Free C allocated memory in C# - c#

I have tons of C code that I need to use in C#. Example:
long foo(char** mystring);
void free_string(char* mystring);
foo() is using malloc() to allocate memory for mystring. I have tried several ways of calling this function from C#, but I am failing to free mystring. Can you please give me some guidelines on how to call foo() so that I can later free mystring?
For example, if char** is represented by StringBuilder[], then how can I use it to be freed in free_string()?

Allocating memory in native to be freed in managed puts quite an overhead on ensuring the caller knows exactly what they are doing, You might want to consider other techniques for allocating the memory in managed code.
One example might be to make a callback into the managed code to get a string buffer
extern "C" __declspec void GetString( char* buffer, int bufferSize );
Matching C# would be the following:
void GetString( StringBuilder buffer, int bufferSize );

If you allocate memory using LocalAlloc in kernel32.dll then you could free it using Marshal.FreeHGlobal(IntPtr). Though you can't free malloc'ed memory with it.
As another solution consider passing C# StringBuilder reference and fill it with C code.
Also take a look at MSDN article on memory models.

Related

PInvoke: Allocate memory in C++ and free it in C#

We are using PInvoke to interop between C# and C++.
I have an interop struct as follows, with an identical layout C++ struct on the other side.
[StructLayout(LayoutKind.Sequential)]
public struct MeshDataStruct : IDisposable
{
public MeshDataStruct(double[] vertices, int[] triangles , int[] surfaces)
{
_vertex_count = vertices.Length / 3;
_vertices = Marshal.AllocHGlobal(_vertex_count*3*sizeof (double));
Marshal.Copy(vertices, 0, _vertices, _vertex_count);
}
// .. extract data methods to double[] etc.
private IntPtr _vertices;
private int _vertex_count;
public void Dispose()
{
if (_vertices != IntPtr.Zero)
{
Marshal.FreeHGlobal(_vertices);
_vertices = IntPtr.Zero;
}
}
}
Now I would like to add a second ctor
public MeshDataStruct(bool filled_in_by_native_codee)
{
_vertex_count = 0;
_vertices = IntPtr.Zero;
}
and then write a method in C++ that allows C++ to fill in the data. This would allow us to use the same structure for input as well as output data...
However, as far as I understand it, AllocHGlobal is available in C# and C++/Cli, but not pure C++.
So my question is: How can I allocate memory in C++ such that I can safely free it on the C# side with a call to Marshal.FreeHGlobal(...)?
This traditionally always ended up poorly, the Microsoft CRT created its own heap with HeapCreate() to service malloc/new calls in a C or C++ program. Can't deallocate such memory in C#, you don't have the heap handle.
That has changed however, starting with the CRT included with VS2012 (msvcr120.dll and up). It now uses the default process heap, the one returned by GetProcessHeap(). Also the one used by Marshal.Alloc/FreeHGlobal(). So you now have a shot at it, provided the native code doesn't use the debug allocator (crtdbg.h). Be careful throwing away that debug option.
The pinvoke marshaller was not changed, nor can it. If it has to release memory, like an array or string returned as a function return value, then it will call CoTaskMemFree(). It is not clear from your question which could apply. In case of doubt and if you have the choice in your native code then you can't go wrong with CoTaskMemAlloc(), paired to Marshal.FreeCoTaskMem() in your C# code.
From the documentation:
AllocHGlobal is one of two memory allocation methods in the Marshal
class. (Marshal.AllocCoTaskMem is the other.) This method exposes the
Win32 LocalAlloc function from Kernel32.dll.
When AllocHGlobal calls LocalAlloc, it passes a LMEM_FIXED flag, which
causes the allocated memory to be locked in place. Also, the allocated
memory is not zero-filled.
So, you can call LocalAlloc from your unmanaged code to allocate memory, and Marshal.FreeHGlobal from your managed code to deallocate it. Likewise, LocalFree can be be used in unmanaged code to deallocate memory allocated with Marshal.AllocHGlobal.
As the documentation also intimates, you could do the same with CoTaskMemAlloc/CoTaskMemFree and Marshal.AllocCoTaskMem/FreeCoTaskMem.
Having said that, you are setting yourself up for a fall doing it this way. It is far cleaner to keep the allocation and deallocation in the same modules. Mixing an matching in this way is very likely to lead to great confusion over who is responsible for deallocating the memory.

P/Invoke with arrays of double - marshalling data between C# and C++

I've read the various MSDN pages on C++ Interop with P/Invoke here and here but I am still confused.
I have some large arrays of doubles that I need to get into native code, and some resulting arrays that need to get back. I do not know the sizes of the output arrays in advance. For simplicity, I will use only a single array in the example. The platform is x64; I read that marshalling internals are quite different between 32- and 64-bit environments so this might be important.
C#
[DllImport("NativeLib.dll")]
public static extern void ComputeSomething(double[] inputs, int inlen,
[Out] out IntPtr outputs, [Out] out int outlen);
[DllImport("NativeLib.dll")]
public static extern void FreeArray(IntPtr outputs);
public void Compute(double[] inputs, out double[] outputs)
{
IntPtr output_ptr;
int outlen;
ComputeSomething(inputs, inputs.Length, out output_ptr, out outlen);
outputs = new double[outlen];
Marshal.Copy(output_ptr, outputs, 0, outlen);
FreeArray(output_ptr);
}
C++
extern "C"
{
void ComputeSomething(double* inputs, int input_length,
double** outputs, int* output_length)
{
//...
*output_length = ...;
*outputs = new double[output_length];
//...
}
void FreeArray(double* outputs)
{
delete[] outputs;
}
}
It works, that is, I can read out the doubles I wrote into the array on the C++ side. However, I wonder:
Is this really the right way to use P/Invoke?
Aren't my signatures needlessly complicated?
Can P/Invoke be used more efficiently to solve this problem?
I believe I read that marshalling for single dimensional arrays of built-in types can be avoided. Is there a way around Marshal.Copy?
Note that we have a working C++/Cli version, but there are some problems related to local statics in third-party library code that lead to crashes. Microsoft marked this issue as WONTFIX, which is why I am looking for alternatives.
It is okayish. The complete lack of a way to return an error code is pretty bad, that's going to hurt when the arrays are large and the program runs out of memory. The hard crash you get is pretty undiagnosable.
The need to copy the arrays and to explicitly release them doesn't win any prizes of course. You solve that by letting the caller pass a pointer to its own array and you just write the elements. You however need a protocol to let the caller figure out how large the array needs to be, that is going to require calling the method twice. The first call returns the required size, the second call gets the job done.
A boilerplate example would be:
[DllImport("foo.dll")]
private static int ReturnData(double[] data, ref int dataLength);
And a sample usage:
int len = 0;
double[] data = null;
int err = ReturnData(data, ref len);
if (err == ERROR_MORE_DATA) { // NOTE: expected
data = new double[len];
err = ReturnData(data, len);
}
No need to copy, no need to release memory, good thing. The native code can corrupt the GC heap if it doesn't pay attention to the passed len, not such a good thing. But of course easy to avoid.
If it were practical to separate the code that determines the output length from the code that populates the output then you could:
Export a function that returned the output length.
Call that from the C# code and then allocate the output buffer.
Call the unmanaged code again, this time asking it to populate the output buffer.
But I'm assuming that you have rejected this option because it is impractical. In which case your code is a perfectly reasonable way to solve your problem. In fact I would say that you've done a very good job.
The code will work just the same in x86 once you fix the calling convention mismatch. On the C++ side the calling convention is cdecl, but on the C# side it is stdcall. That doesn't matter on x64 since there is only one calling convention. But it would be a problem under x86.
Some comments:
You don't need to use [Out] as well as out. The latter implies the former.
You can avoid exporting the deallocator by allocating off a shared heap. For instance CoTaskMemAlloc on the C++ side, and then deallocate with Mashal.FreeCoTaskMem on the C# side.
If you knew the array size beforehand, you could write a C++/CLI DLL that takes the managed array as parameter, pins it, and calls the native C++ DLL on the pinned pointer it obtains.
But if it's output-only, I don't see any version without a copy. You can use a SAFEARRAY so P/Invoke does the copying instead of you, but that's all.

Are there memory security levels in .NET interop?

I have a quite strange problem:
I am testing several function calls to a unmanaged C dll with NUnit. The odd thing is, the test fails when it runs normally, but when i run it with the debugger (even with no break point) it passes fine.
So, has the debugger a wider memory access as the plain NUnit application?
i have isolated the call which fails. its passing back a char pointer to a string, which the marshaller should convert to a C# string. the C side looks like this:
#define get_symbol(a) ((a).a_w.w_symbol->s_name)
EXTERN char *atom_get_symbol(t_atom *a);
...
char *atom_get_symbol(t_atom *a) {
return get_symbol(*a);
}
and the C# code:
[DllImport("csharp.dll", EntryPoint="atom_get_symbol")]
[return:MarshalAs(UnmanagedType.LPStr)]
private static extern string atom_get_symbol(IntPtr a);
the pointer which is returned from c is quite deep inside the code and part of a list. so do i just miss some security setting?
EDIT: here is the exception i get:
System.AccessViolationException : (translated to english:) there was an attempt to read or write protected memory. this might be an indication that other memory is corrupt.
at Microsoft.Win32.Win32Native.CoTaskMemFree(IntPtr ptr)
at ....atom_get_symbol(IntPtr a)
SOLUTION:
the problem was, that the marshaller wanted to free the memory which was part of a C struct. but it sould just make a copy of the string and leave the memory as is:
[DllImport("csharp.dll", EntryPoint="atom_get_symbol")]
private static extern IntPtr atom_get_symbol(IntPtr a);
and then in the code get a copy of the string with:
var string = Marshal.PtrToStringAnsi(atom_get_symbol(ptrToStruct));
great!
This will always cause a crash on Vista and up, how you avoided it at all isn't very clear. The stack trace tells the tale, the pinvoke marshaller is trying to release the string buffer that was allocated for the string. It always uses CoTaskMemFree() to do so, the only reasonable guess at an allocator that might have been used to allocate the memory for the string. But that rarely works out well, C or C++ code almost always uses the CRT's private heap. This doesn't crash on XP, it has a much more forgiving memory manager. Which produces undiagnosable memory leaks.
Notable is that the C declaration doesn't give much promise that you can pinvoke the function, it doesn't return a const char*. The only hope you have is to declare the return type as IntPtr instead of string so the pinvoke marshaller doesn't try to release the pointed-to memory. You'll need to use Marshal.PtrToStringAnsi() to convert the returned IntPtr to a string.
You'll need to test the heck out of it, call the function a billion times to ensure that you don't leak memory. If that test crashes with an OutOfMemoryException then you have a big problem. The only alternative then is to write a wrapper in the C++/CLI language and make sure that it uses the exact same version of the CRT as the native code so that they both use the same heap. Which is tricky and impossible if you don't have the source code. This function is just plain difficult to call from any language, including C. It should have been declared as int atom_get_symbol(t_atom* a, char* buf, size_t buflen) so it can be called with a buffer that's allocated by the client code.

Can IntPtr be cast into a byte array without doing a Marshal.Copy?

I want to get data from an IntPtr pointer into a byte array. I can use the following code to do it:
IntPtr intPtr = GetBuff();
byte[] b = new byte[length];
Marshal.Copy(intPtr, b, 0, length);
But the above code forces a copy operation from IntPtr into the byte array. It is not a good solution when the data in question is large.
Is there any way to cast an IntPtr to a byte array? For example, would the following work:
byte[] b = (byte[])intPtr
This would eliminate the need for the copy operation.
Also: how can we determine the length of data pointed to by IntPtr?
As others have mentioned, there is no way you can store the data in a managed byte[] without copying (with the current structure you've provided*). However, if you don't actually need it to be in a managed buffer, you can use unsafe operations to work directly with the unmanaged memory. It really depends what you need to do with it.
All byte[] and other reference types are managed by the CLR Garbage Collector, and this is what is responsible for allocation of memory and deallocation when it is no longer used. The memory pointed to by the return of GetBuffer is a block of unmanaged memory allocated by the C++ code and (memory layout / implementation details aside) is essentially completely separate to your GC managed memory. Therefore, if you want to use a GC managed CLR type (byte[]) to contain all the data currently held within your unmanaged memory pointed to by your IntPtr, it needs to be moved (copied) into memory that the GC knows about. This can be done by Marshal.Copy or by a custom method using unsafe code or pinvoke or what have you.
However, it depends what you want to do with it. You've mentioned it's video data. If you want to apply some transform or filter to the data, you can probably do it directly on the unmanaged buffer. If you want to save the buffer to disk, you can probably do it directly on the unmanaged buffer.
On the topic of length, there is no way to know the length of an unmanaged memory buffer unless the function that allocated the buffer also tells you what the length is. This can be done in lots of ways, as commenters have mentioned (first field of the structure, out paramtere on the method).
*Finally, if you have control of the C++ code it might be possible to modify it so that it is not responsible for allocating the buffer it writes the data to, and instead is provided with a pointer to a preallocated buffer. You could then create a managed byte[] in C#, preallocated to the size required by your C++ code, and use the GCHandle type to pin it and provide the pointer to your C++ code.
Try this:
byte* b = (byte*)intPtr;
Requires unsafe (in the function signature, block, or compiler flag /unsafe).
You can't have a managed array occupy unmanaged memory. You can either copy the unmanaged data one chunk at a time, and process each chunk, or create an UnmanagedArray class that takes an IntPtr and provides an indexer which will still use Marshal.Copy for accessing the data.
As #Vinod has pointed out, you can do this with unsafe code. This will allow you to access the memory directly, using C-like pointers. However, you will need to marshal the data into managed memory before you call any unsafe .NET method, so you're pretty much limited to your own C-like code. I don't think you should bother with this at all, just write the code in C++.
Check out this Code Project page for a solution to working with unmanaged arrays.

allocating "unmanaged" memory in c#

I'm writting a program in c# that uses a C++ library, and for some reason I need to allocate an unmanaged buffer to pass it to the lib. Is there a way to do this in c# ?
Basically I would just need to do a malloc in C#...
Thanks
Try something like this:
using System;
using System.Runtime.InteropServices;
class Example
{
static void Main()
{
IntPtr pointer = Marshal.AllocHGlobal(1024);
}
}
This uses the Marshal.AllocHGlobal method:
Allocates memory from the unmanaged memory of the process by using the specified number of bytes.
You can also use a byte array for this.
You do this by using an unsafe routine and the fixed statement:
static unsafe void PerformOperation()
{
byte[] buf = new byte[1024];
fixed (void* ptr = &buf[0])
{
SomeUnmanagedFunction(new IntPtr(ptr));
}
}
The issue - and this is an important one - is that SomeUnmanagedFunction is not allowed to touch that pointer after it has returned and code has exited the fixed block. So if you do something like this:
static void PerformFabulousTrick()
{
byte[] buf = new byte[1024];
fixed (void *ptr = &buf[0])
{
SetBuffer(ptr, buf.Length);
}
FillBuffer(); // puts data in buf - NOT - may crash hard
}
you are asking for nothing but trouble. In this case you probably want to use a GCHandle, which can pin a managed object in the heap. This can also be troublesome in that you NEED to unpin it in a timely manner or you risk fragmenting your heap.
In general, I would recommend making sure that you're P/Invoking correctly into the function so that the maybe marshaller can do this work for you. I like fixed better than GlobalAlloc since its scope is clear. I can't decide which I like least of GlobalAlloc and GCHandle. Both require you to do more work since the GC or language won't do it for you.
This is how we need to assign and free unmanaged memory by using specific number of bytes.
// Demonstrate how to call GlobalAlloc and
// GlobalFree using the Marshal class.
IntPtr hglobal = Marshal.AllocHGlobal(100);
Marshal.FreeHGlobal(hglobal)
Years later, in the meantime:
In .net6, 7, MS gifted us with the class "NativeMemory" with methods like "AlignedAlloc", which might be useful for vectorized applications: MS writes for this example:
public static void* AlignedAlloc (UIntPtr byteCount, UIntPtr alignment);
"This method is a thin wrapper over the C aligned_alloc API or a platform dependent aligned allocation API such as _aligned_malloc on Win32."
Of course, no garbage collection in that case. One has to release the memory oneself to avoid memory leaks, by using "AlignedFree".

Categories

Resources