In unmanaged C++ I have a function which I'm trying to call from C#. This C++ function is as follows:
typedef std::vector<Point> Points;
typedef std::back_insert_iterator<Points> OutputIterator;
namespace MYNAMESPACE{
DLLEXPORT OutputIterator convexHull(Points::iterator first, Points::iterator last, OutputIterator result);
}
When called from C++, the function is used as follows:
Points points, result;
points.push_back(Point(0,0));
points.push_back(Point(10,0));
points.push_back(Point(10,10));
points.push_back(Point(6,5));
points.push_back(Point(4,1));
OutputIterator resultIterator = std::back_inserter(result);
MYNAMESPACE::convexHull( points.begin(), points.end(), resultIterator);
std::cout << result.size() << " points on the convex hull" << std开发者_如何学Go::endl;
I've started writing the C# code, but I've no idea what types I should be passing:
[DllImport("unmanagedCode.dll", EntryPoint = "convexHull", CallingConvention = CallingConvention.StdCall)]
public static extern ???<Point> convex_hull_2(???<Point> start, ???<Point> last, ???<Point> result);
The Point structure in C# is just:
struct Point{
double x;
double y;
}
Is it a case of passing an array or List of Point?
I have the source to the C++ and can make changes to the function parameters; would there be a different type of parameters which would be easier to call from C#?
Use a C++/CLI wrapper class (since you have the C++ source, you can compile it together with the existing code into a single DLL).
P/invoke isn't designed for interacting with C++ classes, and any attempt to do so is extremely fragile. C++ templates may it even worse. Don't try it. Even dllexport
ing that function to other C++ code is a terrible idea, STL classes such as vector
and vector::iterator
shouldn't be passed across DLL boundaries.
Use /clr
and let the Visual C++ compiler take care of the details.
Passing C++ types through P/Invoke is not going to work. You don't know their layout and nothing guarantees they won't change. P/Invoke is really only meant for inter-operating with C.
One option is to use C++/CLI instead of C++. This won't be portable (only supported with VC++/Windows), but it might be the easiest solution depending on how large your C++ code is already.
If you want to remain portable and use straight P/Invoke from C#, your best bet is to slightly refactor the C++ convexHull
and provide a new function callable from C (and thus P/Invoke).
// C-safe struct.
struct Results
{
Point *points;
std::size_t num_points;
};
// Store the real results in a vector, but derive from the C-safe struct.
struct ResultsImpl : Results
{
Points storage;
};
// convexHull has been refactored to take pointers
// instead of vector iterators.
OutputIterator convexHull(Point const *first, Point const *last,
OutputIterator result);
// The exported function is callable from C.
// It returns a C-safe Results, not ResultsImpl.
extern "C" DLLEXPORT Results* convexHullC(Point const *points,
std::size_t num_points)
{
try
{
std::unique_ptr<ResultsImpl> r(new ResultImpl);
// fill in r->storage.
convexHull(points, points + num_points,
std::back_inserter(r->storage));
// fill in C-safe members.
r->points = &r->storage[0];
r->numPoints = &r->storage.size();
return r.release();
}
catch(...)
{
// trap all exceptions!
return 0;
}
}
// needs to be called from C# to clean up the results.
extern "C" DLLEXPORT void freeConvexHullC(Results *r)
{
try
{
delete (ResultsImpl*)r;
}
catch(...)
{
// trap all exceptions!
}
}
And then from C#:
[StructLayout(LayoutKind.Sequential)]
struct Point
{
double x;
double y;
}
[StructLayout(LayoutKind.Sequential)]
struct Results
{
IntPtr points;
IntPtr num_points;
}
[DllImport("unmanagedCode")]
IntPtr convexHullC(Point[] points, IntPtr pointCount);
[DllImport("unmanagedCode")]
void freeConvexHullC(IntPtr results);
Point[] ConvexHull(Point[] points)
{
IntPtr pr = convexHull(points, new IntPtr(points.Length));
if(pr == IntPtr.Zero)
{
throw new Exception("native error!");
}
try
{
Results r = Marshal.PtrToStructure(pr, typeof(Results));
points = new Point[checked((int)(long)r.num_points)];
for(int i = 0; i < points.Length; ++i)
{
points[i] = Marshal.PtrToStructure(
r.points + Marshal.Sizeof(typeof(Point)) * i,
typeof(Point));
}
return points;
}
finally
{
freeConvexHull(pr);
}
}
Code not tested!
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