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advice on compiling a c++ project to a standalone console executable

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for a savvy c++ developer, how hard would it be to compile this into a standalone Win32 console executable?

i have almost no experience with c++ (and i have no need for any more, since i have AutoIt for pretty much all my requirements). i can compile a simple "hello world" executable (and even embed the mfc dll for backward compatibility). but i am quite interested with that project. your opinion?

 

P.S. this relates to AutoIt quite simply - once (if and when) i have that project as a standalone executable, i have a GUI made with AutoIt to execute it, then post-process and display the output.

 

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Posted (edited)

so i looked into building the cpp dll, but it's deprecated and VERY slow because in the port they used a dependency for QT library. They are not maintaining support. I have the C# stuff built, and using @LarsJ threads on running compiled .NET code, this could work for you. this is a visual studio project. The zip is too big to fit here though. Let me know if you want it. I can enable a OneDrive link for the download.

 

Capture.png

just updated it to use .net 4.7.2 and now it's even faster... lol, love this. makes a usable dll

Edited by Earthshine

My resources are limited. You must ask the right questions

 

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Posted (edited)

ok, got something working. with the console app you can specify two files to compare, and they can contain paths if needed (unless running where files are located of course)in su and you can pipe the console output or capture it.

this contains Speedtest.exe and DiffMatchPatch.dll. 

runs on windows 10, not tested elsewhere, build with .NET 4.7.2, should work on out of box 4.6

 use it like this or capture the output, your choice, but all they offer with this is html diff results

to pipe it to a file

speedtest SpeedTest1.txt SpeeTest2.txt > diffs.html

or plain console output

speedtest SpeedTest1.txt SpeeTest2.txt

one more thing, needs work on validating args, so if you feed it two you are ok with my simple checker, problem is, if one of those files is misspelt, then it will CRASH, lol, can be fixed. need input.

using dotnetcore to build this you could make it run native on many Linux distros, including all the big names and lots of little ones. i just used the google test cs app... lol and modified for my purposes. but that is how i roll, don't like re-inventing stuff.

to distribute or use, you only need the EXE, the DLL file

 

 

DiffMatchPatch_SpeedTest.zip

Edited by Earthshine

My resources are limited. You must ask the right questions

 

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thank you @Earthshine for this incredible work.

i must confess, what you have done is waaaaaaay over my head. therefore i limit myself to the conceptual aspect. i have downloaded and tested your code, and some questions do arise:

* the dll you build - can it be called directly from AutoIt using DllCall()? if so, how? and would it return an array of elements (which can be post-processed), or the final HTML formatted output?

* the diff demo has some post-diff cleanup settings which can be configured: Semantic, Efficiency, or none. as per my tests, your compilation seems to be using no cleanup. the demo offers Semantic cleanup which is better for human readability, and Efficiency cleanup (with edit cost of 4 by default, but with 5 it seems identical to Semantic). when i read the source code for the C# library, i see that these behaviour settings have default values (lines 181 to 201), and that these can be set by the calling process (line 183). have you some idea how to pass custom values to the dll for these settings?

PS. when you build the dll, the "File description" property has a typo ("DiffMatchPach" - missing a "t" for the "Patch" part). is this you, or is this specified somewhere in the source code? not that i mind so much, i'm just trying to figure out the logic of things.

PS2. i initially opted for C++ rather than C# because i'm allergic to anything dependent on .NET (being a sysadmin and all ;)). have you any information on whether this compilation has indeed .NET dependency, and if so, which version?

 

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Posted (edited)

I don't think you can use DllCall() on this, as it's a .NET DLL

I have not yet figured out if it can be called direct by AutoIT, as I have tried using @LarsJ dotnet UDF

we can make the console app better to allow the configuration settings, let me look into that. Also the argument checking and validation need serious attention in the console app to make it usable, and we can add args to make those settings changes you wanted if we can.

I can easily add this line of code to console for you

diff_cleanupSemantic(diffs);

It's in Speedtest.cs, if you change that, we can get you to build it (.NET built in compiler if you you have .NET installed) and run that console app.

 

 

 

Edited by Earthshine

My resources are limited. You must ask the right questions

 

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Posted (edited)

it's good, because some people or organisations stay on a certain one sometimes, so, I like the idea. My dll is the google code dll, but you can use thiers and modify the console app to your liking. I will help with that of course. so let me work on those changes to the console until we figure out how to use them direct. I built mine with the latest .NET available to me. 4.7.2, they just depend on 4.5, which is cool because it will run on 4.5 and up.

Edited by Earthshine

My resources are limited. You must ask the right questions

 

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so i am going to update the .cs file and exe output to the post above, it includes those things you wanted to make it more readable

// Copyright 2010 Google Inc.
// All Right Reserved.

using DiffMatchPatch;
using System;
using System.Collections.Generic;




public class Speedtest
{
    public static void Main(string[] args)
    {
        //       string text1 = System.IO.File.ReadAllText("Speedtest1.txt");
        //       string text2 = System.IO.File.ReadAllText("Speedtest2.txt");

        if (args.Length < 2)
        {
            Console.WriteLine(value: "ERROR: args = null please provide two valid files you wish to compare.");
            /*            if (IsLinux())
                        {
                            Console.WriteLine(value: "Example: list / *.cpp");
                        }
                        else
                        {
                            Console.WriteLine(value: "Example: list c:\\ *.dll");
                        }
            */
        }
        else
        {

            string text1 = System.IO.File.ReadAllText(args[0]);
            string text2 = System.IO.File.ReadAllText(args[1]);

            diff_match_patch dmp = new diff_match_patch();
            dmp.Diff_Timeout = 0;

            var diffs = dmp.diff_main(text1, text2);
            dmp.diff_cleanupSemantic(diffs);
            var html = dmp.diff_prettyHtml(diffs);

            Console.WriteLine(html.ToString());

        }
    }
}

as you can see the input arguments should be properly validated and that needs to happen still,


My resources are limited. You must ask the right questions

 

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Some good news, I was able to figure out, thanks to @Larsj -- that you can pass arrays of arguments to .NET code. So I think we can load DiffMatchPatch.cs into memory (compiles it on the fly) and then use the class in AutoIt

I just need to get a list of the DLLs it needs to load so I can test it, then you can call whatever method you want direct from AU3


My resources are limited. You must ask the right questions

 

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I have tried everything, but I think it won't work direct because I can't represent the return value of diff_main method properly, but using the console exe and the dll together, this gets the string, you could regex it and get out all the data. I have included this file in the zip, called SpeedTestWrapper, all this is just development, can be altered and beefed up per specs if given.

#include <Array.au3>

Opt("MustDeclareVars", 1)
Example()

Func Example()
    Local $iPID = Run(@ComSpec & " /c Speedtest.exe SpeedTest1.txt SpeedTest2.txt > test.html")

    Local $oDiffs = FileReadToArray ("test.html")
    _ArrayDisplay($oDiffs)
EndFunc

I updated my post above to include what's necessary

https://www.autoitscript.com/forum/applications/core/interface/file/attachment.php?id=60787

you won't need the DiffMatchPatchTest.exe, all that does is unit test the DLL, at the console it should return "All Tests Passed" you can ignore that cs file and exe

 

Like I said, the speedtest.cs can be renamed to what you want, and we can beef up the arguments passed so you can totally configure the diff produced, which is only html in a string for you to parse

Edited by Earthshine

My resources are limited. You must ask the right questions

 

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      #pragma once #include "Player.h" #include "SDL_image.h" #include "SDL_mixer.h" #include <iostream> #include <String> #include <cmath> using namespace std; Player::Player() { cropRect = {0, 0, 16, 16}; texture = nullptr; spritesheet_texture_w = spritesheet_texture_h = 0;//size of spritesheet texture isActive = false;//animation timer keys[6]; frame_w = frame_h = 16;//16, 16 frameTimerMax = 0.5f; frameTimer = 0;//0..frameTimerMax frame = 0;//0..1 frameMax = 2;//2 way = 0;//0..3 classType = 0;//0..53 moveSpeed = 200.0f; radius = frame_w / 2; soundEffect = nullptr; key_cooldown_timer = 0; cast_cooldown_max = 190.0f; static int playerNumber = 0; playerNumber++; name = "Player:" + to_string(playerNumber); // Setup keys for player 1 // ** I see the enum didn't exist when this was written ** if (playerNumber == 1) { keys[0] = SDL_SCANCODE_W; keys[1] = SDL_SCANCODE_S; keys[2] = SDL_SCANCODE_A; keys[3] = SDL_SCANCODE_D; keys[4] = SDL_SCANCODE_KP_MINUS; keys[5] = SDL_SCANCODE_KP_PLUS; } else { // Setup keys all other players (not 1) keys[0] = SDL_SCANCODE_UP; keys[1] = SDL_SCANCODE_DOWN; keys[2] = SDL_SCANCODE_LEFT; keys[3] = SDL_SCANCODE_RIGHT; keys[4] = SDL_SCANCODE_KP_DIVIDE; keys[5] = SDL_SCANCODE_KP_MULTIPLY; } }//Player::Player() void Player::Player_new(SDL_Texture *spritesheet_texture, int x, int y) { // This is new player isActive = false; // Read size of spritesheet texture SDL_QueryTexture(spritesheet_texture, NULL, NULL, &spritesheet_texture_w, &spritesheet_texture_h); texture = spritesheet_texture; // spritesheet rect cropRect = { 0, 0, 16, 16 }; // player screen position positionRect = { x, y, 16, 16 }; // Defaults moveSpeed = 200.0f; radius = frame_w / 2; frameTimer = 0; frame = 0; frameMax = 2; way = 0; classType = 0; originX = frame_w / 2; originY = frame_h / 2; soundEffect = Mix_LoadWAV("../../Sounds/whipcrack1.wav"); cout << "Name: " << name << endl; }//Player::Player_new() void Player::Update(float delta, const Uint8 *keyState) { isActive = true; if (keyState[keys[ePlayer_control_up]]) { way = 0; positionRect.y -= moveSpeed * delta; cropRect.x = (way * cropRect.w * frameMax) + (frame * cropRect.w); } if (keyState[keys[ePlayer_control_down]]) { way = 1; positionRect.y += moveSpeed * delta; cropRect.x = (way * cropRect.w * frameMax) + (frame * cropRect.w); } if (keyState[keys[ePlayer_control_left]]) { way = 3; positionRect.x -= moveSpeed * delta; cropRect.x = (way * cropRect.w * frameMax) + (frame * cropRect.w); } if (keyState[keys[ePlayer_control_right]]) { way = 2; positionRect.x += moveSpeed * delta; cropRect.x = (way * cropRect.w * frameMax) + (frame * cropRect.w); } if (keyState[keys[ePlayer_control_type_minus]]) { if (SDL_GetTicks() - key_cooldown_timer > cast_cooldown_max) { key_cooldown_timer = SDL_GetTicks(); Mix_PlayChannel(-1, soundEffect, 0); classType--; if (classType < 0) classType = spritesheet_texture_h / cropRect.h - 1; cropRect.y = classType * cropRect.h; } } if (keyState[keys[ePlayer_control_type_plus]]) { if (SDL_GetTicks() - key_cooldown_timer > cast_cooldown_max) { key_cooldown_timer = SDL_GetTicks(); Mix_PlayChannel(-1, soundEffect, 0); classType++; if (classType >= spritesheet_texture_h / cropRect.h) classType = 0; cropRect.y = classType * cropRect.h; } } if (isActive) { frameTimer += delta; if (frameTimer >= frameTimerMax){ frameTimer = 0; cropRect.x = (way * cropRect.w * frameMax) + (frame * cropRect.w); if (frame >= frameMax - 1) frame = 0; else frame++; } } else { frameTimer = 0; } }//Player::Update() void Player::Draw(SDL_Renderer *renderTarget, SDL_Rect cameraRect) { SDL_Rect drawingRect = { positionRect.x - cameraRect.x, positionRect.y - cameraRect.y, positionRect.w, positionRect.h }; SDL_RenderCopy(renderTarget, texture, &cropRect, &drawingRect); } bool Player::IntersectsWith(Player &p){ if (sqrt(pow(GetOriginX() - p.GetOriginX(), 2) + pow(GetOriginY() - p.GetOriginY(), 2)) >= radius + p.GetRadius()) { SDL_SetTextureColorMod(texture, 255, 255, 255); return false; } SDL_SetTextureColorMod(texture, 255, 0, 0); return true; } Player::~Player() { SDL_DestroyTexture(texture); Mix_FreeChunk(soundEffect); } int Player::GetOriginX() { return positionRect.x + originX; } int Player::GetOriginY() { return positionRect.y + originY; } int Player::GetRadius() { return radius; }  
    • By likehu
      Hello,
      I have compiled a reference DLL in VS 2015 Community and this  DLL works fine with project for which it is used. There is an interface from which u can access functions in DLL.
      Developers stated that this DLL is almost universal and can be used with any language with minor changes.
      I am trying to access its function from Autoit script and got an error 3, after calling DLLCall - "function" not found in the DLL file.
      Please have a quick look, I feel I miss something in C++ library with exporting functions and I do not know what to add as I am new to C++.
      Thank you.
      Source files and script also attached.
       
      Here is my script.
      Local $dll = DllOpen("C:\Users\Home\Desktop\dll\user.dll") ConsoleWrite("$dll handle = " & $dll & @CRLF) ;$dll handle = 1 Local $result = DllCall($dll, "double:cdecl", "ProcessQuery", "str", "dll$mynumber") If @error > 0 Then ConsoleWrite("Error: " & @error & @CRLF) ;Error = 3 If IsArray($result) Then ConsoleWrite("Array returned!" & @CRLF & "dll$mynumber: " & result[1]) Else ConsoleWrite("$result is not array. : " & $result & @CRLF) ;$result = 0 EndIf DllClose($dll) And here is dll source. As I understand, function "ProcessQuery" exported with help of DLL_IMPLEMENTS
      user.h
      //****************************************************************************** // // This file is part of the OpenHoldem project // Download page: http://code.google.com/p/openholdembot/ // Forums: http://www.maxinmontreal.com/forums/index.php // Licensed under GPL v3: http://www.gnu.org/licenses/gpl.html // //****************************************************************************** // // Purpose: Very simple user-DLL as a starting-point // // DO NOT CHANGE ANYTHING IN THIS FILE! // // This Header defines an interface // Functions and data-types must exactly match. // //****************************************************************************** #ifndef _INC_USER_H #define _INC_USER_H // Import and export directives // for use by this DLL and by OpenHoldem #ifdef USER_DLL #define DLL_IMPLEMENTS extern "C" __declspec(dllexport) #define EXE_IMPLEMENTS extern "C" __declspec(dllimport) #else #define DLL_IMPLEMENTS extern "C" __declspec(dllimport) #define EXE_IMPLEMENTS extern "C" __declspec(dllexport) #endif // Number of saved table-states // This number must not be changed, as we do a "& 0xFF" // at various places to normalize the index. const int kNumberOfHoldemStatesForDLL = 256; // SHoldemePlayer // used for sequence of 256 consequive table-states // !!!! Needs 2 more cards for Omaha, if not entirely removed struct holdem_player { char m_name[16] ; //player name if known double m_balance ; //player balance double m_currentbet ; //player current bet unsigned char m_cards[2] ; //player cards unsigned char m_name_known : 1 ; //0=no 1=yes unsigned char m_balance_known : 1 ; //0=no 1=yes unsigned char m_fillerbits : 6 ; //filler bits unsigned char m_fillerbyte ; //filler bytes }; struct holdem_state { char m_title[64] ; //table title double m_pot[10] ; //total in each pot unsigned char m_cards[5] ; //common cards unsigned char m_is_playing : 1 ; //0=sitting-out, 1=sitting-in unsigned char m_is_posting : 1 ; //0=autopost-off, 1=autopost-on unsigned char m_fillerbits : 6 ; //filler bits unsigned char m_fillerbyte ; //filler byte unsigned char m_dealer_chair ; //0-9 holdem_player m_player[10] ; //player records }; // Functions implemented and exported by the DLL, // imported by OpenHoldem DLL_IMPLEMENTS double __stdcall ProcessQuery(const char* pquery); DLL_IMPLEMENTS void __stdcall DLLOnLoad(); DLL_IMPLEMENTS void __stdcall DLLOnUnLoad(); // Functions implemented and exported by OpenHoldem, // imported by the DLL EXE_IMPLEMENTS double __stdcall GetSymbol(const char* name_of_single_symbol__not_expression); EXE_IMPLEMENTS void* __stdcall GetPrw1326(); EXE_IMPLEMENTS char* __stdcall GetHandnumber(); EXE_IMPLEMENTS void __stdcall ParseHandList(const char* name_of_list, const char* list_body); EXE_IMPLEMENTS char* __stdcall ScrapeTableMapRegion(char* p_region, int& p_returned_lengh); EXE_IMPLEMENTS void __stdcall SendChatMessage(const char *message); EXE_IMPLEMENTS void __stdcall WriteLog(char* format, ...); // Variables exported by OpenHoldem // avoiding the message-mess of WinHoldem, // no longer sending any state-messages // http://www.maxinmontreal.com/forums/viewtopic.php?f=174&t=18642 EXE_IMPLEMENTS extern holdem_state state[kNumberOfHoldemStatesForDLL]; EXE_IMPLEMENTS extern int state_index; #endif // _INC_USER_H  
      user.cpp    Here is dll$mynumber parameter.
      //****************************************************************************** // // This file is part of the OpenHoldem project // Download page: http://code.google.com/p/openholdembot/ // Forums: http://www.maxinmontreal.com/forums/index.php // Licensed under GPL v3: http://www.gnu.org/licenses/gpl.html // //****************************************************************************** // // Purpose: Very simple user-DLL as a starting-point // // Required OpenHoldem version: 7.7.6 // //****************************************************************************** // Needs to be defined here, before #include "user.h" // to generate proper export- and inport-definitions #define USER_DLL // #define OPT_DEMO_OUTPUT if you are a beginner // who wants to see some message-boxes with output of game-states, etc. // It is disabled upon request, // * as it is not really needed // * as some DLL-users don't have MFC (atlstr.h) installed // http://www.maxinmontreal.com/forums/viewtopic.php?f=156&t=16232 #undef OPT_DEMO_OUTPUT #include "user.h" #include <conio.h> #include <windows.h> #ifdef OPT_DEMO_OUTPUT #include <atlstr.h> #endif OPT_DEMO_OUTPUT // Supporting macros #define HIGH_NIBBLE(c) (((c)>>4)&0x0F) #define LOW_NIBBLE(c) ((c)&0x0F) // Card macro #define RANK(c) ( ISKNOWN(c) ? HIGH_NIBBLE(c) : 0 ) #define SUIT(c) ( ISKNOWN(c) ? LOW_NIBBLE(c) : 0 ) #define ISCARDBACK(c) ((c) == CARD_BACK) #define ISUNKNOWN(c) ((c) == CARD_UNDEFINED) #define ISNOCARD(c) ((c) == CARD_NOCARD) #define ISKNOWN(c) (!ISCARDBACK(c) && !ISUNKNOWN(c) && !ISNOCARD(c)) // ProcessQuery() // Handling the lookup of dll$symbols DLL_IMPLEMENTS double __stdcall ProcessQuery(const char* pquery) { if (pquery==NULL) return 0; if (strncmp(pquery,"dll$mynumber",13)==0) { return 12345.67; } return 0; } // OnLoad and OnUnload() // called once and at the beginning of a session // when the DLL gets loaded / unloaded // Do initilization / finalization here. DLL_IMPLEMENTS void __stdcall DLLOnLoad() { #ifdef OPT_DEMO_OUTPUT MessageBox(NULL, "event-load", "MESSAGE", MB_OK); #endif OPT_DEMO_OUTPUT } DLL_IMPLEMENTS void __stdcall DLLOnUnLoad() { #ifdef OPT_DEMO_OUTPUT MessageBox(NULL, "event-unload", "MESSAGE", MB_OK); #endif OPT_DEMO_OUTPUT } // DLL entry point // Technically required, but don't do anything here. // Initializations belong into the OnLoad() function, // where they get executed at run-time. // Doing things here at load-time is a bad idea, // as some functionalitz might not be properly initialized // (including error/handling). BOOL APIENTRY DllMain(HANDLE hModule, DWORD ul_reason_for_call, LPVOID lpReserved) { switch (ul_reason_for_call) { case DLL_PROCESS_ATTACH: #ifdef OPT_DEMO_OUTPUT AllocConsole(); #endif OPT_DEMO_OUTPUT break; case DLL_THREAD_ATTACH: break; case DLL_THREAD_DETACH: break; case DLL_PROCESS_DETACH: #ifdef OPT_DEMO_OUTPUT FreeConsole(); #endif OPT_DEMO_OUTPUT break; } return TRUE; }  
      Source.zip
      DllAccess.au3
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