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Updates
2003.02.21
Somebody (unfortunately, I lost his e-mail address and name before I could write it
down. if you're reading this or you know who sent it, please drop me a line) sent me
another guideline. The gist of it is that you shouldn't use overloaded methods in your
interfaces. Different compilers will order them in the vtable differently.
2002.03.27
Ben Scott (bscott at iastate dot edu) submitted some excellent classes that simplify
usage of the concepts presented in this article. Simply derive your interface classes
from DLLInterface and your implementations from DLLImpl! Download the source
file here.
Overview
This article explains how to create C++ DLL APIs that will work across several
compilers and configuration settings (Release, Debug, etc.).
Background
Many platforms have an ABI for their preferred programming language. For example,
BeOS's primary language is C++, so the C++ compiler must be able to generate code
that remains binary compatible with the operating system's C++ system calls (and
classes, etc.).
The Windows API and ABI were defined for C, so C++ compiler writers had free
reign to implement the C++ ABI however they felt. Eventually, however, Microsoft
created an object-oriented ABI for Windows called COM. To simplify COM usage,
they made the vtables of their C++ ABI match the vtables required in COM interface.
Since a Windows compiler that can't use COM is pretty limited, other compiler
vendors enforced the mapping between COM vtables and C++ vtables.
There are several aspects to an ABI. This article only discusses the issues with using
C++ in Windows. Other platforms have different requirements. (Fortunately, since
most other platforms aren't as popular as Windows, they have only one or two
compilers, and thus there isn't much of a problem.)
Concepts
Initial Attempt
Let's say you want to create a portable windowing API and you want to stick the
implementation in a DLL. I'm going to create a class called Window which can
represent a window in several different windowing systems: Win32, MFC,
wxWindows, Qt, Gtk, Aqua, X11, Swing (*gasp*), etc... We'll walk through several
attempts at creating an interface until it works across different implementations,
compilers, and compiler settings.
// Window.h
#include <string>
#ifdef WIN32
#ifdef EXPORTING
#define DLLIMPORT __declspec(dllexport)
#else
#define DLLIMPORT __declspec(dllimport)
#endif
#define CALL __stdcall
#else
#define DLLIMPORT
#define CALL
#endif
// ...
private:
HWND m_window;
};
I'm not going to show the implementation, as I'm assuming you already know how to
do that. There is one glaring problem with this interface: It assumes you're using the
basic Win32 API. That is, it holds an HWND as a private member, which introduces a
dependency between our Window class and the Win32 SDK. One possible solution is
to use the pImpl idiom to remove the class's private members from the class
definition. You can read more about that elsewhere [1], [2], [3], and [4]. Also, you
cannot add new members to the class without breaking binary compatibility, as the
size of the class changes.
Perhaps the most important problem with this approach is that the methods are non-
virtual. Thus, they are implemented as specially named functions that take the 'this'
pointer as their first argument. Unfortunately, I don't know of any two compilers that
mangle method names in the same way. So don't think your DLL work with an
executable compiled with another compiler!
Attempt #2
For those of you experienced in object oriented programming, you know that every
class can be broken into two concepts: an interface and a factory. A factory is a
mechanism for creating objects, and an interface allows you to communicate with
them. The next version of Window.h will separate these concepts. Notice that you no
longer need to export the class (you have to export the factory function though!), as it
is abstract: all method calls go through the object's vtable, not through a direct linking
to the DLL. Only the call to the factory function calls directly into the DLL.
// Window.h
#include <string>
class Window {
public:
virtual ~Window() { }
virtual void setTitle(std::string title) = 0;
virtual std::string getTitle() = 0;
};
This is much better. The code that uses window objects doesn't care what actual type
the window object is, just that it implements the Window interface. However, there is
still a problem: Different compilers mangle symbol names differently, so
the CreateWindow function in DLLs generated by different compilers will have a
different names. This means that if you compile the windowing DLL with Visual C++
6, you won't be able to use it in Borland C++, and vice versa. Fortunately, the C++
standard lets us disable symbol mangling on specified names, via extern "C".
Some of you may have noticed another problem with this code. Different compilers
implement the standard C++ library differently. In the less obvious case, some people
replace their compiler's implementation of the library with another (such as STLPort).
Since you can't depend on STL objects being binary compatible across compilers, you
cannot safely use them in your DLL interfaces.
If a C++ ABI is ever created for Windows, it will need to specify exactly how to
interface with every class in the standard library, but I don't see this happening
anytime soon.
The final problem here is a minor one. By convention, COM methods and DLL
functions use the __stdcall calling convention. We can fix this with the CALL macro I
defined above. (You'll want to rename it in your project.)
Revision 3
// Window.h
class Window {
public:
virtual ~Window() { }
virtual void CALL setTitle(const char* title) = 0;
virtual const char* CALL getTitle() = 0;
};
We're almost there! This particular interface will probably work in a lot of situations.
However, the virtual destructor makes things a little interesting... Since COM doesn't
use virtual destructors, you can't depend on different compilers to use them
identically. However, you can replace the virtual destructor with a virtual method
which, in the implementation class, is implemented by delete this; This way, both
construction and destruction are implemented on the same side of the DLL boundary.
For example, if you try to use a VC++ 6 debug DLL alongside a release executable,
you'll either crash or run into warnings like "Value of ESP not saved across function
call". This error occurs because the debug version of the VC++ runtime library has a
different allocator than the release version. Since the two allocators are not
compatible, we cannot allocate memory on one side of the DLL boundary and delete
it on the other.
"But how is a virtual destructor different from another virtual method?" Virtual
destructors are not responsible for deallocating the memory used by the object: They
are simply called to perform necessary cleanup before the object is deallocated. The
executable that uses your DLL will try to free the object's memory itself. On the other
hand, the destroy() method is responsible for deallocating memory, so all new and
delete calls stay on the same side of the DLL boundary.
It's also a good idea to make the interface's destructor protected so that users of the
interface can't inadvertently use delete on it.
Revision 4
// Window.h
class Window {
protected:
~Window() { } // use destroy()
public:
virtual void CALL destroy() = 0;
virtual void CALL setTitle(const char* title) = 0;
virtual const char* CALL getTitle() = 0;
};
...
Looks pretty good... You can now use auto_ptr again, and you still have a stable
binary interface. When you recompile and test your new code (you are testing,
right??), you'll notice that there is a stack overflow in WindowImpl::destroy! What's
going on? If you remember how the destroy method is implemented, you'll see that it
simply executes delete this;. Since the interface overloads operator
delete, WindowImpl::destroy calls Window::operator delete which
calls WindowImpl::destroy... ad infinitum. The solution to this particular problem is to
overload operator delete in the implementation class to call the global operator delete:
...
...
Finishing Touches
If your system has a lot of interfaces and implementations, you'll find that you'll want
some way to automate undefining operator delete. Fortunately, this is possible too.
Simply create a templated class called DefaultDelete and instead of deriving your
implementation class from interface I, derive from class DefaultDelete<I>. Here's
DefaultDelete's definition:
template<typename T>
class DefaultDelete : public T {
public:
void operator delete(void* p) {
::operator delete(p);
}
};
Final Implementation
class Window {
public:
virtual void CALL destroy() = 0;
virtual void CALL setTitle(const char* title) = 0;
virtual const char* CALL getTitle() = 0;
~WindowImpl() {
DestroyWindow(m_window);
}
private:
HWND window;
std::string m_title;
};
template<typename T>
class DefaultDelete : public T {
public:
void operator delete(void* p) {
::operator delete(p);
}
};
Summary
That's about it. In closure, I'll enumerate guidelines to keep in mind when creating
C++ interface. You can look back on this as a reference or use it to help solidify your
knowledge.
References
Feedback
I would really like feedback on this article. Was any part unclear? Do you want more
details about a particular situation? Is any of the code wrong? Send e-mail
to aegis@aegisknight.org.