Basic DLL calling convention in Windows - dll

I have a super-basic question about how calls to DLLS work in Windows - If there are 2 DLL versions installed on the same Windows system (say, MSXML 4.0 and 6.0) and they are both registered, assuming the 4.0 and 6.0 version dlls both support some same function call, how does Windows internally route the call? IE, is the convention to hand it to the newest version? Or the last registered version? or something else?
Related: Generally speaking, if you craft application code to explicitly use the 4.0 version, how does it achieve this, if a newer DLL implements the same call?
Thank you!

This isn't about calling conventions, which means something else entirely.
With ActiveX DLLs you create class instances by their ClassID or ProgID. These are normally looked up in the type library during development or at compile time, or hard-coded into the calling source code. There are version independent ProgIDs and version specific ProgIDs.

Related

C++/CLI Support in .Net Core

Our project structure is like,
native.dll :- This contains pure native code written in c\c++.
This native.dll exposes some functions using *def file.
Wrapper Library(wrapper.dll compiled with .Net framework v4.0) :-
In order to use functionality of native.dll, a Wrapper lib(wrapper.dll)
is written in C++\CLI using :clr\oldsyntax. This wrapper has all
code of Interoperability and Marshalling.
Application(Console App v4.0) directly uses wrapper.dll to use functionality provided
by native.dll.
Now this project needs to run in .Net Core. This means we will have an
.Net Core application that will reference wrapper.dll that in turn will refer
native.dll.
I know this will not directly work. But the issue is whether .Net Core(CoreCLR) supports
C++\CLI (clr\oldsyntax) runtime environment ?
If no, what can be the possible solutions to this application work ?
whether .Net Core(CoreCLR) supports C++\CLI (clr\oldsyntax) runtime environment ?
As far as I know there is no plan to support C++/CLI with .NET Core.
If no, what can be the possible solutions to this application work ?
You can (should) provide a C API. Mono e. g. supports P/Invoke and .NET Core also supports P/Invoke (see also this Stack overflow question and this DllMap related ticket).
Update (2022-09-02): This answer is from 2016. See the other answers (e.g., this) for what is possible with recent .Net Core versions.
Officially announced eventually...
(next wish... support linux # .Net 5 ^^)
https://devblogs.microsoft.com/cppblog/the-future-of-cpp-cli-and-dotnet-core-3/
C++/CLI will have full IDE support for targeting .NET Core 3.1 and higher. This support will include projects, IntelliSense, and mixed-mode debugging (IJW) on Windows. We don’t currently have plans for C++/CLI for targeting macOS or Linux. Additionally, compiling with “/clr:pure” and “/clr:safe” won’t be supported for .NET Core.
The first public previews for C++/CLI are right around the corner. Visual Studio 2019 16.4 Preview 1 includes an updated compiler with “/clr:netcore”
Updat: From replied of origin url:
"We are still working on the IDE and MSBuild integration, so I can’t share a sample project quite yet. Once it’s available, likely with 16.4 Preview 2 or 3"
(16.4 Preview1 cannot create C++/CLI with .NetCore project.)
191015
16.4 Preview2 Released.
I'v tried asp.net core 3.1 with c++/CLI dll, it works.
(need set plateform to x64 both asp.net core and c++/CLI dll)
.net Core team will only commit (now?) to supporting C++/CLI for Windows only.
The intention was to deliver it for .net Core 3.0. While I haven't found explicit mention of it yet in the release notes, C++/CLI support was a prerequisite for delivering WPF (windows-only), which is now supported in .net Core 3.0.
Support mixed-mode assemblies on Windows - #18013
This issue (#18013) will track progress toward supporting loading and running
mixed-mode assemblies on CoreCLR. The main goal is to provide support
for WPF and other existing C++/CLI code on .NET Core. Some of the work
will be dependent on updates to the MSVC compiler.
The github issue (#659) mentioned above by #Tomas-Kubes, Will CoreCLR support C++/CLI crossplat? - #659, is about cross-platform C++/CLI.
BTW, I am getting compiler warnings on "clr\oldsyntax" with VS2017/.net-4.7. So this compiler flag is already deprecated.
UPDATE: This isn't coming till .Net Core 3.1
Another potential solution (though obviously quite a difficult task) if you want to stick with C++ (i.e. expose an OO interface to .NET) might be to have a look at CppSharp from the mono project. It is able to expose native C++ code through an automatically generated C# wrapper. It supports Windows, Linux as well as OSX. However, I don't know if the generated code can be compiled to a .NET standard target (didn't try to). I can only suppose it would because the generated code does not use any fancy API (it is basically interop and marshalling code); and, by the way, it is also possible to customize the generation process (although, once again, probably not an easy task).
For those who are looking at this for general .Net Core stuff without specific clr parameters (as this is a high result on google) Microsoft have written a guide on how to port C++/CLI to .Net Core:
https://learn.microsoft.com/en-us/dotnet/core/porting/cpp-cli
Port a C++/CLI project
To port a C++/CLI project to .NET Core, make the following changes to the .vcxproj file. These migration steps differ from the steps needed for other project types because C++/CLI projects don't use SDK-style project files.
Replace <CLRSupport>true</CLRSupport> properties with <CLRSupport>NetCore</CLRSupport>. This property is often in configuration-specific property groups, so you may need to replace it in multiple places.
Replace <TargetFrameworkVersion> properties with <TargetFramework>netcoreapp3.1</TargetFramework>.
Remove any .NET Framework references (like <Reference Include="System" />). .NET Core SDK assemblies are automatically referenced when using <CLRSupport>NetCore</CLRSupport>.
Update API usage in .cpp files, as necessary, to remove APIs unavailable to .NET Core. Because C++/CLI projects tend to be fairly thin interop layers, there are often not many changes needed. You can use the .NET Portability Analyzer to identify unsupported .NET APIs used by C++/CLI binaries just as with purely managed binaries.
Build without MSBuild
It's also possible to build C++/CLI projects without using MSBuild. Follow these steps to build a C++/CLI project for .NET Core directly with cl.exe and link.exe:
When compiling, pass -clr:netcore to cl.exe.
Reference necessary .NET Core reference assemblies.
When linking, provide the .NET Core app host directory as a LibPath (so that ijwhost.lib can be found).
Copy ijwhost.dll (from the .NET Core app host directory) to the project's output directory.
Make sure a runtimeconfig.json file exists for the first component of the application that will run managed code. If the application has a managed entry point, a runtime.config file will be created and copied automatically. If the application has a native entry point, though, you need to create a runtimeconfig.json file for the first C++/CLI library to use the .NET Core runtime.
There are some more nuances but these are the actual steps to port

Creating a .NET application without the entire framework?

I am in the process of creating a lightweight application in vb.NET, and was wondering if it is possible to create an application that uses some of the dll's within the .NET 2.0 framework, without actually using the framework itself.
For instance, can I take the dlls from the .NET directory that the app will reference (and only those dlls that it references), put them into a folder inside the app's directory, and then just change the reference path to that new location? That way, when the app is installed on pc's without .net framework installed, the dlls can just be zipped and copied over to the newly installed app directory.
This may all sound a bit confusing, just let me know if you need any more info.
It is quite unlikely that you'll be able to do that.
There is this thing called .net framework client profile for creating lightweight .net apps that do not need the whole framework but you still need to have that installed.
I would recommend using something like Delphi if you need a standalone exe that does not depend on anything.
There is concept of Client Profile in .NET 3.5 and .NET 4.
That is subset of .NET, smallest necessary fraction of .NET that client must have in order to be able to run .NET applications targeting client profile.
There is more detailed overview of the features you may use when targeting client profile.
Unless you move to .Net 4 or above, you need full framework on the client computers. Having said that, which OS are you targeting? Newer MS OS often come with .Net framework installed already.

Assembly.LoadFrom BadImageFormatException - different behavior in .NET 4.0 and 4.5 (possibly undocumented)

According to MSDN documentation,
public static Assembly LoadFrom(string assemblyFile)
throws BadImageFormatException if
assemblyFile is not a valid assembly.
-or-
Version 2.0 or later of the common language runtime is currently loaded
and assemblyFile was compiled with a later version.
Actually, there is one extra case - loading assembly that is built for x86 from assembly that runs in x64 mode. Maybe it is included in "not a valid assembly" statement, I don't know. But this is reasonable cause of exception.
Ok, but in .NET 4.5 it doesn't! I have a .NET 4.5 WPF app, that loads different appliations for some reason. It is building for Any CPU and I'm starting it on x64 Win 7. I've been testing it on one executable, that is built for .NET 4.0 x86, and it worked fine. But when I switched my app to .NET 4.0 it began to crash on Assembly.Load method!
So, my question is, am I missing something? If not, then how did they do that - loading x86 assembly from x64 process in .NET 4.5? I'm lacking some understanding at this point.
Update
Thanks to Hans Passant, I've figured out my mistake. Actually the behavior of Assembly.Load is no different. It turned out, I didn't notice Prefer 32-bit option in project settings (or Prefer32Bit tag in .csproj file). That's why my process in .NET 4.5 ran in a 32-bit mode. This setting was true when I created WPF .NET 4.5 project. Then, when I swithced to .NET 4.0 it became inactive because there was no such an option in .NET 4.0. And when I switched back to .NET 4.5 it became false, which is so, I guess, for compatibility purpose.
Let's clear one assumption off the table quickly, there is no possible way to have different behavior on a machine that has .NET 4.5 installed. Targeting 4.0 makes no difference at runtime. The only thing that does is select a different set of reference assemblies, they prevent you from accidentally using a class that's available on .NET 4.5 but not on .NET 4.0.
There is no way to have both 4.0 and 4.5 installed on the same machine. .NET 4.5 is not a side-by-side version of the .NET framework, like 3.5 and 4.0 are side-by-side. Installing 4.5 replaces an installed 4.0 version. The CLR, the jitter, all the runtime assemblies plus the C# compiler.
It is best here to focus on the Platform target setting of your EXE project, that's the one that selects the bitness of the process. The kind of mistakes you can make is forgetting that the setting can be different for the Debug vs the Release build. And assuming that the "Active solution platform" combobox in Build + Configuration Manager has any effect. It doesn't, only the Project + Properties, Build tab, Platform target setting matters. This is a very awkward trap that many programmers have fallen into.

Unable to resolve assemblies that use Portable Class Libraries

I'm having a problem with assembly resolution on an end-user machine and I believe it's related to using Portable Class Libraries....
I have a .NET 4.0 application that was originally written in Visual Studio 2010. Recently we upgraded to Visual Studio 2012 and we've created a few projects that are Portable Class Libraries. I don't believe we need these features now, but we're also building a Windows 8 Store application that might benefit from these libraries.
When I compile my project, what exactly does the portable library feature do? I expect that it allows me to run it on different frameworks without modification or recompiling.
When I look at the library in reflector dotPeek it shows the Platform attribute as:
.NETPortable,Version=v4.0,Profile=Profile5
And the references seem 2.0-ish:
mscorlib, Version=2.0.5.0
System, Version=2.0.5.0
System.Runtime.Serialization, Version=2.0.5.0
When I run the application on this end-user's machine, I see an error in the log file:
Could not load file or assembly, 'System.Core, Version=2.0.5.0...'
Googling System.Core 2.0.5.0 seems to refer to SilverLight -- which appears to be one of the targeted frameworks.
This machine does not have Visual Studio installed, but has .NET 4.0 (4.0.3 update)
Is there something I should be doing differently to compile, something I should investigate in my dependencies or something I should be looking to install on the end-user machine? What does the 2.0.5.0 refer to?
For .NET 4, you need an update (KB2468871) for Portable Class Libraries to work. From the KB Article:
Feature 5
Changes to the support portable libraries. These changes include API
updates and binder modifications. This update enables the CLR to bind
successfully to portable libraries so that a single DLL can run on the
.NET Framework 4, on Silverlight, on Xbox, or on the Windows Phone.
This update adds public Silverlight APIs to the .NET Framework 4 in
the same location. The API signatures will remain consistent across
the platform. All modifications are 100 percent compatible and will
not break any existing code.
Also see the "Deploying A .NET Framework App" section of the MSDN Portable Class Library Documentation.
EDIT: Actually, if the machine has .NET 4.0.3 installed as you mention, that should be sufficient. Can you double-check to make sure that it is actually installed?

Using a .NET 4.0 DLL in Unity3d via COM/SxS?

In an attempt to oversimplify my issue, I'll try to keep it short:
I'm using the pro version of Unity, and I have 2 DLLs:
A .NET 3.5 assembly (acting as a COM client)
A .NET 4.0 assembly (with an interface exposed via COM)
The 3.5 uses COM to work with the 4.0. Using the 3.5 assembly in a Windows app works fine, it loads the 4.0 dll using SxS via Type.GetTypeFromCLSID() or Type.GetTypeFromProgID() (which I've confirmed with SxStrace), and can use it's functionality just fine. (The windows app mentions it's dependency on the 4.0 DLL via a manifest, I'm not registering the COM DLL.)
I'm trying to use the .NET 4.0 DLL in Unity. Obviously I can't use it directly, since the current flavor of Mono that Unity uses only supports up to 3.5, thus I created the 3.5 assembly to be my middleman. I'm able to use the 3.5 assembly fine in unity, but either of the Type methods I mentioned before throw NotImplementedException(s), as apparently they aren't supported by Unity (or rather, Mono), so I'm at a loss.
Any ideas?
Although this question was made 1 year ago..sadly the middleman tactic still wont work, it is not possible to use .NET 4.0 dlls within Unity3D since Mono is just not supporting the dependencies.
You could try to remove any 4.0 dependencies from the dll and compile it as 3.5, if that is possible for you.