i need equivalent c# code
VssSdkClientId VSS_SDK_SPEC startVssSdkClientEcho(const VssSdkXChar *host,
const VssSdkPort port,
NotifyFunc ¬ifyFunc,
const eProtocolType protocolType,
bool doIcmpEchoRequest = true );
this is my c++ SDK code .... here i need to import this interface and need to perform some operation
[DllImport("VssSdkd")]
public static extern void startVssSdkClientEcho(StringBuilder IpAddress, long port, ? ,eProtocolType proType, bool Req);
NotifyFunc ¬ifyFunc -> here i need to implemet the some callback function it should call the function like
myNotifyFunc( enumType notificationType, void *data)
{
}
in c# "void *data" is not avalable how can achive this... hepl me guys... thanks in advance
For a call back function you can pass in a reference to a delegate and P/Invoke will marshal the callback to your delegate. See the this example.
For the void* parameter that would be best translated to an IntPtr which is always the same size as a pointer. If you need to retrieve the data from that pointer you can use one of the methods in System.Runtime.InteropServices.Marshal.
So for your example:
public delegate void NotifyFunc(enumType notificationType, IntPtr data);
[DllImport("VssSdkd")]
public static extern void startVssSdkClientEcho(string IpAddress,
long port, NotifyFunc notifyFunc, eProtocolType proType, bool Req);
Note that IpAddress can be a string. It would only have to be a StringBuilder if the calling code modified it and passed it back. Since the C++ prototype lists it as a const char*, it won't be changing the string.
I'm no expert when it comes to C++ interop, so I can't answer your question directly. However, I suggest you have a look at pinvoke.net. There are lots of examples of the correct way to use the Windows API from managed code. That may be enough information to help you figure out what would be appropriate for your function.
Related
I am developing a C# application that uses a dll written in C++. I am able to call most of the functions in .dll from C# application, but only one function cause problem. I think it is about marshalling types.
This is the C++ prototype of the function:
int GetProgressInfo(
int *state,
double *progress,
char* stateInfo,
int infoStringMaxLen
);
This is my C# delegate:
delegate int GET_PROGRESS_INFO(
ref int state,
ref double progress,
[MarshalAs(UnmanagedType.LPStr)]
string stateInfo,
int infoStringMaxLen
);
Can you please help me? I can not find what is wrong
One very important lesson that you must learn is that the signature of a function is not enough information to fully specify the semantics for that function. In this case, a C++ int* could be the address of a single int, or an array. Likewise for double*. And char* could be a string being passed to the function, or a pointer to a buffer in which the function returns a string to the caller.
I'm going to take my best guess, but you do need to check the actual semantics.
My best guess is that the function returns three things to the caller: an int with the state int, a double with the progress value, and a string giving info on the state. The latter information is encoded in the final two parameters. The caller allocates a buffer and passes the pointer to the beginning, together with the length. So the C# should look like this:
delegate int GET_PROGRESS_INFO(
out int state,
out double progress,
StringBuilder stateInfo,
int infoStringMaxLen
);
I'm assuming that you are using the default charset of CharSet.Ansi, and so the third parameter does not need a MarshalAs attribute.
Call the function like this:
int state;
double progress;
StringBuilder stateInfoSb = new StringBuilder(256);
int retval = GetProgressInfo(
out state,
out progress,
stateInfoSb,
stateInfoSb.Capacity
);
if (retval == 0) // guessing that 0 means OK
{
string stateInfo = stateInfoSb.ToString();
....
}
Another possible cause for mismatch is the calling convention. As written, there are no calling conventions specified. The default for C++ code is cdecl, the default for C# is stdcall. You need to check what calling convention is used by the C++ and make sure the C# code matches.
And once again, you do need to check with the documentation that my guesswork above is accurate.
I need to set a callback function in a C library equal to a C# function, and can't figure out a way to do it without either dlopen or kernel32, which seems windows/unix specific. Does anyone know of a way to do this?
The problem: C shared library exposes function pointers, whose values should be set by over-writing them. E.g.
//C Code
extern void (*ptr_R_ShowMessage) (const char *)
The current c# code creates a delegate to a function that matches this signature, uses the marshal class to get a pointer to that delegate, and then overwrites the C pointer with this value.
//call to libdl or kernel32.dll
IntPtr showPointer = GetFunctionAddress(hndl,"ptr_R_ShowMessage");
IntPtr newShowPointer = Marshal.GetFunctionPointerForDelegate(matchingDelegate);
Marshal.WriteIntPtr(showPointer, newShowPointer);
The requirement on libdl and kernel32.dll causes all kinds of problems... and ideally would be avoided.
Does anyone know how I can make the C libraries pointer point to the C# code, without modifying the C code or using the GetFunctionAddress dynamic loading? I think this might be impossible, but it seems like it could be.
I'm not 100% sure if this is what you're looking for.
In our case, we have a third party C Sdk that provides several hooks for callback messages. The callback call is initiated in C code and expects to invoke a C function, but we are able to hook it to a C# method using the following steps. (This code is kind of old and probably there are more succint and modern methods to accomplish the same in newer iterations of C#).
First we declare inside a C# class a Callback delegate, compatible with the signature of the C function pointer the SDK is expecting.
For example, if the C code is expecting to call back a function having the following signature:
void DecCallBack(int nPort, void* pBuf, int nSize, FRAME_INFO *pInfo, int nReserved1, int reserved 2);
Here's the matching C# delegate definition. Note that the "magic" happens thanks to the UnmanagedFunctionPointer attribute:
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
delegate void DecCallBack(int nPort, IntPtr pBuf, int nSize, ref FRAME_INFO frameInfo, int nReserved1, int nReserved2);
Once we have this, we declare a class member of type DecCallBack that will hold a delegate instance in our class.
static DecCallBack _decodeCallBack = null;
Next we code a handler method compatible with the delegate signature. In this case we name it HandleDecData()
private static void HandleDecData(int nPort, IntPtr pBuf, int nSize, ref FRAME_INFO frameInfo, int nReserved1, int nReserved2) {
// Here we handle the callback, this code is being called from an external C library
}
Next, somewhere in the C# class, we need to initialize the delegate member and hook our callback Handler (In this case it is the static method HandleDecData()
_decodeCallBack += new DecCallBack(HandleDecData);
Finally, we pass the delegate member as if it were a function pointer to C.
In our case, the third party SDK has a C PlayM4_SetDecCallBack() function that expects the function pointer to call when the callback is invoked - we can safely pass the delegate member of our class instead.
if( !PlayM4_SetDecCallBack(channel, _decodeCallBack) )
throw new InvalidOperationException("Error setting DecCallBack");
I hope this is helpful.
C shared library DO NOT exposes function pointers in that way, extern means that this function is defined in another C file and linker during creation of binary object will use actual code from the function in final executable
to fix this you need to include C# file somehow in C project in way the C compiler will link both into binary object, but it is impossible
what current code is trying to do is called "hack", if you want to achieve similar functionality without hacks you need:
In C code provide function which will accept pointer to function to execute
In C code where ptr_R_ShowMessage is called use pointer from p1
In C# code call function from P1 and provide method to call as argument
Here is sample I've found which executes function from external library and provide it C# function as callback: http://tutorials.csharp-online.net/CSharp_Delegates_and_Events%E2%80%94Win32_callbacks
I confirmed that this is not possible in C# directly, so interfacing with the libary load function is required. Thanks to both for answers though, definitely useful.
I have searched far and wide for an answer to my question, and all the solutions are not acceptable, not applicable, and/or confusing.
I am needing to return a string from a function implemented in C++ back to the calling code in C#.
The returned string needs to be returned as a parameter rather than a return value since I need to pass/return multiple strings for some functions. The length of the string varies, so I can't just allocate a buffer, etc.
Any help would be appreciated.
NOTE: The solution posted and mentioned by Justin and/or others is NOT a solution for my use case. As I stated in the question, I do not know the size of the string prior to making the call to the C++ code. I can't pre-allocate a StringBuffer and pass it to the C++ code.
One way is to declare the parameter as ref IntPtr. So:
static extern void DoSomething(ref IntPtr returnedString);
So you call it and get a string with:
IntPtr pstr;
DoSomething(ref pstr);
string theString = Marshal.PtrToStringAnsi(pstr);
However, it's important to remember that the returned pointer was allocated by your C++ code. If you want it to be deallocated, you'll need to call the C++ code to do it.
You might also want to look at Marshal.PtrToStringAuto, and other similar functions.
Note also that this copies the data from the pointer to the string. If you want to refer to the string in place, you'll have to play with IntPtr and the Marshal class, or delve into the wonderful world of unsafe code and pointers.
Adding to Jim Michel's answer, I would create a helper function, like
String FromCppString(IntPtr a_Pointer)
{
String result = Marshal.PtrToStringAnsi(a_Pointer);
FreeCppString(a_Pointer);
return result;
}
where FreeCppString is another function exported from C++, freeing the string properly. The original c++ function will just allocate as many strings as necessary and put them into parameters. The C# function will use FromCppString() to extract them.
Use the portable (multi-compiler multi-language) string provided by the platform for the express purpose of passing strings between components implemented in different languages -- BSTR.
In C++, you use SysAllocString or SysAllocStringLen. P/invoke already knows how to deal with these (convert to .NET string and call SysFreeString) as long as you use the right signature.
extern static void DoSomething([MarshalAs(UnmanagedType.BStr)] out String returnedString);
And then simply call it:
string theString;
DoSomething(out theString);
That's it, no special conversions or cleanup necessary, since p/invoke took care of it.
For more information, read this MSDN page on string handling in p/invoke
NOTE: I guess none of the examples in the link are exactly this case, so here's the C++ prototype
void DoSomething(__out BSTR *s);
I have a C++ function exported as api like this:
#define WIN322_API __declspec(dllexport)
WIN322_API char* Test(LPSTR str);
WIN322_API char* Test(LPSTR str)
{
return "hello";
}
the function is exported as API correctly by the .DEF file, cause i can see it in Dependency Walker tool.
Now i have a C# tester program:
[DllImport("c:\\win322.dll")]
public static extern string Test([MarshalAs(UnmanagedType.LPStr)] String str);
private void Form1_Load(object sender, EventArgs e)
{
string _str = "0221";
Test(_str); // runtime error here!
}
on calling the Test() method i get the error:
"A call to PInvoke function 'MyClient!MyClient.Form1::Test' has unbalanced the stack. This is likely because the managed PInvoke signature does not match the unmanaged target signature. Check that the calling convention and parameters of the PInvoke signature match the target unmanaged signature."
i tried many other data types and marshalings, but got nothing!
plz help me!
It is caused by a mismatch on the calling convention, the default for [DllImport] is Stdcall but the C compiler's default is Cdecl. Use the CallingConvention property in the declaration.
That's not the only problem though, this code will crash on Vista and Win7. Returning a string from a C function is quite troublesome, there's a memory management problem. It isn't clear who is responsible for freeing the string buffer. You are returning a literal now but that's going to stop being useful pretty soon. Next stop is using malloc() for the return string with the intent for the caller to call free(). That's not going to work, the pinvoke marshaller cannot call it since it doesn't know what heap the C code is using.
It will call Marshal.FreeCoTaskMem(). That's wrong, the string wasn't allocated by CoTaskMemAlloc(). That goes unnoticed on XP and earlier, other than the very hard to diagnose memory leak this causes. And goes kaboom on Vista and Win7, they have a much more stricter memory manager.
You need to rewrite the C function like this:
extern "C" __declspec(dllexport)
void __stdcall Test(const char* input, char* output, int outLen);
Now the caller supplies the buffer, through the output argument, there's no longer a guess who owns the memory. You use StringBuilder in the C# declaration.
[DllImport("foo.dll")]
private static extern void Test(string input, StringBuilder output, int outLen);
...
var sb = new StringBuilder(666);
test("bar", sb, sb.Capacity);
string result = sb.ToString();
Be careful to use the outLen argument in your C code so that you can be sure not to overflow the buffer. That corrupts the garbage collected heap, crashing the app with a Fatal Execution Engine Error.
Change your macro definition to
#define WIN322_API __declspec(dllexport) __stdcall
As an alternative, use CallingConvention.Cdecl when importing.
Read, for example, here for more info on calling conventions.
Make sure that you have the correct calling convention. Your DLL may use Cdecl, while C# defaults to StdCall. It's better to always explicitly define the calling convention.
Especially when using Windows functions which exist in an ANSI and wide char version (those with an A or W prefix), explicitly specify the CharSet so the correct version is used.
When the function returns a value, explictly marshal the return value. Otherwise, the compiler chooses a default, which may be wrong. I suspect this is (also) the problem here.
So change to this, for example:
[DllImport("c:\\win322.dll", CharSet = CharSet.Ansi, CallingConvention = CallingConvention.StdCall)]
[return: MarshalAs(UnmanagedType.LPStr)]
public static extern string Test([MarshalAs(UnmanagedType.LPStr)] String str);
Try returning LPSTR, not char*. You might also need to specify stdcall calling convention, which is default in .NET, but I'm not sure about your unmanaged project.
Use Unmanagedtype.LPTStr for the input. Notice the additional T
[MarshalAs(UnmanagedType.LPStr)] String str // your current code
[MarshalAs(UnmanagedType.LPTStr)] String str // try this code
Pass a StringBuilder from .Net as a parameter rather than returning a string (in this case it will be like an out parameter)
How do I declare in C# a C function that returns a pointer to a structure?
I believe following is one way to do that, followed by Marshal.PtrToStructure to get actual structure value.
// C-function
SimpleStruct * Function(void);
// C# import
[DllImport("MyDll.dll")]
public static extern IntPtr Function();
Am I correct about that?
Are there other ways to accomplish the same? (It would be OK to get struct back by value)
Since the function returns a pointer (hopefully not a locally allocated one?) your best bet is to manually marshal it (via Marshal.PtrToStructure).
If it were a parameter you could create a managed version of the structure using the PInvoke Interop Assistant then pass it via ref or out.
Caveat: this will only work if the pointer returned is to memory already managed by the CLR
I believe what you are looking for is
// C# import
[DllImport("MyDll.dll")]
[return : MarshalAs(UnmanagedType.LPStruct)]
public static extern StructureName Function();
[StructLayout(LayoutKind.Sequential)]
public class StructureName {}
This should eliminate the need for any manual Marshal.PtrToStructure calls. Depending on what your structure contains, you may need to tag some fields with MarshalAs attributes as appropriate. MSDN has a good example of this.
I am not an expert here at all, but I happened to be looking at a piece of code (that i don't understand completely mind you) that is doing this same thing.
Here is what they are doing
[DllImport("")]
private static extern short MethodName([In,Out] ref StructureName variable);
and then on the structure they have the following attribute
[StructLayout(LayoutKind.Sequential, Size = #)]
public struct StructureName {}
I think the part you are looking for is the [In,Out] part, and since it's being passed via ref, you should be getting the same data back.
marked as community wiki so people can fix this if wrong.