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* doc: rename .markdown references in content * doc: rename to .md in tools * doc: rename to .md in CONTRIBUTING.md PR-URL: https://github.com/nodejs/node/pull/4747 Reviewed-By: Myles Borins <myles.borins@gmail.com> Reviewed-By: techjeffharris Reviewed-By: Johan Bergström <bugs@bergstroem.nu> Reviewed-By: James M Snell <jasnell@gmail.com> Reviewed-By: Anna Henningsen <anna@addaleax.net>
1092 lines
28 KiB
Markdown
1092 lines
28 KiB
Markdown
# Addons
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Node.js Addons are dynamically-linked shared objects, written in C or C++, that
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can be loaded into Node.js using the [`require()`][require] function, and used
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just as if they were an ordinary Node.js module. They are used primarily to
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provide an interface between JavaScript running in Node.js and C/C++ libraries.
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At the moment, the method for implementing Addons is rather complicated,
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involving knowledge of several components and APIs :
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- V8: the C++ library Node.js currently uses to provide the
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JavaScript implementation. V8 provides the mechanisms for creating objects,
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calling functions, etc. V8's API is documented mostly in the
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`v8.h` header file (`deps/v8/include/v8.h` in the Node.js source
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tree), which is also available [online][v8-docs].
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- [libuv][]: The C library that implements the Node.js event loop, its worker
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threads and all of the asynchronous behaviors of the platform. It also
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serves as a cross-platform abstraction library, giving easy, POSIX-like
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access across all major operating systems to many common system tasks, such
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as interacting with the filesystem, sockets, timers and system events. libuv
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also provides a pthreads-like threading abstraction that may be used to
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power more sophisticated asynchronous Addons that need to move beyond the
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standard event loop. Addon authors are encouraged to think about how to
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avoid blocking the event loop with I/O or other time-intensive tasks by
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off-loading work via libuv to non-blocking system operations, worker threads
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or a custom use of libuv's threads.
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- Internal Node.js libraries. Node.js itself exports a number of C/C++ APIs
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that Addons can use — the most important of which is the
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`node::ObjectWrap` class.
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- Node.js includes a number of other statically linked libraries including
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OpenSSL. These other libraries are located in the `deps/` directory in the
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Node.js source tree. Only the V8 and OpenSSL symbols are purposefully
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re-exported by Node.js and may be used to various extents by Addons.
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See [Linking to Node.js' own dependencies][] for additional information.
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All of the following examples are available for [download][] and may
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be used as a starting-point for your own Addon.
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## Hello world
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This "Hello world" example is a simple Addon, written in C++, that is the
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equivalent of the following JavaScript code:
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```js
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module.exports.hello = () => 'world';
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```
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First, create the file `hello.cc`:
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```cpp
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// hello.cc
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#include <node.h>
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namespace demo {
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using v8::FunctionCallbackInfo;
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using v8::Isolate;
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using v8::Local;
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using v8::Object;
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using v8::String;
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using v8::Value;
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void Method(const FunctionCallbackInfo<Value>& args) {
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Isolate* isolate = args.GetIsolate();
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args.GetReturnValue().Set(String::NewFromUtf8(isolate, "world"));
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}
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void init(Local<Object> exports) {
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NODE_SET_METHOD(exports, "hello", Method);
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}
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NODE_MODULE(addon, init)
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} // namespace demo
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```
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Note that all Node.js Addons must export an initialization function following
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the pattern:
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```cpp
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void Initialize(Local<Object> exports);
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NODE_MODULE(module_name, Initialize)
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```
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There is no semi-colon after `NODE_MODULE` as it's not a function (see
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`node.h`).
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The `module_name` must match the filename of the final binary (excluding
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the .node suffix).
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In the `hello.cc` example, then, the initialization function is `init` and the
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Addon module name is `addon`.
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### Building
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Once the source code has been written, it must be compiled into the binary
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`addon.node` file. To do so, create a file called `binding.gyp` in the
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top-level of the project describing the build configuration of your module
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using a JSON-like format. This file is used by [node-gyp][] -- a tool written
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specifically to compile Node.js Addons.
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```
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{
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"targets": [
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{
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"target_name": "addon",
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"sources": [ "hello.cc" ]
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}
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]
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}
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```
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*Note: A version of the `node-gyp` utility is bundled and distributed with
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Node.js as part of `npm`. This version is not made directly available for
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developers to use and is intended only to support the ability to use the
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`npm install` command to compile and install Addons. Developers who wish to
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use `node-gyp` directly can install it using the command
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`npm install -g node-gyp`. See the `node-gyp` [installation instructions][] for
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more information, including platform-specific requirements.*
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Once the `binding.gyp` file has been created, use `node-gyp configure` to
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generate the appropriate project build files for the current platform. This
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will generate either a `Makefile` (on Unix platforms) or a `vcxproj` file
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(on Windows) in the `build/` directory.
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Next, invoke the `node-gyp build` command to generate the compiled `addon.node`
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file. This will be put into the `build/Release/` directory.
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When using `npm install` to install a Node.js Addon, npm uses its own bundled
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version of `node-gyp` to perform this same set of actions, generating a
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compiled version of the Addon for the user's platform on demand.
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Once built, the binary Addon can be used from within Node.js by pointing
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[`require()`][require] to the built `addon.node` module:
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```js
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// hello.js
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const addon = require('./build/Release/addon');
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console.log(addon.hello()); // 'world'
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```
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Please see the examples below for further information or
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<https://github.com/arturadib/node-qt> for an example in production.
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Because the exact path to the compiled Addon binary can vary depending on how
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it is compiled (i.e. sometimes it may be in `./build/Debug/`), Addons can use
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the [bindings][] package to load the compiled module.
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Note that while the `bindings` package implementation is more sophisticated
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in how it locates Addon modules, it is essentially using a try-catch pattern
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similar to:
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```js
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try {
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return require('./build/Release/addon.node');
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} catch (err) {
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return require('./build/Debug/addon.node');
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}
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```
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### Linking to Node.js' own dependencies
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Node.js uses a number of statically linked libraries such as V8, libuv and
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OpenSSL. All Addons are required to link to V8 and may link to any of the
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other dependencies as well. Typically, this is as simple as including
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the appropriate `#include <...>` statements (e.g. `#include <v8.h>`) and
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`node-gyp` will locate the appropriate headers automatically. However, there
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are a few caveats to be aware of:
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* When `node-gyp` runs, it will detect the specific release version of Node.js
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and download either the full source tarball or just the headers. If the full
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source is downloaded, Addons will have complete access to the full set of
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Node.js dependencies. However, if only the Node.js headers are downloaded, then
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only the symbols exported by Node.js will be available.
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* `node-gyp` can be run using the `--nodedir` flag pointing at a local Node.js
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source image. Using this option, the Addon will have access to the full set of
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dependencies.
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### Loading Addons using require()
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The filename extension of the compiled Addon binary is `.node` (as opposed
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to `.dll` or `.so`). The [`require()`][require] function is written to look for
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files with the `.node` file extension and initialize those as dynamically-linked
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libraries.
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When calling [`require()`][require], the `.node` extension can usually be
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omitted and Node.js will still find and initialize the Addon. One caveat,
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however, is that Node.js will first attempt to locate and load modules or
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JavaScript files that happen to share the same base name. For instance, if
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there is a file `addon.js` in the same directory as the binary `addon.node`,
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then [`require('addon')`][require] will give precedence to the `addon.js` file
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and load it instead.
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## Native Abstractions for Node.js
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Each of the examples illustrated in this document make direct use of the
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Node.js and V8 APIs for implementing Addons. It is important to understand
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that the V8 API can, and has, changed dramatically from one V8 release to the
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next (and one major Node.js release to the next). With each change, Addons may
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need to be updated and recompiled in order to continue functioning. The Node.js
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release schedule is designed to minimize the frequency and impact of such
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changes but there is little that Node.js can do currently to ensure stability
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of the V8 APIs.
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The [Native Abstractions for Node.js][] (or `nan`) provide a set of tools that
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Addon developers are recommended to use to keep compatibility between past and
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future releases of V8 and Node.js. See the `nan` [examples][] for an
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illustration of how it can be used.
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## Addon examples
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Following are some example Addons intended to help developers get started. The
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examples make use of the V8 APIs. Refer to the online [V8 reference][v8-docs]
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for help with the various V8 calls, and V8's [Embedder's Guide][] for an
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explanation of several concepts used such as handles, scopes, function
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templates, etc.
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Each of these examples using the following `binding.gyp` file:
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```
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{
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"targets": [
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{
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"target_name": "addon",
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"sources": [ "addon.cc" ]
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}
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]
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}
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```
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In cases where there is more than one `.cc` file, simply add the additional
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filename to the `sources` array. For example:
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```
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"sources": ["addon.cc", "myexample.cc"]
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```
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Once the `binding.gyp` file is ready, the example Addons can be configured and
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built using `node-gyp`:
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```
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$ node-gyp configure build
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```
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### Function arguments
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Addons will typically expose objects and functions that can be accessed from
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JavaScript running within Node.js. When functions are invoked from JavaScript,
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the input arguments and return value must be mapped to and from the C/C++
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code.
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The following example illustrates how to read function arguments passed from
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JavaScript and how to return a result:
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```cpp
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// addon.cc
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#include <node.h>
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namespace demo {
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using v8::Exception;
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using v8::FunctionCallbackInfo;
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using v8::Isolate;
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using v8::Local;
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using v8::Number;
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using v8::Object;
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using v8::String;
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using v8::Value;
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// This is the implementation of the "add" method
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// Input arguments are passed using the
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// const FunctionCallbackInfo<Value>& args struct
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void Add(const FunctionCallbackInfo<Value>& args) {
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Isolate* isolate = args.GetIsolate();
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// Check the number of arguments passed.
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if (args.Length() < 2) {
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// Throw an Error that is passed back to JavaScript
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isolate->ThrowException(Exception::TypeError(
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String::NewFromUtf8(isolate, "Wrong number of arguments")));
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return;
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}
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// Check the argument types
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if (!args[0]->IsNumber() || !args[1]->IsNumber()) {
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isolate->ThrowException(Exception::TypeError(
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String::NewFromUtf8(isolate, "Wrong arguments")));
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return;
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}
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// Perform the operation
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double value = args[0]->NumberValue() + args[1]->NumberValue();
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Local<Number> num = Number::New(isolate, value);
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// Set the return value (using the passed in
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// FunctionCallbackInfo<Value>&)
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args.GetReturnValue().Set(num);
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}
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void Init(Local<Object> exports) {
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NODE_SET_METHOD(exports, "add", Add);
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}
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NODE_MODULE(addon, Init)
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} // namespace demo
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```
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Once compiled, the example Addon can be required and used from within Node.js:
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```js
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// test.js
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const addon = require('./build/Release/addon');
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console.log('This should be eight:', addon.add(3, 5));
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```
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### Callbacks
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It is common practice within Addons to pass JavaScript functions to a C++
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function and execute them from there. The following example illustrates how
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to invoke such callbacks:
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```cpp
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// addon.cc
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#include <node.h>
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namespace demo {
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using v8::Function;
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using v8::FunctionCallbackInfo;
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using v8::Isolate;
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using v8::Local;
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using v8::Null;
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using v8::Object;
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using v8::String;
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using v8::Value;
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void RunCallback(const FunctionCallbackInfo<Value>& args) {
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Isolate* isolate = args.GetIsolate();
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Local<Function> cb = Local<Function>::Cast(args[0]);
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const unsigned argc = 1;
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Local<Value> argv[argc] = { String::NewFromUtf8(isolate, "hello world") };
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cb->Call(Null(isolate), argc, argv);
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}
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void Init(Local<Object> exports, Local<Object> module) {
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NODE_SET_METHOD(module, "exports", RunCallback);
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}
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NODE_MODULE(addon, Init)
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} // namespace demo
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```
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Note that this example uses a two-argument form of `Init()` that receives
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the full `module` object as the second argument. This allows the Addon
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to completely overwrite `exports` with a single function instead of
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adding the function as a property of `exports`.
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To test it, run the following JavaScript:
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```js
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// test.js
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const addon = require('./build/Release/addon');
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addon((msg) => {
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console.log(msg); // 'hello world'
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});
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```
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Note that, in this example, the callback function is invoked synchronously.
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### Object factory
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Addons can create and return new objects from within a C++ function as
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illustrated in the following example. An object is created and returned with a
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property `msg` that echoes the string passed to `createObject()`:
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```cpp
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// addon.cc
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#include <node.h>
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namespace demo {
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using v8::FunctionCallbackInfo;
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using v8::Isolate;
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using v8::Local;
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using v8::Object;
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using v8::String;
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using v8::Value;
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void CreateObject(const FunctionCallbackInfo<Value>& args) {
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Isolate* isolate = args.GetIsolate();
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Local<Object> obj = Object::New(isolate);
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obj->Set(String::NewFromUtf8(isolate, "msg"), args[0]->ToString());
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args.GetReturnValue().Set(obj);
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}
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void Init(Local<Object> exports, Local<Object> module) {
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NODE_SET_METHOD(module, "exports", CreateObject);
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}
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NODE_MODULE(addon, Init)
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} // namespace demo
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```
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To test it in JavaScript:
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```js
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// test.js
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const addon = require('./build/Release/addon');
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var obj1 = addon('hello');
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var obj2 = addon('world');
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console.log(obj1.msg + ' ' + obj2.msg); // 'hello world'
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```
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### Function factory
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Another common scenario is creating JavaScript functions that wrap C++
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functions and returning those back to JavaScript:
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```cpp
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// addon.cc
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#include <node.h>
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namespace demo {
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using v8::Function;
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using v8::FunctionCallbackInfo;
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using v8::FunctionTemplate;
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using v8::Isolate;
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using v8::Local;
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using v8::Object;
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using v8::String;
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using v8::Value;
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void MyFunction(const FunctionCallbackInfo<Value>& args) {
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Isolate* isolate = args.GetIsolate();
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args.GetReturnValue().Set(String::NewFromUtf8(isolate, "hello world"));
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}
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void CreateFunction(const FunctionCallbackInfo<Value>& args) {
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Isolate* isolate = args.GetIsolate();
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Local<FunctionTemplate> tpl = FunctionTemplate::New(isolate, MyFunction);
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Local<Function> fn = tpl->GetFunction();
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// omit this to make it anonymous
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fn->SetName(String::NewFromUtf8(isolate, "theFunction"));
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args.GetReturnValue().Set(fn);
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}
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void Init(Local<Object> exports, Local<Object> module) {
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NODE_SET_METHOD(module, "exports", CreateFunction);
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}
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NODE_MODULE(addon, Init)
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} // namespace demo
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```
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To test:
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```js
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// test.js
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const addon = require('./build/Release/addon');
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var fn = addon();
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console.log(fn()); // 'hello world'
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```
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### Wrapping C++ objects
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It is also possible to wrap C++ objects/classes in a way that allows new
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instances to be created using the JavaScript `new` operator:
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```cpp
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// addon.cc
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#include <node.h>
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#include "myobject.h"
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namespace demo {
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using v8::Local;
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using v8::Object;
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void InitAll(Local<Object> exports) {
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MyObject::Init(exports);
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}
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NODE_MODULE(addon, InitAll)
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} // namespace demo
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```
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Then, in `myobject.h`, the wrapper class inherits from `node::ObjectWrap`:
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```cpp
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// myobject.h
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#ifndef MYOBJECT_H
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#define MYOBJECT_H
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#include <node.h>
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#include <node_object_wrap.h>
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namespace demo {
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class MyObject : public node::ObjectWrap {
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public:
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static void Init(v8::Local<v8::Object> exports);
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private:
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explicit MyObject(double value = 0);
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~MyObject();
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static void New(const v8::FunctionCallbackInfo<v8::Value>& args);
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static void PlusOne(const v8::FunctionCallbackInfo<v8::Value>& args);
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static v8::Persistent<v8::Function> constructor;
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double value_;
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};
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} // namespace demo
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|
|
|
#endif
|
|
```
|
|
|
|
In `myobject.cc`, implement the various methods that are to be exposed.
|
|
Below, the method `plusOne()` is exposed by adding it to the constructor's
|
|
prototype:
|
|
|
|
```cpp
|
|
// myobject.cc
|
|
#include "myobject.h"
|
|
|
|
namespace demo {
|
|
|
|
using v8::Function;
|
|
using v8::FunctionCallbackInfo;
|
|
using v8::FunctionTemplate;
|
|
using v8::Isolate;
|
|
using v8::Local;
|
|
using v8::Number;
|
|
using v8::Object;
|
|
using v8::Persistent;
|
|
using v8::String;
|
|
using v8::Value;
|
|
|
|
Persistent<Function> MyObject::constructor;
|
|
|
|
MyObject::MyObject(double value) : value_(value) {
|
|
}
|
|
|
|
MyObject::~MyObject() {
|
|
}
|
|
|
|
void MyObject::Init(Local<Object> exports) {
|
|
Isolate* isolate = exports->GetIsolate();
|
|
|
|
// Prepare constructor template
|
|
Local<FunctionTemplate> tpl = FunctionTemplate::New(isolate, New);
|
|
tpl->SetClassName(String::NewFromUtf8(isolate, "MyObject"));
|
|
tpl->InstanceTemplate()->SetInternalFieldCount(1);
|
|
|
|
// Prototype
|
|
NODE_SET_PROTOTYPE_METHOD(tpl, "plusOne", PlusOne);
|
|
|
|
constructor.Reset(isolate, tpl->GetFunction());
|
|
exports->Set(String::NewFromUtf8(isolate, "MyObject"),
|
|
tpl->GetFunction());
|
|
}
|
|
|
|
void MyObject::New(const FunctionCallbackInfo<Value>& args) {
|
|
Isolate* isolate = args.GetIsolate();
|
|
|
|
if (args.IsConstructCall()) {
|
|
// Invoked as constructor: `new MyObject(...)`
|
|
double value = args[0]->IsUndefined() ? 0 : args[0]->NumberValue();
|
|
MyObject* obj = new MyObject(value);
|
|
obj->Wrap(args.This());
|
|
args.GetReturnValue().Set(args.This());
|
|
} else {
|
|
// Invoked as plain function `MyObject(...)`, turn into construct call.
|
|
const int argc = 1;
|
|
Local<Value> argv[argc] = { args[0] };
|
|
Local<Function> cons = Local<Function>::New(isolate, constructor);
|
|
args.GetReturnValue().Set(cons->NewInstance(argc, argv));
|
|
}
|
|
}
|
|
|
|
void MyObject::PlusOne(const FunctionCallbackInfo<Value>& args) {
|
|
Isolate* isolate = args.GetIsolate();
|
|
|
|
MyObject* obj = ObjectWrap::Unwrap<MyObject>(args.Holder());
|
|
obj->value_ += 1;
|
|
|
|
args.GetReturnValue().Set(Number::New(isolate, obj->value_));
|
|
}
|
|
|
|
} // namespace demo
|
|
```
|
|
|
|
To build this example, the `myobject.cc` file must be added to the
|
|
`binding.gyp`:
|
|
|
|
```
|
|
{
|
|
"targets": [
|
|
{
|
|
"target_name": "addon",
|
|
"sources": [
|
|
"addon.cc",
|
|
"myobject.cc"
|
|
]
|
|
}
|
|
]
|
|
}
|
|
```
|
|
|
|
Test it with:
|
|
|
|
```js
|
|
// test.js
|
|
const addon = require('./build/Release/addon');
|
|
|
|
var obj = new addon.MyObject(10);
|
|
console.log(obj.plusOne()); // 11
|
|
console.log(obj.plusOne()); // 12
|
|
console.log(obj.plusOne()); // 13
|
|
```
|
|
|
|
### Factory of wrapped objects
|
|
|
|
Alternatively, it is possible to use a factory pattern to avoid explicitly
|
|
creating object instances using the JavaScript `new` operator:
|
|
|
|
```js
|
|
var obj = addon.createObject();
|
|
// instead of:
|
|
// var obj = new addon.Object();
|
|
```
|
|
|
|
First, the `createObject()` method is implemented in `addon.cc`:
|
|
|
|
```cpp
|
|
// addon.cc
|
|
#include <node.h>
|
|
#include "myobject.h"
|
|
|
|
namespace demo {
|
|
|
|
using v8::FunctionCallbackInfo;
|
|
using v8::Isolate;
|
|
using v8::Local;
|
|
using v8::Object;
|
|
using v8::String;
|
|
using v8::Value;
|
|
|
|
void CreateObject(const FunctionCallbackInfo<Value>& args) {
|
|
MyObject::NewInstance(args);
|
|
}
|
|
|
|
void InitAll(Local<Object> exports, Local<Object> module) {
|
|
MyObject::Init(exports->GetIsolate());
|
|
|
|
NODE_SET_METHOD(module, "exports", CreateObject);
|
|
}
|
|
|
|
NODE_MODULE(addon, InitAll)
|
|
|
|
} // namespace demo
|
|
```
|
|
|
|
In `myobject.h`, the static method `NewInstance()` is added to handle
|
|
instantiating the object. This method takes the place of using `new` in
|
|
JavaScript:
|
|
|
|
```cpp
|
|
// myobject.h
|
|
#ifndef MYOBJECT_H
|
|
#define MYOBJECT_H
|
|
|
|
#include <node.h>
|
|
#include <node_object_wrap.h>
|
|
|
|
namespace demo {
|
|
|
|
class MyObject : public node::ObjectWrap {
|
|
public:
|
|
static void Init(v8::Isolate* isolate);
|
|
static void NewInstance(const v8::FunctionCallbackInfo<v8::Value>& args);
|
|
|
|
private:
|
|
explicit MyObject(double value = 0);
|
|
~MyObject();
|
|
|
|
static void New(const v8::FunctionCallbackInfo<v8::Value>& args);
|
|
static void PlusOne(const v8::FunctionCallbackInfo<v8::Value>& args);
|
|
static v8::Persistent<v8::Function> constructor;
|
|
double value_;
|
|
};
|
|
|
|
} // namespace demo
|
|
|
|
#endif
|
|
```
|
|
|
|
The implementation in `myobject.cc` is similar to the previous example:
|
|
|
|
```cpp
|
|
// myobject.cc
|
|
#include <node.h>
|
|
#include "myobject.h"
|
|
|
|
namespace demo {
|
|
|
|
using v8::Function;
|
|
using v8::FunctionCallbackInfo;
|
|
using v8::FunctionTemplate;
|
|
using v8::Isolate;
|
|
using v8::Local;
|
|
using v8::Number;
|
|
using v8::Object;
|
|
using v8::Persistent;
|
|
using v8::String;
|
|
using v8::Value;
|
|
|
|
Persistent<Function> MyObject::constructor;
|
|
|
|
MyObject::MyObject(double value) : value_(value) {
|
|
}
|
|
|
|
MyObject::~MyObject() {
|
|
}
|
|
|
|
void MyObject::Init(Isolate* isolate) {
|
|
// Prepare constructor template
|
|
Local<FunctionTemplate> tpl = FunctionTemplate::New(isolate, New);
|
|
tpl->SetClassName(String::NewFromUtf8(isolate, "MyObject"));
|
|
tpl->InstanceTemplate()->SetInternalFieldCount(1);
|
|
|
|
// Prototype
|
|
NODE_SET_PROTOTYPE_METHOD(tpl, "plusOne", PlusOne);
|
|
|
|
constructor.Reset(isolate, tpl->GetFunction());
|
|
}
|
|
|
|
void MyObject::New(const FunctionCallbackInfo<Value>& args) {
|
|
Isolate* isolate = args.GetIsolate();
|
|
|
|
if (args.IsConstructCall()) {
|
|
// Invoked as constructor: `new MyObject(...)`
|
|
double value = args[0]->IsUndefined() ? 0 : args[0]->NumberValue();
|
|
MyObject* obj = new MyObject(value);
|
|
obj->Wrap(args.This());
|
|
args.GetReturnValue().Set(args.This());
|
|
} else {
|
|
// Invoked as plain function `MyObject(...)`, turn into construct call.
|
|
const int argc = 1;
|
|
Local<Value> argv[argc] = { args[0] };
|
|
Local<Function> cons = Local<Function>::New(isolate, constructor);
|
|
args.GetReturnValue().Set(cons->NewInstance(argc, argv));
|
|
}
|
|
}
|
|
|
|
void MyObject::NewInstance(const FunctionCallbackInfo<Value>& args) {
|
|
Isolate* isolate = args.GetIsolate();
|
|
|
|
const unsigned argc = 1;
|
|
Local<Value> argv[argc] = { args[0] };
|
|
Local<Function> cons = Local<Function>::New(isolate, constructor);
|
|
Local<Object> instance = cons->NewInstance(argc, argv);
|
|
|
|
args.GetReturnValue().Set(instance);
|
|
}
|
|
|
|
void MyObject::PlusOne(const FunctionCallbackInfo<Value>& args) {
|
|
Isolate* isolate = args.GetIsolate();
|
|
|
|
MyObject* obj = ObjectWrap::Unwrap<MyObject>(args.Holder());
|
|
obj->value_ += 1;
|
|
|
|
args.GetReturnValue().Set(Number::New(isolate, obj->value_));
|
|
}
|
|
|
|
} // namespace demo
|
|
```
|
|
|
|
Once again, to build this example, the `myobject.cc` file must be added to the
|
|
`binding.gyp`:
|
|
|
|
```
|
|
{
|
|
"targets": [
|
|
{
|
|
"target_name": "addon",
|
|
"sources": [
|
|
"addon.cc",
|
|
"myobject.cc"
|
|
]
|
|
}
|
|
]
|
|
}
|
|
```
|
|
|
|
Test it with:
|
|
|
|
```js
|
|
// test.js
|
|
const createObject = require('./build/Release/addon');
|
|
|
|
var obj = createObject(10);
|
|
console.log(obj.plusOne()); // 11
|
|
console.log(obj.plusOne()); // 12
|
|
console.log(obj.plusOne()); // 13
|
|
|
|
var obj2 = createObject(20);
|
|
console.log(obj2.plusOne()); // 21
|
|
console.log(obj2.plusOne()); // 22
|
|
console.log(obj2.plusOne()); // 23
|
|
```
|
|
|
|
|
|
### Passing wrapped objects around
|
|
|
|
In addition to wrapping and returning C++ objects, it is possible to pass
|
|
wrapped objects around by unwrapping them with the Node.js helper function
|
|
`node::ObjectWrap::Unwrap`. The following examples shows a function `add()`
|
|
that can take two `MyObject` objects as input arguments:
|
|
|
|
```cpp
|
|
// addon.cc
|
|
#include <node.h>
|
|
#include <node_object_wrap.h>
|
|
#include "myobject.h"
|
|
|
|
namespace demo {
|
|
|
|
using v8::FunctionCallbackInfo;
|
|
using v8::Isolate;
|
|
using v8::Local;
|
|
using v8::Number;
|
|
using v8::Object;
|
|
using v8::String;
|
|
using v8::Value;
|
|
|
|
void CreateObject(const FunctionCallbackInfo<Value>& args) {
|
|
MyObject::NewInstance(args);
|
|
}
|
|
|
|
void Add(const FunctionCallbackInfo<Value>& args) {
|
|
Isolate* isolate = args.GetIsolate();
|
|
|
|
MyObject* obj1 = node::ObjectWrap::Unwrap<MyObject>(
|
|
args[0]->ToObject());
|
|
MyObject* obj2 = node::ObjectWrap::Unwrap<MyObject>(
|
|
args[1]->ToObject());
|
|
|
|
double sum = obj1->value() + obj2->value();
|
|
args.GetReturnValue().Set(Number::New(isolate, sum));
|
|
}
|
|
|
|
void InitAll(Local<Object> exports) {
|
|
MyObject::Init(exports->GetIsolate());
|
|
|
|
NODE_SET_METHOD(exports, "createObject", CreateObject);
|
|
NODE_SET_METHOD(exports, "add", Add);
|
|
}
|
|
|
|
NODE_MODULE(addon, InitAll)
|
|
|
|
} // namespace demo
|
|
```
|
|
|
|
In `myobject.h`, a new public method is added to allow access to private values
|
|
after unwrapping the object.
|
|
|
|
```cpp
|
|
// myobject.h
|
|
#ifndef MYOBJECT_H
|
|
#define MYOBJECT_H
|
|
|
|
#include <node.h>
|
|
#include <node_object_wrap.h>
|
|
|
|
namespace demo {
|
|
|
|
class MyObject : public node::ObjectWrap {
|
|
public:
|
|
static void Init(v8::Isolate* isolate);
|
|
static void NewInstance(const v8::FunctionCallbackInfo<v8::Value>& args);
|
|
inline double value() const { return value_; }
|
|
|
|
private:
|
|
explicit MyObject(double value = 0);
|
|
~MyObject();
|
|
|
|
static void New(const v8::FunctionCallbackInfo<v8::Value>& args);
|
|
static v8::Persistent<v8::Function> constructor;
|
|
double value_;
|
|
};
|
|
|
|
} // namespace demo
|
|
|
|
#endif
|
|
```
|
|
|
|
The implementation of `myobject.cc` is similar to before:
|
|
|
|
```cpp
|
|
// myobject.cc
|
|
#include <node.h>
|
|
#include "myobject.h"
|
|
|
|
namespace demo {
|
|
|
|
using v8::Function;
|
|
using v8::FunctionCallbackInfo;
|
|
using v8::FunctionTemplate;
|
|
using v8::Isolate;
|
|
using v8::Local;
|
|
using v8::Object;
|
|
using v8::Persistent;
|
|
using v8::String;
|
|
using v8::Value;
|
|
|
|
Persistent<Function> MyObject::constructor;
|
|
|
|
MyObject::MyObject(double value) : value_(value) {
|
|
}
|
|
|
|
MyObject::~MyObject() {
|
|
}
|
|
|
|
void MyObject::Init(Isolate* isolate) {
|
|
// Prepare constructor template
|
|
Local<FunctionTemplate> tpl = FunctionTemplate::New(isolate, New);
|
|
tpl->SetClassName(String::NewFromUtf8(isolate, "MyObject"));
|
|
tpl->InstanceTemplate()->SetInternalFieldCount(1);
|
|
|
|
constructor.Reset(isolate, tpl->GetFunction());
|
|
}
|
|
|
|
void MyObject::New(const FunctionCallbackInfo<Value>& args) {
|
|
Isolate* isolate = args.GetIsolate();
|
|
|
|
if (args.IsConstructCall()) {
|
|
// Invoked as constructor: `new MyObject(...)`
|
|
double value = args[0]->IsUndefined() ? 0 : args[0]->NumberValue();
|
|
MyObject* obj = new MyObject(value);
|
|
obj->Wrap(args.This());
|
|
args.GetReturnValue().Set(args.This());
|
|
} else {
|
|
// Invoked as plain function `MyObject(...)`, turn into construct call.
|
|
const int argc = 1;
|
|
Local<Value> argv[argc] = { args[0] };
|
|
Local<Function> cons = Local<Function>::New(isolate, constructor);
|
|
args.GetReturnValue().Set(cons->NewInstance(argc, argv));
|
|
}
|
|
}
|
|
|
|
void MyObject::NewInstance(const FunctionCallbackInfo<Value>& args) {
|
|
Isolate* isolate = args.GetIsolate();
|
|
|
|
const unsigned argc = 1;
|
|
Local<Value> argv[argc] = { args[0] };
|
|
Local<Function> cons = Local<Function>::New(isolate, constructor);
|
|
Local<Object> instance = cons->NewInstance(argc, argv);
|
|
|
|
args.GetReturnValue().Set(instance);
|
|
}
|
|
|
|
} // namespace demo
|
|
```
|
|
|
|
Test it with:
|
|
|
|
```js
|
|
// test.js
|
|
const addon = require('./build/Release/addon');
|
|
|
|
var obj1 = addon.createObject(10);
|
|
var obj2 = addon.createObject(20);
|
|
var result = addon.add(obj1, obj2);
|
|
|
|
console.log(result); // 30
|
|
```
|
|
|
|
### AtExit hooks
|
|
|
|
An "AtExit" hook is a function that is invoked after the Node.js event loop
|
|
has ended by before the JavaScript VM is terminated and Node.js shuts down.
|
|
"AtExit" hooks are registered using the `node::AtExit` API.
|
|
|
|
#### void AtExit(callback, args)
|
|
|
|
* `callback`: `void (*)(void*)` - A pointer to the function to call at exit.
|
|
* `args`: `void*` - A pointer to pass to the callback at exit.
|
|
|
|
Registers exit hooks that run after the event loop has ended but before the VM
|
|
is killed.
|
|
|
|
AtExit takes two parameters: a pointer to a callback function to run at exit,
|
|
and a pointer to untyped context data to be passed to that callback.
|
|
|
|
Callbacks are run in last-in first-out order.
|
|
|
|
The following `addon.cc` implements AtExit:
|
|
|
|
```cpp
|
|
// addon.cc
|
|
#undef NDEBUG
|
|
#include <assert.h>
|
|
#include <stdlib.h>
|
|
#include <node.h>
|
|
|
|
namespace demo {
|
|
|
|
using node::AtExit;
|
|
using v8::HandleScope;
|
|
using v8::Isolate;
|
|
using v8::Local;
|
|
using v8::Object;
|
|
|
|
static char cookie[] = "yum yum";
|
|
static int at_exit_cb1_called = 0;
|
|
static int at_exit_cb2_called = 0;
|
|
|
|
static void at_exit_cb1(void* arg) {
|
|
Isolate* isolate = static_cast<Isolate*>(arg);
|
|
HandleScope scope(isolate);
|
|
Local<Object> obj = Object::New(isolate);
|
|
assert(!obj.IsEmpty()); // assert VM is still alive
|
|
assert(obj->IsObject());
|
|
at_exit_cb1_called++;
|
|
}
|
|
|
|
static void at_exit_cb2(void* arg) {
|
|
assert(arg == static_cast<void*>(cookie));
|
|
at_exit_cb2_called++;
|
|
}
|
|
|
|
static void sanity_check(void*) {
|
|
assert(at_exit_cb1_called == 1);
|
|
assert(at_exit_cb2_called == 2);
|
|
}
|
|
|
|
void init(Local<Object> exports) {
|
|
AtExit(sanity_check);
|
|
AtExit(at_exit_cb2, cookie);
|
|
AtExit(at_exit_cb2, cookie);
|
|
AtExit(at_exit_cb1, exports->GetIsolate());
|
|
}
|
|
|
|
NODE_MODULE(addon, init);
|
|
|
|
} // namespace demo
|
|
```
|
|
|
|
Test in JavaScript by running:
|
|
|
|
```js
|
|
// test.js
|
|
const addon = require('./build/Release/addon');
|
|
```
|
|
|
|
[bindings]: https://github.com/TooTallNate/node-bindings
|
|
[download]: https://github.com/nodejs/node-addon-examples
|
|
[Embedder's Guide]: https://developers.google.com/v8/embed
|
|
[examples]: https://github.com/nodejs/nan/tree/master/examples/
|
|
[installation instructions]: https://github.com/nodejs/node-gyp#installation
|
|
[libuv]: https://github.com/libuv/libuv
|
|
[Linking to Node.js' own dependencies]: #addons_linking_to_node_js_own_dependencies
|
|
[Native Abstractions for Node.js]: https://github.com/nodejs/nan
|
|
[node-gyp]: https://github.com/nodejs/node-gyp
|
|
[require]: globals.html#globals_require
|
|
[v8-docs]: https://v8docs.nodesource.com/
|