1. 程式人生 > >C#與C++資料型別比較及結構體轉換

C#與C++資料型別比較及結構體轉換

//c++:HANDLE(void *) —- c#:System.IntPtr
//c++:Byte(unsigned char) —- c#:System.Byte
//c++:SHORT(short) —- c#:System.Int16
//c++:WORD(unsigned short) —- c#:System.UInt16
//c++:INT(int) —- c#:System.Int16
//c++:INT(int) —- c#:System.Int32
//c++:UINT(unsigned int) —- c#:System.UInt16
//c++:UINT(unsigned int) —- c#:System.UInt32
//c++:LONG(long) —- c#:System.Int32
//c++:ULONG(unsigned long) —- c#:System.UInt32
//c++:DWORD(unsigned long) —- c#:System.UInt32
//c++:DECIMAL —- c#:System.Decimal
//c++:BOOL(long) —- c#:System.Boolean
//c++:CHAR(char) —- c#:System.Char
//c++:LPSTR(char *) —- c#:System.String
//c++:LPWSTR(wchar_t *) —- c#:System.String
//c++:LPCSTR(const char *) —- c#:System.String
//c++:LPCWSTR(const wchar_t *) —- c#:System.String
//c++:PCAHR(char *) —- c#:System.String
//c++:BSTR —- c#:System.String
//c++:FLOAT(float) —- c#:System.Single
//c++:DOUBLE(double) —- c#:System.Double
//c++:VARIANT —- c#:System.Object
//c++:PBYTE(byte *) —- c#:System.Byte[]

//c++:BSTR —- c#:StringBuilder
//c++:LPCTSTR —- c#:StringBuilder
//c++:LPCTSTR —- c#:string
//c++:LPTSTR —- c#:[MarshalAs(UnmanagedType.LPTStr)] string
//c++:LPTSTR 輸出變數名 —- c#:StringBuilder 輸出變數名
//c++:LPCWSTR —- c#:IntPtr
//c++:BOOL —- c#:bool
//c++:HMODULE —- c#:IntPtr
//c++:HINSTANCE —- c#:IntPtr
//c++:結構體 —- c#:public struct 結構體{};
//c++:結構體 **變數名 —- c#:out 變數名 //C#中提前申明一個結構體例項化後的變數名
//c++:結構體 &變數名 —- c#:ref 結構體 變數名
//c++:WORD —- c#:ushort
//c++:DWORD —- c#:uint
//c++:DWORD —- c#:int
//c++:UCHAR —- c#:int
//c++:UCHAR —- c#:byte
//c++:UCHAR* —- c#:string
//c++:UCHAR* —- c#:IntPtr
//c++:GUID —- c#:Guid
//c++:Handle —- c#:IntPtr
//c++:HWND —- c#:IntPtr
//c++:DWORD —- c#:int
//c++:COLORREF —- c#:uint

//c++:unsigned char —- c#:byte
//c++:unsigned char * —- c#:ref byte
//c++:unsigned char * —- c#:[MarshalAs(UnmanagedType.LPArray)] byte[]
//c++:unsigned char * —- c#:[MarshalAs(UnmanagedType.LPArray)] Intptr

//c++:unsigned char & —- c#:ref byte
//c++:unsigned char 變數名 —- c#:byte 變數名
//c++:unsigned short 變數名 —- c#:ushort 變數名
//c++:unsigned int 變數名 —- c#:uint 變數名
//c++:unsigned long 變數名 —- c#:ulong 變數名

//c++:char 變數名 —- c#:byte 變數名 //C++中一個字元用一個位元組表示,C#中一個字元用兩個位元組表示
//c++:char 陣列名[陣列大小] —- c#:MarshalAs(UnmanagedType.ByValTStr, SizeConst = 陣列大小)] public string 陣列名; ushort

//c++:char * —- c#:string //傳入引數
//c++:char * —- c#:StringBuilder//傳出引數
//c++:char *變數名 —- c#:ref string 變數名
//c++:char *輸入變數名 —- c#:string 輸入變數名
//c++:char *輸出變數名 —- c#:[MarshalAs(UnmanagedType.LPStr)] StringBuilder 輸出變數名

//c++:char ** —- c#:string
//c++:char **變數名 —- c#:ref string 變數名
//c++:const char * —- c#:string
//c++:char[] —- c#:string
//c++:char 變數名[陣列大小] —- c#:[MarshalAs(UnmanagedType.ByValTStr,SizeConst = 陣列大小)] public string 變數名;

//c++:struct 結構體名 *變數名 —- c#:ref 結構體名 變數名
//c++:委託 變數名 —- c#:委託變數名

//c++:int —- c#:int
//c++:int —- c#:ref int
//c++:int & —- c#:ref int
//c++:int * —- c#:ref int //C#中呼叫前需定義int 變數名 = 0;

//c++:*int —- c#:IntPtr
//c++:int32 PIPTR * —- c#:int32[]
//c++:float PIPTR * —- c#:float[]

//c++:double** 陣列名 —- c#:ref double 陣列名
//c++:double*[] 陣列名 —- c#:ref double 陣列名
//c++:long —- c#:int
//c++:ulong —- c#:int

//c++:UINT8 * —- c#:ref byte //C#中呼叫前需定義byte 變數名 = new byte();

//c++:handle —- c#:IntPtr
//c++:hwnd —- c#:IntPtr
//c++:void * —- c#:IntPtr
//c++:void * user_obj_param —- c#:IntPtr user_obj_param
//c++:void * 物件名稱 —- c#:([MarshalAs(UnmanagedType.AsAny)]Object 物件名稱

//c++:char, INT8, SBYTE, CHAR —- c#:System.SByte
//c++:short, short int, INT16, SHORT —- c#:System.Int16
//c++:int, long, long int, INT32, LONG32, BOOL , INT —- c#:System.Int32
//c++:__int64, INT64, LONGLONG —- c#:System.Int64
//c++:unsigned char, UINT8, UCHAR , BYTE —- c#:System.Byte
//c++:unsigned short, UINT16, USHORT, WORD, ATOM, WCHAR , __wchar_t —- c#:System.UInt16
//c++:unsigned, unsigned int, UINT32, ULONG32, DWORD32, ULONG, DWORD, UINT —- c#:System.UInt32
//c++:unsigned __int64, UINT64, DWORDLONG, ULONGLONG —- c#:System.UInt64
//c++:float, FLOAT —- c#:System.Single
//c++:double, long double, DOUBLE —- c#:System.Double

//Win32 Types —- CLR Type

//Struct需要在C#裡重新定義一個Struct
//CallBack回撥函式需要封裝在一個委託裡,delegate static extern int FunCallBack(string str);

//unsigned char** ppImage替換成IntPtr ppImage
//int& nWidth替換成ref int nWidth
//int*, int&, 則都可用 ref int 對應
//雙針指型別引數,可以用 ref IntPtr
//函式指標使用c++: typedef double (*fun_type1)(double); 對應 c#:public delegate double fun_type1(double);
//char* 的操作c++: char*; 對應 c#:StringBuilder;
//c#中使用指標:在需要使用指標的地方 加 unsafe

//unsigned char對應public byte

WORD ushort
DWORD uint
UCHAR int/byte 大部分情況都可以使用int代替,而如果需要嚴格對齊的話則應該用bytebyte
UCHAR* string/IntPtr
unsigned char* [MarshalAs(UnmanagedType.LPArray)]byte[]/?(Intptr)
char* string
LPCTSTR string
LPTSTR [MarshalAs(UnmanagedType.LPTStr)] string
long int
ulong uint
Handle IntPtr
HWND IntPtr
void* IntPtr
int int
int* ref int
*int IntPtr
unsigned int uint
COLORREF uint

API與C#的資料型別對應關係表
API資料型別 型別描述 C#型別 API資料型別 型別描述 C#型別
WORD 16位無符號整數 ushort CHAR 字元 char
LONG 32位無符號整數 int DWORDLONG 64位長整數 long
DWORD 32位無符號整數 uint HDC 裝置描述表控制代碼 int
HANDLE 控制代碼,32位整數 int HGDIOBJ GDI 物件控制代碼 int
UINT 32位無符號整數 uint HINSTANCE 例項控制代碼 int
BOOL 32位布林型整數 bool HWM 視窗控制代碼 int
LPSTR 指向字元的32位指標 string HPARAM 32位訊息引數 int
LPCSTR 指向常字元的32位指標 String LPARAM 32位訊息引數 int
BYTE 位元組 byte WPARAM 32位訊息引數 int

BOOL = System.Int32
BOOLEAN = System.Int32
BYTE = System.UInt16
CHAR = System.Int16
COLORREF = System.UInt32
DWORD = System.UInt32
DWORD32 = System.UInt32
DWORD64 = System.UInt64
FLOAT = System.Float
HACCEL = System.IntPtr
HANDLE = System.IntPtr
HBITMAP = System.IntPtr
HBRUSH = System.IntPtr
HCONV = System.IntPtr
HCONVLIST = System.IntPtr
HCURSOR = System.IntPtr
HDC = System.IntPtr
HDDEDATA = System.IntPtr
HDESK = System.IntPtr
HDROP = System.IntPtr
HDWP = System.IntPtr
HENHMETAFILE = System.IntPtr
HFILE = System.IntPtr
HFONT = System.IntPtr
HGDIOBJ = System.IntPtr
HGLOBAL = System.IntPtr
HHOOK = System.IntPtr
HICON = System.IntPtr
HIMAGELIST = System.IntPtr
HIMC = System.IntPtr
HINSTANCE = System.IntPtr
HKEY = System.IntPtr
HLOCAL = System.IntPtr
HMENU = System.IntPtr
HMETAFILE = System.IntPtr
HMODULE = System.IntPtr
HMONITOR = System.IntPtr
HPALETTE = System.IntPtr
HPEN = System.IntPtr
HRGN = System.IntPtr
HRSRC = System.IntPtr
HSZ = System.IntPtr
HWINSTA = System.IntPtr
HWND = System.IntPtr
INT = System.Int32
INT32 = System.Int32
INT64 = System.Int64
LONG = System.Int32
LONG32 = System.Int32
LONG64 = System.Int64
LONGLONG = System.Int64
LPARAM = System.IntPtr
LPBOOL = System.Int16[]
LPBYTE = System.UInt16[]
LPCOLORREF = System.UInt32[]
LPCSTR = System.String
LPCTSTR = System.String
LPCVOID = System.UInt32
LPCWSTR = System.String
LPDWORD = System.UInt32[]
LPHANDLE = System.UInt32
LPINT = System.Int32[]
LPLONG = System.Int32[]
LPSTR = System.String
LPTSTR = System.String
LPVOID = System.UInt32
LPWORD = System.Int32[]
LPWSTR = System.String
LRESULT = System.IntPtr
PBOOL = System.Int16[]
PBOOLEAN = System.Int16[]
PBYTE = System.UInt16[]
PCHAR = System.Char[]
PCSTR = System.String
PCTSTR = System.String
PCWCH = System.UInt32
PCWSTR = System.UInt32
PDWORD = System.Int32[]
PFLOAT = System.Float[]
PHANDLE = System.UInt32
PHKEY = System.UInt32
PINT = System.Int32[]
PLCID = System.UInt32
PLONG = System.Int32[]
PLUID = System.UInt32
PSHORT = System.Int16[]
PSTR = System.String
PTBYTE = System.Char[]
PTCHAR = System.Char[]
PTSTR = System.String
PUCHAR = System.Char[]
PUINT = System.UInt32[]
PULONG = System.UInt32[]
PUSHORT = System.UInt16[]
PVOID = System.UInt32
PWCHAR = System.Char[]
PWORD = System.Int16[]
PWSTR = System.String
REGSAM = System.UInt32
SC_HANDLE = System.IntPtr
SC_LOCK = System.IntPtr
SHORT = System.Int16
SIZE_T = System.UInt32
SSIZE_ = System.UInt32
TBYTE = System.Char
TCHAR = System.Char
UCHAR = System.Byte
UINT = System.UInt32
UINT32 = System.UInt32
UINT64 = System.UInt64
ULONG = System.UInt32
ULONG32 = System.UInt32
ULONG64 = System.UInt64
ULONGLONG = System.UInt64
USHORT = System.UInt16
WORD = System.UInt16
WPARAM = System.IntPtr

Wtypes.h 中的非託管型別 非託管C 語言型別 託管類名 說明
HANDLE void* System.IntPtr 32 位
BYTE unsigned char System.Byte 8 位
SHORT short System.Int16 16 位
WORD unsigned short System.UInt16 16 位
INT int System.Int32 32 位
UINT unsigned int System.UInt32 32 位
LONG long System.Int32 32 位
BOOL long System.Int32 32 位
DWORD unsigned long System.UInt32 32 位
ULONG unsigned long System.UInt32 32 位
CHAR char System.Char 用 ANSI 修飾。
LPSTR char* System.String 或 System.StringBuilder 用 ANSI 修飾。
LPCSTR Const char* System.String 或 System.StringBuilder 用 ANSI 修飾。
LPWSTR wchar_t* System.String 或 System.StringBuilder 用 Unicode 修飾。
LPCWSTR Const wchar_t* System.String 或 System.StringBuilder 用 Unicode 修飾。
FLOAT Float System.Single 32 位
DOUBLE Double System.Double 64 位

C/C++中的結構型別資料在C#下的轉換

在做專案移植的時候,經常會碰到資料型別的轉換,而我這一次碰到的是C/C++中的結構怎樣轉換到C#。折騰了一個晚上終於有一個完美的方案。
例如我們在C/C++下的結構資料如下:

typedef struct
{
char sLibName[ 256 ];
char sPathToLibrary[ 256 ];
INT32 iEntries;
INT32 iUsed;
UINT16 iSort;
UINT16 iVersion;
BOOLEAN fContainsSubDirectories;
INT32 iReserved;
} LIBHEADER;

我們想把它轉成C#下的結構型別如下:
public struct LIBHEADER
{
public char[] sLibName;
public char[] sPathToLibrary;
public Int32 iEntries;
public Int32 iUsed;
public UInt16 iSort;
public UInt16 iVersion;
public Boolean fContainsSubDirectories;
public Int32 iReserved;
}

看上去好像沒問題了,呵呵呵,其實這樣是不行的,我們得再給C#編譯器一些資訊,告訴它一些字元陣列的大小。然後它們在C#下面長得樣子就變成這樣:

[StructLayout(LayoutKind.Sequential)]
public struct LIBHEADER
{
    [MarshalAs(UnmanagedType.ByValArray, SizeConst = 256)]
    public char[] sLibName;
    [MarshalAs(UnmanagedType.ByValArray, SizeConst = 256)]
    public char[] sPathToLibrary;
    public Int32 iEntries;
    public Int32 iUsed;
    public UInt16 iSort;
    public UInt16 iVersion;
    public Boolean fContainsSubDirectories;
    public Int32 iReserved;
}

然後寫一個函式負責轉換。
public StructType ConverBytesToStructure(byte[] bytesBuffer)
{
// 檢查長度。
if (bytesBuffer.Length != Marshal.SizeOf(typeof(StructType)))
{
throw new ArgumentException(“bytesBuffer引數和structObject引數位元組長度不一致。”);
}

        IntPtr bufferHandler = Marshal.AllocHGlobal(bytesBuffer.Length);
        for (int index = 0; index < bytesBuffer.Length; index++)
        {
            Marshal.WriteByte(bufferHandler, index, bytesBuffer[index]);
        }
        StructType structObject = (StructType)Marshal.PtrToStructure(bufferHandler, typeof(StructType));
        Marshal.FreeHGlobal(bufferHandler);
        return structObject;
    }

然後我們的函式用例是這樣:
        FileStream file = File.OpenRead(@"D:/Jagged Alliance 2 Gold/INSTALL.LOG");
        byte[] buffer = new byte[Marshal.SizeOf(typeof(LIBHEADER))];
        file.Read(buffer, 0, buffer.Length);
        LIBHEADER testValue = CommonTools.ConverBytesToStructure<LIBHEADER>(buffer);
         string libName = new string(testValue.sLibName);
         string pathToLibrary = new string(testValue.sPathToLibrary);

OK,搞定。
如果想去掉後面兩句的char陣列的轉換哪程式碼如下

C#中的結構程式碼
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]
public struct LIBHEADER
{
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = 256)]
public string sLibName;
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = 256)]
public string sPathToLibrary;
public Int32 iEntries;
public Int32 iUsed;
public UInt16 iSort;
public UInt16 iVersion;
public Boolean fContainsSubDirectories;
public Int32 iReserved;
}

其它程式碼不用作修改便可使用