I\'m working with a particle simulation library. The way interactions are added to particles it through the following library function:
AddInteraction(Partic
It is possible to make that library function callback a member function without modifying the library. The technique is quite general and based on self modifying code. It is a rare case where self modifying code is justified and, in fact, applied by some widely used libraries (like ATL and WTL on Windows).
In two words: you want to create a copy of a function like this:
void callback(xyz* p, xyz* v) {
YourClass *ptr = (YourClass*)0xABCDEF00; // this pointer
ptr->member_callback(p, v);
}
for each instance of YourClass
. Then you can pass it to the library as usuall:
AddInteraction(particleSet, this->a_pointer_to_an_instance_of_that_function);
This approach is simple once you familiar with machine code, but it's not portable (yet can be implemented on any reasonable architecture).
For details see the description and implementation for Windows.
EDIT: Here is how one can generate the machine code for the thunk without actually knowing assembly. Compile this code in release:
void f(int *a, int *b)
{
X *ptr = reinterpret_cast<X*>(0xAAAAAAAA);
void (*fp)(void*, int*, int*) = reinterpret_cast<void(*)(void*, int*, int*)>(0xBBBBBBBB);
fp(ptr, a, b);
}
int main()
{
void (*volatile fp)(int*, int*) = f;
fp(0, 0);
}
Put a breakpoint in f
and run. Look at the assembly code in the debugger. On my machine it looks like this:
00401000 8B 44 24 08 mov eax,dword ptr [esp+8]
00401004 8B 4C 24 04 mov ecx,dword ptr [esp+4]
00401008 50 push eax
00401009 51 push ecx
0040100A 68 AA AA AA AA push 0AAAAAAAAh
0040100F BA BB BB BB BB mov edx,0BBBBBBBBh
00401014 FF D2 call edx
00401016 83 C4 0C add esp,0Ch
00401019 C3 ret
The first column is the memory address of the code, the second is the machine code (you may need to enable it in MSVC by right clicking > show code bytes), the third is the disassembled code. What we need is the second column. You can just copy it from here or use any other method (like object file listing).
This code corresponds to a function with a default calling convention, receives two pointers (the type doesn't matter here), returns nothing, and performs a call to a function at address 0xBBBBBBBB
passing 0xAAAAAAAA
as the first parameter. Voilà! This is exactly how our thunk should look like!
Initialize the thunk with the machine code from above:
8B 44 24 08 8B 4C 24 04 50 51 68 AA AA AA AA BA BB BB BB BB FF 83 C4 0C C3
And replace AA AA AA AA
with this
address and BB BB BB BB
with a pointer to the following function. To avoid endianess issues use unaligned access.
void delegate(YourClass *that, xyz p, xyz* v) {
that->member(p, v);
}
We magically encoded that
and f
inside a single function pointer! And since the last call is likely to be inlined, the whole thing costs just one more function call compared to the void*
approach.
⚠ WARNING ⚠ There are some restrictions on what you can write in f
above. Any code that will compile to machine code with relative addressing will not work. But the above is just enough for accomplishing the task.
NOTE: It's possible to call the member function directly without the delegate
function, as done in the CodeProject article. However, due to the complexities of what member function pointers are, I prefer to do not do this.
NOTE: The code generate by this method is suboptimal. The optimal code equivalent to the above would be:
00401026 68 AA AA AA AA push 0AAAAAAAAh
0040102B BA BB BB BB BB mov edx,0BBBBBBBBh
00401030 FF E2 jmp edx
What you describe is not possible because the library does not know it has to pass this
parameter to your member functions. You could do it if interaction
accepted an argument reserved for the user. If you have a single object instance calling AddInteraction
at any given time, then you can store a pointer to the instance:
Object *Object::only_instance;
void Object::AddInteractionCaller() {
only_instance = this;
AddInteraction(set, interaction_fn);
}
void interaction_fn(xyz* p, xyz* v) {
only_instance->interaction(p, v);
}
Typically, callback function have a void * argument that allows client code a placeholder for any other information it may require.
This way, the client code can pass in anything they want and recast it back to the original type when the callback is invoked. Note, the calling code knows the original type.
This type of interface allows C only code to work but it's pretty easy to wrap this in a C++ object if needed. At the very least, the library author should provide this.
EDIT TO ANSWER OPs COMMENT
Below I've modified the Cell class appropriately.
class Cell
{
public:
static void UpdateParticle(void *stuff, xyz* p, xyz* v) // this has to be static as others have mentioned, note the additional void * argument
{
Cell * c = (Cell *) stuff;
// do work
}
Cell()
{
AddInteraction(this, UpdateParticle); // note this takes a two items, both of which have to be saved for future use by AddInteraction and utilized by Simulate
}
};