I hope this isn't a dupe; I fear I don't know right thing to search so I'll just explain my problem.
I'm wrapping a large 3rd Party C/C++ API with C++/CLI so I can then use those final assemblies in a .Net C# plugin framework for a larger application.
The API does come with some documentation, headers, dll, and lib files so the first setup was easy: in Visual Studio 2013 I started a CLR/Class Library project add the files to the folder, add include directories/dependencies/using directories to the configuration sheets.
However, trying to use the exported global functions of the API throw a list of errors because the parameters are defaulted to NULL
APPIMPEXP void GetPartner(TCHAR* pHst = NULL)
Fails because(C2065) 'NULL' : undeclared identifier
So prior to included I tried one ugly hack after another
#define NULL nullptr;
Same line now has the error(C2143) syntax error:missing ')' before ;
#define NULL 0
Same error.
extern "C"
{
#include "apidll.h"
}
Same error
I've done very little with CLI before this, but I'm surprised I'm stumped so early. Is my only option PInvoke? I had initially tried to avoid that way because the API is heavily dependent on callbacks and I had finally determined a way to marshal delegates to callbacks.
#define NULL nullptr;
This one strikes me as the most correct of the things you tried to do (although someone more versed in C++ may have a different opinion). However, there's an error there: Remove the semicolon. Remember that #defines are simple text substitution, so that method becomes GetPartner(TCHAR* pHst = nullptr;), which is not correct.
Related
I can't reference ImageSearch.dll in my project. I've been trying for days and can't get any further. it seems to me that i'm the only one with this problem and i don't know what to do next. Is it possible to reference a .dll manually, for example via lines of code? It's nerve wracking and need this or a similar feature.
I keep getting the following error:
Could not add a reference to imagesearch.dll. Make sure the file is accessible and is a valid assembly or COM component.
enter image description here
Hope someone can help me...
That message is telling you that the dll you're trying to reference is something that .NET doesn't know how to work with automatically. This means it has no idea what functions are in the dll or how they work. So, if a dll isn't a .NET assembly or exposed via COM, then you can use PInvoke (Platform Invoke).
Don't add the dll as a reference to your project at all, instead add it as a content file that gets output with the rest of your compiled code. Getting PInvoke to work with an arbitrary DLL can be quite complicated, so be prepared for some headaches. There's an entire website with examples of how to pinvoke for all sorts of libraries at http://pinvoke.net/ that will give you lots of ideas.
Then you can call methods in the dll by doing something like:
// Import ImageSearch.dll (containing the function we need) and define
// the method corresponding to the native function.
[DllImport("ImageSearch.dll"]
private static extern int FindImage(string imagePath);
Obviously I have no idea what imagesearch.dll is or does, so I have no idea what the actual PInvoke function should look like, you'll have to figure that out from the dll's interface.
https://learn.microsoft.com/en-us/dotnet/standard/native-interop/pinvoke
I am writing an application in C# which uses a C++/CLI Wrapper .dll which again uses another C++/CLI Wrapper for native C code.
Further Explanation:
My C# Application (to which I refer as Reporter) is nothing more than a windows form which calls the first C++/CLI Wrapper (to which I refer to as Control) which contains a UserControl. This UserControl is a GUI in order to call the last .dll (refered to as Generator). I do this because I want to use my Control in other projects and I do not want to hassle with the marshalling of my types like char *.
So here's my problem: For some times I can call my Generator-Function just as planned. But after some calls, I get an AccessViolationException.
My Generator contains loads of C-functions and also global C variables. Everything is marked properly as extern "C". As I determined, the Violation occurs when I try to a global variable.
I was trying to put all the global variables in my wrapper-class in Generator but I failed, because I could not convert all the C-types into a managed-type.
After I call the functions I was free(x)ing the space of my variables. Before commented that out, I wasn't able to call the function more than twice. Now (after commenting out) I am able to call the function in Generator 4 times. Always.
How can I work around this? Is there a way to give my function like "administrative rights" in order to allow them to do what they want with the global variables?
Thanks to all in advance, I am stuck with this for almost a month now and did much research on how to write wrapper-classes.
Leon
EDIT:
This is how I declare the concerning global variable:
"globals.h"
extern "C"{
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h> // fuer va_start, va_end
#include <string.h>
#include <malloc.h>
#include <windows.h>
//#include <omp.h>
// Used to prevent redefinition, _HAUPT_ is only defined in .dll-Header
#ifdef _HAUPT_
/*#define _HAUPT_*/
#define TYPE
int extreme = 0;
#else
#define TYPE extern
TYPE int extreme;
#endif
}
However, while writing my edit here I found out the problem was on my side. I mixed up a self-written LinkedList, error occured when I was trying to declare an unallocated pointer with a value.
I agree with Taus:
AccessViolationExceptions are most often caused by accessing
freed/unallocated memory or similar. Admin rights have nothing to do
with it. A minimal example would go along way towards identifying the
problem
The marshaler will generally try to create a managed (C#) representation of that data and then attempt to deallocate/free the unmanaged data (C++). However, you're probably not allocating memory in C/C++ in the way that the marshaler is expecting, or maybe you're were not expecting the marshaler to try and free the memory for you.
If the default deallocation behaviour doesn't match your use case then you can handle the deallocation (if at all) of the C++ object manually by using an IntPtr in your C# code. For example, if you're returning a string literal from unmanaged code, then the memory should not be deallocated. See this post for an example.
If you post the code snippet showing how you're allocating memory in your unmanaged application, how you're exposing the data, and finally, how you're accessing it in your C# application, we can help you pinpoint the problem.
You cannot get a useful answer for a question like this. Access violations are the standard way in which C code fails and there are numerous ways to invoke undefined behavior in that language. The kind that corrupts memory, such corruption eventually crashes your code. The exact place where the code fails is very rarely close to the statement with the bug. And it can take a while before the corruption has an affect. Spending a week or more to find the bug is not unusual at all.
Basic ways to go about it:
Write unit tests that exercise the C code, helps to narrow down the number of code execution paths that cause the corruption.
Be sure to build the C code with all debug features turned on, enabled by default for the Debug build in the MSVC compiler. You need all the help you can get from /MDd and /RTC.
Use Application Verifier, a tool that can detect heap corruption and show you what statement caused it. Best used on a unit test that fails.
Contemplate if the C language actually is useful to you to get the job done. You can squeeze an extra ~25% perf out of native code over managed code, give or take, but the price is rather a high one if you can't make it work reliably or lose a month of your life. Hardware is a lot cheaper than your hours.
I'm trying to use the SPARK particle system in OpenTK.
my project contains the header files in folders, with just two header files which only includes the others, and the folders contain the source files too.
I have tried several approaches so far, but nothing has worked for me yet, those are what I've tried:
1. P/Invoke
This is writing some code in your C++ project which built the dll and then using the DllImport attribute in C# (which obviously needs using System.Runtime.InteropServices;). I discovered the hard way that this doesn't work with classes, it only works for methods outside classes, so this approach was ineffective.
2. Wrapper classes
This is writing a class that contains a pointer to the original class. I discovered that the difficulty actually arises from calling unmanaged code(no automatic memory management) from managed code, that's why wrapper classes are needed, and that's why you have to redefine methods' signatures and let them call the original methods.
Of course this has advantages, like naming the classes and methods in a better way, but the library is so big so you can see the effort of this.
3. Use of an automatic wrapper:
This is a good approach, especially with xInterop++. I was really optimistic about this and thought it would work, it says "give me the .h files and the dll and I'll build the .NET dll for you". Good but doing so gives an error; in brief:
You must make sure .h files and the dll are consistent and that the
library works in a C++ project.
I have tried several things to deal with this error:
Knowing what the dll contains: it is difficult as I learned from Googling and from this site, so my try failed.
Putting header files in a new project and building it: received errors, fixed them, and then built the project and it worked well. I uploaded the dll file with the header files to xInterop. It then told the classes that were found but would then state that nothing was found! I searched and learned that the compiler must be told which classes are needed to be exposed by the dll by marking every class that is needed using the following statement:_declspec(dllexport).
I used Find & Replace to fix this thing and tried again and classes were shown, so I launched xInterop and received the same error.
It asked to ensure that the dll works. After verifying that the file worked I launched the program and linker errors were produced.
Here is where I'm stuck, these are the linker errors I get:
main.obj : error LNK2019: unresolved external symbol "void __cdecl
SPK::swapParticles(class SPK::Particle &,class SPK::Particle &)"
(?swapParticles#SPK##YAXAAVParticle#1#0#Z) referenced in function
"private: void __thiscall SPK::Pool::swapElements(class SPK::Particle &,class SPK::Particle
&)" (?swapElements#?$Pool#VParticle#SPK###SPK##AAEXAAVParticle#2#0#Z)
main.obj : error LNK2001: unresolved external symbol "unsigned int
SPK::randomSeed" (?randomSeed#SPK##3IA) main.obj : error LNK2001:
unresolved external symbol "unsigned long const SPK::NO_ID"
(?NO_ID#SPK##3KB) main.obj : error LNK2001: unresolved external symbol
"public: static float const * const SPK::Transformable::IDENTITY"
(?IDENTITY#Transformable#SPK##2QBMB)
This is the code that produced those errors:
#include "Extensions/Emitters/SPK_RandomEmitter.h"
using namespace SPK;
int main()
{
RandomEmitter e;
e.changeFlow(6);
e.getFlow();
return 0;
}
So that's my problem, I'm sorry for explaining too much but I've done a three days search without finding any solution.
PS:
the library is very big, so an automatic solution is a must.
This is a very, very unfriendly C++ library to have to interop with. Scratch the idea that pinvoke can work, C++ classes require C++/CLI wrappers. There are a great many classes with many small methods. The library depends on composition to generate effects so any approach that tries to do the interop with a few God classes is a dead avenue.
The most significant hazard is that it heavily relies on multiple inheritance. Not supported in .NET, this will defeat any tool that auto-generate wrappers. Also note that it only supports OpenGL rendering, not a terribly popular graphics api on Windows.
The library is attractive, and has been around for quite a while, but nobody has successfully ported it to .NET yet. This is unsurprising. In my opinion, you don't stand a chance. Only a rewrite could work.
PInvoke is the way to do what you are looking for. Doesn't matter if you have or do't have the code for that DLL so long you know the function signature.
Have a look at these articles from MSDN and code project that cover basics of PInvoke:
Platform Invoke Tutorial
P/Invoke Tutorial: Basics (Part 1)
Edit:
There are tools that can possibly generate DllImport signature for you. I have NOT tried any of these myself. Have a look:
P/Invoke Signature Generator
Easiest way to generate P/Invoke code?
This one
http://www.swig.org/
Hope that helps.
If your native dll exports some classes, then I would strongly suggest creating another native DLL wrapper for the original one. It should export a few functions and no classes at all.
Exported functioned could be something like:
my_lib_create_context( void ** const ppContext );
my_lib_delete_context( void * const pContext );
my_lib_do_something( void * const pContext, T param1, T param2 );
Inside my_lib_create_context() create an instance of your class and pass the pointer back through the ppContext parameter.
Inside my_lib_do_something() cast the pContext to a pointer of your class type and use it.
Also, when writing your wrapper, pay attention to calling convention, because you will need to pass that information to the .NET world (I think stdcall is default if not explicitly defined).
EDIT:
Regarding that part on how to do it:
Create a new C++ solution/project, select DLL type. Then add .def file to that project. Add to that file this:
EXPORTS
my_lib_create_context #1
my_lib_delete_context #2
my_lib_do_something #3
Then add some header file where you will put function signatures like this:
typedef void * SomeContext;
extern "C"
{
int __stdcall my_lib_create_context( /* [ out ] */ SomeContext * ppContext );
int __stdcall my_lib_delete_context( /* [ in ] */ SomeContext pContext );
// TO DO: ... you get it by now...
}
Implement these functions in .cpp file. Once you are done, create a wrapper in C# for this DLL and use it.
Hmm P/Invoke call GetProcessAdress .. so importing ABI problem is so so..
http://www.codeproject.com/Articles/18032/How-to-Marshal-a-C-Class
here are your answer give credit to those guy
So I am doing this as a learning moment and I'm not afraid to say I have no idea what I'm doing here. It might also be worth mentioning that I don't know much about C++ in this scenario.
In C#, I've used DllImport plenty of times to bring in stuff from user32.dll or other DLLs that I haven't written, but I'm looking to better understand how the other half (the C++ half) is implemented to make this happen.
The C++ code I have is simple and just to verify that the call went through successfully:
#include <iostream>
using namespace std;
__declspec(dllexport) void HelloWorld() {
cout << "Hello, World" << endl;
}
I don't know what the importance of __declspec(dllexport) is, but I've seen it on a couple websites that didn't touch much on its importance.
My C# isn't very different than previous DllImports I've done before:
[DllImport("TestDLL.dll")]
static extern void HelloWorld();
static void Main(string[] args) {
HelloWorld();
}
I'm compiled the C++ DLL and put it in the C# project and it's copied to the bin folder. When I run the C# project I get an EntryPointNotFoundException at the call to HelloWorld() inside the main function.
My guess is that I need to either change the C++ code or the compilation flags of the C++ project. Currently "Use of MFC" is set to "Use Standard Windows Libraries" and there's no use of ATL or CLR. Any help would be greatly appreciated.
C++ is a language that supports overloading. In other words, you can have more than one version of HelloWorld(). You could also export HelloWorld(int), a distinct version. It is also a language that requires a linker. In order to not confuzzle the linker about the same name for different functions, the compiler decorates the name of the function. Aka "name mangling".
The tool you want to use to troubleshoot problems like this is Dumpbin.exe. Run it from the Visual Studio Command Prompt on your DLL with the /exports option. You'll see this:
ordinal hint RVA name
1 0 000110EB ?HelloWorld##YAXXZ = #ILT+230(?HelloWorld##YAXXZ)
Bunch of gobbledegook, the exported name is shown in parentheses. Note the ? in the front and ##YAXXZ after the name, that's why the CLR cannot find the exported function. A function that takes an int argument will be exported as ?HelloWorld##YAXH#Z (try it).
The [DllImport] directive supports this, you can use EntryPoint property to give the exported name. Or you can tell the C++ compiler that it should generate code that a C compiler can use. Put extern "C" in front of the declaration and the C++ compiler will suppress the name decoration. And won't support function overloads anymore of course. Dumpbin.exe now shows this:
ordinal hint RVA name
1 0 00011005 HelloWorld = #ILT+0(_HelloWorld)
Note that the name is still not plain "HelloWorld", there's an underscore in front of the name. That's a decoration that helps catch mistakes with the calling convention. In 32-bit code there are 5 distinct ways to call a function. Three of which are common with DLLs, __cdecl, __stdcall and __thiscall. The C++ compiler defaults to __cdecl for regular free functions.
This is also a property of the [DllImport] attribute, the CallingConvention property. The default that's used if it isn't specified is CallingConvention.StdCall. Which matches the calling convention for many DLLs, particularly the Windows ones, but doesn't match the C++ compiler's default so you still have a problem. Simply use the property or declare your C++ function like this:
extern "C" __declspec(dllexport)
void __stdcall HelloWorld() {
// etc..
}
And the Dumpbin.exe output now looks like:
ordinal hint RVA name
1 0 000110B9 _HelloWorld#0 = #ILT+180(_HelloWorld#0)
Note the added #0, it describes the size of the stack activation frame. In other words, how many bytes worth of arguments are passed. This helps catch a declaration mistake at link time, such mistakes are extremely difficult to diagnose at runtime.
You can now use the [DllImport] attribute as you originally had it, the pinvoke marshaller is smart enough to sort out the decoration of the actual function. You can help it with the ExactSpelling and EntryPoint properties, it will be slightly quicker but nothing you'd ever notice.
First question last: __declspec(dllexport) is just a hint to the compiler that you intend to export the function from a DLL. It will generate a wee bit of extra code that can help making the exported function call faster (nothing the CLR uses). And passes an instruction to the linker that the function needs to be exported. Exporting functions can also be done with a .def file but that's doing it the hard way.
This is probably the best way to do it: How to import and use a unmanaged C++ class from C#?
I would recommend that you create a C++/CLI project which statically links with your pure C++. The C++/CLI project will generate the DLL and you will use it just like any other DLL in C#. Again, see the link above.
There ae basically two things that are going to influence name mangling which is why you are having trouble importing the function which are if extern "C" is around your function definition and the calling convention of your function.
extern "C" with a cdecl calling convention will give you a clean name that is easy to import, but you will need to add the calling convention to the DllImportAttribute.
I have a small to medium project that is in C++/CLI. I really hate the syntax extensions of C++/CLI and I would prefer to work in C#. Is there a tool that does a decent job of translating one to the other?
EDIT: When I said Managed c++ before I apparently meant c++/CLI
You can only translate Managed C++ code (and C++/CLI code) to C# if the C++ code is pure managed. If it is not -- i.e. if there is native code included in the sources -- tools like .NET Reflector won't be able to translate the code for you.
If you do have native C++ code mixed in, then I'd recommend trying to move the native code into a separate DLL, replace your calls to DLL functions by easily identifiable stub functions, compile your project as a pure .NET library, then use .NET reflector to de-compile into C# code. Then you can replace the calls to the stub functions by p-invoke calls to your native DLL.
Good luck! I feel for you!
.NET Managed C++ is like a train wreck. But have you looked into C++ CLI? I think Microsoft did a great job in this field to make C++ a first class .NET citizen.
http://msdn.microsoft.com/en-us/magazine/cc163852.aspx
I'm not sure if this will work, but try using .Net Reflector along with ReflectionEmitLanguage plug-in. The RelelectionEmitLanguage plug-in claims to convert your assembly to c# code.
It has to be done manually unfortunately, but if the code is mostly C++/CLI (not native C++) then it can actually be done pretty quickly. I managed to port around 250,000 lines of C++/CLI code into C# in less than a couple of months, and I don't even know C++ very well at all.
If preserving Git history is important, you might want to git mv your cpp file into a cs file, commit, then start porting. The reason for this is that Git will think your file is new if you modify it too much after renaming it.
This was my approach when porting large amounts of code (so that it wouldn't take forever):
Create another worktree / clone of the branch and keep it open at all times
This is extremely important as you will want to compare your C# to the old C++/CLI code
Rename cpp to cs, delete header file, commit
I chose to rename the cpp file since its git history is probably more important than the header file
Create namespace + class in cs file, add any base classes/interfaces (if abstract sealed, make static in C#)
Copy fields first, then constructors, then properties, and finally functions
Start replacing with Ctrl+H:
^ to empty
:: to .
-> to .
nullptr to null
for each to foreach
gcnew to new
L" to "
Turn on case sensitivity to avoid accidental renames (for example L"cool" should become "cool", not "coo"
Prefixes like ClassName:: to empty, so that MyClass::MyMethod becomes MyMethod
Go through the red code and port manually code that cannot be just replaced (e.g. some special C++ casts), unless you have some cool regex to do it fast
Once code compiles, go through it again, compare to C++/CLI line by line, check for errors, clean it up, move on.
If you encounter a dependency that needs to be ported, you could pause, port that, then come back. I did that, but it might not be so easy.
Properties were the most annoying to port, because I had to remove everything before and after the getters and setters. I could have maybe written a regex for it but didn't bother doing so.
Once the porting is done, it's very important that you go through the changes line by line, read the code, and compare with C++/CLI code and fix possible errors.
One problem with this approach is that you can introduce bugs in variable declarations, because in C++/CLI you can declare variables in 2 ways:
MyType^ variable; <- null
MyType variable; <- calls default constructor
In the latter case, you want to actually do MyType variable = new MyType(); but since you already removed all the ^ you have to just manually check and test which one is correct. You could of course just replace all ^'s manually, but for me it would have taken too long (plus laziness) so I just did it this way.
Other recommendations:
Have a dummy C++/CLI project and a tool like LinqPad or another C# project to test differences between C++/CLI and C# if you're unsure of a piece of ported code
Install Match Margin to help highlight similar code (helped me when porting WinForms code)
ReSharper! It helped with finding bugs and cleaning up the code a LOT. Truly worth the money.
Some gotchas that I encountered while porting:
Base classes can be called in C++/CLI like so: BaseClass->DoStuff, but in C# you would have to do base.DoStuff instead.
C++/CLI allows such statements: if (foo), but in C# this has to be explicit. In the case of integers, it would be if (foo != 0) or for objects if (foo != null).
Events in base classes can be invoked in C++/CLI, but in C# it's not possible. The solution is to create a method, like OnSomeEvent, in the base class, and inside that to invoke the event.
C++/CLI automatically generates null checks for event invocations, so in C# make sure to add an explicit null check: MyEvent?.Invoke(this, EventArgs.Empty);. Notice the question mark.
dynamic_cast is equivalent to as cast in C#, the rest can be direct casts ((int) something).
gcnew can be done without parentheses. In C# you must have them with new.
Pay attention to virtual override keywords in the header files, you can easily forget to mark the C# methods with override keyword.
Intefaces can have implementations! In this case, you might have to rethink the architecture a bit. One option is to pull the implementation into an abstract class and derive from it
Careful when replacing casts with Convert calls in C#
Convert.ToInt32 rounds to the narest int, but casting always rounds down, so in this case we should not use the converter.
Always try casting first, and if that doesn't work, use the Convert class.
Variables in C++/CLI can be re-declared in a local scope, but in C# you get naming conflicts. Code like this easily lead to hard to find bugs if not ported carefully.
Example: An event handler can take a parameter e, but also has a try-catch like catch (Exception e) which means there are 2 e variables.
Another example:
// number is 2
int number = 2;
for (int number = 0; number < 5; number++)
{
// number is now 0, and goes up to 4
}
// number is again 2!
The above code is illegal in C#, because there is a naming conflict. Find out exactly how the code works in C++ and port it with the exact same logic, and obviously use different variable names.
In C++/CLI, it's possible to just write throw; which would create a generic C++ exception SEHException. Just replace it with a proper exception.
Be careful when porting code that uses the reference % sign, that usually means that you will have to use ref or out keywords in C#.
Similarly, pay attention to pointers * and & references. You might have to write additional code to write changes back whereas in C++ you can just modify the data pointed to by the pointer.
It's possible to call methods on null object instances in C++/CLI. Yes seriously. So inside the function you could do If (this == null) { return; }.
Port this type of code carefully. You might have to create an extension method that wraps over this type of method in order to avoid breaking the code.
Check and make sure everything in the old project file vcxproj was ported correctly. Did you miss any embedded resources?
Careful when porting directives like #ifdef, the "if not" (#ifndef) looks awfully similar but can have disastrous consequences.
C++/CLI classes automatically implement IDisposable when adding a destructor, so in C# you'll need to either implement that interface or override the Dispose method if it's available in the base class.
Other tips:
If you need to call Win32 functions, just use P/Invoke instead of creating a C++/CLI wrapper
For complex native C++ code, better create a C++/CLI project with managed wrappers
Again, pay attention to pointers. I had forgotten to do Marshal.StructureToPtr in my P/Invoke code which wasn't necessary in the C++ version since we had the actual pointer and not a copy of its data.
I have surely missed some things, but hopefully these tips will be of some help to people who are demoralized by the amount of code that needs to be ported, especially in a short period of time :)
After porting is done, use VS/ReSharper to refactor and clean up the code. Not only is it nice for readability, which is my top priority when writing code, but it also forces you to interact with the code and possibly find bugs that you otherwise would have missed.
Oh and one final FYI that could save you headaches: If you create a C++/CLI wrapper that exposes the native C++ pointer, and need to use that pointer in an external C++/CLI assembly, you MUST make the native type public by using #pragma make_public or else you'll get linker errors:
// put this at the top of the wrapper class, after includes
#pragma make_public(SomeNamespace::NativeCppClass)
If you find a bug in the C++/CLI code, keep it. You want to port the code, not fix the code, so keep things in scope!
For those wondering, we got maybe around 10 regressions after the port. Half were mistakes because I was already on autopilot mode and didn't pay attention to what I was doing.
Happy porting!
Back ~2004 Microsoft did have a tool that would convert managed C++ to C++/CLI ... sort of. We ran it on a couple of projects, but to be honest the amount of work left cleaning up the project was no less than the amount of work it would have been to do the conversion by hand in the first place. I don't think the tool ever made it out into a public release though (maybe for this reason).
I don't know which version of Visual Studio you are using, but we have managed C++ code that will not compile with Visual Studio 2005/2008 using the /clr:oldSyntax switch and we still have a relic VS 2003 around for it.
I don't know of any way of going from C++ to C# in a useful way ... you could try round tripping it through reflector :)
Such projects are often done in c++/cli because C# isn't really an elegant option for the task. e.g. if you have to interface with some native C++ libraries, or do very high performance stuff in low level C. So just make sure whoever chose c++/cli didn't have a good reason to do it before doing the switch.
Having said that, I'm highly skeptical there's something that does what you ask, for the simple reason that not all C++/cli code is translatable to C# (and probably vice versa too).