Interop sending string from C# to C++ - c#

I want to send a string from C# to a function in a native C++ DLL.
Here is my code:
The C# side:
[DllImport(#"Native3DHandler.dll", EntryPoint = "#22",
CharSet = CharSet.Unicode)]
private static extern void func1(byte[] path);
public void func2(string path)
{
ASCIIEncoding encoding = new ASCIIEncoding();
byte[] arr = encoding.GetBytes(path);
func1(this.something, arr);
}
The C++ side:
void func1(char *path)
{
//...
}
What I get in the C++ side is an empty string, every time, no matter what I send.
Help?
Thanks.

It looks like you have 2 issues. The first is your native C++ uses an ANSI string but you are specifying unicode. Secondly, it's easiest to just marshal a string as a string.
Try changing the DllImport to the following
[DllImport(
#"Native3DHandler.dll",
EntryPoint = "#22",
CharSet = CharSet.Ansi)]
private static extern void func1(void* something, [In] string path);

Works fine for me with no extra marshalling instructions in VS2008:
C# side:
[DllImport("Test.dll")]
public static extern void getString(StringBuilder theString, int bufferSize);
func()
{
StringBuilder tstStr = new StringBuilder(BufSize);
getString(tstStr, BufSize);
}
C++ side:
extern "C" __declspec(dllexport) void getString(char* str, int bufferSize)
{
strcpy_s(str, bufferSize, "FOOBAR");
}

Your declaration is wrong. The parameter should be of type string, and you should set the character set encoding to Ansi, like so:
[DllImport(#"Native3DHandler.dll", EntryPoint = "#22",
CharSet = CharSet.Ansi)]
private static extern void func1(string path);
This assumes that you are not modifying the contents of the path variable in your C++ code. Then, you pass the string parameter directly (no need for the wrapper).

If you just want to send a string, just declare func1's parameter as a string. If you want to receive a string, declare it as a StringBuilder and allocate enough buffer space for what you want to receive.

Default Marshaling for Strings
http://msdn.microsoft.com/en-us/library/s9ts558h.aspx

Related

C# WPF passing UTF16 string to a function that accepts char *

I've created a wpf project which has a helper static class that contains all my c++ backend code. One such function is defined as:
public static unsafe class Backend {
[DllImport("Mandel.dll", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
public extern static void write(void* ptr, char* path);
}
public partial class MainWindow : Window
{
public MainWindow()
{
string path = "mypath";
InitializeComponent();
unsafe
{
char *p; //convert
void* myObj = Backend.init_obj(1920, 1080);
Backend.gen(myObj);
Backend.write(myObj, p);
}
}
}
The void* ptr is actually my object that is casted in order to marshall it onto the C# side. The problem I face is that whenever I try to invoke this with a string literal in wpf, I get that Visual C# cannot convert this because string literals are encoded in UTF16. Naturally I tried many things other than manually copying the relevant bytes to a char array. Any tips?
One of the things the CLR can do pretty well for interop with C/C++ code is marshalling data structures between managed and unmanaged code. Since strings are pretty important, a lot of work went into making strings marshal as well as possible.
As a side note, you're using void* for the context object that's created by init and passed to write. Since you're just handing it back, you can replace it with IntPtr and avoid unsafe blocks altogether. IntPtr is always the size of a pointer in the current architecture.
First, let's change the declaration of the imported functions. CharSet.Ansi tells it to marshal strings as ANSI. The ptr parameter becomes IntPtr
[DllImport("Mandel.dll", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
public extern static IntPtr init(int width, int height);
[DllImport("Mandel.dll", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
public extern static void gen(IntPtr ptr);
[DllImport("Mandel.dll", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
public extern static void write(IntPtr ptr, string path);
And from there, you can figure out how to modify the function to deallocate ptr and any others you have to call.
Using those functions becomes a lot easier and a lot cleaner. You don't need the unsafe block and you can pass path directly to write.
public MainWindow()
{
string path = "mypath";
InitializeComponent();
IntPtr myObj = Backend.init_obj(1920, 1080);
Backend.gen(myObj);
Backend.write(myObj, path);
}
Original comment that got it working:
Instead of trying to create the char* parameter yourself, change the declaration so the second parameter is string and let the Runtime marshal it for you. Because it's an ANSI string, you're never going to get full unicode fidelity but that's a problem created by the C++ code.

Access Violation Exception accessing C DLL function by the second access

I have the following code:
Generic.cs
class Generic
{
[DllImport("Generic.dll", EntryPoint = "Consult", CallingConvention = CallingConvention.Winapi)]
public static extern String Consulta(int NumeroSecao);
}
And
main.cs
private void Button_Click(object sender, RoutedEventArgs e)
{
Random rnd = new Random();
int random = rnd.Next(9999);
Stopwatch sw = new Stopwatch();
sw.Start();
String teste = Generic.Consult(random);
sw.Stop();
TextoLog = "Tempo de Execução:"+sw.Elapsed.Milliseconds+"ms | ConsultarSAT";
tempoEntreComandos();
}
The code of DLL is:
Generic.c
__declspec(dllexport) char* __stdcall Consult(int numeroSessao)
{
memset(pcReturn,0,sizeof(char) * BUFFER_SIZE);
HANDLE fileHandle;
Communicate(&fileHandle, pcReturn,10);
return pcReturn;
}
The problem occurs when I call function Consult the second time, the message received is an Access Violation Exception. What is happening here?
The solution is the type for the return in the declaration of function, instead of use String is necessary use of IntPtr.
Native strings have to be marshaled to be used in c#. Your native code is not actually returning a string object, but a char pointer. You have to tell the marshaler what the return type is, as so:
[DllImport("Generic.dll", EntryPoint = "Consult", CallingConvention = CallingConvention.Winapi)]
[return: MarshalAs(UnmanagedType.LPStr)]
public static extern String Consulta(int NumeroSecao);
Using LPStr for ASCII strings and LPWStr for unicode.
Actually it might be a better idea to marshal the string manually as the marshaler deallocates the native string right after conversion. The declaration would be then
[DllImport("Generic.dll", EntryPoint = "Consult", CallingConvention = CallingConvention.Winapi)]
public static extern IntPtr Consulta(int NumeroSecao);
And you manually marshal the IntPtr to string like so
String str = Marshal.PtrToStringAnsi(strptr); // for ansi
String str = Marshal.PtrToStringUni(strptr); // for unicode

Additional information: Attempted to read or write protected memory. This is often an indication that other memory is corrupt

I am trying to pass a byte array to a c++ dll:
c++:
extern "C" __declspec(dllexport) char* myfunction(byte bytes[])
{
char *byteschar = (char*)bytes;
//do somethings with it
return byteschar;
}
c#:
[DllImport("mydll", CallingConvention = System.Runtime.InteropServices.CallingConvention.Cdecl
,CharSet = CharSet.Ansi)]
[return: MarshalAs(UnmanagedType.LPStr)]
public static extern string myfunction(byte[] bytes);
but I get a System.AccessViolationException when I call myfunction.
When I run the executable without the debugger it seems to be working fine
If you want a buffer be allocated in C# and filled in C++, the approach is a little bit different.
You should allocate a kind of "unmanaged" buffer, pass to the DLL and then convert the result and free the buffer. It's exactly the same way in C, but calling from a managed environment.
Your C++ code should be something like:
extern "C" __declspec(dllexport) void myfunction(char* buffer, int length)
{
//Fill buffer with something observing the maximum length of the buffer.
}
The signature of your DLL in C# should be:
[DllImport("mydll", CallingConvention = System.Runtime.InteropServices.CallingConvention.Cdecl
,CharSet = CharSet.Ansi)]
public static extern string myfunction(IntPtr buffer, Int32 length);
To call it from C#, you should do:
IntPtr unmanagedBuffer = Marshal.AllocHGlobal(100);
// Your Unmanaged Call
myfunction(unmanagedBbuffer, 100);
string yourString = Marshal.PtrToStringUni(unmanagedBuffer);
Marshal.FreeHGlobal(unmanagedBuffer);
Don't forget to call FreeHGlobal if you don't want a memory leak in your app. It's interesting to protect this in "try/finally" clauses.
Other observation is the encoding of the string. Uni, means Unicode. If you use another string representation, check for an equivalent PtrToStringXXX function.
It suppose to be:
extern "C" __declspec(dllexport) char* myfunction(unsigned char * bytes)
{
//do somethings with it
return bytes;
}

DLLimport returns gobbledygook

I have this define in C++ header file
extern "C" __declspec(dllexport) const char* __stdcall GetId(const My_Polyhedron *obj);
and has this in C#
[DllImport("polyhedra.dll", CallingConvention = CallingConvention.Cdecl)]
static private extern string GetId(IntPtr obj);
It returns me gobbledygook
îþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþîþ2§{€ûW#_‹p
in .net 4.0, but it works well in .net 3.5.
Note:
I have tried charset=...(all possible settings, e.g. Charset.Unicode) in DllImport.
I have tried to let it returns IntPtr instead of string, then use Marshal.PtrToStringAnsi convert it back to string.
I have tried StringBuilder instead of string.
All the solutions above do not work.
If you are the owner of the C++ code, you can modify the function so that it returns the string as a out parameter:
extern "C" __declspec(dllexport) void __stdcall GetId(
const My_Polyhedron *obj, char* result);
Then use this import in C#:
[DllImport("polyhedra.dll", CallingConvention = CallingConvention.Cdecl)]
static private extern void GetId(IntPtr obj, StringBuilder result);
Please note that result is a StringBuilder instead of a string.
You have to allocate enough space first by making the StringBuilder big enough.
Call it like this:
StringBuilder result = new StringBuilder(1000);
GetId(obj, result);
Use result.ToString() to get the string.
There's the return attribute (it isn't really a attribute) that specifies how marshal the returned value:
[return: MarshalAs(UnmanagedType.Bool)]
But I didn't tried it on your code.
Maybe this helps...

Passing strings from C# to C++ DLL and back -- minimal example

I am trying to make the absolute simplest minimal example of how to pass strings to and from a C++ DLL in C#.
My C++ looks like this:
using std::string;
extern "C" {
string concat(string a, string b){
return a + b;
}
}
With a header like
using std::string;
extern "C" {
// Returns a + b
__declspec(dllexport) string concat(string a, string b);
}
My C# is
[DllImport("*****.dll", CallingConvention = CallingConvention.Cdecl)]
static extern string concat(string a, string b);
}
And I am calling it with:
Console.WriteLine(concat("a", "b"));
But this gives a System.AccessViolationException. This seems like it out to be the most trivial thing to deal with, but I am completely stuck on it. When I tried to do a similar experiment with a function "Add" that took two doubles and returned a double I had no problems.
You cannot pass a C++ std::string across an interop boundary. You cannot create one of those in your C# code. So your code can never work.
You need to use interop friendly types at the interop boundary. For instance, null-terminated arrays of characters. That works well when you allocate and deallocate the memory in the same module. So, it's simple enough when passing data from C# to C++.
C++
void foo(const char *str)
{
// do something with str
}
C#
[DllImport("...", CallingConvention = CallingConvention.Cdecl)
static extern void foo(string str);
....
foo("bar");
In the other direction you would typically expect the caller to allocate the buffer, into which the callee can write:
C++
void foo(char *str, int len)
{
// write no more than len characters into str
}
C#
[DllImport("...", CallingConvention = CallingConvention.Cdecl)
static extern void foo(StringBuilder str, int len);
....
StringBuilder sb = new StringBuilder(10);
foo(sb, sb.Capacity);
This is the simplest way I like - pass a string in, and use a lambda to get the response
C#
public delegate void ResponseDelegate(string s);
[DllImport(#"MyDLL.dll", EntryPoint ="Foo", CallingConvention = CallingConvention.StdCall)]
public static extern void Foo(string str, ResponseDelegate response);
...
Foo("Input", s =>
{
// response is returned in s - do what you want with it
});
C++
typedef void(_stdcall *LPEXTFUNCRESPOND) (LPCSTR s);
extern "C"
{
__declspec(dllexport) void __stdcall Foo(const char *str, LPEXTFUNCRESPOND respond)
{
// Input is in str
// Put your response in respond()
respond("HELLO");
}
}

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