# Interoperability

# Import function from unmanaged C++ DLL

Here is an example of how to import a function that is defined in an unmanaged C++ DLL. In the C++ source code for "myDLL.dll", the function add is defined:

extern "C" __declspec(dllexport) int __stdcall add(int a, int b)
{
    return a + b;
}

Then it can be included into a C# program as follows:

class Program
{
    // This line will import the C++ method.
    // The name specified in the DllImport attribute must be the DLL name.
    // The names of parameters are unimportant, but the types must be correct.
    [DllImport("myDLL.dll")]
    private static extern int add(int left, int right);

    static void Main(string[] args)
    {
        //The extern method can be called just as any other C# method.
        Console.WriteLine(add(1, 2));
    }
}

See Calling conventions and C++ name mangling for explanations about why extern "C" and __stdcall are necessary.

# Finding the dynamic library

When the extern method is first invoked the C# program will search for and load the appropriate DLL. For more information about where is searched to find the DLL, and how you can influence the search locations see this stackoverflow question.

# Calling conventions

There're several conventions of calling functions, specifying who (caller or callee) pops arguments from the stack, how arguments are passed and in what order. C++ uses Cdecl calling convention by default, but C# expects StdCall, which is usually used by Windows API. You need to change one or the other:

  • Change calling convention to `StdCall` in C++:
    extern "C" __declspec(dllexport) int __stdcall add(int a, int b)
    
    
    [DllImport("myDLL.dll")]
    
    
  • Or, change calling convention to `Cdecl` in C#:
    extern "C" __declspec(dllexport) int /*__cdecl*/ add(int a, int b)
    
    
    [DllImport("myDLL.dll", CallingConvention = CallingConvention.Cdecl)]
    
    
  • If you want to use a function with Cdecl calling convention and a mangled name, your code will look like this:

    __declspec(dllexport) int add(int a, int b)
    
    
    [DllImport("myDLL.dll", CallingConvention = CallingConvention.Cdecl,
               EntryPoint = "?add@@YAHHH@Z")]
    
    
  • **thiscall**(**__thiscall**) is mainly used in functions that are members of a class.
  • When a function uses **thiscall**(**__thiscall**) , a pointer to the class is passed down as the first parameter.
  • # C++ name mangling

    C++ compilers encode additional information in the names of exported functions, such as argument types, to make overloads with different arguments possible. This process is called name mangling. This causes problems with importing functions in C# (and interop with other languages in general), as the name of int add(int a, int b) function is no longer add, it can be ?add@@YAHHH@Z, _add@8 or anything else, depending on the compiler and the calling convention.

    There're several ways of solving the problem of name mangling:

  • Exporting functions using `extern "C"` to switch to C external linkage which uses C name mangling:
    extern "C" __declspec(dllexport) int __stdcall add(int a, int b)
    
    
    [DllImport("myDLL.dll")]
    
    

    Function name will still be mangled (_add@8), but StdCall+extern "C" name mangling is recognized by C# compiler.

  • Specifying exported function names in myDLL.def module definition file:

    EXPORTS
      add
    
    
    int __stdcall add(int a, int b)
    
    
    [DllImport("myDLL.dll")]
    
    

    The function name will be pure add in this case.

  • Importing mangled name. You'll need some DLL viewer to see the mangled name, then you can specify it explicitly:

    __declspec(dllexport) int __stdcall add(int a, int b)
    
    
    [DllImport("myDLL.dll", EntryPoint = "?add@@YGHHH@Z")]
    
    
  • # Dynamic loading and unloading of unmanaged DLLs

    When using the DllImport attribute you have to know the correct dll and method name at compile time. If you want to be more flexible and decide at runtime which dll and methods to load, you can use the Windows API methods LoadLibrary(), GetProcAddress() and FreeLibrary(). This can be helpful if the library to use depends on runtime conditions.

    The pointer returned by GetProcAddress() can be casted into a delegate using Marshal.GetDelegateForFunctionPointer().

    The following code sample demonstrates this with the myDLL.dll from the previous examples:

    class Program
    {
        // import necessary API as shown in other examples
        [DllImport("kernel32.dll", SetLastError = true)]
        public static extern IntPtr LoadLibrary(string lib);
        [DllImport("kernel32.dll", SetLastError = true)]
        public static extern void FreeLibrary(IntPtr module);
        [DllImport("kernel32.dll", SetLastError = true)]
        public static extern IntPtr GetProcAddress(IntPtr module, string proc);
    
        // declare a delegate with the required signature
        private delegate int AddDelegate(int a, int b);
    
        private static void Main()
        {
            // load the dll
            IntPtr module = LoadLibrary("myDLL.dll");
            if (module == IntPtr.Zero) // error handling
            {
                Console.WriteLine($"Could not load library: {Marshal.GetLastWin32Error()}");
                return;
            }
    
            // get a "pointer" to the method
            IntPtr method = GetProcAddress(module, "add");
            if (method == IntPtr.Zero) // error handling
            {
                Console.WriteLine($"Could not load method: {Marshal.GetLastWin32Error()}");
                FreeLibrary(module);  // unload library
                return;
            }
                
            // convert "pointer" to delegate
            AddDelegate add = (AddDelegate)Marshal.GetDelegateForFunctionPointer(method, typeof(AddDelegate));
        
            // use function    
            int result = add(750, 300);
            
            // unload library   
            FreeLibrary(module);
        }
    }
    
    

    # Dealing with Win32 Errors

    When using interop methods, you can use GetLastError API to get additional information on you API calls.

    DllImport Attribute SetLastError Attribute

    SetLastError=true

    Indicates that the callee will call SetLastError (Win32 API function).

    SetLastError=false

    Indicates that the callee will not call SetLastError (Win32 API function), therefore you will not get an error information.

  • When SetLastError isn't set, it is set to false (Default value).
  • You can obtain the error code using Marshal.GetLastWin32Error Method:
  • Example:

    [DllImport("kernel32.dll", SetLastError=true)]
    public static extern IntPtr OpenMutex(uint access, bool handle, string lpName);
    
    

    If you trying to open mutex which does not exist, GetLastError will return ERROR_FILE_NOT_FOUND.

    var lastErrorCode = Marshal.GetLastWin32Error();
    
    if (lastErrorCode == (uint)ERROR_FILE_NOT_FOUND)
    {
        //Deal with error         
    }
    
    

    System Error Codes can be found here:

    https://msdn.microsoft.com/en-us/library/windows/desktop/ms681382(v=vs.85).aspx

    GetLastError API

    There is a native GetLastError API which you can use as well :

    [DllImport("coredll.dll", SetLastError=true)]
    static extern Int32 GetLastError();
    
    
    • When calling Win32 API from managed code, you must always use the Marshal.GetLastWin32Error.

    Here's why:

    Between your Win32 call which sets the error (calls SetLastError), the CLR can call other Win32 calls which could call SetLastError as well, this behavior can override your error value. In this scenario, if you call GetLastError you can obtain an invalid error.

    Setting SetLastError = true, makes sure that the CLR retrieves the error code before it executes other Win32 calls.

    # Reading structures with Marshal

    Marshal class contains a function named PtrToStructure, this function gives us the ability of reading structures by an unmanaged pointer.

    PtrToStructure function got many overloads, but they all have the same intention.

    Generic PtrToStructure:

    public static T PtrToStructure<T>(IntPtr ptr);
    
    

    T - structure type.

    ptr - A pointer to an unmanaged block of memory.

    Example:

    NATIVE_STRUCT result = Marshal.PtrToStructure<NATIVE_STRUCT>(ptr);       
    
    
    • If you dealing with managed objects while reading native structures, don't forget to pin your object 😃
    
    T Read<T>(byte[] buffer)
        {
            T result = default(T);
            
            var gch = GCHandle.Alloc(buffer, GCHandleType.Pinned);
        
            try
            {
                result = Marshal.PtrToStructure<T>(gch.AddrOfPinnedObject());
            }
            finally
            {
                gch.Free();
            }
            
            return result;
        }
    
    

    # Simple code to expose class for com

    using System;
    using System.Runtime.InteropServices;
     
    namespace ComLibrary
    {
        [ComVisible(true)]
        public interface IMainType
        {
            int GetInt();
     
            void StartTime();
     
            int StopTime();
        }
     
        [ComVisible(true)]
        [ClassInterface(ClassInterfaceType.None)]
        public class MainType : IMainType
        {
            private Stopwatch stopWatch;
     
            public int GetInt()
            {
                return 0;
            }
     
            public void StartTime()
            {
                stopWatch= new Stopwatch();
                stopWatch.Start();
            }
     
            public int StopTime()
            {
                return (int)stopWatch.ElapsedMilliseconds;
            }
        }
    }
    
    

    # Pinned Object

    GC (Garbage Collector) is responsible for cleaning our garbage.

    While GC cleans our garbage, he removes the unused objects from the managed heap which cause heap fragmentation. When GC is done with the removal, it performs a heap compression (defragmintation) which involves moving objects on the heap.

    Since GC isn't deterministic, when passing managed object reference/pointer to native code, GC can kick in at any time, if it occurs just after Inerop call, there is a very good possibility that object (which reference passed to native) will be moved on the managed heap - as a result, we get an invalid reference on managed side.

    In this scenario, you should pin the object before passing it to native code.

    Pinned Object

    Pinned object is an object that is not allowed to move by GC.

    Gc Pinned Handle

    You can create a pin object using Gc.Alloc method

    GCHandle handle = GCHandle.Alloc(yourObject, GCHandleType.Pinned); 
    
    
    • Obtaining a pinned GCHandle to managed object marks a specific object as one that cannot be moved by GC, until freeing the handle

    Example:

    [DllImport("kernel32.dll", SetLastError = true)]
    public static extern void EnterCriticalSection(IntPtr ptr);
    
    [DllImport("kernel32.dll", SetLastError = true)]
    public static extern void LeaveCriticalSection(IntPtr ptr);
           
    public void EnterCriticalSection(CRITICAL_SECTION section)
    {
        try
        {
            GCHandle handle = GCHandle.Alloc(section, GCHandleType.Pinned); 
            EnterCriticalSection(handle.AddrOfPinnedObject());
            //Do Some Critical Work
            LeaveCriticalSection(handle.AddrOfPinnedObject());
        }
        finaly
        {
            handle.Free()
        }
    }
    
    

    Precautions

    • When pinning (especially large ones) object try to release the pinned GcHandle as fast as possible, since it interrupt heap defragmentation.
    • If you forget to free GcHandle nothing will. Do it in a safe code section (such as finaly)

    # Remarks

    Working with Win32 API using C#

    Windows exposes lots of functionality in the form of Win32 API. Using these API you can perform direct operation in windows, which increases performance of your application.Source Click here

    Windows exposes a broad range of API. To get information about various APIs you can check sites like pinvoke.