'll need to define your conversion functions (Marshaling functions). Refer to this resource for more information:
http://msdn.microsoft.com/en-us/library/windows/desktop/aa367296(v=vs.85).aspx
Anyway, hope that helps (anyone).

Related

How to Return and consume custom struct object from C++ COM component into C# application

I have created a simple COM component in C++ and added a method like this
interface IMathControl : IDispatch{
HRESULT AddTwoNumbers(
[in] DWORD Number1,
[in] DWORD Number2,
[out] DWORD *pResult
);
};
I have consumed above component in my C# application and it works fine.
Now, I have a struct defined in C++ as this
struct AttributeValueInfo
{
string attribute;
string value;
string description;
};
My questions are:
How I can define a method which should return the result of AttributeValueInfo type in my C++ COM component ?
How I will consume that resultant struct AttributeValueInfo in my C# application ?
I think i need to do marshaling but don't know where to start. Can someone point the steps or a simple code snippet for above scenario.
Any help will be appreciated.
That is not possible. Only a C++ compiler can ever generate code to properly read the value of an std::string. With the additional restriction that it is the exact same version of the compiler with the exact same settings and using the exact same memory allocator. Interop capabilities for standard C++ classes compare unfavorably to those of a stone brick. C++ doesn't have anything similar to the kind of VM guarantees you get in C#, ensuring that basic rules like object layout and allocation is guaranteed for any code that runs in the process.
You must use a string type that has interop guarantees. That's BSTR in COM, directly supported and assumed by the CLR.
Using structs is pretty troublesome as well, their layout are heavily dependent on compiler settings. A declaration of the struct must appear in the type library you author, the CLR will use the IRecordInfo interface to safely access the struct members. Otherwise the kind of restriction that disappears when you realize that a struct is equivalent to a class with nothing but properties.

.net wrapper for native dll - how to minimize risk of run-time error?

I am developing a C# application. Since I have some algorithms for least-squares fit in C/C++ that would be too cumbersome too translate, I have made the C++ code into a dll and then created a wrapper in C#.
In the C# code, I have defined a struct that is passed to the unmanaged C++ code as a pointer. The struct contains the initial guesstimates for the fitting functions, and it is also used to return the results of the fit.
It appears to me that you must define the struct in both the managed and the unmanaged code. However, someone using my source code in in the future might decide to change the fields of the struct in the C# application, without understanding that they also have to change the struct in the native code. This will result in a run-time error at best (and produce erroneous results at worse), but there will be no error message telling the developer / end user what is wrong.
From my understanding, it impossible to create a test in the unmanaged C++ DLL that checks if the struct contains the correct fields, but is it posible to have the DLL returning a struct of the correct format to the C# wrapper?
Otherwise, what ways are there to reduce the risk that some careless programmer in the future causes run-time errors that are hard to detect?
Sample code:
//C++
struct InputOutputStruct {
double a,b,c;
}
extern "C" __declspec(dllexport) void DoSomethingToStruct(InputOutputStruct* s)
{
// ... algorithm
}
//C#
using System.Runtime.InteropServices;
[StructLayout(LayoutKind.Sequential)]
public struct InputOutputStruct {
public double a,b,c;
}
[DllImport("CpluplusDll.dll")]
public static unsafe extern bool DoSomethingToStruct(InputOutputStruct* s);
class CSharpWrapper {
static void Main(string[] args)
{
InputOutputStruct s = new InputOutputStruct();
unsafe {
InputOutpustruct* sPtr = &s;
DoSomethingToStruct(sPtr);
s = *sPtr;
}
}
}
It appears to me that you must define the struct in both the managed
and the unmanaged code.
Not true. This is what C++/CLI was invented for- facilitate much easier interoperation with C++ and .NET.
but is it posible to have the DLL returning a struct of the correct format to the C# wrapper?
I don't think so, because you always need to define the structs on the C# side.
Here are a solution which may work ( never tested ):
Give each struct which is shared a unique identifier on both sides ( GUID, Macros )
Create a reflection for C++ which contains informations about the the types which are used on C# and C++ side. This could be done by using macros.
Compare the C++ structs and the C# structs on startup by using the GUIDs, reflection and macros. You can also use sizeof to compare sizes first.
That could be a lot of work
When working on C++ side you still can make a lot of things wrong when you not know about the macros

Writing a managed wrapper for unmanaged (C++) code - custom types/structs

faacEncConfigurationPtr FAACAPI faacEncGetCurrentConfiguration(
faacEncHandle hEncoder);
I'm trying to come up with a simple wrapper for this C++ library; I've never done more than very simple p/invoke interop before - like one function call with primitive arguments.
So, given the above C++ function, for example, what should I do to deal with the return type, and parameter?
FAACAPI is defined as: #define FAACAPI __stdcall
faacEncConfigurationPtr is defined:
typedef struct faacEncConfiguration
{
int version;
char *name;
char *copyright;
unsigned int mpegVersion;
unsigned long bitRate;
unsigned int inputFormat;
int shortctl;
psymodellist_t *psymodellist;
int channel_map[64];
} faacEncConfiguration, *faacEncConfigurationPtr;
AFAIK this means that the return type of the function is a reference to this struct?
And faacEncHandle is:
typedef struct {
unsigned int numChannels;
unsigned long sampleRate;
...
SR_INFO *srInfo;
double *sampleBuff[MAX_CHANNELS];
...
double *freqBuff[MAX_CHANNELS];
double *overlapBuff[MAX_CHANNELS];
double *msSpectrum[MAX_CHANNELS];
CoderInfo coderInfo[MAX_CHANNELS];
ChannelInfo channelInfo[MAX_CHANNELS];
PsyInfo psyInfo[MAX_CHANNELS];
GlobalPsyInfo gpsyInfo;
faacEncConfiguration config;
psymodel_t *psymodel;
/* quantizer specific config */
AACQuantCfg aacquantCfg;
/* FFT Tables */
FFT_Tables fft_tables;
int bitDiff;
} faacEncStruct, *faacEncHandle;
So within that struct we see a lot of other types... hmm.
Essentially, I'm trying to figure out how to deal with these types in my managed wrapper?
Do I need to create versions of these types/structs, in C#? Something like this:
[StructLayout(LayoutKind.Sequential)]
struct faacEncConfiguration
{
uint useTns;
ulong bitRate;
...
}
If so then can the runtime automatically "map" these objects onto eachother?
And, would I have to create these "mapped" types for all the types in these return types/parameter type hierarchies, all the way down until I get to all primitives?
I know this is a broad topic, any advice on getting up-to-speed quickly on what I need to learn to make this happen would be very much appreciated! Thanks!
Your are on the right track with how you would need to create managed structures that represent unamanged structures for use with P/Invoke.
It is however not the best strategy for interop with unmanaged libraries, because using this API from C# would still feel like using a C API - create and initialise a structure, pass it to a function and get some other structure in return.
It is OK to use P/Invoke for an odd function call that is not otherwise exposed as .NET API, but for a full blown API wrapper I would highly recommend using managed C++(C++/CLI). It is absolutely unparalleled in creating unmanaged interop layers for .NET.
The biggest challenge would be to convert this essentially C interface into an object orientated interface where you call methods off objects, as opposed to calling global functions with structures of all-public members.
As you start writing elaborate structure graphs for P/Invoke you would yourself having to deal with quite a bit of "magic" that governs how managed primitive types convert to unmanaged types. Often, using incorrect types will cause a run-time error.
With managed C++ (IJW - It Just Works) you define managed structures, classes, interfaces in C++, which allows more natural use of the underlying library and a more native interface to your C# application.
This is a great overview of C++/CLI. Also MSDN has extensive documentation for all managed C++ features.
Yes, you would need to declare all these structures in c#. Be careful to declare members with correct sizes. For example, 'long' is 32-bit in C++, but 64-bit in C#. For a pointer or void* in C++, use IntPtr in C#, etc.

Using COM object from C++ that in C#.NET returns object []

I have a COM object that I'm trying to use from C++ (not .NET), and all of the example programs and manual are written assuming the use of C#.NET or VB.NET. COM is new to me so I'm a bit overwhelmed. I'm using #import on the TLB but am struggling to deal with the variants that are used as parameters. I have one particular method, that according to the docs and the example programs in C#.NET, is supposed to return an object[]. Then I'm supposed to cast the first entry in this array to a ControlEvent which then tells me what to do with the rest of the objects in the array. The C#.NET example looks like:
object [] objEvent = (object []) Ctl.GetEvent();
ControlEvent ev = (ControlEvent) objEvent[0];
In my case, GetEvent is returning me a _variant_t and I need to know how to convert this to an object[] so that I can further process. Its not clear to me even how I express 'object' in C++. I see _variant_t documentation showing me a million things I can convert the variant to, but none of them seem to be converting to anything I can use. I'm hoping for some assistance converting the above C#.NET code to Visual C++
Thanks.
Typically, you look at the vt member of the variant to see what type of thing it actually is. In this case I would expect it to be an array, so you would expect that the vartype would be some variation on VT_ARRAY (usually it is bitwise OR'ed with the type of the members). Then, you get the parray member which contains the SAFEARRAY instance that actually holds the array, and use the normal safe array functions to get the data out of the array.
I haven't done this, but from reading the documentation for the _variant_t class (and the comments below which corrected my original post), I think you should read the vt field of the _variant_t instance (actually the VARTYPE vt field of the VARIANT instance: the _variant_t instance directly derives from VARIANT) to see what type of thing it contains, as described in the reference documentation for the VARIANT struct. One you know what type of thing is contained in the variant, use the corresponding type-specific operator to read it.
You'll be in for some hurt if you try to use COM without understanding it (and you may want a book which describes that); you may well need to know about the IUnknown interface and the AddRef method, for example.

Interface from a C DLL to .NET

I have a legacy DLL written in C that I'd like to call from a C# .NET application. The problem is that the DLL interface for the C DLL is fairly complicated. It's something like this:
__declspec(dllexport) void __stdcall ProcessChunk(
void *p_prochdl,
const BIG_INPUT_STRC *p_inparams,
BIG_OUTPUT_STRC *p_outparams
);
The BIG_INPUT_STRC/BIG_OUTPUT_STRC contain all kinds of things... pointers to buffer arrays, enumerated parameters, integer parameters, etc. In short, they're complicated.
First question: Is there an easy way to get all of the structure information that is contained in the DLL header file into the C# class, or do you need to literally copy and paste everything to C# and re-define it? This seems redundant.
Related to that, what is the correct way to pass structs into the unmanaged DLL from C#?
Finally, is there an example of how to correctly pass buffer arrays from C# into the unmanaged DLL? Alternatively, how can I pass a two-dimensional array into the DLL?
Thanks,
-Greg
Its quite straight forward to do this soft of thing in C# using P/Invoke.
I belive you are going to have to define the data structures in C# manually.
I would reccomend you take a look at this MSDN article on the subject
You'll need to extensively use .net marshalling. First you need to re-define C structs in your C# code, then make sure everything gets marshalle properly using the MarshalAs attribute.
If you need to pass a pointer-to-structure in C# back to the C function you can use the Marshal.StructToPtr function.
Buffer arrays, assuming they're defined as byte[] you can marshal using the following technique:
byte[] buffer = ...;
fixed(byte *pBuffer = buffer)
{
// do something with the pBuffer
}
The fixed statement makes sure that the bufffer doesn't get moved in the memory by the garbage collector, making the pointer within the statement 'fixed' or 'pinned'.
As for the multi dimensional arrays, it depends on the underlying C implementation, you might for example work with a pointer to the array and adjust the position based on the number of dimension and the number of elements in each dimension like:
someValue = buffer[(elementsPerDimensions * x) + y];
From your description it already seems pretty complicated, have you considered making your library COM friendly?
What a pill.
I'd avoid trying to make the library COM friendly. That's more trouble than its worth.
I'd build a second native library with functions designed to be P/INVOKED to build up the records for the first and call it.
Alternately, you could make a C++ native/managed library to handle the marshaling.

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