I am creating programs using C. However, I require to use a lot of libraries that have API's only for C++. So, is it possible that I can create a shared object in C++ and then access its functionality using C?
If it is not possible to interface these codes, how do I get information from C++ code to C code?
I tried calling C++ functions from C, but I get errors during linking when I include <string>
. So when I call C++ functions from C, should I only use that code which will be C compiler compatible?
#ifndef CPPFILE_H
#define CPPFILE_H
#ifdef __cplusplus
extern "C" {
#endif
extern int myfunction(const char *filename);
#ifdef __cplusplus
}
#endif
#endif
#include "cppfile.hpp"
#include <string>
int myfunction(const char *filename) {
String S(filename);
return 0;
}
#include "cppfile.hpp"
int main(int argc, char **argv)
{
int i = myfunction(argv[1]);
printf("%d\n", i);
return 0;
}
gcc -c cmain.c
g++ -fPIC -shared -o cppfile.so cppfile.cpp
You want something more like this (and here I will use a slightly more meaningful example):
#ifndef ANIMAL_H
#define ANIMAL_H
#ifdef __cplusplus
class Animal {
public:
Animal() : age(0), height(0) {}
Animal(int age, float height) : age(age), height(height) {}
virtual ~Animal() {}
int getAge();
void setAge(int new_age);
float getHeight();
void setHeight(float new_height);
private:
int age;
float height; // in metres!
};
#endif /* __cplusplus */
#ifdef __cplusplus
extern "C" {
#endif
struct animal; // a nice opaque type
struct animal *animal_create();
struct animal *animal_create_init(int age, float height);
void animal_destroy(struct animal *a);
void animal_setage(struct animal *a, int new_age);
void animal_setheight(struct animal *a, float new_height);
int animal_getage(struct animal *a);
float animal_getheight(struct animal *a);
#ifdef __cplusplus
}
#endif
#endif /* ANIMAL_H */
#include "animal.h"
#define TO_CPP(a) (reinterpret_cast<Animal*>(a))
#define TO_C(a) (reinterpret_cast<animal*>(a))
void Animal::setAge(int new_age) { this->age = new_age; }
int Animal::getAge() { return this->age; }
void Animal::setHeight(float new_height) { this->height = new_height; }
float Animal::getHeight() { return this->height; }
animal *animal_create() {
animal *a = TO_C(new Animal);
return a;
}
animal *animal_create_init(int age, float height) {
animal *a = TO_C(new Animal(age, height));
return a;
}
void animal_destroy(animal *a) {
delete TO_CPP(a);
}
void animal_setage(animal *a, int new_age) {
TO_CPP(a)->setAge(new_age);
}
void animal_setheight(animal *a, float new_height) {
TO_CPP(a)->setHeight(new_height);
}
int animal_getage(animal *a) {
TO_CPP(a)->getAge();
}
float animal_getheight(animal *a) {
TO_CPP(a)->getHeight();
}
#include "animal.h"
#include <stdio.h>
int main()
{
// 6'0" 25yo (perhaps a human? :P)
struct animal *a = animal_create(25, 1.83);
animal_setage(a, 26); // birthday
printf("Age: %d\nHeight: %f", animal_getage(a), animal_getheight(a));
animal_destroy(a);
return 0;
}
#include "animal.h"
#include <iostream>
int main()
{
// 6'0" 25yo (perhaps a human? :P)
Animal* a = new Animal(25, 1.83);
a->setAge(26); // birthday
std::cout << "Age: " << a->getAge() << std::endl;
std::cout << "Height: " << a->getHeight();
delete a;
return 0;
}
So when you compile the library, you compile animal.cpp
with a C++ compiler. You can then link to it with C code, and use the animal_xxx
functions.
Note the use of struct animal
and Animal
. Animal
is a normal C++ type. It's exactly what it looks like. struct animal
, on the other hand, is an "opaque" type. That means that your C program can see it's there, and can have one, but it doesn't know what is inside it. All it knows is that it has a function that takes a struct animal*
.
In a real library you will want to have customisation points for memory allocation. So assuming this is the library libjungle
, you probably want at least jungle_setmalloc
and jungle_setfree
with sensible defaults. You can then set up the global new
and delete
in libjungle
's C++ code to use these user-defined functions.