I have the following PInvoke:(C to C#)
[DllImport("chess_api.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void InitBoard([MarshalAs(UnmanagedType.LPArray, SizeConst = 64)]sPiece[] board);
On C:
__declspec(dllexport) void InitBoard(sPiece board[8][8]);
In InitBoard function, the values of the matrix changing, but after a call to PInvoke I do not see the change.
sPiece[] board = new sPiece[64];
InitBoard(board);
//Here the values of the board is still initialized (as before the function call) at default values
I tried to change the variable to ref (although it already reference) but it stuck the program when the function was called, so I do not think it's the solution.
It took me a while to get here (I'm new to the subject) I'd love to help!
EDIT:
sPiece On C:
typedef struct Piece
{
ePieceType PieceType; //enum
ePlayer Player; //enum
int IsFirstMove;
} sPiece;
sPiece On C#:
[StructLayout(LayoutKind.Sequential)]
public struct sPiece
{
public ePieceType PieceType;
public ePlayer Player;
public int IsFirstMove;
}
Possibly you are failing to allocate memory before calling the function.
sPiece[] board = new sPiece[64];
InitBoard(board);
Declare the function like this:
[DllImport("chess_api.dll", CallingConvention = CallingConvention.Cdecl)]
static extern void InitBoard([Out] sPiece[] board);
The default marshalling is [In]. Although since your struct is blittable, the array you pass is pinned and the call behaves as though it was [In,Out]. So I think you could omit [Out] if you wished, but it is clearer as written above.
You can add the UnmanagedType.LPArray option if you wish but it's not needed.
Related
I have the following struct (On C) :
typedef struct Piece
{
ePieceType PieceType;//enum
ePlayer Player;//enum
int IsFirstMove;
} sPiece;
(On C#):
[StructLayout(LayoutKind.Sequential)]
public struct Piece
{
public PieceTypeEnum PieceType; //same enum order like ePieceType
public PlayerEnum Player; //same enum order like ePlayer
public int IsFirstMove;
}
I have the following function that I want to export :
__declspec(dllexport) void InitBoard(sPiece board[8][8]);
C#:
[DllImport("chess_api.dll", SetLastError = true)]
static extern void InitBoard([MarshalAs(UnmanagedType.SafeArray)]Piece[][] board);
I get the following error:
I think I didn't marshal the array as well, Can you help me?
The answer is:
Just declare it Piece [] and pass an array with 64 elements
Posted in comments by Hans Passant(but somehow did not raise it as an answer).
I am trying to access and make changes to elements in a struct that are in a DLL. I have followed this example on how to use struct from a DLL: http://nawatt.com/index.php/corporate/blog/78-using-c-dlls-in-c
I have been successful in making changes to non-array variables, but whenever I try to make changes to an array I get a Runtime Error.
This is an example of my C DLL code:
//lib_qrs.dll
#ifdef __cplusplus
extern "C" {
#endif
typedef struct TEST_STRUCT
{
unsigned short check[5];
} test_struct;
__declspec(dllexport) void __stdcall test(test_struct *test, unsigned short val){
// This is an example of what DOES NOT WORK
test->check[0]=val+1;
test->check[1]=val+2;
test->check[2]=val+3;
test->check[3]=val+4;
test->check[4]=val+5;
}
#ifdef __cplusplus
}
#endif
This is an example of my C# code:
[StructLayout(LayoutKind.Sequential)]
public struct TEST_STRUCT
{
public UInt16[] check;
}
public class Program
{
[DllImport("lib_qrs.dll", EntryPoint="test", CallingConvention = CallingConvention.StdCall)]
public static extern void test(ref TEST_STRUCT test, int val);
public TEST_STRUCT testStruct = new TEST_STRUCT();
static void Main(string[] args)
{
testStruct.check=new UInt16[5];
// WHERE ERROR OCCURS
test(ref testStruct, 5);
}
}
The error that I get is:
*"An unhandled exception of type 'System.AccessViolationException' occurred in Test.exe
Additional information: Attempted to read or write protected memory. This is often an indication that other memory is corrupt."
I understand that I have to be very careful with memory allocation when I replicate my structure in C#, but I don't know what I am doing wrong or how I can fix this array issue.
Does anyone have an idea of how I could get around this?
The default marshaling for that array is unsigned short*, not unsigned short[]. You'll need to apply the [MarshalAs] attribute to tell the pinvoke marshaller about it. Fix:
[StructLayout(LayoutKind.Sequential)]
public struct TEST_STRUCT {
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 5)]
public UInt16[] check;
}
And since you are returning values in the array, you also have to tell the pinvoke marshaller that it needs to copy the array values back. That requires the [Out] attribute:
[DllImport("lib_qrs.dll")]
public static extern void test([Out] ref TEST_STRUCT test, int val);
Do note that neither is necessary at all if the you just declare the argument as ushort[], assuming that the structure doesn't contain any additional fields.
I have a project which uses a library which was mostly build on and around C++.
The delivered DLL with this library, i have imported into my C# project.
After importing the following method in Unity:
[DllImport("pst")]
private static extern int pst_get_sensor(PSTSensor sensor);
I require this PSTSensor struct, so actually use the method.
In the C++ .h file, the struct is defines as :
struct PSTSensor
{
char name[80]; /**< Device name */
int id; /**< Device identifier (for other tracking interfaces */
float pose[16]; /**< Device pose estimate as row-major matrix */
double timestamp; /**< Time the data was recorded */
};
I have tried to replicate it in C#, and i ended up with this following:
struct PSTSensor{
PSTSensor(char[] name, int id, float[] pose, double timestamp){
this.name = name;
this.id = id;
this.pose = pose;
this.timestamp = timestamp;
}
public char[] name;
public int id;
public float[] pose;
public double timestamp;
}
In the example C++ code that came with this project was stated to call pst_get_sensor(&sensor) this '&' sign, i do not recognize? How would i call this method in C#, and make it work?
I think i ruined the struct, seeing how i never worked with them before. At least it doesn't throw errors on compilation anymore, but i think it is still wrong. Any ideas on that?
Many thanks in advance,
Smiley
I'm not sure if I'm answering your question entirely, but in c++ the & is used to pass an argument by reference which means that the argument you're passing in can be manipulated inside the function. To me it looks like the original function is used to fill out a sensor struct.
int C# you can pass by reference with the ref or out keyword:
private static extern int pst_get_sensor(PSTSensor ref sensor);
Why did you add a constructor in your C# implementation?
It seams that all you need to do is declare the parameter as ref
private static extern int pst_get_sensor(ref PSTSensor sensor);
If you want to have a look at an example, there is one here
You did not show the C++ declaration of your function, but give that you call it like this:
pst_get_sensor(&sensor);
it is presumably declared like so:
int pst_get_sensor(PSTSensor *sensor);
The function receives a pointer to the struct. That is clear since the call uses the & operator which takes the address of an object.
On the C# side you translate this parameter as a ref parameter. Like this:
[DllImport(...)]
static extern int pst_get_sensor(ref PSTSensor sensor);
Now, your other problem is that your struct is declared incorrectly. It contains inline arrays and you must communicate the lengths of those arrays to the marshaller. Like this:
[StructLayout(LayoutKind.Sequential, CharSet=CharSet.Ansi)]
struct PSTSensor
{
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = 80)]
public string name;
public int id;
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 16)]
public float[] pose;
public double timestamp;
}
I thought this one was fairly straight forward but still trying to understand all of this and having some issues.
I don't know much about the C function b/c i've been given limited information.
Here is the function call in C:
int GetCard(CardInfo card);
Here is the request structure:
typedef struct _tCardInfo
{
char CardNumber[80];
char isExist;
} TCardInfo, *pTCardInfo;
I want to pass the card number to see if it exists.
So in C# I did the following:
public struct CardInfo
{
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = 80)]
public string cardNumber;
public byte isExist;
}
[DllImport("card.dll", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Auto)]
public static extern int GetCardInfo(ref CardInfo cardInfo);
Then in the c# method:
CardInfo cardInfo = new CardInfo();
cardInfo.cardNumber = "1234567890";
int success = GetCardInfo (ref cardInfo);
The good thing about the DLL that I'm calling is it generates a log file.
When I execute the call, the log tells me that I'm hitting the DLL but it is not passing the card number which then sets a message saying the card number was not passed.
Any help is greatly appreciated.
Thanks!
The problem is that you're requesting TChar marshaling, but the DLL requires 8-byte characters. Change the C struct to wchar_t.
Also, use Visual Studio to set a breakpoint in your DLL, and actually inspect the data when it comes in! Visual Studio can debug across .NET/native boundaries, which is super cool!
Try to add attribute StructLayout for struct
[StructLayout(LayoutKind.Sequential)]
public struct CardInfo
{
...
Try to create the .Net struct like this:
[StructLayout(LayoutKind.Sequential)]
public struct CardInfo
{
[MarshalAs(UnmanagedType.AnsiBStr, SizeConst = 80)]
public string cardNumber;
[MarshalAs(UnmanagedType.I1)]
public sbyte isExist;
}
And for the function declaration: try not to use the CallingConvention and CharSet in the DLL import, and use the [In, Out] attributes before the parameter. Like this:
[DllImport("card.dll")]
public static extern int GetCardInfo([In, Out] CardInfo cardInfo);
I've worked on a C# version of a C++ API but I can't manage to get it right.
Since the whole API was too big the first time I posted, I've cut it down to some core functions for which I really need some help to make a managed version of.
So basically, this is a C++ dll containing exported functions that are used to communicate with a technical analysis software.
C++ function I'd like to convert
#define PLUGINAPI extern "C" __declspec(dllexport)
PLUGINAPI int GetFunctionTable( FunctionTag **ppFunctionTable )
{
*ppFunctionTable = gFunctionTable;
// must return the number of functions in the table
return gFunctionTableSize;
}
GetFunctionTable is called by the software which provides a pointer to an array of FunctionTag called gFunctionTable:
typedef struct FunctionTag
{
char *Name;
FunDesc Descript;
} FunctionTag;
FunctionTag gFunctionTable[] = {"ExampleA",{ VExampleA, 0, 0, 0, 0, NULL },
"ExampleB",{ VExampleB, 1, 0, 1, 0, NULL }
};
FunctionTag structure contains an embedded structure called Fundesc:
// FunDesc structure holds the pointer to actual
// user-defined function that can be called by AmiBroker.
typedef struct FunDesc
{
AmiVar (*Function)( int NumArgs, AmiVar *ArgsTable );
UBYTE ArrayQty; // number of Array arguments required
UBYTE StringQty; // number of String arguments required
SBYTE FloatQty; // number of float args
UBYTE DefaultQty; // number of default float args
float *DefaultValues; // the pointer to defaults table
} FunDesc;
Finally, Fundesc contains AmiVar type:
#pragma pack( push, 2 )
typedef struct AmiVar
{
int type;
union
{
float val;
float *array;
char *string;
void *disp;
};
} AmiVar;
#pragma pack(pop)
C# conversion so far
Now, this is what I've written so far in an attempt to get my C# dll to "mimic" the C++ original API. The GetFunctionTable() exported function:
namespace AmiBrokerFrontDll
{
internal static class AmiBrokerFrontDll
{
[DllExport("GetFunctionTable", CallingConvention = CallingConvention.Cdecl)]
public static Int32 GetFunctionTable(ref FunctionTag[] ppFunctionTable)
{
FillFunction();
ppFunctionTable=gFunctionTable;
return gFunctionTableSize;
}
Then comes the definition of FunctionTag structure and gFunctionTableSize:
[StructLayoutAttribute(LayoutKind.Sequential, CharSet = CharSet.Ansi)]
public struct FunctionTag
{
[MarshalAs(UnmanagedType.LPStr)]
public string Name;
public FunDesc Description;
}
public static FunctionTag[] gFunctionTable=new FunctionTag[1];
public static FunctionTag gfunc;
static Int32 gFunctionTableSize = Marshal.SizeOf(gFunctionTable) / Marshal.SizeOf(gfunc);
public static void FillFunction()
{
gFunctionTable[0].Name = "VExempleA";
gFunctionTable[0].Description.Function += VExempleDeMacd;
//ArrayQty, StringQty, FloatQty, DefaultQty, DefaultTablePtr
gFunctionTable[0].Description.ArrayQty = 0;
gFunctionTable[0].Description.StringQty = 0;
gFunctionTable[0].Description.FloatQty = 2;
gFunctionTable[0].Description.DefaultQty = 0;
gFunctionTable[0].Description.DefaultValues = new IntPtr();
}
FunDesc declaration includes a delegate:
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate AmiVar FunctionDelegate(int NumArgs, ref AmiVar ArgsTable);
public struct FunDesc
{
[MarshalAs(UnmanagedType.FunctionPtr)]
public FunctionDelegate Function;
public byte ArrayQty; // The number of Array arguments required
public byte StringQty; // The number of String arguments required
public byte FloatQty; // The number of float args
public byte DefaultQty; // The number of default float args
public IntPtr DefaultValues; // The pointer to defaults table
}
Finally, we have an AmiVar structure:
[StructLayoutAttribute(LayoutKind.Explicit, Size = 8)]
public struct AmiVar
{
[FieldOffset(0)]
public Int32 type;
[FieldOffset(4)]
public Single val;
[FieldOffset(4)]
public IntPtr array;
[FieldOffset(4)]
[MarshalAs(UnmanagedType.LPStr)]
public string name;
[FieldOffset(4)]
public IntPtr disp;
}
Sorry this is too long. Unfortunately, I couldn't make a small consise question.
So this code compiled (maybe not anymore since this is an extract from the bigger picture) but when loading the resulting dll from the technical analysis software, I received an ACCESS VIOLATION ERROR. I believe this means the C# conversion doesn't map the C++ variables size correctly. With the arrays of structures and delegates this project has become too difficult for me to solve alone.
Any help will be much appreciated!
Thanks,
Guillaume
I can't help in your specific case, but I can tell you a couple things that will make your life easier:
Function pointers created from managed delegates should never, ever, ever, be stored in unmanaged code. I don't say this lightly. There are claims that if you create a function pointer from a delegate with GetFunctionPointerForDelegate, that the appropriate thunks will get created and won't ever get garbage collected. This is NOT true. I have watched function pointers that were good on one call go sour on the next. The safest bet is to guarantee that function pointers will never get stored beyond the use of an unmanaged call.
P/Invoke is OK for some tasks, but by far the easiest way to integrate a non-C#-friendly C++ library is to make a better/more appropriate wrapper for it in C++/CLI. See here for a description of one way to approach the problem.