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## Addons
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Addons are dynamically linked shared objects. They can provide glue to C and
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C++ libraries. The API (at the moment) is rather complex, involving
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knowledge of several libraries:
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- V8 JavaScript, a C++ library. Used for interfacing with JavaScript:
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creating objects, calling functions, etc. Documented mostly in the
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`v8.h` header file (`deps/v8/include/v8.h` in the Node source tree).
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- libev, C event loop library. Anytime one needs to wait for a file
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descriptor to become readable, wait for a timer, or wait for a signal to
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received one will need to interface with libev. That is, if you perform
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any I/O, libev will need to be used. Node uses the `EV_DEFAULT` event
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loop. Documentation can be found [here](http://cvs.schmorp.de/libev/ev.html).
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- libeio, C thread pool library. Used to execute blocking POSIX system
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calls asynchronously. Mostly wrappers already exist for such calls, in
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`src/file.cc` so you will probably not need to use it. If you do need it,
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look at the header file `deps/libeio/eio.h`.
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- Internal Node libraries. Most importantly is the `node::ObjectWrap`
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class which you will likely want to derive from.
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- Others. Look in `deps/` for what else is available.
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Node statically compiles all its dependencies into the executable. When
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compiling your module, you don't need to worry about linking to any of these
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libraries.
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To get started let's make a small Addon which does the following except in
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C++:
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exports.hello = 'world';
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To get started we create a file `hello.cc`:
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#include <v8.h>
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using namespace v8;
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extern "C" void
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init (Handle<Object> target)
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{
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HandleScope scope;
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target->Set(String::New("hello"), String::New("world"));
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}
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This source code needs to be built into `hello.node`, the binary Addon. To
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do this we create a file called `wscript` which is python code and looks
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like this:
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srcdir = '.'
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blddir = 'build'
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VERSION = '0.0.1'
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def set_options(opt):
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opt.tool_options('compiler_cxx')
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def configure(conf):
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conf.check_tool('compiler_cxx')
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conf.check_tool('node_addon')
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def build(bld):
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obj = bld.new_task_gen('cxx', 'shlib', 'node_addon')
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obj.target = 'hello'
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obj.source = 'hello.cc'
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Running `node-waf configure build` will create a file
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`build/default/hello.node` which is our Addon.
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`node-waf` is just [WAF](http://code.google.com/p/waf), the python-based build system. `node-waf` is
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provided for the ease of users.
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All Node addons must export a function called `init` with this signature:
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extern 'C' void init (Handle<Object> target)
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For the moment, that is all the documentation on addons. Please see
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<http://github.com/ry/node_postgres> for a real example.
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