How do I pass class objects, especially STL objects, to and from a C++ DLL?
My application has to interact with third-party plugins in the form of DLL files, and I c
Some of the answers here make passing C++ classes sound really scary, but I'd like to share an alternate point of view. The pure virtual C++ method mentioned in some of the other responses actually turns out to be cleaner than you might think. I've built an entire plugin system around the concept and it's been working very well for years. I have a "PluginManager" class that dynamically loads the dlls from a specified directory using LoadLib() and GetProcAddress() (and the Linux equivalents so the executable to make it cross platform).
Believe it or not, this method is forgiving even if you do some wacky stuff like add a new function at the end of your pure virtual interface and try to load dlls compiled against the interface without that new function - they'll load just fine. Of course... you'll have to check a version number to make sure your executable only calls the new function for newer dlls that implement the function. But the good news is: it works! So in a way, you have a crude method for evolving your interface over time.
Another cool thing about pure virtual interfaces - you can inherit as many interfaces as you want and you'll never run into the diamond problem!
I would say the biggest downside to this approach is that you have to be very careful about what types you pass as parameters. No classes or STL objects without wrapping them with pure virtual interfaces first. No structs (without going through the pragma pack voodoo). Just primative types and pointers to other interfaces. Also, you can't overload functions, which is an inconvenience, but not a show-stopper.
The good news is that with a handful of lines of code you can make reusable generic classes and interfaces to wrap STL strings, vectors, and other container classes. Alternatively, you can add functions to your interface like GetCount() and GetVal(n) to let people loop through lists.
People building plugins for us find it quite easy. They don't have to be experts on the ABI boundary or anything - they just inherit the interfaces they're interested in, code up the functions they support, and return false for the ones they don't.
The technology that makes all this work isn't based on any standard as far as I know. From what I gather, Microsoft decided to do their virtual tables that way so they could make COM, and other compiler writers decided to follow suit. This includes GCC, Intel, Borland, and most other major C++ compilers. If you're planning on using an obscure embedded compiler then this approach probably won't work for you. Theoretically any compiler company could change their virtual tables at any time and break things, but considering the massive amount of code written over the years that depends on this technology, I would be very surprised if any of the major players decided to break rank.
So the moral of the story is... With the exception of a few extreme circumstances, you need one person in charge of the interfaces who can make sure the ABI boundary stays clean with primitive types and avoids overloading. If you are OK with that stipulation, then I wouldn't be afraid to share interfaces to classes in DLLs/SOs between compilers. Sharing classes directly == trouble, but sharing pure virtual interfaces isn't so bad.