Passing a vector/array from unmanaged C++ to C#
I want to pass around 100 - 10,000 Points from an unmanaged C++ to C#.
The C++ side looks like this:
__declspec(dllexport) void detect_targets( char * , int , /* More arguments */ )
{
std::vector<double> id_x_y_z;
// Now what's the best way to pass this vector to C#
}
Now my C# side looks like this:
using System;
using System.Runtime.InteropServices;
class HelloCpp
{
[DllImport("detector.dll")]
public static unsafe extern void detect_targets( string fn , /* More arguments */ );
static void Main()
{
detect_targets("test.png" , /* More arguments */ );
}
}
How do I need to alter my code in order to pass the std::vector from unmanaged C++ with all it's content to C#?
As long as the managed code does not resize the vector, you can access the buffer and pass it as a pointer with vector.data()
(for C++0x) or &vector[0]
. This results in a zero-copy system.
Example C++ API:
#define EXPORT extern "C" __declspec(dllexport)
typedef intptr_t ItemListHandle;
EXPORT bool GenerateItems(ItemListHandle* hItems, double** itemsFound, int* itemCount)
{
auto items = new std::vector<double>();
for (int i = 0; i < 500; i++)
{
items->push_back((double)i);
}
*hItems = reinterpret_cast<ItemListHandle>(items);
*itemsFound = items->data();
*itemCount = items->size();
return true;
}
EXPORT bool ReleaseItems(ItemListHandle hItems)
{
auto items = reinterpret_cast<std::vector<double>*>(hItems);
delete items;
return true;
}
Caller:
static unsafe void Main()
{
double* items;
int itemsCount;
using (GenerateItemsWrapper(out items, out itemsCount))
{
double sum = 0;
for (int i = 0; i < itemsCount; i++)
{
sum += items[i];
}
Console.WriteLine("Average is: {0}", sum / itemsCount);
}
Console.ReadLine();
}
#region wrapper
[DllImport("Win32Project1", ExactSpelling = true, CallingConvention = CallingConvention.Cdecl)]
static unsafe extern bool GenerateItems(out ItemsSafeHandle itemsHandle,
out double* items, out int itemCount);
[DllImport("Win32Project1", ExactSpelling = true, CallingConvention = CallingConvention.Cdecl)]
static unsafe extern bool ReleaseItems(IntPtr itemsHandle);
static unsafe ItemsSafeHandle GenerateItemsWrapper(out double* items, out int itemsCount)
{
ItemsSafeHandle itemsHandle;
if (!GenerateItems(out itemsHandle, out items, out itemsCount))
{
throw new InvalidOperationException();
}
return itemsHandle;
}
class ItemsSafeHandle : SafeHandleZeroOrMinusOneIsInvalid
{
public ItemsSafeHandle()
: base(true)
{
}
protected override bool ReleaseHandle()
{
return ReleaseItems(handle);
}
}
#endregion
I implemented this using C++ CLI wrapper. C++ CLI is one the three possible approaches for C++ C# interop. The other two approaches are P/Invoke and COM. (I have seen a few good people recommend using C++ CLI over the other approaches)
In order to marshall information from native code to managed code, you need to first wrap the native code inside a C++ CLI managed class. Create a new project to contain native code and its C++ CLI wrapper. Make sure to enable the /clr
compiler switch for this project. Build this project to a dll. In order to use this library, simply add its reference inside C# and make calls against it. You can do this if both projects are in the same solution.
Here are my source files for a simple program to marshal a std::vector<double>
from native code into C# managed code.
1) Project EntityLib (C++ CLI dll) (Native Code with Wrapper)
File NativeEntity.h
#pragma once
#include <vector>
class NativeEntity {
private:
std::vector<double> myVec;
public:
NativeEntity();
std::vector<double> GetVec() { return myVec; }
};
File NativeEntity.cpp
#include "stdafx.h"
#include "NativeEntity.h"
NativeEntity::NativeEntity() {
myVec = { 33.654, 44.654, 55.654 , 121.54, 1234.453}; // Populate vector your way
}
File ManagedEntity.h (Wrapper Class)
#pragma once
#include "NativeEntity.h"
#include <vector>
namespace EntityLibrary {
using namespace System;
public ref class ManagedEntity {
public:
ManagedEntity();
~ManagedEntity();
array<double> ^GetVec();
private:
NativeEntity* nativeObj; // Our native object is thus being wrapped
};
}
File ManagedEntity.cpp
#include "stdafx.h"
#include "ManagedEntity.h"
using namespace EntityLibrary;
using namespace System;
ManagedEntity::ManagedEntity() {
nativeObj = new NativeEntity();
}
ManagedEntity::~ManagedEntity() {
delete nativeObj;
}
array<double>^ ManagedEntity::GetVec()
{
std::vector<double> tempVec = nativeObj->GetVec();
const int SIZE = tempVec.size();
array<double> ^tempArr = gcnew array<double> (SIZE);
for (int i = 0; i < SIZE; i++)
{
tempArr[i] = tempVec[i];
}
return tempArr;
}
2) Project SimpleClient (C# exe)
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using EntityLibrary;
namespace SimpleClient {
class Program {
static void Main(string[] args) {
var entity = new ManagedEntity();
for (int i = 0; i < entity.GetVec().Length; i++ )
Console.WriteLine(entity.GetVec()[i]);
}
}
}
I could think of more than one option, but all include copying the data of the array anyways. With [out] parameters you could try:
C++ code
__declspec(dllexport) void __stdcall detect_targets(wchar_t * fn, double **data, long* len)
{
std::vector<double> id_x_y_z = { 1, 2, 3 };
*len = id_x_y_z.size();
auto size = (*len)*sizeof(double);
*data = static_cast<double*>(CoTaskMemAlloc(size));
memcpy(*data, id_x_y_z.data(), size);
}
C# code
[DllImport("detector.dll")]
public static extern void detect_targets(
string fn,
[MarshalAs(UnmanagedType.LPArray, SizeParamIndex = 2)] out double[] points,
out int count);
static void Main()
{
int len;
double[] points;
detect_targets("test.png", out points, out len);
}