Coder Social home page Coder Social logo

sblibx's Introduction

sbLibX

This is WIP stuff that should eventually replace previous SBLib iterations. This is mostly only in proof-of-concept state. For the moment, there's a base dynamic DLL loader (sbDev) allowing to load a single module at a time, each module serving its own purpose. We can find and run any exported functions from different modules from a thread (still sync'ed to the main thread yet). While for now only one module can be used at a time, they are all supposed to have distinct purpose.

Any module that could be run in standalone should normally export the main() function when compiled as a dll so that it can be accessed for development. Currently, no target is set in standalone mode but most (all but one) module are designed to be used straightforwardly as an executable.

Technically, we can load EXE files but static data is not automatically (de-)initialized so it would usually crash the first time static data is accessed if not dealt with manually (which I don't for now as I don't requires it yet... I'll see later what can be done with Win32MainStartup).

Notes:

  • If you have trouble debugging (setting breadpoints) or being unable to detach the debugger, try changing 'ProjectProperty/Debugger/DebuggerType' to "NativeOnly" or to "Auto". For me, one or the other works... then stop working so I change back and forth... and it kinda work.

  • For win32 users (currently 100% of the official users, which is me): Please avoid using DllMain for your dll if you can.* Ideally, no dynamical data should be used as static data! IF you need to initialize data, do it from an exported function (which can be called anything but DllMain). The general philosophy here is to simulate a remote process being launched with inter-process bindings via callbacks or interfaces.

  • If you need the HINSTANCE of the current module, you can use "extern IMAGE_DOS_HEADER __ImageBase;"'s address.

Folders

Everything is setup such that the root folder should be the working folder. Folders marked with '[ ]' are development-only folders and should be discarded for distribution. Folders marked with '*' only contains generated data and can be safely deleted if unneeded. All final binaries should be copied directly in /bin folder for distribution. All final data should be placed directly in /data if using for packaged build. No final data should reference directly anything under data/src/... or data/generated/...

	/
		/*bin
			/[...architecture...]
		/[code]
			/...module_family...
				/include
				/src
		/data
			/...
				/[src]/...
				/*[generated]/...
				/...
		/*[tmp]

sbDev : [code/dev/sb_dev]

This is the main development entry point. Currently supported commands are :

	- load [module][/entry_point: optional]
	- unload [module]
	- entry [entry_point]
	- run [module][/entry_point: optional]
	- exit
	- quit

UI is still pretty basic std stream i/o.* This library depends on sbDebug and sbLibX only. All generic libraries (including those within LibTest folder) can dynamically or statically access each others (as far as all data is correctly reallocated whenever parent allocator changes).

  • UI should be the main concern once Graphics, Audio and User (inputs) libs.

sbDebug : [code/dev/sb_debug] (the LibDev family)

This mostly wraps debugging tools : Console I/O, DynamicLibrary loader, debug CRT flags, etc. This one can depends at most statically on sbLibX (c.f., sbLibX) and has no dynamic dependencies.

sbLibX (the LibCommon family)

This library is actually much more a template meta library. However, its meaning is to expose limited native informations, including the type_info information from RTTI upon which higher level structures are built. In the end, no RTTI should ever be used and type_info should be statically built (thru a generation step). You may thus see the current use of RTTI as a temporary proof-of-concept.

Technically a member of the LibCommon family, sbLibX is meant to be the entry point connecting the sbLibX modules (eventually). Theses are the common files which share common definitions.

Usually, each module exposes specialised "interfaces" (meant as an access point) to globally independant categories. For now, only sbLix (common definitions) and sbWindows (mostly anything that needs "windows.h" to included, which preventing C++-latest, needs windows-specific C++ extensions, CRT, etc.). If more platform would be required, they would have their own platform-dependent module.

The current filename convention is : a) sb_submodule[_subsystem].h/cpp : for the compilation unit of a given submodule & subsystem specific to the current module; b) sbModule_submodule[_subsystem].h/cpp : for definition exports to LibCommon.

Test

In the end, this is meant to become unit test development platform for static and dynamic unit tests in addition as a development sandbox supporting module hotload/rebuild. For now, it offers a sandbox for testing, with partial support of hotload/rebuild, through sbDev's minimal fonctionalities.

Also, since these are considered "external" modules (not directly part of sbLibX more an annex to it). External module should normally be able to run as individual units. This is the case of Test, that singles 'test_main' submodule in its run (c.f., the "*-release-exec" targets). To run 'test_main' from sbDev sandbox, type "run test/main".

sblibx's People

Contributors

sgbourque avatar

Watchers

 avatar

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.