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Techniques for installing and accessing resource files using C++ and Python.

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Resourceful

Resourceful is a project to study cross-platform techniques for building C/C++ applications and libraries that are relocatable. That is, the installed package can be copied from one location on the filesystem to another (maintaining relative links between package components) and still work without recompilation or changes to the environment. To this end, Resourceful aims to illustrate some of the issues and possible solutions using the following basic package layout:

+- <prefix>
   +- bin/
   |  +- rsf_simple (self contained program)
   |  +- rsf_dynamic (links to dynamic libResourceful)
   |  +- rsf_static (linked to static libResourceful)
   +- lib/
   |  +- libResourceful.{so|dylib,a} (basic library)
   |  +- rsf/
   |  |  +- <plugins> (example of package allowing pluggable modules)
   |  +- cmake/
   |  |  +- Resourceful (allowing Cmake build clients to use libResourceful)
   |  +- pkgconfig/
   |     +- Resourceful.pc (allowing general build clients to use libResourceful)
   +- share/
      +- Resourceful/
         +- Resourceful.json (example "resource" file)

In addition, libResourceful uses Boost's filesystem library as a simple example of an external dependency. Together, this serves to illustrate:

  • Working with internal paths to resources/plugins without hard coding those paths

  • Using internal paths to link dependencies, avoiding hard coding where possible

  • Using external paths to link dependencies, avoiding hard coding where possible

  • Causes of, and ways round, hard-coded paths in CMake/pkg-config support files

The first two items should not be considered as a "best/good practice" demonstration, as they are use case specific, with many additional techniques possible. The last two are more closely related to packaging and CMake/pkg-config, and try to follow known good/recommended practice here.

Binary Self Location

Resources are connected with an application and/or library, so a key issue for avoiding hard coded paths is for these binaries to be able to locate themselves on the filesystem. If this path can be retrieved, then we can get resource files if they are located at a known location relative to the binary. This make the package of binary and resource(s) relocatable.

C/C++ Applications

Though the C/C++ main function may get passed a string representing the program name as the zeroth element of the argv array, this is not guaranteed to be the actual filesystem location of the program (see, for example this discussion). In particular, the actual invocation of a program may be through a soft or hard link whose filesystem location is completely separate from that of the executable. Though links can be followed to some extent, hardlinks in particular cannot easily be resolved. A program may also be directly executed using its name only, with the system finding the first matching entry in PATH, and running that.

On Unices, the binreloc code used in the Listaller project provides an API for retrieving the location of an executable (program or shared library) on the filesystem. Mac OS X is Unix based, with binreloc using the _NSGetExecutablePath function to locate executables, but we should also note the API provided by Cocoa and Core Foundation for application and resource location. The Qt for Mac OS X guide also has some useful information here.

At present Resourceful does not consider Windows platforms, although some information has been found. In particular, the GetModuleFileName function can be used to determine the full path to the file containing a given module. If it's called with a NULL module handle, it will retrieve the path to the executable of the current process. That can be used for programs. For DLLs, it's mentioned that DllMain can be used as this gets passed a handle to the DLL module. That handle can be passed to GetModuleFileName. Note the warning on the MSDN Reference about the limitations of what can be done in this entry point function! Whilst a few years old now, MSDN's Best Practice for Creating Dlls discusses these limitations. One recommendation seen is to store the module handle as static data of the DLL, setting it in DllMain, and provide a public API that will call GetModuleFileName using this handle.

C/C++ Libraries

For dynamic libraries, the same techniques of binreloc or GetModuleFileName can be used. The only aspect to take care of is if initialization is required (e.g. br_init_lib in binreloc), as the client may need to do this. "Initialize on first use" techniques can help here.

With static libraries, the situation is less clear because the library code becomes part of the final executable. This almost certainly (NB, to be tested!) results in self location resolving to the path to the executable, and hence breaking any relative path from library to resources. Probably requires fallback to environment variables, configuration information from the library install or copying of the resource data into a location relative to the static exe. Which is best is dependent on the client's use case for static linking.

Self Location in other Languages

Many supply builtin constructs/syntax for file self location (e.g. __file__ in Python). These are generally much easier to use than in compiled/linked languages.

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