mirror of https://github.com/python/cpython
321 lines
14 KiB
TeX
321 lines
14 KiB
TeX
\chapter{Building C and \Cpp{} Extensions on Windows%
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\label{building-on-windows}}
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This chapter briefly explains how to create a Windows extension module
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for Python using Microsoft Visual \Cpp, and follows with more
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detailed background information on how it works. The explanatory
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material is useful for both the Windows programmer learning to build
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Python extensions and the \UNIX{} programmer interested in producing
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software which can be successfully built on both \UNIX{} and Windows.
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Module authors are encouraged to use the distutils approach for
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building extension modules, instead of the one described in this
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section. You will still need the C compiler that was used to build
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Python; typically Microsoft Visual \Cpp.
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\begin{notice}
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This chapter mentions a number of filenames that include an encoded
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Python version number. These filenames are represented with the
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version number shown as \samp{XY}; in practive, \character{X} will
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be the major version number and \character{Y} will be the minor
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version number of the Python release you're working with. For
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example, if you are using Python 2.2.1, \samp{XY} will actually be
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\samp{22}.
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\end{notice}
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\section{A Cookbook Approach \label{win-cookbook}}
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There are two approaches to building extension modules on Windows,
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just as there are on \UNIX: use the
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\ulink{\module{distutils}}{../lib/module-distutils.html} package to
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control the build process, or do things manually. The distutils
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approach works well for most extensions; documentation on using
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\ulink{\module{distutils}}{../lib/module-distutils.html} to build and
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package extension modules is available in
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\citetitle[../dist/dist.html]{Distributing Python Modules}. This
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section describes the manual approach to building Python extensions
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written in C or \Cpp.
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To build extensions using these instructions, you need to have a copy
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of the Python sources of the same version as your installed Python.
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You will need Microsoft Visual \Cpp{} ``Developer Studio''; project
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files are supplied for V\Cpp{} version 7.1, but you can use older
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versions of V\Cpp. Notice that you should use the same version of
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V\Cpp that was used to build Python itself. The example files
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described here are distributed with the Python sources in the
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\file{PC\textbackslash example_nt\textbackslash} directory.
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\begin{enumerate}
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\item
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\strong{Copy the example files}\\
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The \file{example_nt} directory is a subdirectory of the \file{PC}
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directory, in order to keep all the PC-specific files under the
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same directory in the source distribution. However, the
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\file{example_nt} directory can't actually be used from this
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location. You first need to copy or move it up one level, so that
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\file{example_nt} is a sibling of the \file{PC} and \file{Include}
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directories. Do all your work from within this new location.
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\item
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\strong{Open the project}\\
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From V\Cpp, use the \menuselection{File \sub Open Solution}
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dialog (not \menuselection{File \sub Open}!). Navigate to and
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select the file \file{example.sln}, in the \emph{copy} of the
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\file{example_nt} directory you made above. Click Open.
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\item
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\strong{Build the example DLL}\\
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In order to check that everything is set up right, try building:
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\begin{enumerate}
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\item
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Select a configuration. This step is optional. Choose
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\menuselection{Build \sub Configuration Manager \sub Active
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Solution Configuration} and select either \guilabel{Release}
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or\guilabel{Debug}. If you skip this step,
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V\Cpp{} will use the Debug configuration by default.
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\item
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Build the DLL. Choose \menuselection{Build \sub Build
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Solution}. This creates all intermediate and result files in
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a subdirectory called either \file{Debug} or \file{Release},
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depending on which configuration you selected in the preceding
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step.
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\end{enumerate}
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\item
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\strong{Testing the debug-mode DLL}\\
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Once the Debug build has succeeded, bring up a DOS box, and change
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to the \file{example_nt\textbackslash Debug} directory. You
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should now be able to repeat the following session (\code{C>} is
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the DOS prompt, \code{>>>} is the Python prompt; note that
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build information and various debug output from Python may not
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match this screen dump exactly):
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\begin{verbatim}
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C>..\..\PCbuild\python_d
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Adding parser accelerators ...
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Done.
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Python 2.2 (#28, Dec 19 2001, 23:26:37) [MSC 32 bit (Intel)] on win32
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Type "copyright", "credits" or "license" for more information.
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>>> import example
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[4897 refs]
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>>> example.foo()
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Hello, world
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[4903 refs]
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>>>
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\end{verbatim}
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Congratulations! You've successfully built your first Python
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extension module.
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\item
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\strong{Creating your own project}\\
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Choose a name and create a directory for it. Copy your C sources
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into it. Note that the module source file name does not
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necessarily have to match the module name, but the name of the
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initialization function should match the module name --- you can
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only import a module \module{spam} if its initialization function
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is called \cfunction{initspam()}, and it should call
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\cfunction{Py_InitModule()} with the string \code{"spam"} as its
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first argument (use the minimal \file{example.c} in this directory
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as a guide). By convention, it lives in a file called
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\file{spam.c} or \file{spammodule.c}. The output file should be
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called \file{spam.dll} or \file{spam.pyd} (the latter is supported
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to avoid confusion with a system library \file{spam.dll} to which
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your module could be a Python interface) in Release mode, or
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\file{spam_d.dll} or \file{spam_d.pyd} in Debug mode.
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Now your options are:
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\begin{enumerate}
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\item Copy \file{example.sln} and \file{example.vcproj}, rename
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them to \file{spam.*}, and edit them by hand, or
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\item Create a brand new project; instructions are below.
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\end{enumerate}
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In either case, copy \file{example_nt\textbackslash example.def}
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to \file{spam\textbackslash spam.def}, and edit the new
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\file{spam.def} so its second line contains the string
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`\code{initspam}'. If you created a new project yourself, add the
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file \file{spam.def} to the project now. (This is an annoying
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little file with only two lines. An alternative approach is to
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forget about the \file{.def} file, and add the option
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\programopt{/export:initspam} somewhere to the Link settings, by
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manually editing the setting in Project Properties dialog).
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\item
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\strong{Creating a brand new project}\\
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Use the \menuselection{File \sub New \sub Project} dialog to
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create a new Project Workspace. Select \guilabel{Visual C++
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Projects/Win32/ Win32 Project}, enter the name (\samp{spam}), and
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make sure the Location is set to parent of the \file{spam}
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directory you have created (which should be a direct subdirectory
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of the Python build tree, a sibling of \file{Include} and
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\file{PC}). Select Win32 as the platform (in my version, this is
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the only choice). Make sure the Create new workspace radio button
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is selected. Click OK.
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You should now create the file \file{spam.def} as instructed in
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the previous section. Add the source files to the project, using
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\menuselection{Project \sub Add Existing Item}. Set the pattern to
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\code{*.*} and select both \file{spam.c} and \file{spam.def} and
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click OK. (Inserting them one by one is fine too.)
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Now open the \menuselection{Project \sub spam properties} dialog.
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You only need to change a few settings. Make sure \guilabel{All
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Configurations} is selected from the \guilabel{Settings for:}
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dropdown list. Select the C/\Cpp{} tab. Choose the General
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category in the popup menu at the top. Type the following text in
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the entry box labeled \guilabel{Additional Include Directories}:
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\begin{verbatim}
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..\Include,..\PC
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\end{verbatim}
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Then, choose the General category in the Linker tab, and enter
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\begin{verbatim}
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..\PCbuild
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\end{verbatim}
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in the text box labelled \guilabel{Additional library Directories}.
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Now you need to add some mode-specific settings:
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Select \guilabel{Release} in the \guilabel{Configuration}
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dropdown list. Choose the \guilabel{Link} tab, choose the
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\guilabel{Input} category, and append \code{pythonXY.lib} to the
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list in the \guilabel{Additional Dependencies} box.
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Select \guilabel{Debug} in the \guilabel{Configuration} dropdown
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list, and append \code{pythonXY_d.lib} to the list in the
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\guilabel{Additional Dependencies} box. Then click the C/\Cpp{}
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tab, select \guilabel{Code Generation}, and select
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\guilabel{Multi-threaded Debug DLL} from the \guilabel{Runtime
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library} dropdown list.
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Select \guilabel{Release} again from the \guilabel{Configuration}
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dropdown list. Select \guilabel{Multi-threaded DLL} from the
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\guilabel{Runtime library} dropdown list.
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\end{enumerate}
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If your module creates a new type, you may have trouble with this line:
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\begin{verbatim}
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PyObject_HEAD_INIT(&PyType_Type)
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\end{verbatim}
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Change it to:
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\begin{verbatim}
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PyObject_HEAD_INIT(NULL)
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\end{verbatim}
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and add the following to the module initialization function:
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\begin{verbatim}
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MyObject_Type.ob_type = &PyType_Type;
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\end{verbatim}
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Refer to section~3 of the
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\citetitle[http://www.python.org/doc/FAQ.html]{Python FAQ} for details
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on why you must do this.
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\section{Differences Between \UNIX{} and Windows
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\label{dynamic-linking}}
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\sectionauthor{Chris Phoenix}{cphoenix@best.com}
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\UNIX{} and Windows use completely different paradigms for run-time
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loading of code. Before you try to build a module that can be
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dynamically loaded, be aware of how your system works.
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In \UNIX, a shared object (\file{.so}) file contains code to be used by the
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program, and also the names of functions and data that it expects to
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find in the program. When the file is joined to the program, all
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references to those functions and data in the file's code are changed
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to point to the actual locations in the program where the functions
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and data are placed in memory. This is basically a link operation.
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In Windows, a dynamic-link library (\file{.dll}) file has no dangling
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references. Instead, an access to functions or data goes through a
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lookup table. So the DLL code does not have to be fixed up at runtime
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to refer to the program's memory; instead, the code already uses the
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DLL's lookup table, and the lookup table is modified at runtime to
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point to the functions and data.
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In \UNIX, there is only one type of library file (\file{.a}) which
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contains code from several object files (\file{.o}). During the link
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step to create a shared object file (\file{.so}), the linker may find
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that it doesn't know where an identifier is defined. The linker will
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look for it in the object files in the libraries; if it finds it, it
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will include all the code from that object file.
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In Windows, there are two types of library, a static library and an
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import library (both called \file{.lib}). A static library is like a
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\UNIX{} \file{.a} file; it contains code to be included as necessary.
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An import library is basically used only to reassure the linker that a
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certain identifier is legal, and will be present in the program when
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the DLL is loaded. So the linker uses the information from the
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import library to build the lookup table for using identifiers that
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are not included in the DLL. When an application or a DLL is linked,
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an import library may be generated, which will need to be used for all
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future DLLs that depend on the symbols in the application or DLL.
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Suppose you are building two dynamic-load modules, B and C, which should
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share another block of code A. On \UNIX, you would \emph{not} pass
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\file{A.a} to the linker for \file{B.so} and \file{C.so}; that would
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cause it to be included twice, so that B and C would each have their
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own copy. In Windows, building \file{A.dll} will also build
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\file{A.lib}. You \emph{do} pass \file{A.lib} to the linker for B and
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C. \file{A.lib} does not contain code; it just contains information
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which will be used at runtime to access A's code.
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In Windows, using an import library is sort of like using \samp{import
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spam}; it gives you access to spam's names, but does not create a
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separate copy. On \UNIX, linking with a library is more like
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\samp{from spam import *}; it does create a separate copy.
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\section{Using DLLs in Practice \label{win-dlls}}
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\sectionauthor{Chris Phoenix}{cphoenix@best.com}
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Windows Python is built in Microsoft Visual \Cpp; using other
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compilers may or may not work (though Borland seems to). The rest of
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this section is MSV\Cpp{} specific.
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When creating DLLs in Windows, you must pass \file{pythonXY.lib} to
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the linker. To build two DLLs, spam and ni (which uses C functions
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found in spam), you could use these commands:
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\begin{verbatim}
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cl /LD /I/python/include spam.c ../libs/pythonXY.lib
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cl /LD /I/python/include ni.c spam.lib ../libs/pythonXY.lib
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\end{verbatim}
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The first command created three files: \file{spam.obj},
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\file{spam.dll} and \file{spam.lib}. \file{Spam.dll} does not contain
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any Python functions (such as \cfunction{PyArg_ParseTuple()}), but it
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does know how to find the Python code thanks to \file{pythonXY.lib}.
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The second command created \file{ni.dll} (and \file{.obj} and
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\file{.lib}), which knows how to find the necessary functions from
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spam, and also from the Python executable.
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Not every identifier is exported to the lookup table. If you want any
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other modules (including Python) to be able to see your identifiers,
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you have to say \samp{_declspec(dllexport)}, as in \samp{void
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_declspec(dllexport) initspam(void)} or \samp{PyObject
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_declspec(dllexport) *NiGetSpamData(void)}.
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Developer Studio will throw in a lot of import libraries that you do
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not really need, adding about 100K to your executable. To get rid of
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them, use the Project Settings dialog, Link tab, to specify
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\emph{ignore default libraries}. Add the correct
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\file{msvcrt\var{xx}.lib} to the list of libraries.
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