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\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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\section{A Cookbook Approach \label{win-cookbook}}
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\sectionauthor{Neil Schemenauer}{neil_schemenauer@transcanada.com}
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This section provides a recipe for building a Python extension on
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Windows.
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Grab the binary installer from \url{http://www.python.org/} and
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install Python. The binary installer has all of the required header
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files except for \file{pyconfig.h}.
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Get the source distribution and extract it into a convenient location.
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Copy the \file{pyconfig.h} from the \file{PC/} directory into the
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\file{include/} directory created by the installer.
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Create a \file{Setup} file for your extension module, as described in
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chapter \ref{building-on-unix}.
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Get David Ascher's \file{compile.py} script from
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\url{http://starship.python.net/crew/da/compile/}. Run the script to
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create Microsoft Visual \Cpp{} project files.
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Open the DSW file in Visual \Cpp{} and select \strong{Build}.
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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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2001-11-28 03:26:15 -04:00
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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{python15.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/python15.lib
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cl /LD /I/python/include ni.c spam.lib ../libs/python15.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{python15.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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