Re: struggling to link against a C global in D (win/vs2017)
On Monday, 29 October 2018 at 01:03:32 UTC, kinke wrote: export extern(C) extern __gshared int myIntValue; Bingo!! That did the trick. Thank you so much.
Re: struggling to link against a C global in D (win/vs2017)
On Monday, 29 October 2018 at 00:01:21 UTC, DanielG wrote: DLLPROJECT_API I guess that's a __declspec(dllexport); in that case try export extern(C) extern __gshared int myIntValue; => that's dllimport for extern variables, and dllexport for non-extern ones.
Re: struggling to link against a C global in D (win/vs2017)
On Monday, 29 October 2018 at 00:52:32 UTC, kinke wrote: The names it spits out are undecorated Correction: they *are* the decorated ones, i.e., the real final names.
Re: struggling to link against a C global in D (win/vs2017)
On Monday, 29 October 2018 at 00:01:21 UTC, DanielG wrote: [...] I'd examine the dumpbin output of your (native) import library, e.g., `dumpbin /symbols blub.lib`. You can also list exports etc. The names it spits out are undecorated, i.e., C symbols for Win32 libs will feature the implicit _ prefix. A C global in D on Win32 will always get the _ prefix, incl. names overridden via pragma(mangle, 'name') (=> _name). You can cheat by declaring it as `extern(C++)`, where there's no _ prefix. On Win64, there shouldn't be any name decoration for C symbols though.
Re: struggling to link against a C global in D (win/vs2017)
On Monday, 29 October 2018 at 00:12:43 UTC, DanielG wrote: It's defined in the .cpp file. Ah, of course, good. The other thing that might be an issue is the leading _ the compiler frequently adds. You might be able to hack it with pragma(mangle, "myIntValue") on the declaration too. idk for sure tho.
Re: struggling to link against a C global in D (win/vs2017)
On Monday, 29 October 2018 at 00:16:38 UTC, Stanislav Blinov wrote: Should it be extern(Windows), perchance?.. (I haven't D on Windows for ages). The stdcall calling convention? I think that would only matter for the function, and indeed, trying that breaks the function being able to link** (and the variable remains broken) ** in 32-bit mscoff mode - no effect on 64-bit (where I think stdcall isn't applicable)
Re: struggling to link against a C global in D (win/vs2017)
On Monday, 29 October 2018 at 00:01:21 UTC, DanielG wrote: In my D app I'm declaring it this way: extern (C) { extern __gshared int myIntValue; int myIntFunc (int a, int b); } The function seems to link OK, but the C global will not. Should it be extern(Windows), perchance?.. (I haven't D on Windows for ages).
Re: struggling to link against a C global in D (win/vs2017)
On Monday, 29 October 2018 at 00:04:54 UTC, Adam D. Ruppe wrote: Both are listed as extern, where is the actual variable stored? If it is in the dll, it shouldn't be extern there. It's defined in the .cpp file. This is how the built-in DLL template generates it - "extern" in the .h file, actual definition in the .cpp file. If you don't have "extern" there, anybody who #includes that .h file would inadvertently have the variable defined, which would result in duplicates (and won't compile).
struggling to link against a C global in D (win/vs2017)
So I have a DLL+LIB exporting this: extern "C" { extern DLLPROJECT_API int myIntValue; DLLPROJECT_API int myIntFunc(int a, int b); } In my D app I'm declaring it this way: extern (C) { extern __gshared int myIntValue; int myIntFunc (int a, int b); } The function seems to link OK, but the C global will not. Combinations I've tried: - dmd 32-bit, linked against a coffimplib'ed lib file. This links both successfully BUT myIntValue is trashed. myIntFunc does work properly however. - dmd m32mscoff, linking against native VS2017 lib. Complains about variable but not the function. - dmd m64, linking against native VS2017 lib. Complains about the variable but not the function. - ldc2 64-bit, linking against native VS2017 lib. Complains about the variable but not the function. I've examined the .DLL directly and the exported name "myIntValue" looks exactly like what dmd/ldc2 are complaining they cannot find. What's the magic recipe here to get this variable linked (and not gibberish)?
Re: struggling to link against a C global in D (win/vs2017)
On Monday, 29 October 2018 at 00:01:21 UTC, DanielG wrote: extern DLLPROJECT_API int myIntValue; extern __gshared int myIntValue; Both are listed as extern, where is the actual variable stored? If it is in the dll, it shouldn't be extern there.
Re: how to make '==' safe for classes?
Thanks for excellent explanation! On Sunday, 28 October 2018 at 19:00:52 UTC, Jonathan M Davis wrote: Because Object predats @safe (and most attributes), it really isn't compatible with them. In fact, it predates const (since it's basically the same as it was in D1) and it's only possible to compare const class objects because of a hack in the free function opEquals (which == lowers to) which casts away const (meaning that if you're not careful, you can actually violate the type system with == by mutating an object in a class' ... So, unfortunately, for now, you're going to have to use @trusted with == on classes, as stupid as that is, though as a workaround, you could always create an @trusted wrapper function that just called ==. It would still be annoying, but it would be cleanly restricted the @trusted bits. - Jonathan M Davis
Re: how to make '==' safe for classes?
On Sunday, October 28, 2018 12:56:10 PM MDT ikod via Digitalmars-d-learn wrote: > On Sunday, 28 October 2018 at 18:00:06 UTC, Stanislav Blinov > > wrote: > > On Sunday, 28 October 2018 at 12:38:12 UTC, ikod wrote: > >> and object.opEquals(a,b) do not inherits safety from class C > >> properties, and also I can't override it. > > > > Yep. Since Object is the base class and it defines opEquals as: > object.opEquals(a,b) even is not a Object member function, it's > free function. > > It looks a bit unnatural for me, but thanks for confirmation! It may seem weird at first, but it actually solves several problems that you get when simple calling a.obEquals(b) - the most obvious of which is that a.opEquals(b) has to worry about null, which opEquals(a, b) solves for you, but if you look at the implementation I posted elsewhere in the thread, it solves some other problems as well. It's one of those places where D was able to learn from problems that languages that came before it had. Unfortunately, the attribute problem is _not_ one of those areas. - Jonathan M Davis
Re: how to make '==' safe for classes?
On Sunday, October 28, 2018 6:38:12 AM MDT ikod via Digitalmars-d-learn wrote: > Hello > > How to make this code to compile? My goal is safe(not @trusted) > longFunction(). > > > --- > class C > { > override bool opEquals(Object o) const @safe > { > return true; > } > } > bool longFunction(C a, C b) @safe > { > return a==b; > } > void main() > { > } > --- > > > As far as I understand the problem is that AST for this code > looks like > > --- > import object; > class C : Object > { > override const @safe bool opEquals(Object o) > { > return true; > } > } > bool longFunction(C a, C b) > { > return opEquals(a, b); > } > void main() > { > return 0; > } > RTInfo!(C) > { > enum typeof(null) RTInfo = null; > > } > --- > > and object.opEquals(a,b) do not inherits safety from class C > properties, and also I can't override it. > > Is there clean way to use '==' here, or I have to convert this to > a.opEquals(b) for classes, leaving '==' for structs? > > Thanks! Because Object predats @safe (and most attributes), it really isn't compatible with them. In fact, it predates const (since it's basically the same as it was in D1) and it's only possible to compare const class objects because of a hack in the free function opEquals (which == lowers to) which casts away const (meaning that if you're not careful, you can actually violate the type system with == by mutating an object in a class' opEquals). And because attributes are inherited, even if we were willing to break existing code by changing the attributes on Object, there really isn't a good way to fix the problem, because whatever set of attributes we picked (for @safe, nothrow, const, etc.) would work for some programs but not others. That's why at one point, it was decided that we would remove all of the various member functions from Object. Given the templates in D, they really aren't necessary like they are in languages like Java. As long as stuff like the built in AA implementation is templated (which it unfortunately is not right now), all of the appropriate information can be inferred, and it's not necessary to have a root class object with member functions like opEquals in order to use it in generic code. https://issues.dlang.org/show_bug.cgi?id=9769 https://issues.dlang.org/show_bug.cgi?id=9770 https://issues.dlang.org/show_bug.cgi?id=9771 https://issues.dlang.org/show_bug.cgi?id=9772 However, while that decision was made some time ago, actually implementing it isn't easy, and the necessary steps have never happened - to the point that it doesn't seem very likely at this point. What seems far more likely is a DIP that Andrei has proposed: https://github.com/andralex/DIPs/blob/ProtoObject/DIPs/DIP.md It will introduce ProtoObject as a new root object below Object which does not have any member functions or an embedded monitor object (which is only necessary if you actually have synchronized functions). Object would stay the default base class (since code would break otherwise), and any code using Object would unfortunately continue to have the same problems, but classes that then explicitly derive from ProtoObject would be able to define opEquals, opCmp, toString, etc. with the signatures that were appropriate to the applications or libraries that they're in. Any classes derived from such classes would then be stuck with those attributes just like we're stuck with the attributes on Object right now, but those choices would then be per object hierarchy rather than forced on everyone using the language. So, it looks like that's probably going to be the ultimate fix for this problem, but we don't really have an ETA at the moment. So, unfortunately, for now, you're going to have to use @trusted with == on classes, as stupid as that is, though as a workaround, you could always create an @trusted wrapper function that just called ==. It would still be annoying, but it would be cleanly restricted the @trusted bits. - Jonathan M Davis
Re: how to make '==' safe for classes?
On Sunday, 28 October 2018 at 18:00:06 UTC, Stanislav Blinov wrote: On Sunday, 28 October 2018 at 12:38:12 UTC, ikod wrote: and object.opEquals(a,b) do not inherits safety from class C properties, and also I can't override it. Yep. Since Object is the base class and it defines opEquals as: object.opEquals(a,b) even is not a Object member function, it's free function. It looks a bit unnatural for me, but thanks for confirmation! ``` bool opEquals(Object); ``` the compiler rewrites `a == b` as `(cast(Object)a).opEquals(cast(Object)ob)`, i.e. it inserts a @system call into your code. Is there clean way to use '==' here, or I have to convert this to a.opEquals(b) for classes, leaving '==' for structs? Pretty much, yes. "Implicit" value comparison in general is somewhat alien for classes, since they're reference types.
Re: how to make '==' safe for classes?
On Sunday, October 28, 2018 12:17:41 PM MDT Neia Neutuladh via Digitalmars- d-learn wrote: > On Sun, 28 Oct 2018 18:00:06 +, Stanislav Blinov wrote: > > On Sunday, 28 October 2018 at 12:38:12 UTC, ikod wrote: > >> and object.opEquals(a,b) do not inherits safety from class C > >> properties, and also I can't override it. > > > > Yep. Since Object is the base class and it defines opEquals as: > > ``` > > bool opEquals(Object); > > ``` > > > > the compiler rewrites `a == b` as > > `(cast(Object)a).opEquals(cast(Object)ob)`, i.e. it inserts a @system > > call into your code. > > More pedantically, it rewrites it as: > > (a is b) || > (a !is null && (cast(Object)a).opEquals(cast(Object)b)) > > An object might not be equal to itself via opEquals, but it will always > compare equal to itself with ==. Technically, it calls the free function opEquals in object.d, which does more than that (including introduce a hack to work around the type system to allow comparing const objects). Specifically, the current implementation is bool opEquals(Object lhs, Object rhs) { // If aliased to the same object or both null => equal if (lhs is rhs) return true; // If either is null => non-equal if (lhs is null || rhs is null) return false; // If same exact type => one call to method opEquals if (typeid(lhs) is typeid(rhs) || !__ctfe && typeid(lhs).opEquals(typeid(rhs))) /* CTFE doesn't like typeid much. 'is' works, but opEquals doesn't (issue 7147). But CTFE also guarantees that equal TypeInfos are always identical. So, no opEquals needed during CTFE. */ { return lhs.opEquals(rhs); } // General case => symmetric calls to method opEquals return lhs.opEquals(rhs) && rhs.opEquals(lhs); } / * Returns true if lhs and rhs are equal. */ bool opEquals(const Object lhs, const Object rhs) { // A hack for the moment. return opEquals(cast()lhs, cast()rhs); } - Jonathan M Davis
Re: how to make '==' safe for classes?
On Sun, 28 Oct 2018 18:00:06 +, Stanislav Blinov wrote: > On Sunday, 28 October 2018 at 12:38:12 UTC, ikod wrote: > >> and object.opEquals(a,b) do not inherits safety from class C >> properties, and also I can't override it. > > Yep. Since Object is the base class and it defines opEquals as: > ``` > bool opEquals(Object); > ``` > > the compiler rewrites `a == b` as > `(cast(Object)a).opEquals(cast(Object)ob)`, i.e. it inserts a @system > call into your code. More pedantically, it rewrites it as: (a is b) || (a !is null && (cast(Object)a).opEquals(cast(Object)b)) An object might not be equal to itself via opEquals, but it will always compare equal to itself with ==.
Re: how to make '==' safe for classes?
On Sunday, 28 October 2018 at 12:38:12 UTC, ikod wrote: and object.opEquals(a,b) do not inherits safety from class C properties, and also I can't override it. Yep. Since Object is the base class and it defines opEquals as: ``` bool opEquals(Object); ``` the compiler rewrites `a == b` as `(cast(Object)a).opEquals(cast(Object)ob)`, i.e. it inserts a @system call into your code. Is there clean way to use '==' here, or I have to convert this to a.opEquals(b) for classes, leaving '==' for structs? Pretty much, yes. "Implicit" value comparison in general is somewhat alien for classes, since they're reference types.
how to make '==' safe for classes?
Hello How to make this code to compile? My goal is safe(not @trusted) longFunction(). --- class C { override bool opEquals(Object o) const @safe { return true; } } bool longFunction(C a, C b) @safe { return a==b; } void main() { } --- As far as I understand the problem is that AST for this code looks like --- import object; class C : Object { override const @safe bool opEquals(Object o) { return true; } } bool longFunction(C a, C b) { return opEquals(a, b); } void main() { return 0; } RTInfo!(C) { enum typeof(null) RTInfo = null; } --- and object.opEquals(a,b) do not inherits safety from class C properties, and also I can't override it. Is there clean way to use '==' here, or I have to convert this to a.opEquals(b) for classes, leaving '==' for structs? Thanks!
Re: link errors when using extern (C) structs
On 28/10/2018 11:11 PM, DanielG wrote: Wait, wut? Do modules that get pulled in from dub's "importPaths" not get compiled in the same way? No. They just get -I'd.
Re: link errors when using extern (C) structs
On Sunday, 28 October 2018 at 08:38:56 UTC, Nicholas Wilson wrote: Oh yeah, I didn't think to mention that you need to compile them for them to fix your missing symbols problem. Wait, wut? Do modules that get pulled in from dub's "importPaths" not get compiled in the same way? The dstep-generated files were working for the most part -- standalone C functions had no problem -- it was only those structs that I was having problems with. But now that they're in the default /source folder, I don't get the linker errors anymore.
Re: link errors when using extern (C) structs
On Sunday, 28 October 2018 at 06:59:31 UTC, DanielG wrote: For the benefit of anybody who encounters a problem like this in the future ... originally I had my C library "header" files (renamed from .di to .d after the feedback from Nicholas) in a special 'headers/' subdir, used as an import path in dub.json. I simply moved those files to the source folder and everything started magically working. And thanks again, Nicholas! Oh yeah, I didn't think to mention that you need to compile them for them to fix your missing symbols problem. No problems.
Re: link errors when using extern (C) structs
For the benefit of anybody who encounters a problem like this in the future ... originally I had my C library "header" files (renamed from .di to .d after the feedback from Nicholas) in a special 'headers/' subdir, used as an import path in dub.json. I simply moved those files to the source folder and everything started magically working. And thanks again, Nicholas!