I'm a bit confused with differences between unsigned char
(which is also BYTE
in WinAPI) and char
pointers.
Currently I'm working with some ATL-based legacy code and I see a lot of expressions like the following:
CAtlArray<BYTE> rawContent;
CALL_THE_FUNCTION_WHICH_FILLS_RAW_CONTENT(rawContent);
return ArrayToUnicodeString(rawContent);
// or return ArrayToAnsiString(rawContent);
Now, the implementations of ArrayToXXString
look the following way:
CStringA ArrayToAnsiString(const CAtlArray<BYTE>& array)
{
CAtlArray<BYTE> copiedArray;
copiedArray.Copy(array);
copiedArray.Add('\0');
// Casting from BYTE* -> LPCSTR (const char*).
return CStringA((LPCSTR)copiedArray.GetData());
}
CStringW ArrayToUnicodeString(const CAtlArray<BYTE>& array)
{
CAtlArray<BYTE> copiedArray;
copiedArray.Copy(array);
copiedArray.Add('\0');
copiedArray.Add('\0');
// Same here.
return CStringW((LPCWSTR)copiedArray.GetData());
}
So, the questions:
Is the C-style cast from
BYTE*
toLPCSTR
(const char*
) safe for all possible cases?Is it really necessary to add double null-termination when converting array data to wide-character string?
The conversion routine
CStringW((LPCWSTR)copiedArray.GetData())
seems invalid to me, is that true?Any way to make all this code easier to understand and to maintain?