On Friday, 4 September 2015 at 16:19:49 UTC, Laeeth Isharc wrote:
Hi Benjamin
Would you be able to give a little more colour on what the
limits are of interoperability for C++ with DMD master or
release ? As I understand it destructors and constructors
don't work, and obviously it will get tricky passing structures
and classes from C++ libraries not ported to D.
So, things that work really well are classes. Given that you
construct them in the their "native environment". E.g. create D
objects in D land and C++ objects in C++ land. I usually use
factory methods for this. Manually destroying objects also works
if you add some kind of "Destory" method (can be virtual, but
doesn't have to be) to your class which simply does a "delete
this" or similar. The only problems with interfacing C++ classes
to D is if they have a virtual destructor. But there is a easy
workaround like so:
C++:
class SomeBaseClass
{
public:
virtual ~SomeBaseClass();
virtual void SomeVirtualFunc();
}
D:
extern(C++) class SomeBaseClass
{
protected:
abstract void __cppDtor(); // don't call
public:
void SomeVirtualFunc(); // default virtual in D
}
Free functions, static functions, non virtual functions all work
flawlessly.
I recommend that you create your own pointer type on the C++
side, e.g. DPtr which calls the GC.addRoot / GC.removeRoot
methods of the D's gc interface in the apropriate places in case
you want to pass D objects into C++ space. If you have a
reference counting concept on the c++ side its also possible to
build a small proxy object which does reference counting in c++
and calls GC.removeRoot when the last reference count drops.
If you want to bind more complex types, e.g. c++ templates you
can either declare them extern(C++) in D and the compiler will do
the correct mangling, or what I did to make them fully functional
on both sides: I did a full implementation both in D and C++. The
implementation ensures that the data layout is exactly the same
for D and C++ but other than that the implementation is
duplicated on both sides and even different in some cases. It
still possible to pass this complex type from C++ to D because
the data layout is the same. I did this for a custom hash map
implementation and passing it around works flawlessly (by
reference)
I had another complicated case where I wanted a complex value
type that is implemented in C++ on the D side. It had a lot of
members which types don't have a equivalent in D, so I did the
following.
extern(C++)
{
void constructComplexStruct(ComplexStruct* self);
void destructComplexStruct(ComplexStruct* self);
}
struct DefaultCtor {}; // helper type
alias defaultCtor = DefaultCtor();
struct ComplexStruct
{
@disable this();
@disable this(this);
this(DefaultCtor)
{
constructComplexStruct(&this);
}
~this()
{
destructComplexStruct(~this);
}
extern(C++) void SomeMethodOfComplexStruct();
private:
// must be sizeof(ComplexStruct) from c++, use unittest to
ensure!
void[288] m_data;
}
constructComplexStruct and destructComplexStruct just do a
placement new / call the C++ dtor.
Usage then works like this:
void someDFunc()
{
ComplexStruct myStruct(defaultCtor); // constructed using C++
default ctor
myStruct.SomeMethodOfComplexStruct(); // call C++ implemented
method
// destructed using C++ dtor
}
So far I haven't found a situation where I couldn't make it work
the way I wanted. Its just some work to write the D headers for
the C++ classes and vise versa, because you have to duplicate
everything once more. An automated tool for this would be nice,
but unfotunately there is currently none.
Kind Regards
Benjamin Thaut