Using .so file in Android Studio project - android-studio

Using this question for guidance, I was able to successfully build my project with a C++ .so file in the libs directory.
However, I am not sure how to actually use it from MainActivity.kt.
The C++ class I'm using is Number:
class Number {
int number;
public:
Number(int n) { number = n };
bool isEven() { return number % 2 == 0 };
};
Assuming I've added the shared library file correctly, how do I actually use it?

Related

code within statically linked library src files returning null

This is for windows using MSVC compiler version 14.28.29910:
Libraries built using colcon. This was meant for a ROS2 application but I dont believe ROS has anything to do with it.
I have been stuck on this issue for two days now and I still am at a loss as to what is going on. Any help will be greatly appreciated.
I have a library that I am statically linking against. Library A. it is built with colcon. Could this be a linking issue or an issue with the fact that I build library A with a certain set of preprocessors and I build library B with a different set of preprocessors that change the Gameobject class to a different version shown below but same function implementations.
ament_auto_add_library(A STATIC
${SOURCES}
${HEADERS}
)
ament_target_dependencies(A ${ALL_DEPENDS})
install(TARGETS
A
EXPORT A_export
LIBRARY DESTINATION lib
RUNTIME DESTINATION bin
)
ament_export_libraries(A_export HAS_LIBRARY_TARGET)
I then link to it from a ros2 package using the standard
target_link_libraries(B A)
I have a object called Gameobject that is defined in library A.
#file --------------------------Gameobject.h
#ifdef InLibraryA
class Gameobject
{
int GetPosx(){return data.x;}
}
#else
class Gameobject
{
int GetPosx(){return data.x;}
}
#endif
#file --------------------------MoveGameObject.h
class MoveGameObject
{
int MoveGObj_inline(Gameobject* g)
{
return g->getPosx();
}
int MoveGObj(Gameobject* g);
}
#file --------------------------MoveGameObject.cpp
int MoveGameObject::MoveGObj(Gameobject* g)
{
return g->getPosx();
}
Now in library B , I do this within a subscription callback
SomeCallback()
{
Gameobject* g = GetGObjectFromPool();
MoveGameObject* m= new MoveGameObject();
//this will return NULL value
int posx = m->MoveGObj(g);
//this will be fine because it was inlined?
int possx = m->MoveGObj_inline(g);
}
You will see that I get null when calling the function that was NOT inlined for calling the getter function from Gameobject. I dont get null for the inlined function even though they run the exact same code. Note that this only happens to non-inline functions that call Gameobject functions. Does not happen to functions that do not read memory from Gameobject. addingTwoInts() for example works fine Non-inline. There are no errors. It is undefined behavior. Any ideas on what I could be doing wrong for this to happen? The simplified code above is the same as to what is happening in my code, just removed unnecessary details.

Dynamic Linker does not resolve symbol although the library is already loaded

I stumbled over the following problem in my large-grown project: I have a set of libraries which depend on each other and on external libraries. Of one dependency ("libvtkCommonCore-*.so"), there are different variants, which need to be used interchangeably. The variants have different suffixes ("libvtkCommonCore-custom1.so", "libvtkCommonCore-custom2.so" and so on). Thus I cannot link the library, which needs symbols from it, directly to the providing library. Rather I link the application of the library which uses it to the appropriate variant and then load my own library.
This approach generally works but fails under some circumstances and I'm a bit lost while finding out what goes wrong.
This situation is working:
Sketch of situation 1
("libA" needs symbols from "libvtkCommonCore". It is loaded at run time by the constructor of some static object in "libB" using a "dlopen" call with flags RTLD_LAZY|RTLD_GLOBAL. libvtkCommonCore* and libB were linked at build time to an executable)
This situation now ceases to work:
Sketch of situation 2
(actually the same as before but complicated by the fact that libvtkCommonCore* and libB are linked to another library libC at build time. This library is loaded from an executable at run time using "dlopen")
I investigated the case by setting LD_DEBUG to "files", "symbols" and/or "binding" and study the output. It reveals that libvtkCommonCore* is loaded, initialized and kept in memory all the time and before libA is loaded. When the linked tries to resolve "SymbolX" in libA, it does not search libvtkCommonCore, although it did for other libraries which needed the same symbol.
Note: I use Linux (Ubuntu 20) with the recent Gcc and CMake. Both the executable in situation 1 and "libC" in situation 2 were built with the flags "-Wl,--add-needed -Wl,--no-as-needed".
Note 2: if I launch the executable in situation 2 with LD_PRELOAD=libvtkCommonCore-custom1.so set, no errors appear.
I would be grateful for any hint how to continue debugging this issue.
A minimum example of the problem is comprised by these files:
libvtkCommonCore-custom1.cpp:
#include <iostream>
void SymbolX()
{
std::cout<<"This just does nothing useful."<<std::endl;
}
libA.cpp:
void SymbolX(); // in libvtkCommonCore-custom1.so
struct LibAStaticObject
{
LibAStaticObject()
{
SymbolX();
}
} libAStaticObject;
libB.cpp:
#include <dlfcn.h>
#include <iostream>
class LibALoader
{
public:
LibALoader()
{
void *handle = dlopen ( "libA.so", RTLD_LAZY|RTLD_GLOBAL|RTLD_NODELETE );
if ( !handle )
{
std::cerr<<"Could not load module library libA!\nReason: " << dlerror() << std::endl;
}
}
} libAloader;
libC.cpp
/*empty*/
executable_situation1.cpp:
#include <iostream>
int main(int argc, char*argv[])
{
std::cout<<"starting."<<std::endl;
return 0;
}
executable_situation2.cpp
#include <iostream>
#include <dlfcn.h>
class LibCLoader
{
public:
LibCLoader()
{
void *handle = dlopen ( "libC.so", RTLD_LAZY|RTLD_GLOBAL|RTLD_NODELETE );
if ( !handle )
{
std::cerr<<"Could not load module library libC.so!\nReason: " << dlerror() << std::endl;
}
}
} libCloader;
int main(int argc, char*argv[])
{
std::cout<<"starting."<<std::endl;
return 0;
}
CMakeLists.txt:
add_library(vtkCommonCore-custom1 SHARED libvtkCommonCore-custom1.cpp)
add_library(A SHARED libA.cpp)
add_library(B SHARED libB.cpp)
target_link_libraries(B dl)
add_library(C SHARED libC.cpp)
target_link_libraries(C vtkCommonCore-custom1 B)
set_target_properties(C PROPERTIES LINK_FLAGS "-Wl,--add-needed -Wl,--no-as-needed -Wl,--copy-dt-needed-entries")
add_executable(executable_situation1 executable_situation1.cpp)
target_link_libraries(executable_situation1 vtkCommonCore-custom1 B)
set_target_properties(executable_situation1 PROPERTIES LINK_FLAGS "-Wl,--add-needed -Wl,--no-as-needed -Wl,--copy-dt-needed-entries") #"-Wl,--no-as-needed")
add_executable(executable_situation2 executable_situation2.cpp)
target_link_libraries(executable_situation2 dl)
Run it by these commands:
$ mkdir build
$ cd build
$ cmake .. && make
$ LD_LIBRARY_PATH=.:$LD_LIBRARY_PATH ./executable_situation1
This just does nothing useful.
starting.
$ LD_LIBRARY_PATH=.:$LD_LIBRARY_PATH ./executable_situation2
./executable_situation2: symbol lookup error: ./libA.so: undefined symbol: _Z7SymbolXv
Indeed, the problem is that in situation 2 the libvtkCommonCore is not in the lookup scope of libA while in situation 1 it is in the global scope.
The only (probably ugly) solution I found was to put in a kind of a stub library that loads libvtkCommonCore along with libB using "dlopen" with option "RTLD_GLOBAL". This places libvtkCommonCore in the global lookup scope. The new library is then linked to libC instead of its direct dependencies.

Visual C++ lambdas always output debug information

If I instantiate a lambda somewhere (and the compiler doesn't inline it), I can find a string showing where the lambda is located in my c++ code like this:
... ?AV<lambda_1>#?0??MyFunction#MyScopedClass#MyNamespace##SAXXZ# ...
I don't want this information in the executable, as it could give away important names of classes and functions.
All kinds of output debug information are turned off. If I use a normal function instead, the final executable doesn't have this information, so manually converting all lambdas into normal functions would "fix it". But what's the best way to handle this? Can we tell the compiler to transform lambdas into normal functions?
UPDATE: I tested with other compilers: g++ and clang. They both leave the same references. I also found another unanswered question about this Gcc - why are lambdas not stripped during release build Please don't come with the "why do you care about a few symbols anyway".
Here's some code you can test with:
#include <iostream>
#include <functional>
class MyUnscopedClass
{
public:
MyUnscopedClass(const std::function<void(int x)>& f) :
f(f)
{
}
std::function<void(int x)> f;
};
namespace MyNamespace
{
class MyScopedClass
{
public:
static void temp1(int x)
{
std::cout << x * (x + 1);
}
static void MyFunction()
{
//MyUnscopedClass obj(temp1); // no symbols
MyUnscopedClass obj([](int x) // ?AV<lambda_1>#?0??MyFunction#MyScopedClass#MyNamespace##SAXXZ#
{
std::cout << x;
});
obj.f(23);
}
};
}
int main()
{
MyNamespace::MyScopedClass::MyFunction();
}
With the help of #dxiv in the comments, I found the problematic setting.
Configuration Properties > General > C++ Language Standard
can't be, for some reason,
Preview - Features from the Latest C++ Working Draft (std:c++latest)
So I set it to the second most recent one
ISO C++17 Standard (std:c++17)
and I get a random identifier instead.
AV<lambda_f65614ace4683bbc78b79ad57f781b7f>##
I'm still curious how this identifier is chosen though.

Revit Api Load Command - Auto Reload

I'm working with the revit api, and one of its problems is that it locks the .dll once the command's run. You have to exit revit before the command can be rebuilt, very time consuming.
After some research, I came across this post on GitHub, that streams the command .dll into memory, thus hiding it from Revit. Letting you rebuild the VS project as much as you like.
The AutoReload Class impliments the revit IExteneralCommand Class which is the link into the Revit Program.
But the AutoReload class hides the actual source DLL from revit. So revit can't lock the DLL and lets one rebuilt the source file.
Only problem is I cant figure out how to implement it, and have revit execute the command. I guess my C# general knowledge is still too limited.
I created an entry in the RevitAddin.addin manifest that points to the AutoReload Method command, but nothing happens.
I've tried to follow all the comments in the posted code, but nothing seems to work; and no luck finding a contact for the developer.
Found at: https://gist.github.com/6084730.git
using System;
namespace Mine
{
// helper class
public class PluginData
{
public DateTime _creation_time;
public Autodesk.Revit.UI.IExternalCommand _instance;
public PluginData(Autodesk.Revit.UI.IExternalCommand instance)
{
_instance = instance;
}
}
//
// Base class for auto-reloading external commands that reside in other dll's
// (that Revit never knows about, and therefore cannot lock)
//
public class AutoReload : Autodesk.Revit.UI.IExternalCommand
{
// keep a static dictionary of loaded modules (so the data persists between calls to Execute)
static System.Collections.Generic.Dictionary<string, PluginData> _dictionary;
String _path; // to the dll
String _class_full_name;
public AutoReload(String path, String class_full_name)
{
if (_dictionary == null)
{
_dictionary = new System.Collections.Generic.Dictionary<string, PluginData>();
}
if (!_dictionary.ContainsKey(class_full_name))
{
PluginData data = new PluginData(null);
_dictionary.Add(class_full_name, data);
}
_path = path;
_class_full_name = class_full_name;
}
public Autodesk.Revit.UI.Result Execute(
Autodesk.Revit.UI.ExternalCommandData commandData,
ref string message,
Autodesk.Revit.DB.ElementSet elements)
{
PluginData data = _dictionary[_class_full_name];
DateTime creation_time = new System.IO.FileInfo(_path).LastWriteTime;
if (creation_time.CompareTo(data._creation_time) > 0)
{
// dll file has been modified, or this is the first time we execute this command.
data._creation_time = creation_time;
byte[] assembly_bytes = System.IO.File.ReadAllBytes(_path);
System.Reflection.Assembly assembly = System.Reflection.Assembly.Load(assembly_bytes);
foreach (Type type in assembly.GetTypes())
{
if (type.IsClass && type.FullName == _class_full_name)
{
data._instance = Activator.CreateInstance(type) as Autodesk.Revit.UI.IExternalCommand;
break;
}
}
}
// now actually call the command
return data._instance.Execute(commandData, ref message, elements);
}
}
//
// Derive a class from AutoReload for every auto-reloadable command. Hardcode the path
// to the dll and the full name of the IExternalCommand class in the constructor of the base class.
//
[Autodesk.Revit.Attributes.Transaction(Autodesk.Revit.Attributes.TransactionMode.Manual)]
[Autodesk.Revit.Attributes.Regeneration(Autodesk.Revit.Attributes.RegenerationOption.Manual)]
public class AutoReloadExample : AutoReload
{
public AutoReloadExample()
: base("C:\\revit2014plugins\\ExampleCommand.dll", "Mine.ExampleCommand")
{
}
}
}
There is an easier approach: Add-in Manager
Go to Revit Developer Center and download the Revit SDK, unzip/install it, the check at \Revit 2016 SDK\Add-In Manager folder. With this tool you can load/reload DLLs without having to modify your code.
There is also some additional information at this blog post.
this is how you can use the above code:
Create a new VS class project; name it anything (eg. AutoLoad)
Copy&Paste the above code in-between the namespace region
reference revitapi.dll & revitapiui.dll
Scroll down to AutoReloadExample class and replace the path to point
your dll
Replace "Mine.ExampleCommand" with your plugins namespace.mainclass
Build the solution
Create an .addin manifest to point this new loader (eg.
AutoLoad.dll)
your .addin should include "FullClassName" AutoLoad.AutoReloadExample
This method uses reflection to create an instance of your plugin and prevent Revit to lock your dll file! You can add more of your commands just by adding new classes like AutoReloadExample and point them with seperate .addin files.
Cheers

ExcelDnaPack.exe that packs a C++/CLI library

I used ExcelDNA to create an Excel addin, packed into a single xll using ExcelDnaPack.exe. It works beautifully, until I add a reference to a dll created with a C++/CLI project (called CPPLibrary.dll)
When I pack the CPPLibrary.dll the addin complains at runtime that it cannot find the dll. If I leave CPPLibrary.dll unpacked and just copy it in the same directory as the -packed.xll everything works.
Is there a way to successfully pack a C++/CLI project into an ExcelDNa addin?
Thanks.
I ended up embedding the c++/cli as a resource, and in realtime when the excel dna addin gets loaded I extract the embedded dll to a file in disk and do a Assembly.LoadFrom(extracted path)
Like this:
private static void ExtractAndLoadCPPLibrary()
{
var executingAssembly = Assembly.GetExecutingAssembly();
string resource_path = "mydnaassembly.Embedded.CPPLibrary.dll";
var version = executingAssembly.GetName().Version.ToString().Replace(".","_");
var output_Path = Path.Combine(Path.GetTempPath(), "CPPLibrary_" + version + ".dll");
if (!File.Exists(output_Path))
{
using (Stream cpplibrary_input = executingAssembly.GetManifestResourceStream(resource_path))
using (var cpplibrary_output = File.Create(output_Path))
{
cpplibrary_input.CopyTo(cpplibrary_output);
}
}
Assembly assembly = Assembly.LoadFrom(output_Path);
}

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