Windows Static Library with Default Functions - windows

I would like to create a static library (.lib) in Windows that can be used in subsequent builds as a "backup" for undefined functions.
For instance let's say I have foobar.lib which has definitions for:
FOO
BAR
and I have some other program that defines FOO only and is to be built into a DLL that must export FOO and BAR. I want to be able to use foobar.lib to automatically export the default definition of BAR in the resulting DLL (and ignore the definition of FOO in foobar.lib).
I have tried sending foobar.lib to the linker but I get a multiple defined symbols error (/FORCE is supposed to override that but with strong warnings that it probably won't work as expected). I've also tried using /NODEFAULTLIB:foobar.lib but then it completely ignores the library and says BAR is undefined.
I am almost 100% certain there is a way to do this because I use an application that does this (Abaqus) to allow users to write plug-ins and not have to define all of the required exports for the plug-in DLL. And they do not use the /FORCE option.

I figured out a solution (not sure if it is the only or best solution).
I was trying to define FOO and BAR in foobar.lib using one object file (foobar.obj). If I split it up into foo.obj and bar.obj and then use those to create foobar.lib the linker can effectively ignore the appropriate .obj files.
So the short answer is: one function per object file for the static library.

Related

Confusion in Bjarne's PPP 2nd edition Pg. 316

• The function will be inline; that is, the compiler will try to generate code for the function at each point of call rather than using function-call instructions to use common code. This can be a significant performance advantage for functions, such as month(), that hardly do anything but
are used a lot.
• All uses of the class will have to be recompiled whenever we make a change to the body of an inlined function. If the function body is out of the class declaration, recompilation of users is needed only when the class declaration is itself changed. Not recompiling when the body is
changed can be a huge advantage in large programs.
• The class definition gets larger. Consequently, it can be harder to find the members among the member function definitions.
All uses of the class will have to be recompiled whenever we make a change to the body of an inlined function. If the function body is out of the class declaration, recompilation of users is needed only when the class declaration is itself changed. Not recompiling when the body is
changed can be a huge advantage in large programs.
I don't know what the book is trying to say exactly in this point. What do we mean by "have to be recompiled" and "recompilation is needed only when the class declaration is itself changed"
I suppose, from the context, that the quoted part discusses the pros & cons of putting member definitions inside the class declaration.
Suppose you have class X. You have to declare it somewhere. In a typical scenario, it will be placed in a header file whose only role will be to hold this declaration. Let's call it x.h.
A class usually has member functions. Now you can choose to either put them inside the header file inside the class declaration or in a separate file (typically: x.cpp).
Solution 1:
// file x.h contains everything
class X
{
public:
X() { std::cout << "X() has been hit\n"; }
};
Solution 2:
// file x.h contains only the declaration(s)
class X
{
public:
X();
};
// file x.cpp contains the class member definitions
#include "x.h"
X::X() { std::cout << "X() has been hit\n"; }
Whichever solution you use, you surely have some code that uses your class, and typically it is located in a different source file(s), e.g.:
// main.cpp
#include "x.h"
int main()
{
X x;
}
The first thing to notice: the user (here: main.cpp) looks the same whether you choose Solution 1 or 2. This is great. Now, here comes the message Bjarne wants to tell you: consider how changes to the class code will impact the users.
In Solution 1 you've packed everything into the header file. Any change to the class, even so apparently harmless as adding a new member function or just changing class formatting (you know, tabs, spaces, etc.) or adding a comment will force the compiler to recompile main.cpp. Why? Professional C++ programs are composed of many, many source files and their compilation is controlled and executed by special utility programs, like cmake, make, and many others. They simply look at the timestamps of the files that make up the program. Any change is a signal to recompile. Header files are never compiled, but all source files (= *.cpp) that include them (even indirectly, via other header files) have to be recompiled. This explains this:
All uses of the class will have to be recompiled whenever we make a change to the body of an inlined function.
(just to be sure: all class member functions declared inside the class declaration are considered inline by default). Here, main.cpp is an example of a "uses" mentioned above.
In Solution 2, file main.cpp will be recompiled only if x.h has been changed (in any way). If a programmer touches only x.cpp, then main.cpp will not be recompiled, because (a) C++ is designed in such a way to allow it and (b) professional C++ programs use other programs (I've mentioned above) that facilitate the efficient compilation of even large C++ programs. To be explicit: they are not compiled using commands like g++ *.cpp that can be found in some introductory C++ textbooks.
One final remark. The inline keyword was introduced essentially to allow Solution 1. Solution 2 is the original C language way. Solution 1 is sometimes used in C++ for better performance (but modern compilers can in many situations do the same job without it) and very often for templates (which are absent in C). Solution 1 is the most common way of programming templates, Solution 2 is typical for "ordinary" member functions. What Bjarne writes about is extremely important for library designers, I hope now you understand why.

Common lisp best practices for splitting code between files

I'm moderately new to common lisp, but have extended experience with other 'separate compilation' languages (think C/C++/FORTRAN and such)
I know how to do an ASDF system definition. I know how to separate stuff in packages. I'm using SBCL, by the way.
The question is this: what's the best practice for splitting code (large packages) between .lisp files? I mean, in C there are include files, while lisp lives with the current image state. So with multiple files I need to handle dependencies or serial order in the system definition. But without something like forward declarations it's painful.
Simple example on what I want to do: I have, for example, two defstructs that are part of the same bigger data structure (like struct1 is a parent of some set of struct2). Some functions works on one, some other works on the other and some other use both.
So I would have: a packages.lisp, a fun1.lisp (with the first defstruct and related functions), a fun2.lisp (with the other defstruct and functions) and a funmix.lisp (with functions that use both). In an ideal world everything is sealed and compiling these in this order would be fine. As most of you know, this in practice almost never happen.
If I need to use struct2 functions from the struct1 ones I would need to either reorder or add a dependency. But then if there's some kind of back call (that can't be done with a closure) I would have struct1.lisp depending on struct2.lisp and vice-versa which is obviously not valid. So what? I could break the loop putting the defstruct in a separate file (say, structs.lisp) but what if either of the struct's function need to access the common functions in the third file? I would like to avoid style notes.
What's the common way to solve this, i.e. keeping loosely related code in the same file but still be able to interface to other ones. Is the correct solution to seal everything in a compilation unit (a single file)? use a package for every file with exports?
Lisp dependencies are simple, because in many cases, a Lisp implementation doesn't need to process the definition of something in order to compile its use.
Some exceptions to the rule are:
Macros: macros must be loaded in order to be expanded. There is a compile-time dependency between a file which uses macro and the file which defines them.
Packages: a package foo must be defined in order to use symbols like foo:bar or foo::priv. If foo is defined by a defpackage form in some foo.lisp file, then that file has to be loaded (either in source or compiled form).
Constants: constants defined with defconstant should be seen before their use. Similar remarks apply to inline functions, compiler macros.
Any custom things in a "domain specific language" which enforces definition before use. E.g. if Whizbang Inference Engine needs rules to be defined when uses of the rules are compiled, you have to arrange for that.
For certain diagnostics to be suppressed like calls to undefined functions, the defining and using files must be taken to be as a single compilation unit. (See below.)
All the above remarks also have implications for incremental recompilation.
When there is dependency like the above between files so that one is a prerequisite of the other, when the prerequisite is touched, the dependent one must be recompiled.
How to split code into files is going to be influenced by all the usual things: cohesion, coupling and what have you. Common-Lisp-specific reasons to keep certain things together in one file is inlining. The call to a function which is in the same file as the caller may be inlined. If your program supports any in-service upgrade, the granularity of code loading is individual files. If some functions foo and bar should be independently redefinable, don't put them in the same file.
Now about compilation units. Suppose you have a file foo.lisp which defines a function called foo and bar.lisp which calls (foo). If you just compile bar.lisp, you will likely get a warning that an undefined function foo has been called. You could compile foo.lisp first and then load it, and then compile bar.lisp. But that will not work if there is a circular reference between the two: say foo.lisp also calls (bar) which bar.lisp defines.
In Common Lisp, you can defer such warnings to the end of a compilation unit, and what defines a compilation unit isn't a single file, but a dynamic scope established by a macro called with-compilation-unit. Simply put, if we do this:
(with-compilation-unit
(compile-file "foo.lisp") ;; contains (defun foo () (bar))
(compile-file "bar.lisp")) ;; contains (defun bar () (foo))
If a compile-file isn't surrounded by with-compilation-unit then there is a compilation unit spanning that file. Otherwise, the outermost nesting of the with-compilation-unit macro determines the scope of what is in the compilation unit.
Warnings about undefined functions (and such) are deferred to the end of the compilation unit. So by putting foo.lisp and bar.lisp compilation into one unit, we suppress the warnings about either foo or bar not being defined and we can compile the two in any order.
Build systems use with-compilation-unit under the hood, as appropriate.
The compilation unit isn't about dependencies but diagnostics. Above, we don't have a compile time dependency. If we touch foo.lisp, bar.lisp doesn't have to be recompiled or vice versa.
By and large, Lisp codebases don't have a lot of hard dependencies among the files. Incremental compilation often means that just the affected files that were changed have to be recompiled. The C or C++ problem that everything has to be rebuilt because a core header file was touched is essentially nonexistent.
but what if
No matter how you first organize your code, if you change it significantly you are going to have to refactor. IMO there is no ideal way of grouping dependencies in advance.
As a rule of thumb it is generally safe to define generic functions first, then types, then actual methods, for example. For non-generic functions, you can cut circular dependencies by adding forward declarations:
(declaim (ftype function ...))
Having too much circular dependency is a bit of a code smell.
Is the correct solution to seal everything in a compilation unit
Yes, if you group the definitions in the same compilation unit (the same file), the file compiler will be able to silence the style notes until it reaches the end of file: at this point it knows if there are still missing references or if all the cross-references are resolved.
But then if there's some kind of back call (that can't be done with a closure)
If you have a specific example in mind please share, but typically you can define struct1 and its functions in a way that can be self-contained; maybe it can accept a map that binds event names to callbacks:
(make-struct-1 :callbacks (list :on-empty one-is-empty
:on-full one-is-full))
Similarly, struct2 can accept callbacks too (Dependency Injection) and the main struct ties them using closures (?).
Alternatively, you can design your data-structures so that they signal conditions, and the in the caller code you intercept them to bind things together.

How can I enforce a compiler warning or error for namespace conflicts?

Consider I have the following:
FrameworkA, which defines class Foo
FrameworkB, which also defines class Foo
A file in FrameworkA which imports FrameworkB
How can I get Xcode to generate either a warning or error on any line that makes references to Foo without using the namespace qualifier?
For example:
let a = FrameworkA.Foo() // fine, no warning or error
let b = FrameworkB.Foo() // fine, no warning or error
let c = Foo() // at a minimum, a warning
I understand completely that if we are in FrameworkA, then the third example is equivalent to FrameworkA.Foo(), but I would like for Xcode to generate a warning or error.
Consider the scenario when class Foo has existed in FrameworkB for a long time, and the line of code in question has always intended to point at the class Foo defined in FrameworkB, but at some later point in the future, someone added class Foo into FrameworkA for some reason. This would change the behavior of the line in the file.
I would like Xcode to generate compile time warnings or errors any time something defined in multiple frameworks imported into a file is used without the namespace being explicitly declared.
Is there a way?
I don't think at this point Xcode supports this unfortunately - some less fruitful solutions:
Open a radar task, and hope that Apple fixes it.
Prefix your classes (as we used to do with Obj-C)
The second option should be viable for most projects; instead of Foo and Foo, you will have LIBAFoo, LIBBFoo, but in practice, with more meaningful prefixes i.e. CA → Core Animation.

How to create a drop-in replacement for an existing dll?

Beyond creating a dll with all the same functions with the same interface and calling conventions, does the replacement dll need to exactly duplicate the export map including ordinal numbers of the original as well? So that not only explicit loading via GetProcAddress works, but implicit linking as well?
(edit: this is an unmanaged, c/c++ windows dll I'm talking about, not .net)
You will need to mimic every export that any other client is using, you don't need to mimic "dead" exports that no one is using. You need to keep the ordinals only if other clients are linked by using ordinal instead of export name (which is quite rare).
There a is something that you need to keep in mind: If the dll contains C++ classes and it is not using extern "C" then you need to maintain binary comparability, meaning the classes in the replacement dll needs to have the same fields in the same order as the original classes. If your using interfaces that you need to keep the vtable with the same arguments for each method.

GCC 4.2 Build error

i am building a C project with Xcode and when ever i build it it gives me this error:
ld: duplicate symbol _detectLinux in /Users/markszymanski/Desktop/Programming/C/iTermOS/build/iTermOS.build/Debug/iTermOS.build/Objects-normal/i386/linuxDetect.o and /Users/markszymanski/Desktop/Programming/C/iTermOS/build/iTermOS.build/Debug/iTermOS.build/Objects-normal/i386/iTermOS.o
Thanks!
This means you have defined the same symbol with global scope in (at least) two different source files -- either a function or a global variable called _detectLinux, and apparently in the files linuxDetect.c and iTermOS.c.
How to fix it depends on how you intend to use this symbol:
If you meant to define it in one file and use it in the other file, declare it extern in the other file.
If you only intend to use the symbol in the file that it is declared in, you can declare it static.
If the symbol is defined in both files, you can rename the symbol in one (or both) files.
If _detectLinux is a function, one common way to get this problem is to define it in a header file but forget to mark it inline. This would cause it to generate the function code in each file that includes the header (presumably _detectLinux.c and iTermsOS.c).
Alternately perhaps you copy-pasted the entire body of the function between the two source files instead of simply declaring the function in iTermsOS.c where I expect it's being called.
Well, that's not much information to go on. As the error says, the symbol _detectLinux is included in both linuxDetect.o and iTermsOS.o and when you try to link them together, there is a conflict since the linker does not know which of the two symbols to use. This might happen if you, for example, have a global variable with that name in a .h file which is used to build both files instead of declaring it in one place and declaring it as "extern" in the .h file.
What you need to do is look at where the symbol _detectLinux is originally declared, then trace through the dependencies for both linuxDetect.o and iTermOS.o to see why it is being included publicly in both.

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