This is a little convoluted, but lets try:
I'm integrating LUA scripting into my game engine, and I've done this in the past on win32 in an elegant way. On win32 all I did was to mark all of the functions I wanted to expose to LUA as export functions. Then, to integrate them into LUA, I'd parse the PE header of the executable, unmangle the names, parse the parameters and such, then register them with my LUA runtime. This allowed me to avoid manually registering every function individually just to expose them to LUA.
Now, flash forward to today where I'm working on the iPhone. I've looked through some Unix stuff and I've gotten very close to taking a similar approach, however I'm not sure it will actually work.
I'm not entirely familiar with Unix, but here is what I have so far on iPhone:
Step 1: Query for the executable path through objective-C and get the path of my app
Step 2: Use dlopen to get a handle to my app using: `dlopen(path, RTLD_NOW)`
Step 3: Use `dlsym( libraryHandle, objectName )` to attempt to get the address of a known symbol.
The above steps won't actually get me to where I want to be, but even that doesn't work. Does anyone have any experience doing this type of thing on Unix? Are there any headers or functions I can google to put me on the right track?
Thanks;)
iPhone does not support dynamic linking after the initital application launch. While what you want to do does not actually require linking in any new application TEXT, it would not shock me to find out that some of the dl* functions do not behave as expected.
You may be able to write some platform specific code, but I recommend using a technique developed by the various BSDs called linker sets. Bascially you annotate the functions you want to do something with (just like you currently mark them for export). Through some preprocessor magic they store the annotations, sometimes in an extra segment in the binary image, then have code that grabs that data and enumerates its. So you simply add all the functions you want into the linker set, then walk through the linker set and register all the functions in it with lua.
I know people have gotten this stuff up and running on Windows and Linux, I have used it on Mac OS X and various *BSDs. I am linking the FreeBSD linker_set implementation, but I have not personally seen the Windows implementation.
You need to pass --export-dynamic to the linker (via -Wl,--export-dynamic).
Note: This is for Linux, but could be a starting point for your search.
References:
http://sourceware.org/binutils/docs/ld/Options.html
If static linking is an option, integrate that into the linker script. Before linking, do "nm" on all object files, extract the global symbols, and generate a C file containing a (preferably sorted/hashed) mapping of all symbol names to symbol values:
struct symbol{ char* name; void * value } symbols = [
{"foo", foo},
{"bar", bar},
...
{0,0}};
If you want to be selective in what you expose, it might be easiest to implement a naming schema, e.g. prefixing all functions/methods with Lua_.
Alternatively, you can create a trivial macro,
#define ForLua(X) X
and then grep the sources for ForLua, to select the symbols that you want to incorporate.
You could just generate a mapfile and use that instead, no?
Related
I've been trying a solution for this, but. I cannot find it.
What I'm trying to do, is work with the "bind by reference" ability, but working with ILE RPG written with embedded sql.
I can use the BNDDIR ctl opt in my source. And everything works correctly.
But that means a "bind by copy" method. Checked deleting the SRVPGM and even the BINDDIR. And the caller program still works.
So, is there any way to use "bind by reference" in an ILERPGSQL program?
After my question, an example:
Program SNILOG is a module, that conains several procedures. Part of them, exported.
In QSRVSRC I set the exported procedures, with a source with the same name: SNILOG. Something like this:
STRPGMEXP PGMLVL(*CURRENT)
/************************************************** ******************/
/* *MODULE SNILOG INIGREDI 04/10/21 15:25:30 */
/************************************************** ******************/
EXPORT SYMBOL("GETDIAG_TOSTRING")
EXPORT SYMBOL("GETDIAGNOSTICS")
EXPORT SYMBOL("GRABAR_LOG")
EXPORT SYMBOL("SNILOG")
ENDPGMEXP
As part of the procedures are programmed with embedded sql, the compilation must be done with CRTSQLRPGI, using the parameter OBJTYPE(*SRVPGM).
So, I finally get a SRVPGM called SNILOG, with those 4 procedures exported.
Once I've got the SRVPGM, I add it to a BNDDIR called SNI_BNDDIR.
Ok, let's go to the caller program: SNI600V.
Defined with
dftactgrp(*no)
, of course!.
And compiled with CRTSQLRPGI and parameter OBJTYPE(*PGM).
Here, if I use the control spec
bnddir('SNI_BNDDIR')
, it works fine.
But not fine enough, as this is a "bind by copy" method (I can delete the SRVPGM or the BNDDIR, and it is still working fine).
When I'm not working with SQL, I can use the CRTPGM command, and I can set the BNDSRVPGM parameter, to set the SRVPGM the program is going to be called. Well, just their procedures...
But I cannot find any similar option in CRTSQLRPGI command.
Nor in opt codes in ctl-opt sentence (We have BNDDIR, but not BNDSRVPGM option).
Any idea?
I'm running V7R3M0 with TR level: 6
Thanks in advance!
the use of
bnddir('SNI_BNDDIR')
Is the way to bind by reference OR bind by copy.
The key is what does your BNDDIR look like?
If you want to bind by reference, then it should include *SRVPGM objects.
If you want to bind by copy, then it should include *MODULE objects.
Generally, you want a *BNDDIR for every *SRVPGM that includes the modules (and maybe a utility *SRVPGM or two) needed for building a specific *SRVPGM.
Then one or more *BNDDIR that includes just *SRVPGM objects that are used to build the programs that use those *SRVPGMs.
I'm having this problem for a while now and google have its limits.
I'm writing a powershell file that contain several generic function.
I use the function in vary scripts and now I want to let other personal in my work to use them as well.
the problem is, do to sensitive operation, I want to lock and protect the script (compile to a dll, exe etc').
how do I create powershell library like C# DLL?
one option I try but did not find out how to continue is to compile the script using powerGUI to executable file ( .exe) but then I canot access the function in it let alone pass on parameters to that function.
hope you understood me :)
thank you.
You don't. Rather than trying to obscure this information (if you compile them, they can be decompiled and your "protected" resources will no longer be), remove them entirely and make those parameters for your functions. This both protects your "sensitive" data and makes the code much more reusable.
You can then package your functions into a module
I have an OpenCL kernel that runs well but I want to look at the intermediate code. I use getprograminfo to pull out the binary and save it to a text file. I've tried this with nVidia, AMD, an i7 and a Xeon.
In all of these cases the binary is unreadable.
I understand that on OS X the chunk of data returned is actually a binary plist. I've found instructions for using plutil to convert it to xml, and they work.
It's still unreadable ... though I've seen instructions online that this is where you find the PTX code (in the case of my AMD 5870). There's the expected clBinaryData key but the data under that key is still one big chunk of stuff, not readable IL instructions in text form.
I'd really like to examine the intermediate language to assess inefficiencies in my use of the gpu. Is this simply not possible under Xcode? Or, what am I doing wrong?
Thanks for any information!...
If you run your program with following environmental variable set you should see .IL and .ISA files in your directory.
$ GPU_DUMP_DEVICE_KERNEL=3 ./my-program
Another way is to use AMD APP Kernel Analyzer (which comes along with AMD APP SDK) to look at the Intermediate file i.e IL and ISA.
(I am not sure whether AMD APP SDK available for MAC or not).
One more option according to APP SDK documentation, put the below in your host code.
putenv("GPU_DUMP_DEVICE_KERNEL=3");
References
AMD OpenCL Programming Guide
AMD Devgurus forum
(Making this a top-level answer so I can do some formatting.)
ocluser's answer was very helpful, in that it was enlightening and caused great learning, though it did not, alas, solve the problem.
I've verified that the environment variable described is being set, and is available to my application when run from within xcode. However, it does not have (under OSX) the highly desirable effect it has under Linux.
But, I now know how to set environment variables in 7 of 8 different ways. I also set "tracer" envars to tell me which methods are effective within the scope of my application. From the below, you can see that both the method of "edit scheme" to add arguments works, as does the "putenv" suggested by ocluser. What didn't set it in that scope: ~/.MACOS/environment.plist, app-specific plist, .profile, and adding a build phase to run a custom script (I found at least one other way within xcode to set one but forgot what I called the tracer and can't find it now; maybe it's on another machine....)
GPU_DUMP_DEVICE_KERNEL is 3
GPU_DUMP_TRK_ENVPLIST is (null)
GPU_DUMP_TRK_APPPLIST is (null)
GPU_DUMP_TRK_DOTPROFILE is (null)
GPU_DUMP_TRK_RUNSCRIPT is (null)
GPU_DUMP_TRK_SCHARGS is 1
GPU_DUMP_TRK_PUTENV is 1
... so, no this doesn't really answer the question, but expands on it a bit. Sorry if poor form. Thanks!
Have not given up and shall provide an actual problem-solver if I find one.
I'm getting ready to try to deploy some code to multiple machines. As far as I know, using a Makefile.pm to track dependencies is the best way to ensure they are installed everywhere. The problem I have is I'm not sure our Makefile.pm has been updated as this application has passed through a few different developers.
Is there any way to automatically parse through either my source or a few full runs of my program to determine exactly what versions of what modules my application is depending on? On top of that, is there any way to filter it based on CPAN packages? (So that I only depend on Moose instead of every single module that comes with Moose.)
A third related question is, if you depend on a version of a module that is not the latest, what is the best way to have someone else install it? Should I start including entire localized Perl installations with my application?
Just to be clear - you can not generically get a list of modules that the app depends on by code analysis alone. E.g. if your apps does eval { require $module; $module->import() }, where $module is passed via command line, then this can ONLY be detected by actually running the specific command line version with ALL the module values.
If you do wish to do this, you can figure out every module used by a combination of runs via:
Devel::Cover. Coverage reports would list 100% of modules used. But you don't get version #s.
Print %INC at every single possible exit point in the code as slu's answer said. This should probably be done in END{} block as well as __DIE__ handler to cover all possible exit points, and even then may be not fully 100% covering in generic case if somewhere within the program your __DIE__ handler gets overwritten.
Devel::Modlist (also mentioned by slu's answer) - the downside compared to Devel::Cover is that it does NOT seem to be able to aggregate a database across multiple sample runs like Devel::Cover does. On the plus side, it's purpose-built, so has a lot of very useful options (CPAN paths, versions).
Please note that the other module (Module::ScanDeps) does NOT seem to allow you to do runtime analysis based on arbitrary command line arguments (e.g. it seems at first glance to only allow you to execute the program with no arguments) and if that's true, is inferior to all the above 3 methods for any code that may possibly load modules dynamically.
Module::ScanDeps - Recursively scan Perl code for dependencies
Does both static and runtime scanning. Just modules, I don't know of any exact way of verifying what versions from what distributions. You could get old packages from BackPan, or just package your entire chain of local dependencies up with PAR.
You could look at %INC, see http://www.perlmonks.org/?node_id=681911 which also mentions Devel::Modlist
I would definitely use Devel::TraceUse, which also shows a tree of the modules, so it's easy to guess where they are being loaded.
I'm embedding Python into a C++ application. I plan to use PyEval_EvalCode to execute Python code, but instead of providing the locals and globals as dictionaries, I'm looking for a way to have my program resolve symbol references dynamically.
For example, let's say my Python code consists of the following expression:
bear + lion * bunny
Instead of placing bear, lion and bunny and their associated objects into the dictionaries that I'm passing to PyEval_EvalCode, I'd like the Python interpreter to call back my program and request these named objects.
Is there a way to accomplish this?
By providing the locals and globals dictionaries, you are providing the environment in which the evaled code is executed. That effectively provides you with an interface to map names to objects defined in the C++ app.
Can you clarify why you do not want to use the dictionaries?
Another thing you could do is process the string in C++ and do string substitution before you eval the code....
Possibly. I've never tried this but in theory you might be able to implement a small extension class in C++ that overrides the __getattr__ method (probably via the tp_as_mapping or tp_getattro function pointers of PyTypeObject). Pass an instance of this as locals and/or globals to PyEval_EvalCode and your C++ method should be asked to resolve your lions, tigers, & bears for you.