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Not really. GCHandle is more versatile than a pointer pinned via __pin. A pinned pointer only remains pinned while it is in scope, and if not set to zero. For example, when a function that uses pinned pointers returns, any pinned objects are no longer pinned. I suppose one could just say the __pin is used on stack-allocated pointers.
GCHandle, on the other hand, allocates on the heap (which is why Free() must be called to release an Alloc()-allocated GCHandle). There are a few options for GCHandles, but a regular one stays allocated between function calls, like any object allocated via malloc() or unmanaged new.
Which is safer? Well, that depends on the lifetime requirements you have for the object in question. If the handle needs to remain pinned/valid when it goes out of scope, GCHandle would be the safe bet.
Cheers
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I think this overlaps somewhat with the general problems people seem to have with mixing C++ and MC++ code when pointers enters the equation, but anyways, here it the problem:
I have an unmanaged struct like so:
<br />
__nogc struct foo<br />
{<br />
int data_;<br />
};<br />
and then I have a managed struct like so:
<br />
__gc struct bar<br />
{<br />
foo is_this_unmanaged_still;<br />
};<br />
And...this doesn't compile.
: error C3633: cannot define 'is_this_unmanaged_still' as a member of managed 'bar'
I don't have my MC++ books yet, so excuse me if this is a bit of a naff question, but I am in the middle of porting some C++ code to be cross-C++/MC++ compatible and these little diddlers are causing me some immediate headaches...;P
cheers
-=jarl=-
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..sorry, the question wasn't really in there now, was it...?
my question is: why doesn't this work ?
...I have feeling I might have asked a completely stupid question here....
-=jarl=-
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Hello there,
The following compiles...
#include "stdafx.h"
#using <mscorlib.dll>
#include <tchar.h>
using namespace System;
__nogc struct StdHello
{
int nSomething;
};
__value struct MCHello
{
StdHello member;
};
int _tmain(void)
{
Console::WriteLine(S"Hello World");
MCHello hello;
hello.member.nSomething = 2003227;
Console::WriteLine(__box(hello.member.nSomething));
return 0;
}
I hope you see the difference It pays to buy a book, if not read the MC++ reference it is quite informative.
Best regards,
Paul.
Jesus Christ is LOVE! Please tell somebody.
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Ok, yes, I am waiting impatiently for my books, so in the meantime I'm
abusing the nice people at CodeProj...
Ok, you've answered my question; You can only contain a managed structure
in another managed structure.
cheers
-=jarl=-
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-=jarl=- wrote:
Ok, you've answered my question; You can only contain a managed structure
in another managed structure.
No you did not get it, __nogc means StdHello is unmanaged. __value means MCHello is a managed structure, better called value.
Best regards,
Paul.
Jesus Christ is LOVE! Please tell somebody.
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...ah....I see...;P
-=jarl=-
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Hi!
Short form:
Imagine two managed functions<code>
void Class::Function1(SomeValueType val1)
void Class::Function2(SomeValueType * val2)</code>
And an unmanaged function:
<code>void Foo(void * pThis, void * pSomeValueType);</code>
pThis shall receive the this-pointer of Class , pSomeValueClass shall
receive a pointer to the SomeValueType instance. This, of course works:
<code>
void Class::Function1(SomeValueType val1)
{
Class __pin * pinnedThis = this;
SomeValueType __pin * pinnedVal = &val1;
Foo(reinterpret_cast<void*>(pinnedThis),
reinterpret_cast<void*>(pinnedVal));
}
void Class::Function2(SomeValueType * val2)
{
Class __pin * pinnedThis = this;
SomeValueType __pin * pinnedVal = val2;
Foo(reinterpret_cast<void*>(pinnedThis),
reinterpret_cast<void*>(pinnedVal));
}</code>
However, this works as well:
<code>
void Class::Function1(SomeValueType val1)
{
Foo(reinterpret_cast<void*>(&(*this)), reinterpret_cast<void*>(&val1));
}
</code>
How can it be, that &(*this) and &val1 are implicitely are converted to
__nogc pointers that can be castet to void*?
Thanks for your help!
Long form (including history and research):
Please take a view moments to read my post.
I am quite new to MC++ and .net, and so the following questions might sound
rediculous:
I am working on a managed classlibrary that wraps a small part of Direct3D8.
I know, Managed DX is out, however that is not what I need.
The classlib calls native functions. E.g. one function (it is one from
Direct3DX) has the following signature:
D3DXMATRIX * D3DXMatrixMultiply(D3DXMATRIX * out, D3DXMATRIX * mat1,
D3DXMATRIX * mat2);
First question: what is the better method: using DllImportAttribute to
import the method, or include the appropriate header file (<D3DX8.h>) and
lib ("D3DX8.lib")? Speed is more important than size.
So, now I have a __value class Matrix, which has the same memory layout as
D3DXMATRIX.
<code>
public __value class Matrix
{
public:
float M11, M12, M13, M14;
float M21, M22, M23, M24;
float M31, M32, M33, M34;
float M41, M42, M43, M44;
public:
void Multiply(Matrix * src);
};
</code>
Matrix::Multiply shall use D3DXMatrixMultiply. So naivly I tried this:
<code>
void Matrix::Multiply(Matrix * src)
{
D3DXMatrixMultiply(this, this, src);
}
</code>
OK, stupid me, the compiler complains that it cannot convert Matrix __gc
*const to D3DXMATRIX. Seems logical.
As a good citizen I use __pin pointers:
Second try:
<code>
void Matrix::Multiply(Matrix * src)
{
Matrix __pin * pThis = this;
Matrix __pin * pSrc = src
D3DXMatrixMultiply(reinterpret_cast<D3DXMATRIX*>(pThis),
reinterpret_cast<D3DXMATRIX*>(pThis),
reinterpret_cast<D3DXMATRIX*>(pSrc));
}</code>
Et voilá, it works. Being a bit proud of me, I ran Microsoft.DirectX.dll
(from Managed DX) through ildasm.exe and found out, that *their* version of
Matrix::Multiply only uses *one* pinning pointer. Furthermore their function
has a different sig: they provide the src Parameter by value.
<code>
void Matrix::Multiply(Matrix src);
</code>
Digging a bit more into the IL, I found out that say something like that:
<code>
void Matrix::Multiply(Matrix src)
{
Matrix __pin * pThis = this;
D3DXMatrixMultiply(reinterpret_cast<D3DXMATRIX*>(pThis),
reinterpret_cast<D3DXMATRIX*>(pThis),
reinterpret_cast<D3DXMATRIX*>(&src)); // use ptr of src
}</code>
Which - to my amazement - compiles. NO pinning pointer neccessary for src?
Because it is given by value?? Strange...
Now I tried something funny:
<code>
void Matrix::Multiply(Matrix src)
{
// we will deref this just to directly get the pointer of it
D3DXMatrixMultiply(reinterpret_cast<D3DXMATRIX*>(&(*this)),
reinterpret_cast<D3DXMATRIX*>(&(*this)),
reinterpret_cast<D3DXMATRIX*>(&src));
}</code>
Looks weird, but compiles!!
Second question: it seems obvious to me that calling this function has a
large overhead because Matrix src is passed by value. Looking at the IL of
the callee shows a cpobj, so I think this is not an appropriate solution.
(However, I wonder why MS did this that way...). Is it so?
Adding one and one, I tried the following:
<code>
void Matrix::Multiply(Matrix * src) // back to byref!
{
D3DXMatrixMultiply(reinterpret_cast<D3DXMATRIX*>(&(*this)),
reinterpret_cast<D3DXMATRIX*>(&(*this)),
reinterpret_cast<D3DXMATRIX*>(&(*src)));
}</code>
This indeed does not compile. Again the compiler argues about not being
abled to convert from __gc* to __nogc*.
Thanks for your patience!
- Andre
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VizOne wrote:
How can it be, that &(*this) and &val1 are implicitely are converted to
__nogc pointers that can be castet to void*?
Essentially, __gc pointer and a __nogc pointer are the same thing, just values that hold memory addresses, whether pinned or not. So that you got away without pinning first, is just luck that the GC memory where the pointed-to objects were stored, was not moved during a garbage collection cycle. Pinning mostly just tells the GC not to move any object pointed-to by a pinned pointer.
If the GC moved the objects before the unpinned version of Function1() was called, there would be serious problems. However, there also is no guarantee that the GC would actually move those particular objects during collection; it is simply a possibility.
Incidentally, there are a few implicit things that occur in MC++ that are not well documented. Also, I recall reading somewhere that because of such things, any use of reinterpret_cast is discouraged in MC++. Of course, what would we do without it? MS is likely just covering their "tracks" with such warnings
Sorry, but I had trouble following your longer explanation, partly because the angle-bracketted portions of the casts were stripped (I sometimes forget to turn off HTML interpretation when I post too - very annoying, isn't it?), I am not too familiar with DirectX, and I could not see the IL for myself. However, I very much appreciate the extended explanation; it's short explanations that I more often have trouble interpreting.
Cheers
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Thank you for your answer.
It is obvious that passing a cast (non-pin) pointer to a native function is dangerous for heap objects, as the GC may compact the heap, move objects etc. But what about __value object? They are stored on stack, aren't they? Will stack object be move during collection, too?
How heavy would you say is pinning a pointer? Is it a real performance issue if I keep the pointer pinned only for some native calculations that won't last more then a view microseconds?
- Andre
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Me again!
Funnily, during a test I found out, that pinning the pointer first and then passing it to the native function works slightly faster...
Of course reinterpret_cast is an evil monster, but I have to use it here, haven't I?
Let's say, I have those structs:
<code>
[StructLayout(LayoutKind::Sequential, Pack=4)]
public __value struct ManagedStruct
{
float AddComponents();
float a, b, c;
};
#pragma pack(push, 4)
struct NativeStruct
{
float a, b, c;
}
#pragma pack(pop)
</code>
I guess these structs are guaranteed to be binarilly identical.
Now I have a function:
<code>
// the native version
#pragma unmanaged
float AddComponents(NativeStruct * p) { return p->a + p->b + p->c; }
#pragma
</code>
If I want to call this from within managed code via IJW, I'd do this:
<code>
float ManagedStruct::AddComponents()
{
ManagedStruct __pin * pinThis = this;
return ::AddComponents(reinterpret_cast<NativeStruct *>(pThis));
</code>
The reinterpret_cast is safe and ok, or not?
Is there another way of calling the native function?
- Andre
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Hi VizOne,
Sorry for the late reply.
VizOne wrote:
But what about __value object? They are stored on stack, aren't they? Will stack object be move during collection, too?
Although __value objects are typically stored on the stack, they can also be put on the heap. Stack objects are the same in .Net as they are in regular C/C++, so they won't move.
How heavy would you say is pinning a pointer? Is it a real performance issue if I keep the pointer pinned only for some native calculations that won't last more then a view microseconds?
I did some preliminary tests too, and I could barely measure any performance differences. I forced GC collections during them. The GC does not collect very often under normal circumstances, so I don't see pinning as costly either. Your tests jibe with mine.
Of course reinterpret_cast is an evil monster, but I have to use it here, haven't I?
I always do, and MC++ code that ships with .Net uses it too. I really think MS is just playing it "safe". As I recall, reinterpret_cast was just discouraged. The software world would grind to a halt if such casts were never used
The reinterpret_cast is safe and ok, or not?
I usually call native functions from MC++ much like you do. As long as managed objects are pinned and the cast is appropriate, safety should not be of concern.
Cheers
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Hi there!
I am currently currently working .net classes that implement IDisposable
following the msdn-guidelines, but I have a problem I hope you can help me
with:
Let's say these are my classes:
<br />
public __gc class B : public IDisposable<br />
{<br />
public:<br />
~B() { Dispose(false); }<br />
virtual void Dispose() { Dispose(true); GC::SuppressFinalize(this); }<br />
virtual void Dispose(bool arg) { }<br />
};<br />
<br />
<br />
public __gc class D : public B<br />
{<br />
public:<br />
virtual void Dispose(bool arg) { B::Dispose(arg); }<br />
};<br />
Looks nice, but does not work
I can't do something like that:
<br />
D* d = new D();<br />
d->Dispose();<br />
as the hide-by-name convention does not allow that. In native C++ I could
use a using declaration:
<br />
public __gc class D : public B<br />
{<br />
using B::Dispose;<br />
<br />
};<br />
and everything was fine. However, this is not allowed in .net. Nevertheless
this implementation of IDispose is used throughout the framework. How did MS
do this? Did I miss something? Is it only possible in C#?
Thanks in advance.
- Andre (VizOne) Loker
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Try this template:
public __gc class Hello : public System::IDisposable
{
public:
Hello(void)
{
}
virtual ~Hello(void)
{
Dispose(false);
}
void Dispose()
{
Dispose(true);
}
protected:
void Dispose(bool disposing)
{
if (disposing)
{
System::GC::SuppressFinalize(this);
}
}
};
Best regards,
Paul.
Jesus Christ is LOVE! Please tell somebody.
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This was what I have done. However, I can't call Dipose() on an object of the derived class because it is hidden-by-name. I guess this template is only implemantable in C#, so I simply renamed Dispose(bool) to InternalDispose(bool), which works fine for me.
Nevertheless thanks for your answer.
- Andre
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The Dispose(Boolean) has nothing to do with .NET. The interface IDisposable only defines Dispose(), so you are doing anything wrong here.
The Dispose(Boolean) is defined as either private or protected, so external classes are not supposed to access it.
See the doc for IDisposable, there is an MC++ example given there to confirm your approach.
Best regards,
Paul.
Jesus Christ is LOVE! Please tell somebody.
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Yes, I *do* know. And I don't want to access Dispose(bool), but Dispose(). I give you an example of what I mean:
<br />
public __gc class B : public IDisposable<br />
{<br />
public:<br />
virtual ~B() <br />
{ <br />
Dispose(false); <br />
}<br />
<br />
virtual void Dispose() <br />
{ <br />
Dispose(true); <br />
}<br />
<br />
protected:<br />
virtual void Dispose(bool arg)<br />
{<br />
<br />
}<br />
};<br />
<br />
public __gc class D : public B<br />
{<br />
protected:<br />
virtual void Dispose(bool arg)<br />
{<br />
<br />
B::Dispose(arg);<br />
}<br />
};<br />
<br />
int _tmain(void)<br />
{<br />
D * d = new D();<br />
d->Dispose();<br />
return 0;<br />
}<br />
This is implemented as suggested in MSDN, isn't it? However, it does not work.
d->Dispose() generates a C2660 saying that Dispose does not accept 0 parameters. This error is obviously caused by the fact that Dispose() is hidden-by-name.
I could use d->B::Dispose() but this looks ugly to me, so I renamed Dispose(bool) to InternalDispose(bool).
Hope I could explain what I meant.
- Andre
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VizOne wrote:
Hope I could explain what I meant.
Yeah, but you are missing the point main here.
VizOne wrote:
I could use d->B::Dispose() but this looks ugly to me, so I renamed Dispose(bool) to InternalDispose(bool).
Add some output to the D::Dispose or D::InternalDispose to see if it is being called!
A better picture is cast the D pointer to IDisposable, it will compile, but similar to the above you end up calling B::Dispose, it is similar to your d->B::Dispose() syntax.
int _tmain(void)
{
D * d = new D();
__try_cast<IDisposable*>(d)->Dispose();
return 0;
}
The best way is to implement the same interface in D, since you will not get the expected result by renaming.
Also, you trying to convert the IDisposable::Dispose() to virtual, it will compile but will not act as virtual method.
Best regards,
Paul.
Jesus Christ is LOVE! Please tell somebody.
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Paul Selormey wrote:
Also, you trying to convert the IDisposable::Dispose() to virtual, it will compile but will not act as virtual method
Well I am sure it *does* act as a virtual method. Excerpt from MSDN doc on managed c++:
"The following features are supported for __gc interfaces:
All methods of an interface are implicitly pure virtual. Neither the keyword virtual nor the suffix =0 is required on an interface method declaration, although both are allowed"
Here is a small test in which I have included everything I mentioned so far. It works perfectly for me:
<br />
public __gc class B : public IDisposable<br />
{<br />
public:<br />
virtual ~B() <br />
{ <br />
Console::WriteLine("B::~B()");<br />
InternalDispose(false); <br />
}<br />
<br />
virtual void Dispose() <br />
{ <br />
Console::WriteLine("B::Dispose()");<br />
InternalDispose(true); <br />
}<br />
<br />
protected:<br />
virtual void InternalDispose(bool arg)<br />
{<br />
Console::WriteLine("B::InternalDispose(bool)");<br />
<br />
}<br />
};<br />
<br />
public __gc class D : public B<br />
{<br />
public:<br />
void Dispose() <br />
{ <br />
Console::WriteLine("D::Dispose()"); <br />
B::Dispose();<br />
}<br />
protected:<br />
<br />
void InternalDispose(bool arg)<br />
{<br />
Console::WriteLine("D::InternalDispose(bool)");<br />
<br />
B::InternalDispose(arg);<br />
}<br />
};<br />
<br />
int _tmain(void)<br />
{<br />
B * b = new D();<br />
b->Dispose();
}<br />
The output is (as expected)
D::Dispose()
B::Dispose()
D::InternalDispose(bool)
B::InternalDispose(bool)
Of course, in my final version I will mark B::Dispose() as __sealed and throw away D::Dispose()
- Andre
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Nothing new, just re-implementing IDisposable to create the impression of a virtual method (in which case you do not have to use the "Internal" attachment) - have fun.
Best regards,
Paul.
Jesus Christ is LOVE! Please tell somebody.
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Hi,
I'm writing a wrapper class. So i have a DLL that contains too many C functions. Anyway, one function has void pointer for out parameter (2nd parameter) like following;
void Test(void* pIn, void* pOut);
Function is trying to fill pOut parameter with some info. The problem has started here. I want to convert void* value String or StringBuilder class. I can do it under unmanaged C/C++ such as following code;
char* cpTest = new char[100];
Test(.... , static_cast<void*>(cpTest));
Now, i want to do it under managed C++. Eventually, which way should i follow?
Thank for your response...
Orkun GEDiK
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You can pass the character array. Use the native structure System::IntPtr for the Test() function parameter.
You can then write
Test(..., System::IntPtr((void*)cpTest);
You can use it for both the in and out.
Best regards,
Paul.
Jesus Christ is LOVE! Please tell somebody.
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Thank you for your response. System has generated following error;
VoidPtr.cpp(19) : error C2440: 'type cast' : cannot convert from '__wchar_t __gc[]' to 'void *'
Can only convert a __gc array to or from Object * or Array *
VoidPtr.cpp(19) : error C2440: 'type cast' : cannot convert from '__wchar_t __gc[]' to 'void *'
Can only convert a __gc array to or from Object * or Array *
The source code at below;
#include "stdafx.h"
#using <mscorlib.dll>
#include <tchar.h>
using namespace System;
using namespace System::Runtime::InteropServices;
#pragma unmanaged
// Assume this block inside of DLL
void Test(void* pIn, void* pOut)
{
char* pTest = static_cast<char*>(pIn);
pOut = static_cast<void*>("Internal\0");
}
#pragma managed
void WrapperTest(String* strIn, String* strOut)
{
Test(System::IntPtr((void*)strIn->ToCharArray()), System::IntPtr((void*)strOut->ToCharArray()));
}
int _tmain(void)
{
String* strTestA = new String("Hello");
String* strTestB = new String("");
WrapperTest(strTestA, strTestB);
return 0;
}
Thank you...
Orkun GEDiK
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Now, I see the picture clearer. You do not need the WrapperTest function and the System::IntPtr I mentioned earlier.
Get the char* and pass it to the Test method:
const wchar_t __pin* psz = PtrToStringChars( pString )
The following is defined in vcclr.h header file included in VC.NET. This the same function used by the CString to convert the System::String to CString.
PtrToStringChars(String* pString)
Best regards,
Paul.
Jesus Christ is LOVE! Please tell somebody.
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