Marshaling an array of IntPtrs in C# - c#

From safe, managed code in C#, I would like to call a function in a C API that receives an array of pointers (void**).
I have the corresponding managed array of IntPtr objects, but the Marshal methods advertised in the documentation at MSDN do not seem sufficient to provide an IntPtr to an unmanaged block of memory with the correct content.
I had hoped to obtain an IntPtr with 'Marshal.AllocHGlobal' and then assign the correct content using 'Marshal.Copy', but it seems the function has not been overloaded for an array of IntPtr.
Any thoughts on the best way to do this?
Thanks in advance.

The P/Invoke marshaller already does this, you don't have to help. Just declare the function argument as an array:
[DllImport("blah.dll")]
private static extern void SomeFunction(IntPtr[] array);
Just in case: although you don't have to use the unsafe keyword here, there isn't anything safe about it. The C code can easily corrupt the heap when it writes past the end of the block you allocated.

Pass the array as an IntPtr[], IntPtr are by default marshaled as void*. No
need for unsafe.
[DllImport("containingFoo.dll")]
public static extern void foo( IntPtr[] ptr);
...
// some floats
float[] fpa = {7.2F, 2.3F, 3.3F, 4.5F, 6.5F};
// allocate unmanaged for float[] fpa and int (length of array)
IntPtr fptr = Marshal.AllocHGlobal(fpa.Length *
Marshal.SizeOf(typeof(float)));
IntPtr iptr = Marshal.AllocHGlobal(Marshal.SizeOf(typeof(int)));
// set length of array
Marshal.WriteInt32(iptr, fpa.Length);
// copy the array
Marshal.Copy(fpa, 0, fptr, fpa.Length);
// strore both pointers in IntPtr[]
IntPtr[] pptr = {fptr, iptr};
// call foo passing the IntPtr[] to C
foo(pptr);
//C/C++
// note that stdcall is the default calling convention when using
PInvoke!!!!
void __stdcall foo(void** data)
{
float * fa = (float*)*data; // first element points to float array
int *ip = (int*)data + 1; // pointer to next element in void array
int *pp = (int*)*ip; // get pointer to int
for (int i = 0; i < *pp ; i++)
{
printf("\t: %f\n", *fa++);
}
}

Related

How to pass array as parameter to function call from C++ to C# [duplicate]

I am seeing a pretty bizarre issue while trying to pass an array from C++ to C#. I am using Marshal.Copy (specifically: https://msdn.microsoft.com/en-us/library/a53bd6cz(v=vs.110).aspx).
Problem: float array from C++ to C# is yielding a few NaN's in the resulting array.
(Note: I am working in the context of the Unity game engine)
Code
Example C++ code:
extern "C" bool UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API getSomeFloats(float** points, int* count) {
std::vector<float> results;
std::vector<SOME_TYPE> key_points = <SOME_POINTS>
for (auto iter = key_points.begin(); iter < key_points.end(); iter++) {
results.push_back(static_cast<float>(iter->pt.x));
results.push_back(static_cast<float>(iter->pt.y));
}
*points = results.data();
*count = results.size();
//<Print results to csv here>
return true;
}
Example C# code:
[DllImport("NativePlugin")]
private static extern bool getSomeFloats (ref IntPtr ptrResultItems, ref int resultItemsLength);
private static float[] getFloatArrayFromNative() {
IntPtr ptrResultItems = IntPtr.Zero;
int resultItemsLength = 0;
bool success = getSomeFloats (ref ptrResultItems, ref resultItemsLength);
float[] resultItems = null;
if (success) {
// Load the results into a managed array.
resultItems = new float[resultItemsLength];
Marshal.Copy (ptrResultItems
, resultItems
, 0
, resultItemsLength);
// <PRINT out resultItems to csv here>
return resultItems;
} else {
Debug.Log ("Something went wrong getting some floats");
return new float[] { -1, -2 };
}
}
Example Ouput:
Take the following example:
C++ output (print_out.csv):
123, 456, 789
C# output (print_out_cs.csv):
123, NaN, 789
I'm completely stumped on this one. I just don't understand why only some (roughly 7/100) floats are returning NaN. Does anyone have any advice/insight that might help?
Thanks!
Found few problems in your code:
1. std::vector<float> results; is declared on the stack. It will be gone by the time the function has returned. Declare it as a pointer
std::vector<float> *results = new std::vector<float>(10);
but make sure to also declare a function that will free it on the C++ side.
2.The function parameter do not match.
Your C++:
getSomeFloats(float** points, int* count, CameraPose* pose)
Your C#:
getSomeFloats (ref IntPtr ptrResultItems, ref int resultItemsLength);
You either have to remove CameraPose* pose from the C++ side or add IntPtr pose to the C# side.
3. The use of UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API.
You don't need that. This is used when you want to use Unity's built in functions such as GL.IssuePluginEvent. You are not using it in this case.
This should do it:
#define DLLExport __declspec(dllexport)
extern "C"
{
DLLExport void fillArrayNative(float* data, int count, int* outValue)
{
}
}
4.C# has a garbage collector that moves variables around in the memory. You must pin C# array if you want to modify it from C++ side. You only need to pin C# array. Another option is to allocate the array on C++ side, return it to C# copy it to a temporary variable on the C# side then delete it on the C++ side.
5.Copy the result back to the array instead of assigning it.
Recommended method:
There are just many ways to do this and some of them are extremely slow. If you want to use Marshal.Copy, you have to allocate the array on the C++ side or else you will run into some undefined behavior.
The fastest and the most efficient way to do this is to allocate the array on the C# side as a global variable. Pass the array and its length to the native side. Also pass a third parameter which C++ can use to tell C# the amount of index that has been updated or written to.
This is much more better than creating new array, copying it to C# variable then destroying it each time the function is called.
This is what you should be using:
C++:
#define DLLExport __declspec(dllexport)
extern "C"
{
DLLExport void fillArrayNative(float* data, int count, int* outValue)
{
std::vector<float> results;
for (int i = 0; i < count; i++)
{
//Fill the array
data[i] = results[i];
}
*outValue = results.size();
}
}
You can also use: std::copy ( data, data+count, results.begin() ); instead of loop to copy the data too.
C#:
[DllImport("NativePlugin", CallingConvention = CallingConvention.Cdecl)]
private static extern void fillArrayNative(IntPtr data, int count, out int outValue);
public unsafe void getFillArrayNative(float[] outArray, int count, out int outValue)
{
//Pin Memory
fixed (float* p = outArray)
{
fillArrayNative((IntPtr)p, count, out outValue);
}
}
Usage:
const int arraySize = 44500;
float[] arrayToFill = new float[arraySize];
void Start()
{
int length = arrayToFill.Length;
int filledAmount = 0;
getFillArrayNative(arrayToFill, length, out filledAmount);
//You can then loop through it with with the returned filledAmount
for (int i = 0; i < filledAmount; i++)
{
//Do something with arrayToFill[i]
}
}
This is just an example and it is faster than all other methods I've used before. Avoid doing it the way you are currently doing it with Marshal.Copy. If you still want to do it your way or use Marshal.Copy then here is the appropriate way to do it which requires allocation, copying data and de-allocating memory in each call.
The pointer you return in getSomeFloats is owned by results. Before getSomeFloats returns, the vector destructor for results will free that memory. When the C# code tries to use the pointer, you are accessing unallocated memory, which results in Undefined Behavior. In your case most of the data hasn't been changed yet, but some of it has. Potentially any or all of the data could have been changed (if the memory has been reused), or even a program crash (if the freed memory has been returned to the OS).

Update float array from C++ native plugin

I am seeing a pretty bizarre issue while trying to pass an array from C++ to C#. I am using Marshal.Copy (specifically: https://msdn.microsoft.com/en-us/library/a53bd6cz(v=vs.110).aspx).
Problem: float array from C++ to C# is yielding a few NaN's in the resulting array.
(Note: I am working in the context of the Unity game engine)
Code
Example C++ code:
extern "C" bool UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API getSomeFloats(float** points, int* count) {
std::vector<float> results;
std::vector<SOME_TYPE> key_points = <SOME_POINTS>
for (auto iter = key_points.begin(); iter < key_points.end(); iter++) {
results.push_back(static_cast<float>(iter->pt.x));
results.push_back(static_cast<float>(iter->pt.y));
}
*points = results.data();
*count = results.size();
//<Print results to csv here>
return true;
}
Example C# code:
[DllImport("NativePlugin")]
private static extern bool getSomeFloats (ref IntPtr ptrResultItems, ref int resultItemsLength);
private static float[] getFloatArrayFromNative() {
IntPtr ptrResultItems = IntPtr.Zero;
int resultItemsLength = 0;
bool success = getSomeFloats (ref ptrResultItems, ref resultItemsLength);
float[] resultItems = null;
if (success) {
// Load the results into a managed array.
resultItems = new float[resultItemsLength];
Marshal.Copy (ptrResultItems
, resultItems
, 0
, resultItemsLength);
// <PRINT out resultItems to csv here>
return resultItems;
} else {
Debug.Log ("Something went wrong getting some floats");
return new float[] { -1, -2 };
}
}
Example Ouput:
Take the following example:
C++ output (print_out.csv):
123, 456, 789
C# output (print_out_cs.csv):
123, NaN, 789
I'm completely stumped on this one. I just don't understand why only some (roughly 7/100) floats are returning NaN. Does anyone have any advice/insight that might help?
Thanks!
Found few problems in your code:
1. std::vector<float> results; is declared on the stack. It will be gone by the time the function has returned. Declare it as a pointer
std::vector<float> *results = new std::vector<float>(10);
but make sure to also declare a function that will free it on the C++ side.
2.The function parameter do not match.
Your C++:
getSomeFloats(float** points, int* count, CameraPose* pose)
Your C#:
getSomeFloats (ref IntPtr ptrResultItems, ref int resultItemsLength);
You either have to remove CameraPose* pose from the C++ side or add IntPtr pose to the C# side.
3. The use of UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API.
You don't need that. This is used when you want to use Unity's built in functions such as GL.IssuePluginEvent. You are not using it in this case.
This should do it:
#define DLLExport __declspec(dllexport)
extern "C"
{
DLLExport void fillArrayNative(float* data, int count, int* outValue)
{
}
}
4.C# has a garbage collector that moves variables around in the memory. You must pin C# array if you want to modify it from C++ side. You only need to pin C# array. Another option is to allocate the array on C++ side, return it to C# copy it to a temporary variable on the C# side then delete it on the C++ side.
5.Copy the result back to the array instead of assigning it.
Recommended method:
There are just many ways to do this and some of them are extremely slow. If you want to use Marshal.Copy, you have to allocate the array on the C++ side or else you will run into some undefined behavior.
The fastest and the most efficient way to do this is to allocate the array on the C# side as a global variable. Pass the array and its length to the native side. Also pass a third parameter which C++ can use to tell C# the amount of index that has been updated or written to.
This is much more better than creating new array, copying it to C# variable then destroying it each time the function is called.
This is what you should be using:
C++:
#define DLLExport __declspec(dllexport)
extern "C"
{
DLLExport void fillArrayNative(float* data, int count, int* outValue)
{
std::vector<float> results;
for (int i = 0; i < count; i++)
{
//Fill the array
data[i] = results[i];
}
*outValue = results.size();
}
}
You can also use: std::copy ( data, data+count, results.begin() ); instead of loop to copy the data too.
C#:
[DllImport("NativePlugin", CallingConvention = CallingConvention.Cdecl)]
private static extern void fillArrayNative(IntPtr data, int count, out int outValue);
public unsafe void getFillArrayNative(float[] outArray, int count, out int outValue)
{
//Pin Memory
fixed (float* p = outArray)
{
fillArrayNative((IntPtr)p, count, out outValue);
}
}
Usage:
const int arraySize = 44500;
float[] arrayToFill = new float[arraySize];
void Start()
{
int length = arrayToFill.Length;
int filledAmount = 0;
getFillArrayNative(arrayToFill, length, out filledAmount);
//You can then loop through it with with the returned filledAmount
for (int i = 0; i < filledAmount; i++)
{
//Do something with arrayToFill[i]
}
}
This is just an example and it is faster than all other methods I've used before. Avoid doing it the way you are currently doing it with Marshal.Copy. If you still want to do it your way or use Marshal.Copy then here is the appropriate way to do it which requires allocation, copying data and de-allocating memory in each call.
The pointer you return in getSomeFloats is owned by results. Before getSomeFloats returns, the vector destructor for results will free that memory. When the C# code tries to use the pointer, you are accessing unallocated memory, which results in Undefined Behavior. In your case most of the data hasn't been changed yet, but some of it has. Potentially any or all of the data could have been changed (if the memory has been reused), or even a program crash (if the freed memory has been returned to the OS).

Updating a C# array inside C++ without Marshal.Copy or Unsafe

I am wanting to update an array that was created inside C#, and then pass a pointer to that array over to C++ and let C++ populate the indexes, to be used back in C#. Right now I am Using a Marshal.Copy() to accomplish this task, but I would like to avoid the potentially unnecessary copy, and call back to c++ to release the array. Is this even possible?
These array are floats and ints, for geometric mesh data.
My current usage (working and not what I want to use)
C#
IntPtr intptr=new IntPtr();
int count = 0;
PopulateArray(ref intptr, ref count);
float[] resultVertices = new float[count];
Marshal.Copy(intptr, resultVertices, 0, count);
C++
extern "C" __declspec(dllexport) bool PopulateArray(float** resultVerts, int* resultVertLength){
*resultVerts = new float[5]{0.123f, 3.141529f, 127.001f, 42.42f, 0};
int myX = 5;
*resultVertLength = myX;
return true;
}
The only safe way to have C++ code update a managed C# array is to pin the array. Otherwise, it's possible for the garbage collector to try to move the array while the native code is running. You can do this with a GCHandle object.
int count = 5;
float[] resultVertices = new float[count];
GCHandle handle = GCHandle.Alloc(resultVertices, GCHandleType.Pinned);
IntPtr address = handle.AddrOfPinnedObject();
PopulateArray(address, count);
handle.Free();
It can also be done with unsafe code, which is somewhat more intuitive to read and remember:
int count = 5;
float[] resultVertices = new float[count];
unsafe
{
fixed(float* ptr = resultVertices)
{
PopulateArray(ptr, count);
}
}
Another alternative is to have C# allocate an unmanaged chunk of memory and pass that to the C++ method. This is better than what you're doing because you are not placing the responsibility of allocation/deallocation in the C++ library code and instead keeping that all in your C#. I know you want to avoid the coy but sometimes doing the copy is more performant than pinning objects, but it depends on how large they are. I recommend you do performance testing to determine which is best for your situation.
int count = 5;
float[] resultVertices = new float[count];
IntPtr unmanagedMemory = Marshal.AllocHGlobal(count * Marshal.SizeOf(typeof(float)));
PopulateArray(unmanagedMemory, count);
Marshal.Copy(unmanagedMemory, resultVertices, 0, count);
In all these scenarios you should set your C++ code to operate like this:
extern "C" __declspec(dllexport) bool PopulateArray(float* resultVerts, int vertLength)
{
resultVerts[0] = 0.123f;
// fill out the rest of them any way you like.
return true;
}
If the array size is variable, then I recommend having a separate C++ method that calculates the size and returns it rather than having the C++ method allocate the memory.
If you are willing to allow C# to allocate the array (probably a safer alternative) then you could do this behavior with standard PInvoke attributes.
Change your C++ declaration to:
extern "C" __declspec(dllexport) bool PopulateArray(float resultVerts[], int resultVertLength)
and your C# declaration to:
[DllImport("Win32Library.dll", CallingConvention = CallingConvention.Cdecl)]
public static extern bool PopulateArray([MarshalAs(UnmanagedType.LPArray, SizeParamIndex = 1)] float[] resultVerts, int resultVertLength);
Your usage from the C# side would then change to:
var resultVertices = new float[5];
PopulateArray(resultVertices, resultVertices.Length);

Return allocated value from Unmanaged code to managed

I would like to do the following:
Call Unamanaged method that returns the array of type MyStruct[] that it allocated.
Example of c code:
MyStruct[] foo(int size)
{
Mystruct* st = (MyStruct*)malloc(size * sizeof(MyStruct));
return st;
}
How should Implement c# calling method?
Thank you!
The Marshal class in the System.Runtime.InteropServices namespace has a lot of methods to help you marshal data to and from unmanaged code.
You need to declare your native method:
[DllImport("myclib.dll")]
public static extern IntPtr Foo(Int32 size);
And also your C struct as a managed value type (you can use attributes on the fields to control exactly how they are mapped to native memory when they are marshalled):
[StructLayout(LayoutKind.Sequential)]
struct MyStruct {
public Char Character;
public Int32 Number;
}
Then you can use Marshal.PtrToStructure to marshal each element of the array into a managed value:
var n = 12;
var pointer = Foo(n);
var array = new MyStruct[n];
var structSize = Marshal.SizeOf(typeof(MyStruct));
for (var i = 0; i < n; ++i) {
array[i] = (MyStruct) Marshal.PtrToStructure(pointer, typeof(MyStruct));
pointer += structSize;
}
Note that you are using malloc to allocate the memory in the C code. C# us unable to free that memory and you will have to provide another method to free the allocated memory.
This should help you http://msdn.microsoft.com/en-us/library/aa288468%28v=vs.71%29.aspx
Refer to this thread, it has some information about how to return a dynamically allocated struct from C++ to C# as an array.

Returning a variable sized array of doubles from C++ to C# - a simpler way?

I have the following C++ method :
__declspec(dllexport) void __stdcall getDoubles(int *count, double **values);
the method allocates and fills an array of double and sets *count to the size of the array.
The only way i managed to get this to work via pinvoke is :
[System.Runtime.InteropServices.DllImportAttribute("xx.dll")]
public static extern void getDoubles(ref int count, ref System.IntPtr values);
and usage is :
int count = 0;
IntPtr doubles = new IntPtr();
Nappy.getDoubles(ref count, ref doubles);
double[] dvs = new double[count];
for(int i = 0;i < count;++{
dvs[i] = (double)Marshal.PtrToStructure(doubles, typeof(System.Double));
doubles = new IntPtr(doubles.ToInt64()+Marshal.SizeOf(typeof(System.Double)));
}
the values end up in the dvs array.
Is there a better way ti do this not invloving pointer arithmetic in a managed language...
I think you can use
Marshal.Copy( source, destination, 0, size );
You'll need to change the unmanaged method signature so it reads like this:
__declspec(dllexport) void __stdcall getDoubles(SAFEARRAY *array);
Then you should be able to use the following managed version of the function:
[System.Runtime.InteropServices.DllImportAttribute("xx.dll")]
public static extern void getDoubles(
[MarshalAs(UnmanagedType.SafeArray, SafeArraySubType=VT_R8)]
double[] array
);
Of course that you'll also have to rewrite your unmanaged code to work with SAFEARRAYs.
More about this topic can be found at MSDN.
One question though, I recall working with ZLib in C# which is able, without any wrapper, to work with byte[] while the unmanaged counterpart is BYTE*, have you tried working directly with double* / double[] ?

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