How to correctly pass a float from C# to C++ (dll)

Posted by RavelT on Stack Overflow See other posts from Stack Overflow or by RavelT
Published on 2014-05-31T21:19:55Z Indexed on 2014/05/31 21:26 UTC
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I'm getting huge differences when I pass a float from C# to C++. I'm passing a dynamic float wich changes over time. With a debuger I get this: c++ lonVel -0.036019072 float c# lonVel -0.029392920 float

I did set my MSVC++2010 floating point model to /fp:fast wich should be the standard in .NET if I'm not mistaken, but this didnt help.

Now I cant give out the code but I can show a fraction of it. From C# side it looks like this:

namespace Example
{
    public class Wheel
    {       
        public bool loging = true;
        #region Members     
        public IntPtr nativeWheelObject; 
        #endregion Members

        public Wheel()
        {           
            this.nativeWheelObject = Sim.Dll_Wheel_Add();
            return;
        }

        #region Wrapper methods 
        public void SetVelocity(float lonRoadVelocity,float latRoadVelocity){Sim.Dll_Wheel_SetVelocity(this.nativeWheelObject,lonRoadVelocity,latRoadVelocity);}
        #endregion Wrapper methods
    }

    internal class Sim
    {
        #region PInvokes
        [DllImport(pluginName, CallingConvention=CallingConvention.Cdecl)] public static extern void Dll_Wheel_SetVelocity(IntPtr wheel,float lonRoadVelocity,float latRoadVelocity);
        #endregion PInvokes 
    }       
}

And in C++ side @ exportFunctions.cpp:

EXPORT_API void Dll_Wheel_SetVelocity(CarWheel* wheel,float lonRoadVelocity,float latRoadVelocity){    wheel->SetVelocity(lonRoadVelocity,latRoadVelocity);}

So any sugestions on what I should do in order to get 1:1 results or atleast 99% correct results.

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