I have searched for days and have tried everything I could find, but still cannot get this to work.
Details:
I have a 3rd party stock trading app that is calling into my unmanaged dll. It is supplying data that the dll processes/filters and then saves into a global ring buffer. The ring buffer is an array of structures, 100 long. All of this runs in the stock trading apps process.
I also have a managed C# app calling into the same dll in a different process that needs to get the info in the global ring buffer as quickly and efficiently as possible. Everything works except that I can only get data for the first structure in the array. Also after the call to the dll from C# the C# code no longer knows that arrayMD is an array of structs, it shows up in the debugger as a simple structure. Could it be the memcpy in the dll causing the problem? I’ve tried all kinds of combinations with [In, Out], IntPtr, and Marchal.PtrToStructure combinations. I am greatly fubar. Any help would be greatly appreciated.
Thanks
Here is what I am attempting.
On the dll side:
struct stMD
{
float Price;
unsigned int PriceDir;
unsigned int PriceDirCnt;
};
// Global memory
#pragma data_seg (".IPC")
bool NewPoint = false; // Flag used to signal a new point.
static stMD aryMD [100] = {{0}};
#pragma data_seg()
void __stdcall RetrieveMD (stMD *LatestMD [])
{
memcpy(*LatestMD, aryMD, sizeof(aryMD));
}
On the C# side:
[StructLayout(LayoutKind.Sequential)]
public struct stMD
{
public float Price;
public uint PriceDir;
public uint PriceDirCnt;
};
public static stMD[] arrayMD = new stMD[100];
[DllImport(#"Market.dll")]
public static extern void RetrieveMD(ref stMD[] arrayMD);
RetrieveMD(ref arrayMD);
The problem is the definition of your DLL entry point:
void __stdcall RetrieveMD (stMDP *LatestMD [])
You don't specify the size of the array, so how is C# supposed to know how many elements were copied into it? This is a problem in other languages too. Your implementation simply assumes that the provided memory is large enough to contain aryMD. But what if it's not? You've just created a buffer overrun.
If you want the caller to allocate the array, then the caller must also pass in the number of elements that the array contains.
Edit
The C++ declaration should look something like this:
// On input, length should be the number of elements in the LatestMD array.
// On output, length should be the number of valid records copied into the array.
void __stdcall RetrieveMD( stMDP * LatestMD, int * length );
The C# declaration would then look something like this:
[DllImport(#"Market.dll")]
public static extern void RetrieveMD(
[In, Out, MarshalAs(UnmanagedType.LPArray, SizeParamIndex=1)] ref stMD[] arrayMD,
[In, Out] ref int length);
Your problem, I think, is that you are trying to pass an array by reference from C# into C, and you almost never need to do that. In your case, all you want to happen is for C# to allocate memory for 100 of your structures, then pass that memory to C to be filled in. In your case, you're passing a pointer to an array of structures, which is an extra level of indirection that you don't really need.
You rarely see C functions that take a fixed sized array; instead, your function would typically be defined in C to accept a pointer and a length, e.g. something like:
void __stdcall RetrieveMD (stMDP *LatestMD, int size)
{
int count = 0;
if (size < sizeof(aryMD))
count = size;
else
count = sizeof(aryMD);
memcpy(LatestMD, aryMD, count);
}
To call this method from C#, you need to do two things. First, you need to allocate an array of the appropriate size to pass in. Second, you need to tell the marshaling code (that does the C# -> C copying) how to figure out how much data to be marshaled, via the [MarshalAs] attribute:
[DllImport(#"Market.dll")]
public static extern void RetrieveMD (
[MarshalAs(UnmanagedType.LPArray, SizeParamIndex = 1)] stMDP[] arrayMD,
int length
);
var x = new stMDP[100];
RetrieveMD(x, 100);
I got it working. Was I ever tring to make this harder than it is.
I re-read chapter 2 of ".NET 2.0 Interoperability Recipes: A Problem-Solution Approach".
Here's what works.
On C++ side I removed the pointers
struct stMD
{
float Price;
unsigned int PriceDir;
unsigned int PriceDirCnt;
};
// Global memory
#pragma data_seg (".IPC")
bool NewPoint = false; // Flag used to signal a new point.
static stMD aryMD [100] = {{0}};
#pragma data_seg()
void __stdcall RetrieveMD (stMD LatestMD [100])
{
memcpy(LatestMD, aryMD, sizeof(aryMD));
}
On the C# side I removed both (ref)s and added [In, Out]
[StructLayout(LayoutKind.Sequential)]
public struct stMD
{
public float Price;
public uint PriceDir;
public uint PriceDirCnt;
};
public static stMD[] arrayMD = new stMD[100];
[DllImport(#"Market.dll")]
public static extern void RetrieveMD([In, Out] stMD[] arrayMD);
RetrieveMD(arrayMD);
Thanks to everyone who offered help.
Related
We have a native code SDK which predominantly uses the C/C++ size_t type for things like array sizes. We additionally provide a .NET wrapper (written in C#) which uses PInvoke to invoke the native code, for those that want to integrate our SDK into their .NET app.
.NET has the System.UIntPtr type which pairs perfectly with size_t functionally, and functionally everything works as expected. Some of the C# structures provided to the native side contain System.UIntPtr types and they're exposed to consumers of the .NET API which requires them to work with System.UIntPtr types. The problem is that System.UIntPtr does not interoperate well with typical integer types in .NET. Casts are required and various "basic" things like comparisons to integers/literals don't work without more casting.
We tried declaring the exported size_t params as uint and applying the MarshalAsAttribute(UnmanagedType.SysUInt) but that results in a runtime error for invalid marshaling. For example:
[DllImport("Native.dll", EntryPoint = "GetVersion")]
private static extern System.Int32 GetVersion(
[Out, MarshalAs(UnmanagedType.LPStr, SizeParamIndex = 1)]
StringBuilder strVersion,
[In, MarshalAs(UnmanagedType.SysUInt)]
uint uiVersionSize
);
Calling GetVersion in C# passing a uint for the 2nd param results in this marshal error at runtime:
System.Runtime.InteropServices.MarshalDirectiveException: Cannot marshal 'parameter #2': Invalid managed/unmanaged type combination (Int32/UInt32 must be paired with I4, U4, or Error).
We could create facade wrappers which expose 'int' types in .NET and internally do the casting to System.UIntPtr for native-compatible classes, but (a) we worry about performance of copying the buffers (which could be very large) between near-duplicate classes and (b) it's a bunch of work.
Any suggestions on how to PInvoke with size_t types while maintaining a convenient API in .NET?
Here's a sample of one case which is effectively the same as our real code but with simplified/stripped names. NOTE This code is derived from our production code by hand. It compiles for me, but I've not run it.
Native (C/C++) code:
#ifdef __cplusplus
extern "C"
{
#endif
enum Flags
{
DEFAULT_FLAGS = 0x00,
LEVEL_1 = 0x01,
};
struct Options
{
Flags flags;
size_t a;
size_t b;
size_t c;
};
int __declspec(dllexport) __stdcall InitOptions(
Options * const pOptions)
{
if(pOptions == nullptr)
{
return(-1);
}
pOptions->flags = DEFAULT_FLAGS;
pOptions->a = 1234;
pOptions->b = static_cast<size_t>(0xFFFFFFFF);
pOptions->c = (1024 * 1024 * 1234);
return(0);
}
#ifdef __cplusplus
}
#endif
Managed (C#) Code:
(This should to repro the incorrect marshalling. Changing the fields a, b, and c in the struct to type UIntPtr makes it function properly.
using System;
using System.Runtime.InteropServices;
namespace Test
{
public enum Flags
{
DEFAULT_FLAGS = 0x00,
LEVEL_1 = 0x01,
}
[System.Runtime.InteropServices.StructLayoutAttribute(System.Runtime.InteropServices.LayoutKind.Sequential)]
public struct Options
{
public Flags flags;
public uint a;
public uint b;
public uint c;
}
public class Test
{
[DllImport("my.dll", EntryPoint = "InitOptions", CallingConvention = CallingConvention.StdCall)]
internal static extern Int32 InitOptions(
[In, Out]
ref Options options
);
static void Main(string[] args)
{
Options options = new Options
{
flags = DEFAULT_FLAGS,
a = 111,
b = 222,
c = (1024 * 1024 * 1)
};
Int32 nResultCode = InitOptions(
ref options
);
if(nResultCode != 0)
{
System.Console.Error.WriteLine("Failed to initialize options.");
}
if( options.flags != DEFAULT_FLAGS
|| options.a != 1234
|| options.b != static_cast<size_t>(-1)
|| options.c != (1024 * 1024 * 1234) )
{
System.Console.Error.WriteLine("Options initialization failed.");
}
}
}
}
I tried changing the enum field in the managed struct to a int type and it still doesn't work.
I'll test more with size_t function params next.
The binary equivalent to size_t is IntPtr (or UIntPtr). But for parameters, you can just use int or uint without any additional attribute.
So, if you have this in C/C++:
int InitOptions(size_t param1, size_t param2);
then you can declare it like this in C# and it will work for x86 and x64 (well, you won't get any bit value above 32 of course, the hi-uint is lost):
[DllImport("my.dll")]
static extern int InitOptions(int param1, int param2); // or uint
For x86 it works because, well, it's just supposed to.
For x64, it works magically because arguments are always 64-bit, and luckily, the extra hi-bits are zeroed by errrhh... some components of the system (the CLR? C/C++ compiler? I'm unsure).
For struct fields this a complete different story, the simplest (to me) seems to use IntPtr and add some helpers to ease programming.
However, I've added some extra sample code if you really want to add some sugar for the developers using your structs. What's important is this code could (should) be generated from the C/C++ definitions.
public static int InitOptions(ref Options options)
{
if (IntPtr.Size == 4)
return InitOptions32(ref options);
Options64 o64 = options;
var i = InitOptions64(ref o64);
options = o64;
return i;
}
[DllImport("my64.dll", EntryPoint = "InitOptions")]
private static extern int InitOptions64(ref Options64 options);
[DllImport("my32.dll", EntryPoint = "InitOptions")]
private static extern int InitOptions32(ref Options options);
[StructLayout(LayoutKind.Sequential)]
public struct Options // could be class instead (remove ref)
{
public Flags flags;
public uint a;
public uint b;
public uint c;
public static implicit operator Options64(Options value) => new Options64 { flags = value.flags, a = value.a, b = value.b, c = value.c };
}
[StructLayout(LayoutKind.Sequential)]
public struct Options64 // could be class instead (remove ref)
{
public Flags flags;
public ulong a;
public ulong b;
public ulong c;
public static implicit operator Options(Options64 value) => new Options { flags = value.flags, a = (uint)value.a, b = (uint)value.b, c = (uint)value.c };
}
Note that if you uses classes instead of struct for Options and Options64, you can remove all the ref argument directions and avoid the painful copy from structs (operator overloading doesn't work well with ref). But this has other implications, so it's up to you.
Here is another discussion on the same subject: C# conditional compilation based on 32-bit/64-bit executable target
Basically, what you could also do is use conditional compilation constants for x86 and x64 targets and have your code vary using that.
Here's what I ended up doing:
First some goals:
Expose .NET-friendly and customary types to .NET library users.
Avoid data being silently lost when interop'ing with native code.
Avoid propagating 32-bit/64-bit distinction to .NET library users (in other words, avoid having type differences outside my .NET API due to underlying native DLL bitness; strive for a single data type that (mostly) hides the bitness issue).
Nice to minimize having separate structures and/or code paths for 32-vs-64 bit.
Naturally all things developers prefer (less code to write & maintain, easier to keep in sync, etc).
FUNCTIONS
The C functions exported from the DLL are presented in the DllImport with .NET types as close as possible to the native (C) types. Then each function is wrapped with a more-inline-with-.NET facade.
This accomplished 2 things:
Preserving the native types in the DllImport avoids silent (!)
data loss. As Simon Mourier pointed out, .NET can use uint in
place of size_t in functions. While this seems to work, it also
will silently drop data that's out of range. So if the native code
returns a value larger than uint.MaxValue, our .NET code will never
know. I'd rather handle the situation than have some spurious bug.
Various techniques and types which are specific to C and/or
non-object oriented are presented in a style more native to .NET.
For example, buffers in the C API which are presented as a byte
pointer plus a size parameter are presented as simply byte arrays in
.NET. Another example is non-zero-terminated strings (ex. UTF, XML)
are presented in .NET as a String or Xml object instead of byte
array and size parameters.
Specifically for size_t function params, they are presented as UIntPtr in the DllImport (per #1 above), and if still necessary to be exposed to the library user, they are presented as either uint or ulong as applicable. The facade then verifies the value of each (in/out as applicable) and throws an exception if
there's an incompatibility.
Here's an example using pseudo-code:
C Function:
// Consume & return data in buf and pBufSize
int __declspec(dllexport) __stdcall Foo(
byte * buf,
size_t * pBufSize
);
C# DllImport:
[DllImport("my.dll", EntryPoint = "Foo", CallingConvention = CallingConvention.StdCall)]
private static extern System.Int32 Foo(
[In, Out, MarshalAs(UnmanagedType.LPArray, SizeParamIndex = 1)]
System.Byte[] buf,
[In, Out]
ref System.UIntPtr pBufSize
);
C# Facade (pseudo-code):
void Foo(System.Byte[] buf)
{
// Verify buffer size will fit
if buf.LongLength > UIntPtrMaxValue
throw ...
UIntPtr bufSize = buf.LongLength;
Int32 nResult = Foo(
buf,
bufSize
);
if nResult == FAILURE
throw ...
// Verify return size is valid
if (UInt64)bufSize > int.MaxValue // .NET array size type is 'int'
throw ...
buf.resize((int)bufSize);
}
STRUCTURES
To interop with structures containing size_t (and even in general), I followed a similar approach as with functions: create a .NET structure ("Interop Structure") which most closely resembles the native-code structure, and then put a .NET-friendly facade around it. The facade then does value checking as appropriate.
The specific implementation approach I took for the facade was to setup each field as a property with the Interop Structure as the backing store. Here's a small example:
C Structure:
struct Bar
{
MyEnum e;
size_t s;
}
C# (pseudo-code):
public class Bar
{
// Optional c'tor if param(s) are required to be initialized for typical use
// Accessor for e
public MyEnum e
{
get
{
return m_BarInterop.e;
}
set
{
m_BarInterop.e = value;
}
}
// Accessor for s
public uint s
{
get
{
VerifyUIntPtrFitsInUint(m_BarInterop.s); // will throw an exception if value out of range
return (uint)m_BarInterop.s;
}
set
{
// uint will always fit in UIntPtr
m_BarInterop.s = (UIntPtr)value;
}
}
// Interop-compatible 'Bar' structure (not required to be inner struct)
[System.Runtime.InteropServices.StructLayoutAttribute(System.Runtime.InteropServices.LayoutKind.Sequential)]
internal struct Bar_Interop
{
public MyEnum e;
public System.UIntPtr s;
}
// Instance of interop-compatible 'Bar' structure
internal Bar_Interop m_BarInterop;
}
While a bit tedious at times, I've found that after taking this approach for only 2 structures so far it's yielded great flexibility and a clean API being exposed to consumers of my .NET wrapper.
I have a Unity5 program that is using a common structure (smMsg) to send data from a C++ DLL into C#.
The structure contains an array:
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 16)]
public float[] mtx;
This array is to be considered as a 4x4 Matrix, hence the constant size of 16.
The program works, receiving data into the C# corresponding structure; however, it seems that from my array I am missing the first element (mtx[0]) each time I run the program. It seems every other element has shifted to the left with an extra 0 for the last element, maintaining the sequential order they are to be in.
I considered it to be because of the UnmanagedType I was using, however other sources tell me that UnmanagedType.ByValArray is the correct type.
Would anyone have a direction or lead I can follow to help solve this problem?
Process of Copying Data
C#:
// DLL Import
[DllImport(DLL_NAME, EntryPoint = "smCopy")]
private static extern void smCopyData(IntPtr dest, IntPtr len); //const VOID *dest, SIZE_T len);
// Copying data logic
{
// allocate intptr to buffer
var len = Marshal.SizeOf(typeof(smMsg));
IntPtr msg_intptr = Marshal.AllocHGlobal(len);
try
{
// Copy data
smCopyData(msg_intptr, (IntPtr)(len));
// Set POINTER data to struct
return_msg = (smMsg)Marshal.PtrToStructure(msg_intptr, typeof(smMsg));
}
finally
{
// free unmanaged memory!
Marshal.FreeHGlobal(msg_intptr);
}
}
C++
// Function called via DLL
void DLL_API smCopy(const VOID *dest, SIZE_T len)
{
CopyMemory((PVOID)(dest), (PVOID)(mapBuffer), len);
}
Struct Definition
The main piece of data I am interested in is float[] mtx
[StructLayout(LayoutKind.Sequential)]
public struct smMsg
{
public smHeader header;
public smData data;
}
[StructLayout(LayoutKind.Sequential)]
public struct smData
{
// Event ID.
public int evtId;
public int status;
// Floating point values. Actual data to be transmitted.
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 16)]
public float[] mtx;
}
[StructLayout(LayoutKind.Sequential)]
public struct smHeader
{
public ushort chkSum;
public char numWords;
public char msgType;
}
UPDATE 2/29
Thanks to #Zastai, I ended up able to recover the missing element. As it turns out, I wanted to be using "byte" as the data type instead of char, as char is a C# unicode type (short).
What I ended up doing is changing my smHeader as:
[StructLayout(LayoutKind.Sequential)]
public struct smHeader
{
public ushort chkSum;
public byte numWords;
public byte msgType;
}
.. which in turn lowered the smHeader size from 6 to 4, setting the smMsg struct size equal in terms of both C# & C++.
Thanks to #Zastai for helping out a ton.
Turns out that when using char in C++ for a struct, it's C# counterpart is a byte. This resolved the difference in structure size between C# & C++. Because of this error, the smMsg struct in C# allocated more memory than it needed.
The question is updated with the new smHeader definition.
I have native C++ dll with function that finds the number of cameras connected to the computer and returns their serial number. I am trying to use native C++ dll in C# application but I keep getting the Access Violation error(Attempted to read or write protected memory).
The function in question is
uint32_t GetSerialNumList(char** theBufList, int theBufSize, int theListLength);
The way I am using PInvoke is as follows:
[DllImport(CameraDll, EntryPoint = "GetSerialNumList", CallingConvention = CallingConvention.Cdecl)]
private static extern uint GetSerialNumList(out byte[] pBuf, int BufSize, int ListLength);
If I create native C++ application to use the dll and use the function as follows:
char* theSerialNumb;
theSerialNumb = (char *) malloc(sizeof(char)* 8);
status = TRI_GetSerialNumList(&theSerialNumb, 8, 1);
It works fine however, if I use as follows in C# it give me above mentioned error:
byte[] BufList;
BufList = new byte[8];
rv = GetSerialNumList(out BufList, 8, 1);
The parameter you're passing in c# is a pointer to a byte array. What you're passing in c++ is a pointer to a pointer to a byte array. Also, in the C++ example, you're passing data to the function, but in the C# example, you're passing it as an out instead of a ref.
Although I'm not sure this would work, I would try to create a struct containing a byte array and pass the struct to the external function.
To answer some of the above comments, these functions typically modify memory passed to it rather than try to allocate additional memory due to the different ways programs create heaps.
The first thing I'd check is the C# import signature being used. There's the P/Invoke Interop Assistant tool available for free here.
Loading your function signature into the tool, translates it to:
public partial class NativeMethods {
/// Return Type: unsigned int
///theBufList: char**
///theBufSize: int
///theListLength: int
[System.Runtime.InteropServices.DllImportAttribute("<Unknown>", EntryPoint="GetSerialNumList")]
public static extern uint GetSerialNumList(ref System.IntPtr theBufList, int theBufSize, int theListLength) ;
}
The second thing, is that since you are allocating memory for the buffer in the C++/native version; perhaps you need to pass a pre-allocated buffer as well, when using C#.
Hope this helps.
Okay, I took pointers from Russell and kvr and did some digging around and following is the scheme that I came up with.
Original native function call:
uint32_t GetSerialNumList(char** theBufList, int theBufSize, int theListLength);
The way I am using PInvoke is as follows:
[DllImport(CameraDll, EntryPoint = "GetSerialNumList", CallingConvention = CallingConvention.Cdecl)]
private static extern int GetSerialNumList(ref IntPtr pBuf, int BufSize, int ListLength);
byte[] BufIn;
BufIn = new byte[8 * ListLength];
IntPtr pBuf = IntPtr.Zero;
pBuf = Marshal.AllocHGlobal(8 * ListLength);
Console.WriteLine("Calling GetSerialNumList");
rv = GetSerialNumList(ref pBuf, 8, ListLength);
Marshal.Copy(pBuf, BufIn, 0, 8*ListLength);
I feel this is somewhat long, but it gives me the desired result.
I am wrapping a c++ dll which does high quality sample rate conversion in c# and I am not sure what kind of type I should use for the op0 parameter. A C++ wrapper would call it like this:
int _cdecl process(double* const ip0, int l, double*& op0)
The documentation says about the parameter:
"#param[out] op0 This variable receives the pointer to the resampled data.
This pointer may point to the address within the "ip0" input buffer, or to
*this object's internal buffer. In real-time applications it is suggested
to pass this pointer to the next output audio block and consume any data
left from the previous output audio block first before calling the
process() function again. The buffer pointed to by the "op0" on return may
be owned by the resampler, so it should not be freed by the caller."
What I would like to do is the following:
[DllImport("r8bsrc.dll", EntryPoint="process", CallingConvention = CallingConvention.Cdecl)]
public static extern int Process([in] double[] ip0,
int length,
[out] double[] op0);
But I am pretty sure this would not work, since the marshaller cannot know how big the memory behind op1 is, or am I wrong?
So I guess I have to copy the values behind op1 back to a managed array myself. Maybe:
[DllImport("r8bsrc.dll", EntryPoint="process", CallingConvention = CallingConvention.Cdecl)]
public static extern int Process([in] double[] ip0,
int length,
out IntPtr op0); //or do i need out double* ?
And then wrap it again with:
private IntPtr FOutBufferPtr; //reuse it as recommeded
public int Process(double[] input, out double[] output)
{
var outSamples = R8BrainDLLWrapper.Process(input, input.Length, out FOutBufferPtr);
output = new double[outSamples];
Marshal.Copy(FOutBufferPtr, output, 0, outSamples);
}
What is the optimal way which involves the least number of copies?
EDIT2:
This is the current code, it works perfectly:
public int Process(double[] input, ref double[] output)
{
//pin the input during process
var pinnedHandle = GCHandle.Alloc(input, GCHandleType.Pinned);
//resample
var outSamples = R8BrainDLLWrapper.Process(FUnmanagedInstance, pinnedHandle.AddrOfPinnedObject(), input.Length, out FOutBufferPtr);
//copy to output array
if(output.Length < outSamples)
output = new double[outSamples];
Marshal.Copy(FOutBufferPtr, output, 0, outSamples);
//free pin
pinnedHandle.Free();
return outSamples;
}
The signature is now:
[DllImport("r8bsrc.dll", EntryPoint="r8b_process", CallingConvention = CallingConvention.Cdecl)]
public static extern int Process(IntPtr instance,
IntPtr ip0,
int length,
out IntPtr op0);
#param[out] op0
This variable receives the pointer to the resampled data. This pointer may point to the address within the "ip0" input buffer, or to *this object's internal buffer. In real-time applications it is suggested to pass this pointer to the next output audio block and consume any data left from the previous output audio block first before calling the process() function again. The buffer pointed to by the "op0" on return may be owned by the resampler, so it should not be freed by the caller.
This immediately presents a constraint on ip0. You must arrange that the buffer that ip0 points to is stable beyond the end of the call to the function. That implies that you must pin it before calling the function. Which in turn implies that it must be declared as IntPtr.
For op0, this points to either memory owned by the resampler, or to a location within the ip0 input buffer. So, again you are going to have to use an IntPtr, this time an out parameter.
So, the declaration must be:
[DllImport("r8bsrc.dll", EntryPoint="process",
CallingConvention = CallingConvention.Cdecl)]
public static extern int Process(IntPtr ip0, int length, out IntPtr op0);
And as discussed above, the pointer you pass in ip0 must be obtained using the GCHandle class so that you can pin the array.
I need to pass a pointer to a structure to my DLL, any ideas how would I go about doing that?
In my C DLL:
typedef struct
{
int length;
unsigned char *value;
} Sample;
__declspec(dllexport) void __stdcall helloWorld( Sample *sample );
In my C# code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Runtime.InteropServices;
namespace CSharpConsole
{
class Program
{
[StructLayout(LayoutKind.Sequential, Pack = 1)]
private struct Sample
{
public Int32 length;
// What Should I Declare Here?
}
[DllImport("C:\\CTestDLL.dll")]
private static extern void helloWorld( Sample sample ); // How would I make this a pointer?
void HelloWorld()
{
Sample sample = new Sample();
sample .length = 20;
// How can I fill up the values of value?
helloWorld( sample ); // How should I pass it inside here
return;
}
static void Main(string[] args)
{
Program program = new Program();
program.HelloWorld();
}
}
}
To pass a pointer to a value type into a P/Invoke function just declare the parameter as a ref or out. This implicitly takes a reference to the parameter and passes that:
[DllImport("C:\\CTestDLL.dll")]
private static extern void helloWorld(ref Sample sample);
Since your structure has an array in it, you'll have to take care to declare it properly for this to work. I strongly recommend, if possible, that you turn it into a fixed-length array, as it will make the marshaler much, much happier:
typedef struct
{
int length;
unsigned char value[MAX_LENGTH];
} Sample;
This becomes:
public struct Sample
{
int length;
[MarshalAs(UnmanagedType.LPArray, SizeConst = MAX_LENGTH)] byte[] value;
}
If that is not possible, then the runtime has no way of knowing how much data to marshal back; in that case, you probably will have to resort to manual marshaling of your data:
public struct Sample
{
int length;
IntPtr value;
}
var sample = new Sample();
helloWorld(ref sample);
byte[] value = new byte[sample.length];
Marshal.Copy(sample.value, value, 0, sample.Length);
However, based on your comment to another answer, it looks like you just need to get a block of bytes out of the C DLL into C#. For that you don't really need a structure at all, and eliminating it would simplify things a lot. If you just want to pass in an array and have it filled in and returned to you, try something like this:
(This assumes you have control over both C and C# code bases; if not then the ref suggestion is the way to accomplish what you need.)
// In C# code:
[DllImport(#"C:\CTestDll.dll")]
private static extern void helloWorld(
int length,
[MarshalAs(UnmanagedType.LPArray, SizeParamIndex = 0)] byte[] buffer);
byte[] buffer = new byte[1024 * 8];
helloWorld(1024 * 8, buffer);
// In C:
__declspec(dllexport) void __stdcall helloWorld(int, unsigned char *);
void helloWorld(int cb, unsigned char *buf)
{
memcpy(buf, DATASRC, cb);
}
In C, an unsigned char is, by definition, the same size as a C# byte - 8 bits, no sign. In C#, a char is actually two bytes. The runtime will automatically "convert" an unsigned char * to a byte[] for you. (There's not really a conversion at all; they are just different names for the same type.)
Default Marshaling for Value Types - gives some information on marshalling structs.
Calling Win32 DLLs in C# with P/Invoke - a little over half way down the page there's a table showing the type conversions between the standard unmanaged and managed types.
There are a few ways to pass around and convert the types.
As Michael Edenfield pointed out you can generally just use the ref keyword to indicate that a parameter should by passed by reference which is basically a pointer.
However sometimes things don't cooperate, particularly when it comes to strings or complex data types so this is where the IntPtr type comes in.
You have a couple of options for using IntPtrs.
You can create an IntPtr to a block of unmanaged memory of a specified size using:
IntPtr pointer = Marshal.AllocHGlobal(sizeOfBufferInBytes);
//Do stuff with the pointer
Marshal.FreeHGlobal(pointer); //Don't forget to release the memory
This is obviously a bit dangerous because you're manually allocating unmanaged memory.
You'll need to Marshal the data from the buffer back into a managed type, using something like Marshal.Copy(), Marshal.PtrToStructure(), Buffer.BlockCopy(), etc.
Alternatively you can create a managed object and pin it in memory while you need to, get a pointer to it and pass that to your method.
MyObject instance = new MyObject();
GCHandle gch = GCHandle.Alloc(instance, GCHandleType.Pinned);
importedMethod(gch.AddrOfPinnedObject()); //AddrOfPinnedObject() gives you an IntPtr
gch.Free(); //Release the pinned memory so the garbage collector can deal with it
This avoids the necessity for manually marshalling back to the correct data type but this is not always an option depending on the type of MyObject and whether it's blittable.
This works for me:
DLL:
typedef struct
{
int length;
unsigned char *value;
} Sample;
extern "C" __declspec(dllexport) void __stdcall helloWorld( Sample *sample )
{
MessageBoxA(NULL, (LPCSTR) sample->value, (LPCSTR) sample->value, 0);
}
C#:
class Program
{
[StructLayout(LayoutKind.Sequential, Pack = 1)]
private class Sample
{
public Int32 length;
public String value;
}
[DllImport("C:\\Users\\Kep\\Documents\\Visual Studio 2010\\Projects\\SODLL\\Debug\\DLL.dll")]
private static extern void helloWorld(Sample sample);
static void Main(string[] args)
{
Sample s = new Sample();
s.length = 10;
s.value = "Huhu";
helloWorld(s);
}
}
Important thing is to mark it as a class, not a struct in C#.
With this, you could also use constructors etc. in C#:
class Program
{
[StructLayout(LayoutKind.Sequential, Pack = 1)]
private class Sample
{
public Int32 length;
public String value;
public Sample(String s)
{
length = s.Length;
value = s;
}
}
[DllImport("C:\\Users\\Kep\\Documents\\Visual Studio 2010\\Projects\\SODLL\\Debug\\DLL.dll")]
private static extern void helloWorld(Sample sample);
static void Main(string[] args)
{
Sample s = new Sample("Huhu");
helloWorld(s);
}
}