How can I retrieve the function pointer that was used to call a function, from within the function itself? Here's an example of what I need to accomplish:
struct vtable {
void (*func)(void);
};
void foobar(void) {
// How can I get the address of t.func from here?
}
int main(void)
{
struct vtable t = { foobar };
t.func();
return 0;
}
In particular I would like to know if this can be done without using additional parameters in the function definition, ie. not this way:
struct vtable {
void (*func)(struct vtable t);
};
void foobar(struct vtable t) {
...
}
int main(void)
{
struct vtable t = { foobar };
t.func(t);
return 0;
}
This is impossible in portable C. It's also impossible on typical implementations.
When you have a function call
int main(void) {
…foobar(…)…
}
there is no way for foobar to know that it was called by main using C language constructs alone. Many implementations make this information available through debugging features that let you explore the call stack, which the implementation maintains under the hood so as to keep track of where return goes to. In practice this doesn't always match the calling structure in the source code due to compile-time transformations such as inlining.
When the function is determined through a function pointer variable, typical implementations do not keep track of this information at all. A typical way to compile t.func() is:
Load the function pointer t.func into a processor register r.
Push the current instruction pointer to the call stack.
Branch to the address stored in r.
There is no information in memory that links steps 1 and 3. Other things may have happened between steps 1 and 3 depending on how the optimizer handled this particular chunk of code.
If you need to know from which “object” a “method” was called, you need to pass a pointer to the object to the function that is the method. This is how object-oriented languages with actual methods work: under the hood, there is an extra “this” or “self” argument, even if the language doesn't make it explicit.
the problem that I'm trying to solve is how to get the address of the struct without altering the function's list of arguments
The only way to do that, short of doing it the correct way with parameter passing, is to have the caller store the address in a global variable. That's ugly but possible:
#include <stdio.h>
struct vtable {
void (*func)(void);
};
static struct vtable* lastcall;
#define call(x, func) do { lastcall=&(x); (x).func(); } while(0)
void foobar(void) {
printf("foobar caller: %p\n", (void*)lastcall);
}
int main(void)
{
struct vtable t = { foobar };
printf("Address of t: %p\n", &t);
call(t, func);
return 0;
}
I wouldn't recommend the above - it is better if you change the API to include the struct, then hide that part behind a macro if you must.
Discarding everything that's portability, it is of course also possible to dissect the stack and find the caller address there. This is ABI-specific though, and you might have to do it in assembler.
No, it is not possible. How should a function know by which way it is called?
Consider if you call the function without using a structure holding its pointer, like this:
foobar();
You need to invent some way to pass the requested value as a parameter.
I can give you a working answer, but it won't be a pretty one.
C is a pretty chill language when it comes to accessing memory. In fact you can access the entire program stack from any function, this means that you can access main variables from foobar.
Knowing this is as powerfull as it is usually a bad idea.
For your problem, you can search any pointer to your foobar function in a range. Simply by creating a struct vtable pointing to ARBITRARY addresses stored at the stack and then checking if the func field is the same as the address of foobar.
Usually this will yield a SIGSEGV, to avoid this you can limit the addresses used to stack valid addresses using pointer arithmetic.
Here you have a working example in "pure" c (simply play with the RANGE define). But i have to warn you again, dont use this in the real world, unless you want to flex on your hacking skills.
#include <stdio.h>
#define RANGE 100
struct vtable {
void (*func)(void);
};
void foobar(void) {
int a[1]; //We control the stack from this address!
for (int i = 0; i < RANGE; i++) { //We are basically doing a buffer overflow
if (a[i] > a && a[i] < a+RANGE) { //Ignore addresses too far to prevent SEGF
struct vtable *t = (struct vtable*)a[i];
if (t->func == foobar)
printf("[FOOBAR] Address of t is: %x\n", a[i]);
}
}
}
int main(void)
{
struct vtable t = { foobar };
printf("[MAIN] Address of t: %x\n", &t);
t.func();
return 0;
}
Have a nice day!
First of all, you cannot get the address of t if you don't pass any reference to it. This is like trying to follow a pointer back to it's pointer. Pointers in general don't work in the reverse, and this is the reason to write data structures like double linked lists, or similar. Simply you can have millions of such pointers, all pointing to this function, so there's nothing in the function address that allow you to know where the function pointer was stored.
Once said that:
In your first paragraph you say:
How can I retrieve the function pointer that was used to call a function, from within the function itself?
Well, that's preciselly what you get when you use the plain name of the function (as in main) you can then execute that function using a (probably non empty) argument list, as you do in (). You don't know where your function has been called from, but what is true, is that if your program control is inside the body of it, it must have been called from the beginning, so using the function name inside the function could be a way to get a function's pointer. But you cannot get it further and get the structure where that pointer was used... this information is not passed in to your function, you have no means to get to it. This is the same problem as when you are forced to pass an array length to a function because there's nothing in the array that allows you to get how large it is.
I have not checked thoroughly your code, as it is just a snippet of code, that needs some adjustments to evolve into fully executable code, but from my point of view it is correct and will do what you are thinking on. Just test, the computer is not going to break if you make a mistake.
Beware in your code you have passed a full struct record by value, and that will make a full copy of the struct in order to put it in the parameter stack. Probably what you want is something like:
struct vtable {
void (*func)(void); /* correct */
};
void foobar(void) {
// How can I get the address of t.func from here?
/* if you want to get the address of the function, it is
* easy, every function knows its address, is in its
* name */
void (*f)(void) = foobar; /* this pointer is the only one
* that could be used to call
* this function and be now
* executing code here. :) */
/* ... */
f(); /* this will call foobar again, but through the pointer
* f, recursively (the pointer although, is the same) */
}
int main(void)
{
struct vtable t = { foobar };
t.func();
return 0;
}
It is very common to see functions that use callbacks to be executed on behalf of the calling code. Those functions is common also to require pointers to strcutres that represent the context they are called in behalf of. So don't hesitate to pass arguments to your function (try not to pass large structures by value, as you do in your example ---well, I recognize it is not large, it has only a pointer) but anyway, that is very common. OOP implementation rests deeply on these premises.
Related
I have a pointer to function, assume any signature.
And I have 5 different functions with same signature.
At run time one of them gets assigned to the pointer, and that function is called.
Without inserting any print statement in those functions, how can I come to know the name of function which the pointer currently points to?
You will have to check which of your 5 functions your pointer points to:
if (func_ptr == my_function1) {
puts("func_ptr points to my_function1");
} else if (func_ptr == my_function2) {
puts("func_ptr points to my_function2");
} else if (func_ptr == my_function3) {
puts("func_ptr points to my_function3");
} ...
If this is a common pattern you need, then use a table of structs instead of a function pointer:
typedef void (*my_func)(int);
struct Function {
my_func func;
const char *func_name;
};
#define FUNC_ENTRY(function) {function, #function}
const Function func_table[] = {
FUNC_ENTRY(function1),
FUNC_ENTRY(function2),
FUNC_ENTRY(function3),
FUNC_ENTRY(function4),
FUNC_ENTRY(function5)
}
struct Function *func = &func_table[3]; //instead of func_ptr = function4;
printf("Calling function %s\n", func->func_name);
func ->func(44); //instead of func_ptr(44);
Generally, in C such things are not available to the programmer.
There might be system-specific ways of getting there by using debug symbols etc., but you probably don't want to depend on the presence of these for the program to function normally.
But, you can of course compare the value of the pointer to another value, e.g.
if (ptr_to_function == some_function)
printf("Function pointer now points to some_function!\n");
The function names will not be available at runtime.
C is not a reflective language.
Either maintain a table of function pointers keyed by their name, or supply a mode of calling each function that returns the name.
The debugger could tell you that (i.e. the name of a function, given its address).
The symbol table of an unstripped ELF executable could also help. See nm(1), objdump(1), readelf(1)
Another Linux GNU/libc specific approach could be to use at runtime the dladdr(3) function. Assuming your program is nicely and dynamically linked (e.g. with -rdynamic), it can find the symbol name and the shared object path given some address (of a globally named function).
Of course, if you have only five functions of a given signature, you could compare your address (to the five addresses of them).
Notice that some functions don't have any ((globally visible) names, e.g. static functions.
And some functions could be dlopen-ed and dlsym-ed (e.g. inside plugins). Or their code be synthetized at runtime by some JIT-ing framework (libjit, gccjit, LLVM, asmjit). And the optimizing compiler can (and does!) inline functions, clone them, tail-call them, etc.... so your question might not make any sense in general...
See also backtrace(3) & Ian Taylor's libbacktrace inside GCC.
But in general, your quest is impossible. If you really need such reflective information in a reliable way, manage it yourself (look into Pitrat's CAIA system as an example, or somehow my MELT system), perhaps by generating some code during the build.
To know where a function pointer points is something you'll have to keep track of with your program. Most common is to declare an array of function pointers and use an int variable as index of this array.
That being said, it is nowadays also possible to tell in runtime which function that is currently executed, by using the __func__ identifier:
#include <stdio.h>
typedef const char* func_t (void);
const char* foo (void)
{
// do foo stuff
return __func__;
}
const char* bar (void)
{
// do bar stuff
return __func__;
}
int main (void)
{
func_t* fptr;
fptr = foo;
printf("%s executed\n", fptr());
fptr = bar;
printf("%s executed\n", fptr());
return 0;
}
Output:
foo executed
bar executed
Not at all - the symbolic name of the function disappears after compilation. Unlike a reflective language, C isn't aware of how its syntax elements were named by the programmer; especially, there's no "function lookup" by name after compilation.
You can of course have a "database" (e.g. an array) of function pointers that you can compare your current pointer to.
This is utterly awful and non-portable, but assuming:
You're on Linux or some similar, ELF-based system.
You're using dynamic linking.
The function is in a shared library or you used -rdynamic when linking.
Probably a lot of other assumptions you shouldn't be making...
You can obtain the name of a function by passing its address to the nonstandard dladdr function.
set your linker to output a MAP file.
pause the program
inspect the address contained in the pointer.
look up the address in the MAP file to find out which function is being pointed to.
A pointer to a C function is an address, like any pointer. You can get the value from a debugger. You can cast the pointer to any integer type with enough bits to express it completely, and print it. Any compilation unit that can use the pointer, ie, has the function name in scope, can print the pointer values or compare them to a runtime variable, without touching anything inside the functions themselves.
What are void type variable in C?
I have rough idea but not sure how i can use them for below scenario.
server/ client program
I have a struct array which contains hostname, address in server. I want to send it to the client over the socket. How i can achieve it?
struct ipinfo{
char hostname[64];
char address[64];
}
struct ipinfo allip[5];
I read some where that i can copy into specific memory location as void type variable and them send the variable? Can any one please explain this concept? I really appreciate it.
In C the only time void can be used as a variable type is if it's a pointer. They are handy for when you aren't sure what type of data you have coming.
void * somePointer;
This can be used for various things.
Referencing an object without knowing the type.
Handling plain memory without a type. Malloc (and I believe new in C++) returns a void pointer as at the moment the memory is without a type.
Try not to use void pointers though, they are generally a good idea to stay away from. Likely to cause errors and headaches. You can often times find a better solution.
The void keyword can also be used in front a function.
void printHello(void)
{
printf("Hello");
}
In this function we use void because it's not returning anything. Void functions can simply do whatever task we assign them without returning anything. We also don't need to pass any data into the function, so we specify void in the parameters.
Note: If you're ever learning C++, there's something you really need to keep in mind about function parameters.
void printHello() // <- This is bad in C, it will take any number of anything practically
{
printf("Hello");
}
Always put void in the parameters if you want no arguments passed in for C.
void printHello() // <- Good in C++, it won't allow any arguments on a call
{
std::cout << "Hello";
}
You cannot however use void as a variable type as in
void a = 0;
void b = 's';
void c = 5.5
// You can't use void to store anything
I don't think void means what you hope it means. void is used in C-like languages to indicate an unknown type, or no type. For example, void* is a void pointer. It's a memory address that has some data at it, but the format of the data (and even its size) is not specified. In order to use that data you need to assign some type to it, usually through an assignment or and explicit or implicit cast.
Here's an example:
void * memory = malloc(16);
memory[0] = 0; // this won't compile!
int * int_array = memory;
int_array[0] = 0; // this is ok because we know the type
void is also used to indicate that a function doesn't have a return value.
Here's an example:
void exit(int status);
void can also be used as an indication that you're intentionally discarding the return value of a function call. This can improve the readability of your program, or suppress some compiler diagnostics.
Here's an example:
(void)memset(memory, 0, 16); // why does memset have a return value??
Another use of void is to indicate an empty parameter list. In C, a function declared like main() has an unspecified parameter list, not an empty list.
Here's an example:
int main(void) {
...
}
I'm afraid that none of these application are likely to help you solve your socket problem.
void pointers are mainly used in function argument when you expect that argument to be of any type because you can cast any type to void then back to any type without loss of data , the only thing you can't do with a void pointer is to dereference it.
I have a function with prototype:
void procedureForEachWave(struct barge *Barge, struct settings *Settings, struct wave *Wave)
In another function I have a another structure called threadData, which I use to send information to functions that run on several threads, and one of the element of this structure is a list of struct wave, so the short vesion of this code goes:
struct threadData data;
data.waveList = (struct wave*) malloc(sizeof(struct wave)*nrOfWaves);
I use this in another function, where I basically first send a pointer to the structure data, and then inside this function the "procedureForEachWave" function is called in a loop like this:
procedureForEachWave(data->Barge, data->Settings, &data->waveList[i]);
This works fine. However, I also want to do an analysis where I only use one wave, meaning that the list only contains one element, and I therefore don't need to call the first function. I only want to do this:
procedureForEachWave(Barge, Settings, &data.waveList[0]);
but this does not work. Why? and how do I get it to work? To clarify, data is now declared as a variable, not a pointer, and Barge and Settings are pointers already. The waveList is declared like this:
data.waveList = (struct wave*) malloc(sizeof(struct wave));
Without knowing ANYTHING about what is going on inside of procedureForEachWave, it is difficult (if not impossible) to tell what the problem is.
However, it does look like data is being used differently between the call that works and the one that doesn't. If they are using the same data, the call should be the same (substituting 0 for i). If they are different, please provide a definition of this other data.
Consider the code fragment:
extern void wave_function(struct wave *);
struct wave value = { ... };
struct wave array[10] = { { ... } };
wave_function(&value);
wave_function(array);
wave_function(&array[5]);
The called function cannot tell from the pointer it was given whether it was passed a pointer to a single value or a pointer to an array of values. The calling function and the called function must agree on how the pointer will be used, perhaps by including the number of elements in the array as a separate argument:
extern void alt_wave_function(struct wave *, size_t);
alt_wave_function(&value, 1);
alt_wave_function(array, 10);
alt_wave_function(&array[5], 3);
Note that if the size passed with the pointer &value was larger than 1, you'd be into undefined behaviour. The other two calls are both wholly legitimate: the third one, though, effectively passes a three-row subset of the array to the function.
So, inside a function, any pointer argument can be treated as a pointer to a single value, or as the pointer to the first item in an array of values. Both are correct. Indeed, you can even write:
void wave_function(struct wave *ptr)
{
}
void wave_function(struct wave ptr[])
{
}
These are equivalent declarations (but only in the argument list). You can even include a size in the array notation, though that conveys no information to the function, unless you dress it up in C99 syntax:
void wave_function(struct wave array[static 4])
{
}
This notation means that the caller must guarantee that there are at least 4 elements in the array passed to this version of wave_function.
I have a function, void funct (struct *B). It will be called by some instances of struct A. It only takes a pointer to strut B and modify that struct B instance. If struct A has char *name. My question is, can I get access to the A_instance->name? in the funct? If yes, how?
Thank you
You say this is C, which leaves out member functions (C does not have member functions, classes, etc). That means that funct is just a function (not a member of something) and that therefore, you only have the information that is passed in, and the globals. Since neither of those things contain what you want, you can't get it.
However, you also say that funct is called by 'some instances of struct A'. This doesn't make any sense, because in C structures don't have member functions, and thus can't make calls. Either you mean that operations on some instances of struct A are calling funct (in which case, my first answer applies), or you really are working with C++, and you've got member functions in struct A.
If funct is a member function of struct A, then funct has full access to all the members of the instance of A that called it, and can therefore check 'name' directly. Otherwise, we're back to my first answer.
In order to fix this, you're either going to need funct to be a member function of struct A (thereby going to C++), or you're going to need to pass the relevant information into funct.
It sounds like you're trying to write a function which needs to process a name value which is present in 2 different structures: struct A and struct A. If that's the case then why not take a char* directly in funct and have callers pass the appropriate name field?
funct(char * name) {
..
}
funct(aInstance->name);
funct(bInstance->name);
I'm afraid C doesn't permit you access to the calling functions data. The easiest would be just to pass in a pointer to "struct A", at least then you'll always have access to A.
void func(struct B* b_ptr, struct A* a_ptr)
{
/* ... */
/* do whatever you like with a_ptr->name */
}
Assuming you have a program like that:
struct B {
int dummy;
}
struct A {
char *name;
struct B* b;
}
void funcA ( struct A* a ) {
funcB ( a->b );
}
void funcB ( struct B* b ) {
/* do something */
}
and you want to find out something about a in funcB, there is no proper way to do it. What you might try to do is, by using pointer arithmetic or negative array indices, to guess the location of a on the stack, which might even work with a given compiler on a given platform. If you make it work that way, please don't forget to post the solution to The Daily WTF.
Let's say I'm creating a chess program. I have a function
void foreachMove( void (*action)(chess_move*), chess_game* game);
which will call the function pointer action on each valid move. This is all well and good, but what if I need to pass more parameters to the action function? For example:
chess_move getNextMove(chess_game* game, int depth){
//for each valid move, determine how good the move is
foreachMove(moveHandler, game);
}
void moveHandler(chess_move* move){
//uh oh, now I need the variables "game" and "depth" from the above function
}
Redefining the function pointer is not the optimal solution. The foreachMove function is versatile and many different places in the code reference it. It doesn't make sense for each one of those references to have to update their function to include parameters that they don't need.
How can I pass extra parameters to a function that I'm calling through a pointer?
Ah, if only C supported closures...
Antonio is right; if you need to pass extra parameters, you'll need to redefine your function pointer to accept the additional arguments. If you don't know exactly what parameters you'll need, then you have at least three choices:
Have the last argument in your prototype be a void*. This gives you flexibility of passing in anything else that you need, but it definitely isn't type-safe.
Use variadic parameters (...). Given my lack of experience with variadic parameters in C, I'm not sure if you can use this with a function pointer, but this gives even more flexibility than the first solution, albeit still with the lack of type safety.
Upgrade to C++ and use function objects.
You'd probably need to redefine the function pointer to take additional arguments.
void foreachMove( void (*action)(chess_move*, int), chess_game* game )
If you're willing to use some C++, you can use a "function object":
struct MoveHandler {
chess_game *game;
int depth;
MoveHandler(chess_game *g, int d): game(g), depth(d) {}
void operator () (chess_move*) {
// now you can use the game and the depth
}
};
and turn your foreachMove into a template:
template <typename T>
void foreachMove(T action, chess_game* game);
and you can call it like this:
chess_move getNextMove(chess_game* game, int depth){
//for each valid move, determine how good the move is
foreachMove(MoveHandler(game, depth), game);
}
but it won't disrupt your other uses of MoveHandler.
If I'm reading this right, what I'd suggest is to make your function take a pointer to a struct as an argument. Then, your struct can have "game" and "depth" when it needs them, and just leave them set to 0 or Null when you don't need them.
What is going on in that function? Do you have a conditional that says,
if (depth > -1) //some default
{
//do something
}
Does the function always REQUIRE "game" and "depth"? Then, they should always be arguments, and that can go into your prototypes.
Are you indicating that the function only sometimes requires "game" and "depth"? Well, maybe make two functions and use each one when you need to.
But, having a structure as the argument is probably the easiest thing.
I'd suggest using an array of void*, with the last entry always void.
say you need 3 parameters you could do this:
void MoveHandler (void** DataArray)
{
// data1 is always chess_move
chess_move data1 = DataArray[0]? (*(chess_move*)DataArray[0]) : NULL;
// data2 is always float
float data1 = DataArray[1]? (*(float*)DataArray[1]) : NULL;
// data3 is always char
char data1 = DataArray[2]? (*(char*)DataArray[2]) : NULL;
//etc
}
void foreachMove( void (*action)(void**), chess_game* game);
and then
chess_move getNextMove(chess_game* game, int depth){
//for each valid move, determine how good the move is
void* data[4];
data[0] = &chess_move;
float f1;
char c1;
data[1] = &f1;
data[2] = &c1;
data[3] = NULL;
foreachMove(moveHandler, game);
}
If all the parameters are the same type then you can avoid the void* array and just send a NULL-terminated array of whatever type you need.
+1 to Antonio. You need to change your function pointer declaration to accept additional parameters.
Also, please don't start passing around void pointers or (especially) arrays of void pointers. That's just asking for trouble. If you start passing void pointers, you're going to also have to pass some kind of message to indicate what the pointer type is (or types are). This technique is rarely appropriate.
If your parameters are always the same, just add them to your function pointer arguments (or possibly pack them into a struct and use that as the argument if there are a lot of parameters). If your parameters change, then consider using multiple function pointers for the multiple call scenarios instead of passing void pointers.
If your parameters change, I would change the function pointer declaration to use the "..." technique to set up a variable number of arguments. It could save you in readability and also having to make a change for each parameter you want to pass to the function. It is definately a lot safer than passing void around.
http://publications.gbdirect.co.uk/c_book/chapter9/stdarg.html
Just an FYI, about the example code in the link: some places they have “n args” and others it is “n_args” with the underscore. They should all have the underscore. I thought the syntax looked a little funny until I realized they had dropped the underscore in some places.
Use a typedef for the function pointer. See my answer for this question
Another option would be to modify the chess_move structure instead of the function prototype. The structure is presumably defined in only one place already. Add the members to the structure, and fill the structure with appropriate data before any call which uses it.