C++ Addons
Node.js Addons are dynamically-linked shared objects, written in C++, that can be loaded into Node.js using the require()
function, and used just as if they were an ordinary Node.js module. They are used primarily to provide an interface between JavaScript running in Node.js and C/C++ libraries.
At the moment, the method for implementing Addons is rather complicated, involving knowledge of several components and APIs:
-
V8: the C++ library Node.js currently uses to provide the JavaScript implementation. V8 provides the mechanisms for creating objects, calling functions, etc. V8's API is documented mostly in the
v8.h
header file (deps/v8/include/v8.h
in the Node.js source tree), which is also available online. -
libuv: The C library that implements the Node.js event loop, its worker threads and all of the asynchronous behaviors of the platform. It also serves as a cross-platform abstraction library, giving easy, POSIX-like access across all major operating systems to many common system tasks, such as interacting with the filesystem, sockets, timers, and system events. libuv also provides a pthreads-like threading abstraction that may be used to power more sophisticated asynchronous Addons that need to move beyond the standard event loop. Addon authors are encouraged to think about how to avoid blocking the event loop with I/O or other time-intensive tasks by off-loading work via libuv to non-blocking system operations, worker threads or a custom use of libuv's threads.
-
Internal Node.js libraries. Node.js itself exports a number of C++ APIs that Addons can use — the most important of which is the
node::ObjectWrap
class. -
Node.js includes a number of other statically linked libraries including OpenSSL. These other libraries are located in the
deps/
directory in the Node.js source tree. Only the libuv, OpenSSL, V8 and zlib symbols are purposefully re-exported by Node.js and may be used to various extents by Addons. See Linking to Node.js' own dependencies for additional information.
All of the following examples are available for download and may be used as the starting-point for an Addon.
Hello world
This "Hello world" example is a simple Addon, written in C++, that is the equivalent of the following JavaScript code:
module.exports.hello = () => 'world';
First, create the file hello.cc
:
// hello.cc #include <node.h> namespace demo { using v8::FunctionCallbackInfo; using v8::Isolate; using v8::Local; using v8::NewStringType; using v8::Object; using v8::String; using v8::Value; void Method(const FunctionCallbackInfo<Value>& args) { Isolate* isolate = args.GetIsolate(); args.GetReturnValue().Set(String::NewFromUtf8( isolate, "world", NewStringType::kNormal).ToLocalChecked()); } void Initialize(Local<Object> exports) { NODE_SET_METHOD(exports, "hello", Method); } NODE_MODULE(NODE_GYP_MODULE_NAME, Initialize) } // namespace demo
Note that all Node.js Addons must export an initialization function following the pattern:
void Initialize(Local<Object> exports); NODE_MODULE(NODE_GYP_MODULE_NAME, Initialize)
There is no semi-colon after NODE_MODULE
as it's not a function (see node.h
).
The module_name
must match the filename of the final binary (excluding the .node
suffix).
In the hello.cc
example, then, the initialization function is Initialize
and the addon module name is addon
.
When building addons with node-gyp
, using the macro NODE_GYP_MODULE_NAME
as the first parameter of NODE_MODULE()
will ensure that the name of the final binary will be passed to NODE_MODULE()
.
Context-aware addons
There are environments in which Node.js addons may need to be loaded multiple times in multiple contexts. For example, the Electron runtime runs multiple instances of Node.js in a single process. Each instance will have its own require()
cache, and thus each instance will need a native addon to behave correctly when loaded via require()
. From the addon's perspective, this means that it must support multiple initializations.
A context-aware addon can be constructed by using the macro NODE_MODULE_INITIALIZER
, which expands to the name of a function which Node.js will expect to find when it loads an addon. An addon can thus be initialized as in the following example:
using namespace v8; extern "C" NODE_MODULE_EXPORT void NODE_MODULE_INITIALIZER(Local<Object> exports, Local<Value> module, Local<Context> context) { /* Perform addon initialization steps here. */ }
Another option is to use the macro NODE_MODULE_INIT()
, which will also construct a context-aware addon. Unlike NODE_MODULE()
, which is used to construct an addon around a given addon initializer function, NODE_MODULE_INIT()
serves as the declaration of such an initializer to be followed by a function body.
The following three variables may be used inside the function body following an invocation of NODE_MODULE_INIT()
:
-
Local<Object> exports
, -
Local<Value> module
, and Local<Context> context
The choice to build a context-aware addon carries with it the responsibility of carefully managing global static data. Since the addon may be loaded multiple times, potentially even from different threads, any global static data stored in the addon must be properly protected, and must not contain any persistent references to JavaScript objects. The reason for this is that JavaScript objects are only valid in one context, and will likely cause a crash when accessed from the wrong context or from a different thread than the one on which they were created.
The context-aware addon can be structured to avoid global static data by performing the following steps:
- defining a class which will hold per-addon-instance data. Such a class should include a
v8::Persistent<v8::Object>
which will hold a weak reference to the addon'sexports
object. The callback associated with the weak reference will then destroy the instance of the class. - constructing an instance of this class in the addon initializer such that the
v8::Persistent<v8::Object>
is set to theexports
object. - storing the instance of the class in a
v8::External
, and - passing the
v8::External
to all methods exposed to JavaScript by passing it to thev8::FunctionTemplate
constructor which creates the native-backed JavaScript functions. Thev8::FunctionTemplate
constructor's third parameter accepts thev8::External
.
This will ensure that the per-addon-instance data reaches each binding that can be called from JavaScript. The per-addon-instance data must also be passed into any asynchronous callbacks the addon may create.
The following example illustrates the implementation of a context-aware addon:
#include <node.h> using namespace v8; class AddonData { public: AddonData(Isolate* isolate, Local<Object> exports): call_count(0) { // Link the existence of this object instance to the existence of exports. exports_.Reset(isolate, exports); exports_.SetWeak(this, DeleteMe, WeakCallbackType::kParameter); } ~AddonData() { if (!exports_.IsEmpty()) { // Reset the reference to avoid leaking data. exports_.ClearWeak(); exports_.Reset(); } } // Per-addon data. int call_count; private: // Method to call when "exports" is about to be garbage-collected. static void DeleteMe(const WeakCallbackInfo<AddonData>& info) { delete info.GetParameter(); } // Weak handle to the "exports" object. An instance of this class will be // destroyed along with the exports object to which it is weakly bound. v8::Persistent<v8::Object> exports_; }; static void Method(const v8::FunctionCallbackInfo<v8::Value>& info) { // Retrieve the per-addon-instance data. AddonData* data = reinterpret_cast<AddonData*>(info.Data().As<External>()->Value()); data->call_count++; info.GetReturnValue().Set((double)data->call_count); } // Initialize this addon to be context-aware. NODE_MODULE_INIT(/* exports, module, context */) { Isolate* isolate = context->GetIsolate(); // Create a new instance of AddonData for this instance of the addon. AddonData* data = new AddonData(isolate, exports); // Wrap the data in a v8::External so we can pass it to the method we expose. Local<External> external = External::New(isolate, data); // Expose the method "Method" to JavaScript, and make sure it receives the // per-addon-instance data we created above by passing `external` as the // third parameter to the FunctionTemplate constructor. exports->Set(context, String::NewFromUtf8(isolate, "method", NewStringType::kNormal) .ToLocalChecked(), FunctionTemplate::New(isolate, Method, external) ->GetFunction(context).ToLocalChecked()).FromJust(); }
Building
Once the source code has been written, it must be compiled into the binary addon.node
file. To do so, create a file called binding.gyp
in the top-level of the project describing the build configuration of the module using a JSON-like format. This file is used by node-gyp, a tool written specifically to compile Node.js Addons.
{ "targets": [ { "target_name": "addon", "sources": [ "hello.cc" ] } ] }
A version of the node-gyp
utility is bundled and distributed with Node.js as part of npm
. This version is not made directly available for developers to use and is intended only to support the ability to use the npm install
command to compile and install Addons. Developers who wish to use node-gyp
directly can install it using the command npm install -g node-gyp
. See the node-gyp
installation instructions for more information, including platform-specific requirements.
Once the binding.gyp
file has been created, use node-gyp configure
to generate the appropriate project build files for the current platform. This will generate either a Makefile
(on Unix platforms) or a vcxproj
file (on Windows) in the build/
directory.
Next, invoke the node-gyp build
command to generate the compiled addon.node
file. This will be put into the build/Release/
directory.
When using npm install
to install a Node.js Addon, npm uses its own bundled version of node-gyp
to perform this same set of actions, generating a compiled version of the Addon for the user's platform on demand.
Once built, the binary Addon can be used from within Node.js by pointing require()
to the built addon.node
module:
// hello.js const addon = require('./build/Release/addon'); console.log(addon.hello()); // Prints: 'world'
Please see the examples below for further information or https://github.com/arturadib/node-qt for an example in production.
Because the exact path to the compiled Addon binary can vary depending on how it is compiled (i.e. sometimes it may be in ./build/Debug/
), Addons can use the bindings package to load the compiled module.
Note that while the bindings
package implementation is more sophisticated in how it locates Addon modules, it is essentially using a try-catch pattern similar to:
try { return require('./build/Release/addon.node'); } catch (err) { return require('./build/Debug/addon.node'); }
Linking to Node.js' own dependencies
Node.js uses a number of statically linked libraries such as V8, libuv and OpenSSL. All Addons are required to link to V8 and may link to any of the other dependencies as well. Typically, this is as simple as including the appropriate #include <...>
statements (e.g. #include <v8.h>
) and node-gyp
will locate the appropriate headers automatically. However, there are a few caveats to be aware of:
-
When
node-gyp
runs, it will detect the specific release version of Node.js and download either the full source tarball or just the headers. If the full source is downloaded, Addons will have complete access to the full set of Node.js dependencies. However, if only the Node.js headers are downloaded, then only the symbols exported by Node.js will be available. -
node-gyp
can be run using the--nodedir
flag pointing at a local Node.js source image. Using this option, the Addon will have access to the full set of dependencies.
Loading Addons using require()
The filename extension of the compiled Addon binary is .node
(as opposed to .dll
or .so
). The require()
function is written to look for files with the .node
file extension and initialize those as dynamically-linked libraries.
When calling require()
, the .node
extension can usually be omitted and Node.js will still find and initialize the Addon. One caveat, however, is that Node.js will first attempt to locate and load modules or JavaScript files that happen to share the same base name. For instance, if there is a file addon.js
in the same directory as the binary addon.node
, then require('addon')
will give precedence to the addon.js
file and load it instead.
Native Abstractions for Node.js
Each of the examples illustrated in this document make direct use of the Node.js and V8 APIs for implementing Addons. It is important to understand that the V8 API can, and has, changed dramatically from one V8 release to the next (and one major Node.js release to the next). With each change, Addons may need to be updated and recompiled in order to continue functioning. The Node.js release schedule is designed to minimize the frequency and impact of such changes but there is little that Node.js can do currently to ensure stability of the V8 APIs.
The Native Abstractions for Node.js (or nan
) provide a set of tools that Addon developers are recommended to use to keep compatibility between past and future releases of V8 and Node.js. See the nan
examples for an illustration of how it can be used.
N-API
N-API is an API for building native Addons. It is independent from the underlying JavaScript runtime (e.g. V8) and is maintained as part of Node.js itself. This API will be Application Binary Interface (ABI) stable across versions of Node.js. It is intended to insulate Addons from changes in the underlying JavaScript engine and allow modules compiled for one version to run on later versions of Node.js without recompilation. Addons are built/packaged with the same approach/tools outlined in this document (node-gyp, etc.). The only difference is the set of APIs that are used by the native code. Instead of using the V8 or Native Abstractions for Node.js APIs, the functions available in the N-API are used.
Creating and maintaining an addon that benefits from the ABI stability provided by N-API carries with it certain implementation considerations.
To use N-API in the above "Hello world" example, replace the content of hello.cc
with the following. All other instructions remain the same.
// hello.cc using N-API #include <node_api.h> namespace demo { napi_value Method(napi_env env, napi_callback_info args) { napi_value greeting; napi_status status; status = napi_create_string_utf8(env, "world", NAPI_AUTO_LENGTH, &greeting); if (status != napi_ok) return nullptr; return greeting; } napi_value init(napi_env env, napi_value exports) { napi_status status; napi_value fn; status = napi_create_function(env, nullptr, 0, Method, nullptr, &fn); if (status != napi_ok) return nullptr; status = napi_set_named_property(env, exports, "hello", fn); if (status != napi_ok) return nullptr; return exports; } NAPI_MODULE(NODE_GYP_MODULE_NAME, init) } // namespace demo
The functions available and how to use them are documented in the section titled C/C++ Addons - N-API.
Addon examples
Following are some example Addons intended to help developers get started. The examples make use of the V8 APIs. Refer to the online V8 reference for help with the various V8 calls, and V8's Embedder's Guide for an explanation of several concepts used such as handles, scopes, function templates, etc.
Each of these examples using the following binding.gyp
file:
{ "targets": [ { "target_name": "addon", "sources": [ "addon.cc" ] } ] }
In cases where there is more than one .cc
file, simply add the additional filename to the sources
array:
"sources": ["addon.cc", "myexample.cc"]
Once the binding.gyp
file is ready, the example Addons can be configured and built using node-gyp
:
$ node-gyp configure build
Function arguments
Addons will typically expose objects and functions that can be accessed from JavaScript running within Node.js. When functions are invoked from JavaScript, the input arguments and return value must be mapped to and from the C/C++ code.
The following example illustrates how to read function arguments passed from JavaScript and how to return a result:
// addon.cc #include <node.h> namespace demo { using v8::Exception; using v8::FunctionCallbackInfo; using v8::Isolate; using v8::Local; using v8::NewStringType; using v8::Number; using v8::Object; using v8::String; using v8::Value; // This is the implementation of the "add" method // Input arguments are passed using the // const FunctionCallbackInfo<Value>& args struct void Add(const FunctionCallbackInfo<Value>& args) { Isolate* isolate = args.GetIsolate(); // Check the number of arguments passed. if (args.Length() < 2) { // Throw an Error that is passed back to JavaScript isolate->ThrowException(Exception::TypeError( String::NewFromUtf8(isolate, "Wrong number of arguments", NewStringType::kNormal).ToLocalChecked())); return; } // Check the argument types if (!args[0]->IsNumber() || !args[1]->IsNumber()) { isolate->ThrowException(Exception::TypeError( String::NewFromUtf8(isolate, "Wrong arguments", NewStringType::kNormal).ToLocalChecked())); 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:
// 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:
// addon.cc #include <node.h> namespace demo { using v8::Context; using v8::Function; using v8::FunctionCallbackInfo; using v8::Isolate; using v8::Local; using v8::NewStringType; using v8::Null; using v8::Object; using v8::String; using v8::Value; void RunCallback(const FunctionCallbackInfo<Value>& args) { Isolate* isolate = args.GetIsolate(); Local<Context> context = isolate->GetCurrentContext(); Local<Function> cb = Local<Function>::Cast(args[0]); const unsigned argc = 1; Local<Value> argv[argc] = { String::NewFromUtf8(isolate, "hello world", NewStringType::kNormal).ToLocalChecked() }; cb->Call(context, Null(isolate), argc, argv).ToLocalChecked(); } 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:
// 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()
:
// addon.cc #include <node.h> namespace demo { using v8::Context; using v8::FunctionCallbackInfo; using v8::Isolate; using v8::Local; using v8::NewStringType; using v8::Object; using v8::String; using v8::Value; void CreateObject(const FunctionCallbackInfo<Value>& args) { Isolate* isolate = args.GetIsolate(); Local<Context> context = isolate->GetCurrentContext(); Local<Object> obj = Object::New(isolate); obj->Set(context, String::NewFromUtf8(isolate, "msg", NewStringType::kNormal).ToLocalChecked(), args[0]->ToString(context).ToLocalChecked()) .FromJust(); 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:
// 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:
// addon.cc #include <node.h> namespace demo { using v8::Context; using v8::Function; using v8::FunctionCallbackInfo; using v8::FunctionTemplate; using v8::Isolate; using v8::Local; using v8::NewStringType; 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", NewStringType::kNormal).ToLocalChecked()); } void CreateFunction(const FunctionCallbackInfo<Value>& args) { Isolate* isolate = args.GetIsolate(); Local<Context> context = isolate->GetCurrentContext(); Local<FunctionTemplate> tpl = FunctionTemplate::New(isolate, MyFunction); Local<Function> fn = tpl->GetFunction(context).ToLocalChecked(); // omit this to make it anonymous fn->SetName(String::NewFromUtf8( isolate, "theFunction", NewStringType::kNormal).ToLocalChecked()); 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:
// 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:
// 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
:
// 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:
// 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::NewStringType; 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", NewStringType::kNormal).ToLocalChecked()); tpl->InstanceTemplate()->SetInternalFieldCount(1); // Prototype NODE_SET_PROTOTYPE_METHOD(tpl, "plusOne", PlusOne); Local<Context> context = isolate->GetCurrentContext(); constructor.Reset(isolate, tpl->GetFunction(context).ToLocalChecked()); exports->Set(context, String::NewFromUtf8( isolate, "MyObject", NewStringType::kNormal).ToLocalChecked(), tpl->GetFunction(context).ToLocalChecked()).FromJust(); } 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
:
{ "targets": [ { "target_name": "addon", "sources": [ "addon.cc", "myobject.cc" ] } ] }
Test it with:
// 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:
const obj = addon.createObject(); // instead of: // const obj = new addon.Object();
First, the createObject()
method is implemented in addon.cc
:
// 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:
// 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:
// 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::NewStringType; 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", NewStringType::kNormal).ToLocalChecked()); tpl->InstanceTemplate()->SetInternalFieldCount(1); // Prototype NODE_SET_PROTOTYPE_METHOD(tpl, "plusOne", PlusOne); Local<Context> context = isolate->GetCurrentContext(); constructor.Reset(isolate, tpl->GetFunction(context).ToLocalChecked()); } 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
:
{ "targets": [ { "target_name": "addon", "sources": [ "addon.cc", "myobject.cc" ] } ] }
Test it with:
// 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:
// addon.cc #include <node.h> #include <node_object_wrap.h> #include "myobject.h" namespace demo { using v8::Context; 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(); Local<Context> context = isolate->GetCurrentContext(); MyObject* obj1 = node::ObjectWrap::Unwrap<MyObject>( args[0]->ToObject(context).ToLocalChecked()); MyObject* obj2 = node::ObjectWrap::Unwrap<MyObject>( args[1]->ToObject(context).ToLocalChecked()); 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.
// 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:
// 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::NewStringType; 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", NewStringType::kNormal).ToLocalChecked()); tpl->InstanceTemplate()->SetInternalFieldCount(1); Local<Context> context = isolate->GetCurrentContext(); constructor.Reset(isolate, tpl->GetFunction(context).ToLocalChecked()); } 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:
// 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
<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
:
// 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:
// test.js require('./build/Release/addon');
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https://nodejs.org/dist/latest-v10.x/docs/api/addons.html