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  • What causes "java.lang.IncompatibleClassChangeError: vtable stub"?

    - by JimN
    What causes "java.lang.IncompatibleClassChangeError: vtable stub"? In our application, we have seen this error pop up randomly and very seldom (just twice so far, and we run it a lot). It is not readily reproducible, even when restarting the app, using the same jvm/jars without rebuilding. As for our build process, we clean all classes/jars and rebuild them, so it's not the same problem as others have encountered where they made a change in one class and didn't recompile some other dependent classes. This is unlike some of the other questions related to IncompatibleClassChangeError -- none of them mention "vtable stub". In fact, there are surprisingly few google results when searching for "IncompatibleClassChangeError "vtable stub"".

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  • How to use the vtable to determine class type

    - by Alex Silverman
    I was recently on an interview for a position where C/C++ is the primary language and during one question I was told that it's possible to use the vtable to determine which class in a hierarchy a base pointer actually stores. So if, for example you have class A { public: A() {} virtual ~A() {} virtual void method1() {} }; class B : public A { public: B() {} virtual ~B() {} virtual void method1() {} }; and you instantiate A * pFoo = new B(), is it indeed possible to use the vtable to determine whether pFoo contains a pointer to an instance of A or B?

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  • C++ vtable resolving with virtual inheritance

    - by Tomas Cokis
    I was curious about C++ and virtual inheritance - in particular, the way that vtable conflicts are resolved between bass and child classes. I won't pretend to understand the specifics on how they work, but what I've gleamed so far is that their is a small delay caused by using virtual functions due to that resolution. My question then is if the base class is blank - ie, its virtual functions are defined as: virtual void doStuff() = 0; Does this mean that the resolution is not necessary, because there's only one set of functions to pick from? Forgive me if this is an stupid question - as I said, I don't understand how vtables work so I don't really know any better.

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  • Qt Object Linker Problem " undefined reverence to vtable"

    - by Thomas
    This is my header: #ifndef BARELYSOCKET_H #define BARELYSOCKET_H #include <QObject> //! The First Draw of the BarelySocket! class BarelySocket: public QObject { Q_OBJECT public: BarelySocket(); public slots: void sendMessage(Message aMessage); signals: void reciveMessage(Message aMessage); private: // QVector<Message> reciveMessages; }; #endif // BARELYSOCKET_H This is my class: #include <QTGui> #include <QObject> #include "type.h" #include "client.h" #include "server.h" #include "barelysocket.h" BarelySocket::BarelySocket() { //this->reciveMessages.clear(); qDebug("BarelySocket::BarelySocket()"); } void BarelySocket::sendMessage(Message aMessage) { } void BarelySocket::reciveMessage(Message aMessage) { } I get the Linker Problem : undefined reference to 'vtable for barelySocket' This should mean, i have a virtual Function not implemented. But as you can see, there is non. I comment the vector cause that should solve the Problem, but i does not. The Message is a complex struct, but even converting it to int did not solve it. I searched Mr G but he could not help me. Thank you for your support, Thomas

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  • C++ virtual functions.Problem with vtable

    - by adivasile
    I'm doing a little project in C++ and I've come into some problems regarding virtual functions. I have a base class with some virtual functions: #ifndef COLLISIONSHAPE_H_ #define COLLISIONSHAPE_H_ namespace domino { class CollisionShape : public DominoItem { public: // CONSTRUCTOR //------------------------------------------------- // SETTERS //------------------------------------------------- // GETTERS //------------------------------------------------- virtual void GetRadius() = 0; virtual void GetPosition() = 0; virtual void GetGrowth(CollisionShape* other) = 0; virtual void GetSceneNode(); // OTHER //------------------------------------------------- virtual bool overlaps(CollisionShape* shape) = 0; }; } #endif /* COLLISIONSHAPE_H_ */ and a SphereShape class which extends CollisionShape and implements the methods above /* SphereShape.h */ #ifndef SPHERESHAPE_H_ #define SPHERESHAPE_H_ #include "CollisionShape.h" namespace domino { class SphereShape : public CollisionShape { public: // CONSTRUCTOR //------------------------------------------------- SphereShape(); SphereShape(CollisionShape* shape1, CollisionShape* shape2); // DESTRUCTOR //------------------------------------------------- ~SphereShape(); // SETTERS //------------------------------------------------- void SetPosition(); void SetRadius(); // GETTERS //------------------------------------------------- cl_float GetRadius(); cl_float3 GetPosition(); SceneNode* GetSceneNode(); cl_float GetGrowth(CollisionShape* other); // OTHER //------------------------------------------------- bool overlaps(CollisionShape* shape); }; } #endif /* SPHERESHAPE_H_ */ and the .cpp file: /*SphereShape.cpp*/ #include "SphereShape.h" #define max(a,b) (a>b?a:b) namespace domino { // CONSTRUCTOR //------------------------------------------------- SphereShape::SphereShape(CollisionShape* shape1, CollisionShape* shape2) { } // DESTRUCTOR //------------------------------------------------- SphereShape::~SphereShape() { } // SETTERS //------------------------------------------------- void SphereShape::SetPosition() { } void SphereShape::SetRadius() { } // GETTERS //------------------------------------------------- void SphereShape::GetRadius() { } void SphereShape::GetPosition() { } void SphereShape::GetSceneNode() { } void SphereShape::GetGrowth(CollisionShape* other) { } // OTHER //------------------------------------------------- bool SphereShape::overlaps(CollisionShape* shape) { return true; } } These classes, along some other get compiled into a shared library. Building libdomino.so g++ -m32 -lpthread -ldl -L/usr/X11R6/lib -lglut -lGLU -lGL -shared -lSDKUtil -lglut -lGLEW -lOpenCL -L/home/adrian/AMD-APP-SDK-v2.4-lnx32/lib/x86 -L/home/adrian/AMD-APP-SDK-v2.4-lnx32/TempSDKUtil/lib/x86 -L"/home/adrian/AMD-APP-SDK-v2.4-lnx32/lib/x86" -lSDKUtil -lglut -lGLEW -lOpenCL -o build/debug/x86/libdomino.so build/debug/x86//Material.o build/debug/x86//Body.o build/debug/x86//SphereShape.o build/debug/x86//World.o build/debug/x86//Engine.o build/debug/x86//BVHNode.o When I compile the code that uses this library I get the following error: ../../../lib/x86//libdomino.so: undefined reference to `vtable for domino::CollisionShape' ../../../lib/x86//libdomino.so: undefined reference to `typeinfo for domino::CollisionShape' Command used to compile the demo that uses the library: g++ -o build/debug/x86/startdemo build/debug/x86//CMesh.o build/debug/x86//CSceneNode.o build/debug/x86//OFF.o build/debug/x86//Light.o build/debug/x86//main.o build/debug/x86//Camera.o -m32 -lpthread -ldl -L/usr/X11R6/lib -lglut -lGLU -lGL -lSDKUtil -lglut -lGLEW -ldomino -lSDKUtil -lOpenCL -L/home/adrian/AMD-APP-SDK-v2.4-lnx32/lib/x86 -L/home/adrian/AMD-APP-SDK-v2.4-lnx32/TempSDKUtil/lib/x86 -L../../../lib/x86/ -L"/home/adrian/AMD-APP-SDK-v2.4-lnx32/lib/x86" (the -ldomino flag) And when I run the demo, I manually tell it about the library: LD_LIBRARY_PATH=../../lib/x86/:$AMDAPPSDKROOT/lib/x86:$LD_LIBRARY_PATH bin/x86/startdemo After reading a bit about virtual functions and virtual tables I understood that virtual tables are handled by the compiler and I shouldn't worry about it, so I'm a little bit confused on how to handle this issue. I'm using gcc version 4.6.0 20110530 (Red Hat 4.6.0-9) (GCC) Later edit: I'm really sorry, but I wrote the code by hand directly here. I have defined the return types in the code. I apologize to the 2 people that answered below. I have to mention that I am a beginner at using more complex project layouts in C++.By this I mean more complex makefiles, shared libraries, stuff like that.

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  • c++ d3d hooking - COM vtable

    - by Mango
    Trying to make a Fraps type program. See comment for where it fails. #include "precompiled.h" typedef IDirect3D9* (STDMETHODCALLTYPE* Direct3DCreate9_t)(UINT SDKVersion); Direct3DCreate9_t RealDirect3DCreate9 = NULL; typedef HRESULT (STDMETHODCALLTYPE* CreateDevice_t)(UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DDevice9** ppReturnedDeviceInterface); CreateDevice_t RealD3D9CreateDevice = NULL; HRESULT STDMETHODCALLTYPE HookedD3D9CreateDevice(UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DDevice9** ppReturnedDeviceInterface) { // this call makes it jump to HookedDirect3DCreate9 and crashes. i'm doing something wrong HRESULT ret = RealD3D9CreateDevice(Adapter, DeviceType, hFocusWindow, BehaviorFlags, pPresentationParameters, ppReturnedDeviceInterface); return ret; } IDirect3D9* STDMETHODCALLTYPE HookedDirect3DCreate9(UINT SDKVersion) { MessageBox(0, L"Creating d3d", L"", 0); IDirect3D9* d3d = RealDirect3DCreate9(SDKVersion); UINT_PTR* pVTable = (UINT_PTR*)(*((UINT_PTR*)d3d)); RealD3D9CreateDevice = (CreateDevice_t)pVTable[16]; DetourTransactionBegin(); DetourUpdateThread(GetCurrentThread()); DetourAttach(&(PVOID&)RealD3D9CreateDevice, HookedD3D9CreateDevice); if (DetourTransactionCommit() != ERROR_SUCCESS) { MessageBox(0, L"failed to create createdev hook", L"", 0); } return d3d; } bool APIENTRY DllMain(HINSTANCE hModule, DWORD fdwReason, LPVOID lpReserved) { if (fdwReason == DLL_PROCESS_ATTACH) { MessageBox(0, L"", L"", 0); RealDirect3DCreate9 = (Direct3DCreate9_t)GetProcAddress(GetModuleHandle(L"d3d9.dll"), "Direct3DCreate9"); DetourTransactionBegin(); DetourUpdateThread(GetCurrentThread()); DetourAttach(&(PVOID&)RealDirect3DCreate9, HookedDirect3DCreate9); DetourTransactionCommit(); } // TODO detach hooks return true; }

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  • How to get function name against function address by reading co-classs'es vtable?

    - by Usman
    Hello, I need to call the co-class function by reading its address from vtable of COM exposed interface methods. I need some generic way to read addresses. Now I need to call the function, which would have specific address(NOT KNOWN) arguments(parameters) which I have collected from TLB, and name as well. How that address corresponds to that function name to which I am going to call. For this I need to traverse vtable which is holding functional addresses, LASTLY need to correspond function address with NAME of that function. This is I dont know. How? More over one function with the same name may appear in vtable(Overloading case). In that case we need to distinguish function names w.r.t their addresses. How to tackle ? Regards Usman

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  • help needed on deciphering the g++ vtable dumps

    - by Ganesh Kundapur
    Hi, for the fallow class hierarchy class W { public: virtual void f() { cout << "W::f()" << endl; } virtual void g() { cout << "W::g()" << endl; } }; class AW : public virtual W { public: void g() { cout << "AW::g()" << endl; } }; class BW : public virtual W { public: void f() { cout << "BW::f()" << endl; } }; class CW : public AW, public BW { }; g++ -fdump-class-hierarchy is Vtable for W W::_ZTV1W: 4u entries 0 (int ()(...))0 4 (int ()(...))(& _ZTI1W) 8 W::f 12 W::g Class W size=4 align=4 base size=4 base align=4 W (0xb6e3da50) 0 nearly-empty vptr=((& W::_ZTV1W) + 8u) Vtable for AW AW::_ZTV2AW: 7u entries 0 0u 4 0u 8 0u 12 (int ()(...))0 16 (int ()(...))(& _ZTI2AW) 20 W::f 24 AW::g VTT for AW AW::_ZTT2AW: 2u entries 0 ((& AW::_ZTV2AW) + 20u) 4 ((& AW::_ZTV2AW) + 20u) Class AW size=4 align=4 base size=4 base align=4 AW (0xb6dbf6c0) 0 nearly-empty vptridx=0u vptr=((& AW::_ZTV2AW) + 20u) W (0xb6e3da8c) 0 nearly-empty virtual primary-for AW (0xb6dbf6c0) vptridx=4u vbaseoffset=-0x00000000000000014 Vtable for BW BW::_ZTV2BW: 7u entries 0 0u 4 0u 8 0u 12 (int ()(...))0 16 (int ()(...))(& _ZTI2BW) 20 BW::f 24 W::g VTT for BW BW::_ZTT2BW: 2u entries 0 ((& BW::_ZTV2BW) + 20u) 4 ((& BW::_ZTV2BW) + 20u) Class BW size=4 align=4 base size=4 base align=4 BW (0xb6dbf7c0) 0 nearly-empty vptridx=0u vptr=((& BW::_ZTV2BW) + 20u) W (0xb6e3dac8) 0 nearly-empty virtual primary-for BW (0xb6dbf7c0) vptridx=4u vbaseoffset=-0x00000000000000014 Vtable for CW CW::_ZTV2CW: 14u entries 0 0u 4 0u 8 4u 12 (int ()(...))0 16 (int ()(...))(& _ZTI2CW) 20 BW::_ZTv0_n12_N2BW1fEv 24 AW::g 28 4294967292u 32 4294967292u 36 0u 40 (int ()(...))-0x00000000000000004 44 (int ()(...))(& _ZTI2CW) 48 BW::f 52 0u Construction vtable for AW (0xb6dbf8c0 instance) in CW CW::_ZTC2CW0_2AW: 7u entries 0 0u 4 0u 8 0u 12 (int ()(...))0 16 (int ()(...))(& _ZTI2AW) 20 W::f 24 AW::g Construction vtable for BW (0xb6dbf900 instance) in CW CW::_ZTC2CW4_2BW: 13u entries 0 4294967292u 4 4294967292u 8 0u 12 (int ()(...))0 16 (int ()(...))(& _ZTI2BW) 20 BW::f 24 0u 28 0u 32 4u 36 (int ()(...))4 40 (int ()(...))(& _ZTI2BW) 44 BW::_ZTv0_n12_N2BW1fEv 48 W::g VTT for CW CW::_ZTT2CW: 7u entries 0 ((& CW::_ZTV2CW) + 20u) 4 ((& CW::_ZTC2CW0_2AW) + 20u) 8 ((& CW::_ZTC2CW0_2AW) + 20u) 12 ((& CW::_ZTC2CW4_2BW) + 20u) 16 ((& CW::_ZTC2CW4_2BW) + 44u) 20 ((& CW::_ZTV2CW) + 20u) 24 ((& CW::_ZTV2CW) + 48u) Class CW size=8 align=4 base size=8 base align=4 CW (0xb6bea2d0) 0 vptridx=0u vptr=((& CW::_ZTV2CW) + 20u) AW (0xb6dbf8c0) 0 nearly-empty primary-for CW (0xb6bea2d0) subvttidx=4u W (0xb6e3db04) 0 nearly-empty virtual primary-for AW (0xb6dbf8c0) vptridx=20u vbaseoffset=-0x00000000000000014 BW (0xb6dbf900) 4 nearly-empty lost-primary subvttidx=12u vptridx=24u vptr=((& CW::_ZTV2CW) + 48u) W (0xb6e3db04) alternative-path what are each entries in Vtable for AW AW::_ZTV2AW: 7u entries 0 0u // ? 4 0u // ? 8 0u // ? Vtable for CW CW::_ZTV2CW: 14u entries 0 0u // ? 4 0u // ? 8 4u // ? 12 (int ()(...))0 16 (int ()(...))(& _ZTI2CW) 20 BW::_ZTv0_n12_N2BW1fEv // ? 24 AW::g 28 4294967292u // ? 32 4294967292u // ? 36 0u // ? 40 (int ()(...))-0x00000000000000004 // some delta 44 (int ()(...))(& _ZTI2CW) 48 BW::f 52 0u // ? Thanks, Ganesh

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  • Does C++ have a static polymorphism implementation of interface that does not use vtable?

    - by gilbertc
    Does C++ have a proper implementation of interface that does not use vtable? for example class BaseInterface{ public: virtual void func() const = 0; } class BaseInterfaceImpl:public BaseInterface{ public: void func(){ std::cout<<"called."<<endl; } } BaseInterface* obj = new BaseInterfaceImpl(); obj->func(); the call to func at the last line goes to vtable to find the func ptr of BaseInterfaceImpl::func, but is there any C++ way to do that directly as the BaseInterfaceImpl is not subclassed from any other class besides the pure interface class BaseInterface? Thanks. Gil.

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  • Does C++ have a proper implementation of interface that does not use vtable?

    - by gilbertc
    Does C++ have a proper implementation of interface that does not use vtable? for example class BaseInterface{ public: virtual void func() const = 0; } class BaseInterfaceImpl:public BaseInterface{ public: void func(){ std::cout<<"called."<<endl; } } BaseInterface* obj = new BaseInterfaceImpl(); obj->func(); the call to func at the last line goes to vtable to find the func ptr of BaseInterfaceImpl::func, but is there any C++ way to do that directly as the BaseInterfaceImpl is not subclassed from any other class besides the pure interface class BaseInterface? Thanks. Gil.

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  • Accessing a com object's vtable in c#

    - by Martin Booth
    I'm attempting to access a com object's vtable in memory and getting nowhere. From what I have read, the first 4 bytes in memory of a com object should be a pointer to the vtableptr, which in turn is a pointer to the vtable. Although I'm not sure I expect to find my test method at slot 7 in this com object I have tried them all and nothing looks like the address of my function. If anyone can make the necessary changes to this sample to get it to work (the aim is just to try and invoke the Test method on the Tester class by accessing the com object's vtable and locating the method in whichever row it turns up) I would be very grateful. I know it is rare that anyone would need to do this, but please accept I do need to do something quite similar and have considered the alternatives Thanks in advance [ComVisible(true)] public class Tester { public void Test() { MessageBox.Show("Here"); } } public delegate void TestDelegate(); private void main() { Tester t = new Tester(); GCHandle objectHandle = GCHandle.Alloc(t); IntPtr objectPtr = GCHandle.ToIntPtr(objectHandle); IntPtr vTable = (IntPtr)Marshal.ReadInt32(objectPtr); IntPtr vTablePtr = (IntPtr)Marshal.ReadInt32(vTable); IntPtr functionPtr = (IntPtr)Marshal.ReadInt32(vTablePtr, 7 * 4); // 7 may be incorrect but i have tried many different values TestDelegate func = (TestDelegate)Marshal.GetDelegateForFunctionPointer(functionPtr, typeof(TestDelegate)); func(); objectHandle.Free(); }

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  • Getting list of all existing vtables.

    - by Patrick
    In my application I have quite some void-pointers (this is because of historical reasons, application was originally written in pure C). In one of my modules I know that the void-pointers points to instances of classes that could inherit from a known base class, but I cannot be 100% sure of it. Therefore, doing a dynamic_cast on the void-pointer might give problems. Possibly, the void-pointer even points to a plain-struct (so no vptr in the struct). I would like to investigate the first 4 bytes of the memory the void-pointer is pointing to, to see if this is the address of the valid vtable. I know this is platform, maybe even compiler-version-specific, but it could help me in moving the application forward, and getting rid of all the void-pointers over a limited time period (let's say 3 years). Is there a way to get a list of all vtables in the application, or a way to check whether a pointer points to a valid vtable, and whether that instance pointing to the vtable inherits from a known base class?

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  • g++ linker error--typeinfo, but not vtable

    - by James
    I know the standard answer for a linker error about missing typeinfo usually also involves vtable and some virtual function that I forgot to actually define. I'm fairly certain that's not the situation this time. Here's the error: UI.o: In function boost::shared_ptr<Graphics::Widgets::WidgetSet>::shared_ptr<Graphics::Resource::GroupByState>(boost::shared_ptr<Graphics::Resource::GroupByState> const&, boost::detail::dynamic_cast_tag)': UI.cpp:(.text._ZN5boost10shared_ptrIN8Graphics7Widgets9WidgetSetEEC1INS1_8Resource12GroupByStateEEERKNS0_IT_EENS_6detail16dynamic_cast_tagE[boost::shared_ptr<Graphics::Widgets::WidgetSet>::shared_ptr<Graphics::Resource::GroupByState>(boost::shared_ptr<Graphics::Resource::GroupByState> const&, boost::detail::dynamic_cast_tag)]+0x30): undefined reference totypeinfo for Graphics::Widgets::WidgetSet' Running c++filt on the obnoxious mangled name shows that it actually is looking at .boost::shared_ptr::shared_ptr(boost::shared_ptr const&, boost::detail::dynamic_cast_tag) The inheritance hierarchy looks something like class AbstractGroup { typedef boost::shared_ptr<AbstractGroup> Ptr; ... }; class WidgetSet : public AbstractGroup { typedef boost::shared_ptr<WidgetSet> Ptr; ... }; class GroupByState : public AbstractGroup { ... }; Then there's this: class UI : public GroupByState { ... void LoadWidgets( GroupByState::Ptr resource ); }; Then the original implementation: void UI::LoadWidgets( GroupByState::Ptr resource ) { WidgetSet::Ptr tmp( boost::dynamic_pointer_cast< WidgetSet >(resource) ); if( tmp ) { ... } } Stupid error on my part (trying to cast to a sibling class with a shared parent), even if the error is kind of cryptic. Changing to this: void UI::LoadWidgets( AbstractGroup::Ptr resource ) { WidgetSet::Ptr tmp( boost::dynamic_pointer_cast< WidgetSet >(resource) ); if( tmp ) { ... } } (which I'm fairly sure is what I actually meant to be doing) left me with a very similar error: UI.o: In function boost::shared_ptr<Graphics::Widgets::WidgetSet>::shared_ptr<Graphics::_Drawer::Group>(boost::shared_ptr<Graphics::_Drawer::Group> const&, boost::detail::dynamic_cast_tag)': UI.cpp:(.text._ZN5boost10shared_ptrIN8Graphics7Widgets9WidgetSetEEC1INS1_7_Drawer5GroupEEERKNS0_IT_EENS_6detail16dynamic_cast_tagE[boost::shared_ptr<Graphics::Widgets::WidgetSet>::shared_ptr<Graphics::_Drawer::Group>(boost::shared_ptr<Graphics::_Drawer::Group> const&, boost::detail::dynamic_cast_tag)]+0x30): undefined reference totypeinfo for Graphics::Widgets::WidgetSet' collect2: ld returned 1 exit status dynamic_cast_tag is just an empty struct in boost/shared_ptr.hpp. It's just a guess that boost might have anything at all to do with the error. Passing in a WidgetSet::Ptr totally eliminates the need for a cast, and it builds fine (which is why I think there's more going on than the standard answer for this question). Obviously, I'm trimming away a lot of details that might be important. My next step is to cut it down to the smallest example that fails to build, but I figured I'd try the lazy way out and take a stab on here first. TIA!

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  • Undefined reference to vtable

    - by RyanG
    So, I'm getting the infamously horrible "undefined reference to 'vtable..." error for the following code (The class in question is CGameModule.) and I cannot for the life of me understand what the problem is. At first, I thought it was related to forgetting to give a virtual function a body, but as far as I understand, everything is all here. The inheritance chain is a little long, but here is the related source code. I'm not sure what other information I should provide. My code: class CGameModule : public CDasherModule { public: CGameModule(Dasher::CEventHandler *pEventHandler, CSettingsStore *pSettingsStore, CDasherInterfaceBase *pInterface, ModuleID_t iID, const char *szName) : CDasherModule(pEventHandler, pSettingsStore, iID, 0, szName) { g_pLogger->Log("Inside game module constructor"); m_pInterface = pInterface; } virtual ~CGameModule() {}; std::string GetTypedTarget(); std::string GetUntypedTarget(); bool DecorateView(CDasherView *pView) { //g_pLogger->Log("Decorating the view"); return false; } void SetDasherModel(CDasherModel *pModel) { m_pModel = pModel; } virtual void HandleEvent(Dasher::CEvent *pEvent); private: CDasherNode *pLastTypedNode; CDasherNode *pNextTargetNode; std::string m_sTargetString; size_t m_stCurrentStringPos; CDasherModel *m_pModel; CDasherInterfaceBase *m_pInterface; }; } Inherits from... class CDasherModule; typedef std::vector<CDasherModule*>::size_type ModuleID_t; /// \ingroup Core /// @{ class CDasherModule : public Dasher::CDasherComponent { public: CDasherModule(Dasher::CEventHandler * pEventHandler, CSettingsStore * pSettingsStore, ModuleID_t iID, int iType, const char *szName); virtual ModuleID_t GetID(); virtual void SetID(ModuleID_t); virtual int GetType(); virtual const char *GetName(); virtual bool GetSettings(SModuleSettings **pSettings, int *iCount) { return false; }; private: ModuleID_t m_iID; int m_iType; const char *m_szName; }; Which inherits from.... namespace Dasher { class CEvent; class CEventHandler; class CDasherComponent; }; /// \ingroup Core /// @{ class Dasher::CDasherComponent { public: CDasherComponent(Dasher::CEventHandler* pEventHandler, CSettingsStore* pSettingsStore); virtual ~CDasherComponent(); void InsertEvent(Dasher::CEvent * pEvent); virtual void HandleEvent(Dasher::CEvent * pEvent) {}; bool GetBoolParameter(int iParameter) const; void SetBoolParameter(int iParameter, bool bValue) const; long GetLongParameter(int iParameter) const; void SetLongParameter(int iParameter, long lValue) const; std::string GetStringParameter(int iParameter) const; void SetStringParameter(int iParameter, const std::string & sValue) const; ParameterType GetParameterType(int iParameter) const; std::string GetParameterName(int iParameter) const; protected: Dasher::CEventHandler *m_pEventHandler; CSettingsStore *m_pSettingsStore; }; /// @} #endif

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  • How to obtain a pointer out of a C++ vtable?

    - by Josh Haberman
    Say you have a C++ class like: class Foo { public: virtual ~Foo() {} virtual DoSomething() = 0; }; The C++ compiler translates a call into a vtable lookup: Foo* foo; // Translated by C++ to: // foo->vtable->DoSomething(foo); foo->DoSomething(); Suppose I was writing a JIT compiler and I wanted to obtain the address of the DoSomething() function for a particular instance of class Foo, so I can generate code that jumps to it directly instead of doing a table lookup and an indirect branch. My questions are: Is there any standard C++ way to do this (I'm almost sure the answer is no, but wanted to ask for the sake of completeness). Is there any remotely compiler-independent way of doing this, like a library someone has implemented that provides an API for accessing a vtable? I'm open to completely hacks, if they will work. For example, if I created my own derived class and could determine the address of its DoSomething method, I could assume that the vtable is the first (hidden) member of Foo and search through its vtable until I find my pointer value. However, I don't know a way of getting this address: if I write &DerivedFoo::DoSomething I get a pointer-to-member, which is something totally different. Maybe I could turn the pointer-to-member into the vtable offset. When I compile the following: class Foo { public: virtual ~Foo() {} virtual void DoSomething() = 0; }; void foo(Foo *f, void (Foo::*member)()) { (f->*member)(); } On GCC/x86-64, I get this assembly output: Disassembly of section .text: 0000000000000000 <_Z3fooP3FooMS_FvvE>: 0: 40 f6 c6 01 test sil,0x1 4: 48 89 74 24 e8 mov QWORD PTR [rsp-0x18],rsi 9: 48 89 54 24 f0 mov QWORD PTR [rsp-0x10],rdx e: 74 10 je 20 <_Z3fooP3FooMS_FvvE+0x20> 10: 48 01 d7 add rdi,rdx 13: 48 8b 07 mov rax,QWORD PTR [rdi] 16: 48 8b 74 30 ff mov rsi,QWORD PTR [rax+rsi*1-0x1] 1b: ff e6 jmp rsi 1d: 0f 1f 00 nop DWORD PTR [rax] 20: 48 01 d7 add rdi,rdx 23: ff e6 jmp rsi I don't fully understand what's going on here, but if I could reverse-engineer this or use an ABI spec I could generate a fragment like the above for each separate platform, as a way of obtaining a pointer out of a vtable.

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  • Speed comparison - Template specialization vs. Virtual Function vs. If-Statement

    - by Person
    Just to get it out of the way... Premature optimization is the root of all evil Make use of OOP etc. I understand. Just looking for some advice regarding the speed of certain operations that I can store in my grey matter for future reference. Say you have an Animation class. An animation can be looped (plays over and over) or not looped (plays once), it may have unique frame times or not, etc. Let's say there are 3 of these "either or" attributes. Note that any method of the Animation class will at most check for one of these (i.e. this isn't a case of a giant branch of if-elseif). Here are some options. 1) Give it boolean members for the attributes given above, and use an if statement to check against them when playing the animation to perform the appropriate action. Problem: Conditional checked every single time the animation is played. 2) Make a base animation class, and derive other animations classes such as LoopedAnimation and AnimationUniqueFrames, etc. Problem: Vtable check upon every call to play the animation given that you have something like a vector<Animation>. Also, making a separate class for all of the possible combinations seems code bloaty. 3) Use template specialization, and specialize those functions that depend on those attributes. Like template<bool looped, bool uniqueFrameTimes> class Animation. Problem: The problem with this is that you couldn't just have a vector<Animation> for something's animations. Could also be bloaty. I'm wondering what kind of speed each of these options offer? I'm particularly interested in the 1st and 2nd option because the 3rd doesn't allow one to iterate through a general container of Animations. In short, what is faster - a vtable fetch or a conditional?

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  • Using v-table thunks to chain procedure calls

    - by Alien01
    I was reading some articles on net regarding Vtable thunks and I read somewhere that thunks can be used to hook /chain procedures calls. Is it achievable? Does anyone know how that works , also I am not able to find good resource explaining thunks. Any suggestions for that?

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  • Compiling C++ code with mingw under 12.04

    - by golemit
    I tried to setting up compiling of the C++ projects under my Ubuntu 12.04 by mingw with QT libraries. The idea was to get executable independent from variations of target Windows versions and development environments of my colleagues. It was successfully implemented under OpenSuse 12.2 with mingw32 and some additional libraries including mingw32-libqt4 and some others. Fine. However when trying to do the same under Ubuntu 12.04 with mingw-w64 including latest libraries QT-4.8.3 copied from Windows there were always errors. No luck. The typical errors in these attempts can be seen in attachments. The commands used: qmake -spec /path_to_my_conf/win32-x-g++ my_project.pro make Can someone give a hint of the problem source? I would appreciate a good advice. Serge some exctracts from LOG: ./.obj/moc_xlseditor.o:moc_xlseditor.cpp:(.rdata$_ZTV10GXlsEditor[vtable for GXlsEditor]+0xec): undefined reference to `QDialog::accept()' ./.obj/moc_xlseditor.o:moc_xlseditor.cpp:(.rdata$_ZTV10GXlsEditor[vtable for GXlsEditor]+0xf0): undefined reference to `QDialog::reject()' ./.obj/moc_xlseditor.o:moc_xlseditor.cpp:(.rdata$_ZTV10GXlsEditor[vtable for GXlsEditor]+0x104): undefined reference to `non-virtual thunk to QWidget::devType() const' ./.obj/moc_xlseditor.o:moc_xlseditor.cpp:(.rdata$_ZTV10GXlsEditor[vtable for GXlsEditor]+0x108): undefined reference to `non-virtual thunk to QWidget::paintEngine() const' ./.obj/moc_xlseditor.o:moc_xlseditor.cpp:(.rdata$_ZTV10GXlsEditor[vtable for GXlsEditor]+0x10c): undefined reference to `non-virtual thunk to QWidget::getDC() const' ./.obj/moc_xlseditor.o:moc_xlseditor.cpp:(.rdata$_ZTV10GXlsEditor[vtable for GXlsEditor]+0x110): undefined reference to `non-virtual thunk to QWidget::releaseDC(HDC__*) const' ./.obj/moc_xlseditor.o:moc_xlseditor.cpp:(.rdata$_ZTV10GXlsEditor[vtable for GXlsEditor]+0x114): undefined reference to `non-virtual thunk to QWidget::metric(QPaintDevice::PaintDeviceMetric) const' ./.obj/qrc_images.o:qrc_images.cpp:(.text+0x24): undefined reference to `__imp___Z21qRegisterResourceDataiPKhS0_S0_' ./.obj/qrc_images.o:qrc_images.cpp:(.text+0x64): undefined reference to `__imp___Z23qUnregisterResourceDataiPKhS0_S0_' collect2: ld returned 1 exit status

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  • print address of virtual member function

    - by hidayat
    I am trying to print the address of a virtual member function. If I only wants to print the address of the function I can write: print("address: %p", &A::func); But I want to do something like this: A *b = new B(); printf("address: %p", &b->func); printf("address: %p", &b->A::func); however this does not compile, is it possible to do something like this even do looking up the address in the vtable is done in runtime?

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  • matrix = *((fxMatrix*)&d3dMatrix); //Evil?

    - by Xilliah
    I've been using matrix = *((fxMatrix*)&d3dMatrix); for quite a while. It worked fine until my screen turned black and received a bucket of frustration on my desk. fxMatrix contains 4 fxVectors. fxVector used to be 16 bytes, but now it was suddenly 20. This was because it inherited fxStreamable, which added the vTable. So one solution is of course just to not inherit fxStreamable, and leave a comment saying that it must always be 16 bytes and never more. Another solution would be to make conversion functions, and copy the matrix completely. This makes it more secure, but has an impact on the performance. I suppose this is the best idea. Another solution is to not convert at all, and stick to D3DXMATRIX, but this makes the engine inconsistent and I personally really dislike this idea. What is your opinion?

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  • Questions regarding detouring by modifying the virtual table

    - by Elliott Darfink
    I've been practicing detours using the same approach as Microsoft Detours (replace the first five bytes with a jmp and an address). More recently I've been reading about detouring by modifying the virtual table. I would appreciate if someone could shed some light on the subject by mentioning a few pros and cons with this method compared to the one previously mentioned! I'd also like to ask about patched vtables and objects on the stack. Consider the following situation: // Class definition struct Foo { virtual void Call(void) { std::cout << "FooCall\n"; } }; // If it's GCC, 'this' is passed as the first parameter void MyCall(Foo * object) { std::cout << "MyCall\n"; } // In some function Foo * foo = new Foo; // Allocated on the heap Foo foo2; // Created on the stack // Arguments: void ** vtable, uint offset, void * replacement PatchVTable(*reinterpret_cast<void***>(foo), 0, MyCall); // Call the methods foo->Call(); // Outputs: 'MyCall' foo2.Call(); // Outputs: 'FooCall' In this case foo->Call() would end up calling MyCall(Foo * object) whilst foo2.Call() call the original function (i.e Foo::Call(void) method). This is because the compiler will try to decide any virtual calls during compile time if possible (correct me if I'm wrong). Does that mean it does not matter if you patch the virtual table or not, as long as you use objects on the stack (not heap allocated)?

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