Regarding .owner field of struct file_operations - linux-kernel

Referring to LDD-3 pg-50. It is written that
struct module *owner
The first file_operations field is not an operation at all; it is a pointer to the module that “owns” the structure. This field is used to prevent the module from being unloaded while its operations are in use. Almost all the time, it is simply initialized to THIS_MODULE.
If we refer LDD-2 the explanation is
"This field isn’t a method like everything else in the file_operations structure. Instead, it is a pointer to the module that “owns” this structure; it is used by the kernel to maintain the module’s usage count."
Now my question is how this field is actually preventing the module from being unloaded ?
Thanks,

When a file which uses these operations is opened, before .open() file's operation is called, a function try_module_get() is called for the .owner module. This increments the module's usage counter, so the module cannot be unloaded with rmmod command.
When last reference to the file is dropped, and its .release() operation is completed, a function module_put is called for .owner module. This decrements module's usage counter, so the module can be unloaded again (unless its reference counter has been incremented for other reason).

Related

CPP guidelines: Reseating a smart pointer

R.33 is confusing me. Can someone care to explain further? The meaning of "reseating" doesn't seem to work here. ??
R.33: Take a unique_ptr& parameter to express that a function reseats thewidget
Reason Using unique_ptr in this way both documents and enforces the function call’s reseating semantics.
Note “reseat” means “making a pointer or a smart pointer refer to a different object.”
Example
void reseat(unique_ptr&); // "will" or "might" reseat pointer
Example, bad
void thinko(const unique_ptr&); // usually not what you want
From the CPP guideline:
"reseat" means "making a reference or a smart pointer refer to a different object."
From modernescpp.com:
Let's look at each function signature in isolation. What does this
mean from the function perspective?
void share(std::shared_ptr<Widget> shaWid)
I'm for the lifetime of the function body a shared owner of the
Widget. At the begin of the function body, I will increase the
reference counter; at the end of the function, I will decrease the
reference counter; therefore, the Widget will stay alive, as long as I
use it.
void reseat(std::shared_ptr<Widget>& shaWid)
I'm not a shared owner of the Widget, because I will not change the
reference counter. I have not guaranteed that the Widget will stay
alive during the execution of my function, but I can reseat the
resource. A non-const lvalue reference is more like: I borrow the
resource and can reseat it.
void mayShare(const std::shared_ptr<Widget>& shaWid)
I only borrow the resource. Either can I extend the lifetime of the
resource nor can I reseat the resource. To be honest, you should use a
pointer (Widget*) or a reference (Widget&) as a parameter instead,
because there is no added value in using a std::shared_ptr.

Can't find kobject for use in sysfs_notify()

I am working on a driver that creates a sysfs attribute file. It is intended that an application be notified of changes to this attribute by using the poll() method. I intend to use the sysfs_notify() function for this. This is easy to do as long as you have the kobject for the attribute (sysfs_notify() requires that as the first parameter). Getting the kobject is easy enough if using sysfs_create_file() and related functions.
I read this post on correctly creating a sysfs file that solves a possible race condition between userspace notification that the device is present, and the creation of the sysfs files. This solution is also much cleaner.
However, I cannot figure out how to get the kobject for each of the attributes (or parent) that I can use in sysfs_notify(). At one point structures such as struct device_driver had a member of struct kobject kobj;. That was replaced (10ish years ago) with struct driver_private *p;. This private structure now contains the actual kobject and is not available for use.
Is there a new form of sysfs_notify() that I can use, or is there another way of getting the correct kobject? I may have to go back to "manually" creating the sysfs attribute otherwise.

How to find driver under inode?

Suppose I have pointer to struct inode, references some special file.
How it can be found which driver is placed under this inode?
Generally, you cannot deduce driver from the inode object. But if driver is compiled as module, the way below may help.
You can check inode->i_fop->owner field. If it is non-NULL, it refers to the module (struct module), which implements it. Macro module_name(mod) returns name of that module.

State of object after std::move construction

Is it legal/proper c++0x to leave an object moved for the purpose of move-construction in a state that can only be destroyed? For instance:
class move_constructible {...};
int main()
{
move_constructible x;
move_constructible y(std::move(x));
// From now on, x can only be destroyed. Any other method will result
// in a fatal error.
}
For the record, I'm trying to wrap in a c++ class a c struct with a pointer member which is always supposed to be pointing to some allocated memory area. All the c library API relies on this assumption. But this requirement prevents to write a truly cheap move constructor, since in order for x to remain a valid object after the move it will need its own allocated memory area. I've written the destructor in such a way that it will first check for NULL pointer before calling the corresponding cleanup function from the c API, so that at least the struct can be safely destroyed after the move.
Yes, the language allows this. In fact it was one of the purposes of move semantics. It is however your responsibility to ensure that no other methods get called and/or provide proper diagnostics. Note, usually you can also use at least the assignment operator to "revive" your variable, such as in the classical example of swapping two values.
See also this question

What is a Windows Handle?

What is a "Handle" when discussing resources in Windows? How do they work?
It's an abstract reference value to a resource, often memory or an open file, or a pipe.
Properly, in Windows, (and generally in computing) a handle is an abstraction which hides a real memory address from the API user, allowing the system to reorganize physical memory transparently to the program. Resolving a handle into a pointer locks the memory, and releasing the handle invalidates the pointer. In this case think of it as an index into a table of pointers... you use the index for the system API calls, and the system can change the pointer in the table at will.
Alternatively a real pointer may be given as the handle when the API writer intends that the user of the API be insulated from the specifics of what the address returned points to; in this case it must be considered that what the handle points to may change at any time (from API version to version or even from call to call of the API that returns the handle) - the handle should therefore be treated as simply an opaque value meaningful only to the API.
I should add that in any modern operating system, even the so-called "real pointers" are still opaque handles into the virtual memory space of the process, which enables the O/S to manage and rearrange memory without invalidating the pointers within the process.
A HANDLE is a context-specific unique identifier. By context-specific, I mean that a handle obtained from one context cannot necessarily be used in any other aribtrary context that also works on HANDLEs.
For example, GetModuleHandle returns a unique identifier to a currently loaded module. The returned handle can be used in other functions that accept module handles. It cannot be given to functions that require other types of handles. For example, you couldn't give a handle returned from GetModuleHandle to HeapDestroy and expect it to do something sensible.
The HANDLE itself is just an integral type. Usually, but not necessarily, it is a pointer to some underlying type or memory location. For example, the HANDLE returned by GetModuleHandle is actually a pointer to the base virtual memory address of the module. But there is no rule stating that handles must be pointers. A handle could also just be a simple integer (which could possibly be used by some Win32 API as an index into an array).
HANDLEs are intentionally opaque representations that provide encapsulation and abstraction from internal Win32 resources. This way, the Win32 APIs could potentially change the underlying type behind a HANDLE, without it impacting user code in any way (at least that's the idea).
Consider these three different internal implementations of a Win32 API that I just made up, and assume that Widget is a struct.
Widget * GetWidget (std::string name)
{
Widget *w;
w = findWidget(name);
return w;
}
void * GetWidget (std::string name)
{
Widget *w;
w = findWidget(name);
return reinterpret_cast<void *>(w);
}
typedef void * HANDLE;
HANDLE GetWidget (std::string name)
{
Widget *w;
w = findWidget(name);
return reinterpret_cast<HANDLE>(w);
}
The first example exposes the internal details about the API: it allows the user code to know that GetWidget returns a pointer to a struct Widget. This has a couple of consequences:
the user code must have access to the header file that defines the Widget struct
the user code could potentially modify internal parts of the returned Widget struct
Both of these consequences may be undesirable.
The second example hides this internal detail from the user code, by returning just void *. The user code doesn't need access to the header that defines the Widget struct.
The third example is exactly the same as the second, but we just call the void * a HANDLE instead. Perhaps this discourages user code from trying to figure out exactly what the void * points to.
Why go through this trouble? Consider this fourth example of a newer version of this same API:
typedef void * HANDLE;
HANDLE GetWidget (std::string name)
{
NewImprovedWidget *w;
w = findImprovedWidget(name);
return reinterpret_cast<HANDLE>(w);
}
Notice that the function's interface is identical to the third example above. This means that user code can continue to use this new version of the API, without any changes, even though the "behind the scenes" implementation has changed to use the NewImprovedWidget struct instead.
The handles in these example are really just a new, presumably friendlier, name for void *, which is exactly what a HANDLE is in the Win32 API (look it up at MSDN). It provides an opaque wall between the user code and the Win32 library's internal representations that increases portability, between versions of Windows, of code that uses the Win32 API.
A HANDLE in Win32 programming is a token that represents a resource that is managed by the Windows kernel. A handle can be to a window, a file, etc.
Handles are simply a way of identifying a particulate resource that you want to work with using the Win32 APIs.
So for instance, if you want to create a Window, and show it on the screen you could do the following:
// Create the window
HWND hwnd = CreateWindow(...);
if (!hwnd)
return; // hwnd not created
// Show the window.
ShowWindow(hwnd, SW_SHOW);
In the above example HWND means "a handle to a window".
If you are used to an object oriented language you can think of a HANDLE as an instance of a class with no methods who's state is only modifiable by other functions. In this case the ShowWindow function modifies the state of the Window HANDLE.
See Handles and Data Types for more information.
A handle is a unique identifier for an object managed by Windows. It's like a pointer, but not a pointer in the sence that it's not an address that could be dereferenced by user code to gain access to some data. Instead a handle is to be passed to a set of functions that can perform actions on the object the handle identifies.
So at the most basic level a HANDLE of any sort is a pointer to a pointer or
#define HANDLE void **
Now as to why you would want to use it
Lets take a setup:
class Object{
int Value;
}
class LargeObj{
char * val;
LargeObj()
{
val = malloc(2048 * 1000);
}
}
void foo(Object bar){
LargeObj lo = new LargeObj();
bar.Value++;
}
void main()
{
Object obj = new Object();
obj.val = 1;
foo(obj);
printf("%d", obj.val);
}
So because obj was passed by value (make a copy and give that to the function) to foo, the printf will print the original value of 1.
Now if we update foo to:
void foo(Object * bar)
{
LargeObj lo = new LargeObj();
bar->val++;
}
There is a chance that the printf will print the updated value of 2. But there is also the possibility that foo will cause some form of memory corruption or exception.
The reason is this while you are now using a pointer to pass obj to the function you are also allocating 2 Megs of memory, this could cause the OS to move the memory around updating the location of obj. Since you have passed the pointer by value, if obj gets moved then the OS updates the pointer but not the copy in the function and potentially causing problems.
A final update to foo of:
void foo(Object **bar){
LargeObj lo = LargeObj();
Object * b = &bar;
b->val++;
}
This will always print the updated value.
See, when the compiler allocates memory for pointers it marks them as immovable, so any re-shuffling of memory caused by the large object being allocated the value passed to the function will point to the correct address to find out the final location in memory to update.
Any particular types of HANDLEs (hWnd, FILE, etc) are domain specific and point to a certain type of structure to protect against memory corruption.
A handle is like a primary key value of a record in a database.
edit 1: well, why the downvote, a primary key uniquely identifies a database record, and a handle in the Windows system uniquely identifies a window, an opened file, etc, That's what I'm saying.
Think of the window in Windows as being a struct that describes it. This struct is an internal part of Windows and you don't need to know the details of it. Instead, Windows provides a typedef for pointer to struct for that struct. That's the "handle" by which you can get hold on the window.,

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