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Currently the documentation for Wrapping C++ Objects doesn't explain how to destruct an object by explicitly invoking the garbage collector. This commit includes a modification to docs that explains how to force the garbage collector to clear objects using V8's command line flags. Fixes: https://github.com/nodejs/node/issues/19876 PR-URL: https://github.com/nodejs/node/pull/20431 Reviewed-By: James M Snell <jasnell@gmail.com> Reviewed-By: Yang Guo <yangguo@chromium.org>
1326 lines
37 KiB
Markdown
1326 lines
37 KiB
Markdown
# C++ Addons
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<!--introduced_in=v0.10.0-->
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<!-- type=misc -->
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Node.js Addons are dynamically-linked shared objects, written in 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++ 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 libuv, OpenSSL, V8 and zlib symbols are
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purposefully re-exported by Node.js and may be used to various extents by
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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 the starting-point for an 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 Initialize(Local<Object> exports) {
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NODE_SET_METHOD(exports, "hello", Method);
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}
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NODE_MODULE(NODE_GYP_MODULE_NAME, Initialize)
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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(NODE_GYP_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 `Initialize`
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and the addon module name is `addon`.
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When building addons with `node-gyp`, using the macro `NODE_GYP_MODULE_NAME` as
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the first parameter of `NODE_MODULE()` will ensure that the name of the final
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binary will be passed to `NODE_MODULE()`.
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### Context-aware addons
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There are environments in which Node.js addons may need to be loaded multiple
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times in multiple contexts. For example, the [Electron][] runtime runs multiple
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instances of Node.js in a single process. Each instance will have its own
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`require()` cache, and thus each instance will need a native addon to behave
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correctly when loaded via `require()`. From the addon's perspective, this means
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that it must support multiple initializations.
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A context-aware addon can be constructed by using the macro
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`NODE_MODULE_INITIALIZER`, which expands to the name of a function which Node.js
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will expect to find when it loads an addon. An addon can thus be initialized as
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in the following example:
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```cpp
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using namespace v8;
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extern "C" NODE_MODULE_EXPORT void
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NODE_MODULE_INITIALIZER(Local<Object> exports,
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Local<Value> module,
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Local<Context> context) {
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/* Perform addon initialization steps here. */
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}
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```
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Another option is to use the macro `NODE_MODULE_INIT()`, which will also
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construct a context-aware addon. Unlike `NODE_MODULE()`, which is used to
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construct an addon around a given addon initializer function,
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`NODE_MODULE_INIT()` serves as the declaration of such an initializer to be
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followed by a function body.
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The following three variables may be used inside the function body following an
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invocation of `NODE_MODULE_INIT()`:
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* `Local<Object> exports`,
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* `Local<Value> module`, and
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* `Local<Context> context`
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The choice to build a context-aware addon carries with it the responsibility of
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carefully managing global static data. Since the addon may be loaded multiple
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times, potentially even from different threads, any global static data stored
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in the addon must be properly protected, and must not contain any persistent
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references to JavaScript objects. The reason for this is that JavaScript
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objects are only valid in one context, and will likely cause a crash when
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accessed from the wrong context or from a different thread than the one on which
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they were created.
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The context-aware addon can be structured to avoid global static data by
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performing the following steps:
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* defining a class which will hold per-addon-instance data. Such
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a class should include a `v8::Persistent<v8::Object>` which will hold a weak
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reference to the addon's `exports` object. The callback associated with the weak
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reference will then destroy the instance of the class.
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* constructing an instance of this class in the addon initializer such that the
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`v8::Persistent<v8::Object>` is set to the `exports` object.
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* storing the instance of the class in a `v8::External`, and
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* passing the `v8::External` to all methods exposed to JavaScript by passing it
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to the `v8::FunctionTemplate` constructor which creates the native-backed
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JavaScript functions. The `v8::FunctionTemplate` constructor's third parameter
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accepts the `v8::External`.
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This will ensure that the per-addon-instance data reaches each binding that can
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be called from JavaScript. The per-addon-instance data must also be passed into
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any asynchronous callbacks the addon may create.
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The following example illustrates the implementation of a context-aware addon:
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```cpp
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#include <node.h>
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using namespace v8;
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class AddonData {
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public:
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AddonData(Isolate* isolate, Local<Object> exports):
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call_count(0) {
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// Link the existence of this object instance to the existence of exports.
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exports_.Reset(isolate, exports);
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exports_.SetWeak(this, DeleteMe, WeakCallbackType::kParameter);
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}
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~AddonData() {
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if (!exports_.IsEmpty()) {
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// Reset the reference to avoid leaking data.
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exports_.ClearWeak();
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exports_.Reset();
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}
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}
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// Per-addon data.
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int call_count;
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private:
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// Method to call when "exports" is about to be garbage-collected.
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static void DeleteMe(const WeakCallbackInfo<AddonData>& info) {
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delete info.GetParameter();
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}
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// Weak handle to the "exports" object. An instance of this class will be
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// destroyed along with the exports object to which it is weakly bound.
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v8::Persistent<v8::Object> exports_;
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};
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static void Method(const v8::FunctionCallbackInfo<v8::Value>& info) {
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// Retrieve the per-addon-instance data.
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AddonData* data =
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reinterpret_cast<AddonData*>(info.Data().As<External>()->Value());
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data->call_count++;
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info.GetReturnValue().Set((double)data->call_count);
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}
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// Initialize this addon to be context-aware.
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NODE_MODULE_INIT(/* exports, module, context */) {
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Isolate* isolate = context->GetIsolate();
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// Create a new instance of AddonData for this instance of the addon.
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AddonData* data = new AddonData(isolate, exports);
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// Wrap the data in a v8::External so we can pass it to the method we expose.
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Local<External> external = External::New(isolate, data);
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// Expose the method "Method" to JavaScript, and make sure it receives the
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// per-addon-instance data we created above by passing `external` as the
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// third parameter to the FunctionTemplate constructor.
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exports->Set(context,
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String::NewFromUtf8(isolate, "method", NewStringType::kNormal)
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.ToLocalChecked(),
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FunctionTemplate::New(isolate, Method, external)
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->GetFunction(context).ToLocalChecked()).FromJust();
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}
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```
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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 the 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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```json
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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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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());
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// Prints: '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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## N-API
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> Stability: 2 - Stable
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N-API is an API for building native Addons. It is independent from
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the underlying JavaScript runtime (e.g. V8) and is maintained as part of
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Node.js itself. This API will be Application Binary Interface (ABI) stable
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across versions of Node.js. It is intended to insulate Addons from
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changes in the underlying JavaScript engine and allow modules
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compiled for one version to run on later versions of Node.js without
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recompilation. Addons are built/packaged with the same approach/tools
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outlined in this document (node-gyp, etc.). The only difference is the
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set of APIs that are used by the native code. Instead of using the V8
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or [Native Abstractions for Node.js][] APIs, the functions available
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in the N-API are used.
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Creating and maintaining an addon that benefits from the ABI stability
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provided by N-API carries with it certain
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[implementation considerations](n-api.html#n_api_implications_of_abi_stability).
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To use N-API in the above "Hello world" example, replace the content of
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`hello.cc` with the following. All other instructions remain the same.
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```cpp
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// hello.cc using N-API
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#include <node_api.h>
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namespace demo {
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napi_value Method(napi_env env, napi_callback_info args) {
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napi_value greeting;
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napi_status status;
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status = napi_create_string_utf8(env, "hello", NAPI_AUTO_LENGTH, &greeting);
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if (status != napi_ok) return nullptr;
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return greeting;
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}
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napi_value init(napi_env env, napi_value exports) {
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napi_status status;
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napi_value fn;
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status = napi_create_function(env, nullptr, 0, Method, nullptr, &fn);
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if (status != napi_ok) return nullptr;
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status = napi_set_named_property(env, exports, "hello", fn);
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if (status != napi_ok) return nullptr;
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return exports;
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}
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NAPI_MODULE(NODE_GYP_MODULE_NAME, init)
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} // namespace demo
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```
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The functions available and how to use them are documented in the
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section titled [C/C++ Addons - N-API](n-api.html).
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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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```json
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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:
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```json
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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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```console
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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
|
|
if (!args[0]->IsNumber() || !args[1]->IsNumber()) {
|
|
isolate->ThrowException(Exception::TypeError(
|
|
String::NewFromUtf8(isolate, "Wrong arguments")));
|
|
return;
|
|
}
|
|
|
|
// Perform the operation
|
|
double value =
|
|
args[0].As<Number>()->Value() + args[1].As<Number>()->Value();
|
|
Local<Number> num = Number::New(isolate, value);
|
|
|
|
// Set the return value (using the passed in
|
|
// FunctionCallbackInfo<Value>&)
|
|
args.GetReturnValue().Set(num);
|
|
}
|
|
|
|
void Init(Local<Object> exports) {
|
|
NODE_SET_METHOD(exports, "add", Add);
|
|
}
|
|
|
|
NODE_MODULE(NODE_GYP_MODULE_NAME, Init)
|
|
|
|
} // namespace demo
|
|
```
|
|
|
|
Once compiled, the example Addon can be required and used from within Node.js:
|
|
|
|
```js
|
|
// test.js
|
|
const addon = require('./build/Release/addon');
|
|
|
|
console.log('This should be eight:', addon.add(3, 5));
|
|
```
|
|
|
|
### Callbacks
|
|
|
|
It is common practice within Addons to pass JavaScript functions to a C++
|
|
function and execute them from there. The following example illustrates how
|
|
to invoke such callbacks:
|
|
|
|
```cpp
|
|
// addon.cc
|
|
#include <node.h>
|
|
|
|
namespace demo {
|
|
|
|
using v8::Function;
|
|
using v8::FunctionCallbackInfo;
|
|
using v8::Isolate;
|
|
using v8::Local;
|
|
using v8::Null;
|
|
using v8::Object;
|
|
using v8::String;
|
|
using v8::Value;
|
|
|
|
void RunCallback(const FunctionCallbackInfo<Value>& args) {
|
|
Isolate* isolate = args.GetIsolate();
|
|
Local<Function> cb = Local<Function>::Cast(args[0]);
|
|
const unsigned argc = 1;
|
|
Local<Value> argv[argc] = { String::NewFromUtf8(isolate, "hello world") };
|
|
cb->Call(Null(isolate), argc, argv);
|
|
}
|
|
|
|
void Init(Local<Object> exports, Local<Object> module) {
|
|
NODE_SET_METHOD(module, "exports", RunCallback);
|
|
}
|
|
|
|
NODE_MODULE(NODE_GYP_MODULE_NAME, Init)
|
|
|
|
} // namespace demo
|
|
```
|
|
|
|
Note that this example uses a two-argument form of `Init()` that receives
|
|
the full `module` object as the second argument. This allows the Addon
|
|
to completely overwrite `exports` with a single function instead of
|
|
adding the function as a property of `exports`.
|
|
|
|
To test it, run the following JavaScript:
|
|
|
|
```js
|
|
// test.js
|
|
const addon = require('./build/Release/addon');
|
|
|
|
addon((msg) => {
|
|
console.log(msg);
|
|
// Prints: 'hello world'
|
|
});
|
|
```
|
|
|
|
Note that, in this example, the callback function is invoked synchronously.
|
|
|
|
### Object factory
|
|
|
|
Addons can create and return new objects from within a C++ function as
|
|
illustrated in the following example. An object is created and returned with a
|
|
property `msg` that echoes the string passed to `createObject()`:
|
|
|
|
```cpp
|
|
// addon.cc
|
|
#include <node.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) {
|
|
Isolate* isolate = args.GetIsolate();
|
|
|
|
Local<Object> obj = Object::New(isolate);
|
|
obj->Set(String::NewFromUtf8(isolate, "msg"), args[0]->ToString(isolate));
|
|
|
|
args.GetReturnValue().Set(obj);
|
|
}
|
|
|
|
void Init(Local<Object> exports, Local<Object> module) {
|
|
NODE_SET_METHOD(module, "exports", CreateObject);
|
|
}
|
|
|
|
NODE_MODULE(NODE_GYP_MODULE_NAME, Init)
|
|
|
|
} // namespace demo
|
|
```
|
|
|
|
To test it in JavaScript:
|
|
|
|
```js
|
|
// test.js
|
|
const addon = require('./build/Release/addon');
|
|
|
|
const obj1 = addon('hello');
|
|
const obj2 = addon('world');
|
|
console.log(obj1.msg, obj2.msg);
|
|
// Prints: 'hello world'
|
|
```
|
|
|
|
### Function factory
|
|
|
|
Another common scenario is creating JavaScript functions that wrap C++
|
|
functions and returning those back to JavaScript:
|
|
|
|
```cpp
|
|
// addon.cc
|
|
#include <node.h>
|
|
|
|
namespace demo {
|
|
|
|
using v8::Function;
|
|
using v8::FunctionCallbackInfo;
|
|
using v8::FunctionTemplate;
|
|
using v8::Isolate;
|
|
using v8::Local;
|
|
using v8::Object;
|
|
using v8::String;
|
|
using v8::Value;
|
|
|
|
void MyFunction(const FunctionCallbackInfo<Value>& args) {
|
|
Isolate* isolate = args.GetIsolate();
|
|
args.GetReturnValue().Set(String::NewFromUtf8(isolate, "hello world"));
|
|
}
|
|
|
|
void CreateFunction(const FunctionCallbackInfo<Value>& args) {
|
|
Isolate* isolate = args.GetIsolate();
|
|
|
|
Local<FunctionTemplate> tpl = FunctionTemplate::New(isolate, MyFunction);
|
|
Local<Function> fn = tpl->GetFunction();
|
|
|
|
// omit this to make it anonymous
|
|
fn->SetName(String::NewFromUtf8(isolate, "theFunction"));
|
|
|
|
args.GetReturnValue().Set(fn);
|
|
}
|
|
|
|
void Init(Local<Object> exports, Local<Object> module) {
|
|
NODE_SET_METHOD(module, "exports", CreateFunction);
|
|
}
|
|
|
|
NODE_MODULE(NODE_GYP_MODULE_NAME, Init)
|
|
|
|
} // namespace demo
|
|
```
|
|
|
|
To test:
|
|
|
|
```js
|
|
// test.js
|
|
const addon = require('./build/Release/addon');
|
|
|
|
const fn = addon();
|
|
console.log(fn());
|
|
// Prints: 'hello world'
|
|
```
|
|
|
|
### Wrapping C++ objects
|
|
|
|
It is also possible to wrap C++ objects/classes in a way that allows new
|
|
instances to be created using the JavaScript `new` operator:
|
|
|
|
```cpp
|
|
// addon.cc
|
|
#include <node.h>
|
|
#include "myobject.h"
|
|
|
|
namespace demo {
|
|
|
|
using v8::Local;
|
|
using v8::Object;
|
|
|
|
void InitAll(Local<Object> exports) {
|
|
MyObject::Init(exports);
|
|
}
|
|
|
|
NODE_MODULE(NODE_GYP_MODULE_NAME, InitAll)
|
|
|
|
} // namespace demo
|
|
```
|
|
|
|
Then, in `myobject.h`, the wrapper class inherits from `node::ObjectWrap`:
|
|
|
|
```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::Local<v8::Object> exports);
|
|
|
|
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
|
|
```
|
|
|
|
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::Context;
|
|
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();
|
|
Local<Context> context = isolate->GetCurrentContext();
|
|
|
|
if (args.IsConstructCall()) {
|
|
// Invoked as constructor: `new MyObject(...)`
|
|
double value = args[0]->IsUndefined() ?
|
|
0 : args[0]->NumberValue(context).FromMaybe(0);
|
|
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);
|
|
Local<Object> result =
|
|
cons->NewInstance(context, argc, argv).ToLocalChecked();
|
|
args.GetReturnValue().Set(result);
|
|
}
|
|
}
|
|
|
|
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`:
|
|
|
|
```json
|
|
{
|
|
"targets": [
|
|
{
|
|
"target_name": "addon",
|
|
"sources": [
|
|
"addon.cc",
|
|
"myobject.cc"
|
|
]
|
|
}
|
|
]
|
|
}
|
|
```
|
|
|
|
Test it with:
|
|
|
|
```js
|
|
// test.js
|
|
const addon = require('./build/Release/addon');
|
|
|
|
const obj = new addon.MyObject(10);
|
|
console.log(obj.plusOne());
|
|
// Prints: 11
|
|
console.log(obj.plusOne());
|
|
// Prints: 12
|
|
console.log(obj.plusOne());
|
|
// Prints: 13
|
|
```
|
|
|
|
The destructor for a wrapper object will run when the object is
|
|
garbage-collected. For destructor testing, there are command-line flags that
|
|
can be used to make it possible to force garbage collection. These flags are
|
|
provided by the underlying V8 JavaScript engine. They are subject to change
|
|
or removal at any time. They are not documented by Node.js or V8, and they
|
|
should never be used outside of testing.
|
|
|
|
### 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
|
|
const obj = addon.createObject();
|
|
// instead of:
|
|
// const 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(NODE_GYP_MODULE_NAME, 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::Context;
|
|
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();
|
|
Local<Context> context = isolate->GetCurrentContext();
|
|
|
|
if (args.IsConstructCall()) {
|
|
// Invoked as constructor: `new MyObject(...)`
|
|
double value = args[0]->IsUndefined() ?
|
|
0 : args[0]->NumberValue(context).FromMaybe(0);
|
|
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);
|
|
Local<Object> instance =
|
|
cons->NewInstance(context, argc, argv).ToLocalChecked();
|
|
args.GetReturnValue().Set(instance);
|
|
}
|
|
}
|
|
|
|
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<Context> context = isolate->GetCurrentContext();
|
|
Local<Object> instance =
|
|
cons->NewInstance(context, argc, argv).ToLocalChecked();
|
|
|
|
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`:
|
|
|
|
```json
|
|
{
|
|
"targets": [
|
|
{
|
|
"target_name": "addon",
|
|
"sources": [
|
|
"addon.cc",
|
|
"myobject.cc"
|
|
]
|
|
}
|
|
]
|
|
}
|
|
```
|
|
|
|
Test it with:
|
|
|
|
```js
|
|
// test.js
|
|
const createObject = require('./build/Release/addon');
|
|
|
|
const obj = createObject(10);
|
|
console.log(obj.plusOne());
|
|
// Prints: 11
|
|
console.log(obj.plusOne());
|
|
// Prints: 12
|
|
console.log(obj.plusOne());
|
|
// Prints: 13
|
|
|
|
const obj2 = createObject(20);
|
|
console.log(obj2.plusOne());
|
|
// Prints: 21
|
|
console.log(obj2.plusOne());
|
|
// Prints: 22
|
|
console.log(obj2.plusOne());
|
|
// Prints: 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(isolate));
|
|
MyObject* obj2 = node::ObjectWrap::Unwrap<MyObject>(
|
|
args[1]->ToObject(isolate));
|
|
|
|
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(NODE_GYP_MODULE_NAME, 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::Context;
|
|
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();
|
|
Local<Context> context = isolate->GetCurrentContext();
|
|
|
|
if (args.IsConstructCall()) {
|
|
// Invoked as constructor: `new MyObject(...)`
|
|
double value = args[0]->IsUndefined() ?
|
|
0 : args[0]->NumberValue(context).FromMaybe(0);
|
|
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);
|
|
Local<Object> instance =
|
|
cons->NewInstance(context, argc, argv).ToLocalChecked();
|
|
args.GetReturnValue().Set(instance);
|
|
}
|
|
}
|
|
|
|
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<Context> context = isolate->GetCurrentContext();
|
|
Local<Object> instance =
|
|
cons->NewInstance(context, argc, argv).ToLocalChecked();
|
|
|
|
args.GetReturnValue().Set(instance);
|
|
}
|
|
|
|
} // namespace demo
|
|
```
|
|
|
|
Test it with:
|
|
|
|
```js
|
|
// test.js
|
|
const addon = require('./build/Release/addon');
|
|
|
|
const obj1 = addon.createObject(10);
|
|
const obj2 = addon.createObject(20);
|
|
const result = addon.add(obj1, obj2);
|
|
|
|
console.log(result);
|
|
// Prints: 30
|
|
```
|
|
|
|
### AtExit hooks
|
|
|
|
An `AtExit` hook is a function that is invoked after the Node.js event loop
|
|
has ended but 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` <span class="type"><void (\*)(void\*)></span>
|
|
A pointer to the function to call at exit.
|
|
* `args` <span class="type"><void\*></span>
|
|
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
|
|
#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(at_exit_cb2, cookie);
|
|
AtExit(at_exit_cb2, cookie);
|
|
AtExit(at_exit_cb1, exports->GetIsolate());
|
|
AtExit(sanity_check);
|
|
}
|
|
|
|
NODE_MODULE(NODE_GYP_MODULE_NAME, init)
|
|
|
|
} // namespace demo
|
|
```
|
|
|
|
Test in JavaScript by running:
|
|
|
|
```js
|
|
// test.js
|
|
require('./build/Release/addon');
|
|
```
|
|
|
|
[Electron]: https://electronjs.org/
|
|
[Embedder's Guide]: https://github.com/v8/v8/wiki/Embedder's%20Guide
|
|
[Linking to Node.js' own dependencies]: #addons_linking_to_node_js_own_dependencies
|
|
[Native Abstractions for Node.js]: https://github.com/nodejs/nan
|
|
[bindings]: https://github.com/TooTallNate/node-bindings
|
|
[download]: https://github.com/nodejs/node-addon-examples
|
|
[examples]: https://github.com/nodejs/nan/tree/master/examples/
|
|
[installation instructions]: https://github.com/nodejs/node-gyp#installation
|
|
[libuv]: https://github.com/libuv/libuv
|
|
[node-gyp]: https://github.com/nodejs/node-gyp
|
|
[require]: modules.html#modules_require
|
|
[v8-docs]: https://v8docs.nodesource.com/
|