Archive for the ‘C#’ Category

SafeArrayTypeMismatchException

Tuesday, August 11th, 2009

We extended our legacy C++ DCOM application last week, and when the developer wrote the C#.Net end to call the new method, we were getting a  System.Runtime.InteropServices.SafeArrayTypeMismatchException.

The developer that had added the method stated it work, and pointed to his Delphi test app that worked happily.

Reviewing the method code it all looked fine. Single stepping through the code there where no problems.

The help for this exception says:

The exception thrown when the type of the incoming SAFEARRAY does not match the type specified in the managed signature.

But as we are dynamically calling the method like this:

objAddType = Type.GetTypeFromProgID("DCOM_OBJECT_NAME.COMPANY_CLASS_A");
objAdd = Activator.CreateInstance(objAddType);

object[] input = {};

object result = objAddType.InvokeMember("MethodName", BindingFlags.InvokeMethod, null, objAdd, input);

There was no was no signature.

This is for this Method:

VARIANT CompanyClassAObject::MethodName(void)
{
    VARIANT vaResult;
    VariantInit(&vaResult);

    SAFEARRAY* sfa = GetSafeArray();

    vaResult.vt = VT_UI1 | VT_ARRAY;
    vaResult.parray = sfa;

    return vaResult;
}

with the body of GetSafeArray looked like:

    SAFEARRAYBOUND sfabounds[1];
    sfabounds[0].lLbound = 0;
    sfabounds[0].cElements = bytes_needed;
    SAFEARRAY *sfa = SafeArrayCreate(VT_I1, 1, sfabounds);
    if(sfa)
    {
        void *data;
        if(SafeArrayAccessData(sfa, &data) == S_OK)
        {
            memcpy(data, buffer, bytes_needed);
            SafeArrayUnaccessData(sfa);

            delete buffer;
            return sfa;
        }
    }

The problem ended up being that the SafeArray is created as VT_I1 type but when it is put into the variant type it was typed as VT_UI1.  So the .Net runtime was picking up the conflict and correctly complaining, and once you know what the error is, the exception message make sense.  Funny that!

Setting the SafeArrayCreate to use VT_UI1 and every thing worked.

Creating Palette based GIFs

Monday, January 26th, 2009

A question was asked on the mailing list (ages ago) about creating 8-bit GIF files.  I proved this code for simple palette based GIFs, so here it is:

using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.Runtime.InteropServices;

namespace Project
{
    class ProjectMain
    {
        public static void Main()
        {
            GenerateBackgroundImage(Color.AliceBlue, Color.Beige, Color.Cyan, 10, 10, 10, @"c:\image.gif");
        }

        public static void GenerateBackgroundImage(Color leftColour, Color centerColour,
            Color rightColour, int leftWidth, int centerWidth, int rightWidth, string path)
        {

            int width = leftWidth + centerWidth + rightWidth + 2;
            int height = 10;

            using (Bitmap bitmap = new Bitmap(width, height, PixelFormat.Format8bppIndexed))
            {
                Color backColour = Color.White;
                byte idxBackground = 0;
                byte idxLeft = 1;
                byte idxCenter = 2;
                byte idxRight = 3;

                ColorPalette cp = bitmap.Palette;
                cp.Entries[idxBackground] = backColour;
                cp.Entries[idxLeft] = leftColour;
                cp.Entries[idxCenter] = centerColour;
                cp.Entries[idxRight] = rightColour;

                bitmap.Palette = cp;

                fillrect(idxBackground, bitmap, new Rectangle(0, 0, width, height));
                fillrect(idxLeft, bitmap, new Rectangle(0, 0, leftWidth, height));
                fillrect(idxCenter, bitmap, new Rectangle(leftWidth + 1, 0, centerWidth, height));
                fillrect(idxRight, bitmap, new Rectangle(leftWidth + 2 + centerWidth, 0, rightWidth, height));

                bitmap.Save(path, ImageFormat.Gif);
            }
        }

        static void fillrect(byte colorIndex, Bitmap b, Rectangle r)
        {
            BitmapData bmpData = b.LockBits(new Rectangle(0, 0, b.Width, b.Height), ImageLockMode.WriteOnly, b.PixelFormat);

            // Get the address of the first line.
            IntPtr ptr = bmpData.Scan0;

            // Declare an array to hold the bytes of the bitmap.
            // This code is specific to a bitmap with 8 bits index per pixels.
            int bytes = b.Width * b.Height;
            byte[] Values = new byte[bytes];

            // Copy the RGB values into the array.
            Marshal.Copy(ptr, Values, 0, bytes);

            for (int y = r.Top; y < r.Bottom; y++)
            {
                for (int x = r.Left; x < r.Right; x++)
                {
                    Values[(y * b.Width) + x] = colorIndex;
                }
            }

            // Copy the values back to the bitmap
            Marshal.Copy(Values, 0, ptr, bytes);

            // Unlock the bits.
            b.UnlockBits(bmpData);
        }
    }
}

I would change fillrect, to seperate out the locking, and Marshal calls, to CreateTempBuffer, FillTempBuffer, and WriteTempBuffer functions, if you were to use fillrect more than a couple times.  But as it stands, the code is correct after each call.

Loving the Visual Studio 2008 compiler

Friday, December 5th, 2008

I have been finding lambda and extension methods really helpful in my game port.

Blobs of C styled single linked list code, when changed to generic lists boil down to one line.

like this:

Item item = player.itemsPtr;
while (item != null)
{
    Item next_item = item.next;

    if (item_type == item.type)
    {
        lose_item(item, player); // just removes from linked list.
    }
    item = next_item;
}

to this:

player.items.RemoveAll(item => item.type == item_type);

much nicer.

CodeCamp: Delegates

Saturday, November 1st, 2008

Wow, I’m sitting here in a C# 3.0 – A Whirlwind Tour talk, and the group has stalled on Delegates, a .Net 1.0 feature. Anonymous Delegates lost more people, Lambda functions are now messing with peoples heads….

Eeek, this is all 101 stuff, people!

It’s almost like nobody gets C function pointers or C++ functors.

TimeDirection graph

Monday, September 8th, 2008

A work college was wanting some trivial code to draw a time based direction plot, and insisted that I do it.

So here is my drawing class:

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;

namespace LineCurve
{
    public class TimeDirection
    {
        public void Draw(Graphics g, Panel pnl, List<KeyValuePair<int,float>> data, int maxtime)
        {
            using (Brush brush = new SolidBrush(Color.Blue))
            {
                float halfx = pnl.Width / 2.0f;
                float halfy = pnl.Height / 2.0f;
                float scale = Math.Min(halfx, halfy) / (float)maxtime;

                foreach (KeyValuePair<int, float> kvp in data)
                {
                    int time = kvp.Key;
                    double dir = kvp.Value / 180.0 * Math.PI;

                    // subtrack y as 0 is top, and +y is bottom.
                    float fx = (float)(halfx + (Math.Sin(dir) * scale * time));
                    float fy = (float)(halfy - (Math.Cos(dir) * scale * time));

                    g.FillRectangle(brush,fx, fy, 1.0f, 1.0f);
                }
            }
        }
    }
}

And given the input:

List<KeyValuePair<int,float>> data = new List<KeyValuePair<int,float>>();
for (int i = 0; i < 40; i++)
{
    data.Add(new KeyValuePair<int, float>(i, i * 9.0f));
}

Looks like this:

time/direction based graph

This code is released under the MIT license, except it may not be used for web-based weather applications.