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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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which is also available [online](http://izs.me/v8-docs/main.html).
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- [libuv](https://github.com/joyent/libuv), C event loop library. Anytime one
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needs to wait for a file descriptor to become readable, wait for a timer, or
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wait for a signal to received one will need to interface with libuv. That is,
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if you perform any I/O, libuv will need to be used.
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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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## Hello world
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To get started let's make a small Addon which is the C++ equivalent of
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the following JavaScript code:
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exports.hello = function() { return 'world'; };
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First we create a file `hello.cc`:
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#include <node.h>
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#include <v8.h>
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using namespace v8;
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Handle<Value> Method(const Arguments& args) {
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HandleScope scope;
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return scope.Close(String::New("world"));
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}
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void init(Handle<Object> target) {
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target->Set(String::NewSymbol("hello"),
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FunctionTemplate::New(Method)->GetFunction());
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}
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NODE_MODULE(hello, init)
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Note that all Node addons must export an initialization function:
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void Initialize (Handle<Object> target);
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NODE_MODULE(module_name, Initialize)
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There is no semi-colon after `NODE_MODULE` as it's not a function (see `node.h`).
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The `module_name` needs to match the filename of the final binary (minus the
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.node suffix).
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The source code needs to be built into `hello.node`, the binary Addon. To
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do this we create a file called `binding.gyp` which describes the configuration
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to build your module in a JSON-like format. This file gets compiled by
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[node-gyp](https://github.com/TooTallNate/node-gyp).
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{
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"targets": [
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{
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"target_name": "hello",
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"sources": [ "hello.cc" ]
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}
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]
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}
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The next step is to generate the appropriate project build files for the
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current platform. Use `node-gyp configure` for that.
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Now you will have either a `Makefile` (on Unix platforms) or a `vcxproj` file
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(on Windows) in the `build/` directory. Next invoke the `node-gyp build`
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command.
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Now you have your compiled `.node` bindings file! The compiled bindings end up
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in `build/Release/`.
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You can now use the binary addon in a Node project `hello.js` by pointing `require` to
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the recently built `hello.node` module:
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var addon = require('./build/Release/hello');
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console.log(addon.hello()); // 'world'
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Please see patterns below for further information or
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<https://github.com/arturadib/node-qt> for an example in production.
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## Addon patterns
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Below are some addon patterns to help you get started. Consult the online
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[v8 reference](http://izs.me/v8-docs/main.html) for help with the various v8
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calls, and v8's [Embedder's Guide](http://code.google.com/apis/v8/embed.html)
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for an explanation of several concepts used such as handles, scopes,
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function templates, etc.
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In order to use these examples you need to compile them using `node-gyp`.
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Create the following `binding.gyp` file:
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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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In cases where there is more than one `.cc` file, simply add the file name to the
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`sources` array, e.g.:
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"sources": ["addon.cc", "myexample.cc"]
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Now that you have your `binding.gyp` ready, you can configure and build the
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addon:
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$ node-gyp configure build
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### Function arguments
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The following pattern illustrates how to read arguments from JavaScript
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function calls and return a result. This is the main and only needed source
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`addon.cc`:
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#define BUILDING_NODE_EXTENSION
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#include <node.h>
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using namespace v8;
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Handle<Value> Add(const Arguments& args) {
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HandleScope scope;
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if (args.Length() < 2) {
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ThrowException(Exception::TypeError(String::New("Wrong number of arguments")));
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return scope.Close(Undefined());
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}
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if (!args[0]->IsNumber() || !args[1]->IsNumber()) {
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ThrowException(Exception::TypeError(String::New("Wrong arguments")));
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return scope.Close(Undefined());
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}
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|
Local<Number> num = Number::New(args[0]->NumberValue() +
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args[1]->NumberValue());
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return scope.Close(num);
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}
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void Init(Handle<Object> target) {
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target->Set(String::NewSymbol("add"),
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FunctionTemplate::New(Add)->GetFunction());
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}
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NODE_MODULE(addon, Init)
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You can test it with the following JavaScript snippet:
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var addon = require('./build/Release/addon');
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console.log( 'This should be eight:', addon.add(3,5) );
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### Callbacks
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You can pass JavaScript functions to a C++ function and execute them from
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there. Here's `addon.cc`:
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#define BUILDING_NODE_EXTENSION
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#include <node.h>
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using namespace v8;
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Handle<Value> RunCallback(const Arguments& args) {
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HandleScope scope;
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Local<Function> cb = Local<Function>::Cast(args[0]);
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const unsigned argc = 1;
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Local<Value> argv[argc] = { Local<Value>::New(String::New("hello world")) };
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cb->Call(Context::GetCurrent()->Global(), argc, argv);
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return scope.Close(Undefined());
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|
}
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void Init(Handle<Object> target) {
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|
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target->Set(String::NewSymbol("runCallback"),
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|
|
FunctionTemplate::New(RunCallback)->GetFunction());
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|
|
}
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|
|
NODE_MODULE(addon, Init)
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|
|
To test it run the following JavaScript snippet:
|
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|
|
var addon = require('./build/Release/addon');
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|
|
addon.runCallback(function(msg){
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|
console.log(msg); // 'hello world'
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|
|
});
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|
|
### Object factory
|
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|
|
You can create and return new objects from within a C++ function with this
|
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|
|
`addon.cc` pattern, which returns an object with property `msg` that echoes
|
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|
|
the string passed to `createObject()`:
|
|
|
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|
|
|
|
#define BUILDING_NODE_EXTENSION
|
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|
|
#include <node.h>
|
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|
|
using namespace v8;
|
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|
|
Handle<Value> CreateObject(const Arguments& args) {
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|
|
HandleScope scope;
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|
|
Local<Object> obj = Object::New();
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|
|
obj->Set(String::NewSymbol("msg"), args[0]->ToString());
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|
|
return scope.Close(obj);
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|
|
}
|
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|
|
void Init(Handle<Object> target) {
|
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|
|
target->Set(String::NewSymbol("createObject"),
|
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|
|
FunctionTemplate::New(CreateObject)->GetFunction());
|
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|
|
}
|
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|
|
|
|
|
NODE_MODULE(addon, Init)
|
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|
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|
|
|
To test it in JavaScript:
|
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|
|
|
|
|
var addon = require('./build/Release/addon');
|
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|
|
|
|
|
var obj1 = addon.createObject('hello');
|
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|
|
var obj2 = addon.createObject('world');
|
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|
|
console.log(obj1.msg+' '+obj2.msg); // 'hello world'
|
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|
|
|
|
|
### Function factory
|
|
|
|
|
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|
|
This pattern illustrates how to create and return a JavaScript function that
|
|
|
|
wraps a C++ function:
|
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|
|
|
|
|
|
#define BUILDING_NODE_EXTENSION
|
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|
|
#include <node.h>
|
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|
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|
|
using namespace v8;
|
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|
|
Handle<Value> MyFunction(const Arguments& args) {
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|
|
HandleScope scope;
|
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|
|
return scope.Close(String::New("hello world"));
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|
|
}
|
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|
|
Handle<Value> CreateFunction(const Arguments& args) {
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|
|
HandleScope scope;
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|
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Local<FunctionTemplate> tpl = FunctionTemplate::New(MyFunction);
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|
|
Local<Function> fn = tpl->GetFunction();
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|
|
fn->SetName(String::NewSymbol("theFunction")); // omit this to make it anonymous
|
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|
|
return scope.Close(fn);
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|
|
}
|
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|
|
void Init(Handle<Object> target) {
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|
|
target->Set(String::NewSymbol("createFunction"),
|
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|
|
FunctionTemplate::New(CreateFunction)->GetFunction());
|
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|
|
}
|
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|
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|
|
NODE_MODULE(addon, Init)
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|
|
|
|
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|
|
To test:
|
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|
|
|
|
|
|
var addon = require('./build/Release/addon');
|
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|
|
|
|
|
var fn = addon.createFunction();
|
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|
|
console.log(fn()); // 'hello world'
|
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|
|
### Wrapping C++ objects
|
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|
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|
|
Here we will create a wrapper for a C++ object/class `MyObject` that can be
|
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|
|
instantiated in JavaScript through the `new` operator. First prepare the main
|
|
|
|
module `addon.cc`:
|
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|
|
|
|
|
|
#define BUILDING_NODE_EXTENSION
|
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|
|
#include <node.h>
|
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|
|
#include "myobject.h"
|
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|
|
|
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|
|
using namespace v8;
|
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|
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|
|
void InitAll(Handle<Object> target) {
|
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|
|
MyObject::Init(target);
|
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|
|
}
|
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|
|
NODE_MODULE(addon, InitAll)
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|
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|
|
Then in `myobject.h` make your wrapper inherit from `node::ObjectWrap`:
|
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|
|
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|
|
#ifndef MYOBJECT_H
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|
|
#define MYOBJECT_H
|
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|
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|
|
|
|
#include <node.h>
|
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|
|
|
|
|
|
class MyObject : public node::ObjectWrap {
|
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|
|
public:
|
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|
|
static void Init(v8::Handle<v8::Object> target);
|
|
|
|
|
|
|
|
private:
|
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|
|
MyObject();
|
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|
|
~MyObject();
|
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|
|
|
|
|
|
static v8::Handle<v8::Value> New(const v8::Arguments& args);
|
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|
|
static v8::Handle<v8::Value> PlusOne(const v8::Arguments& args);
|
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|
|
double counter_;
|
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|
|
};
|
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|
|
|
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|
|
#endif
|
|
|
|
|
|
|
|
And in `myobject.cc` implement the various methods that you want to expose.
|
|
|
|
Here we expose the method `plusOne` by adding it to the constructor's
|
|
|
|
prototype:
|
|
|
|
|
|
|
|
#define BUILDING_NODE_EXTENSION
|
|
|
|
#include <node.h>
|
|
|
|
#include "myobject.h"
|
|
|
|
|
|
|
|
using namespace v8;
|
|
|
|
|
|
|
|
MyObject::MyObject() {};
|
|
|
|
MyObject::~MyObject() {};
|
|
|
|
|
|
|
|
void MyObject::Init(Handle<Object> target) {
|
|
|
|
// Prepare constructor template
|
|
|
|
Local<FunctionTemplate> tpl = FunctionTemplate::New(New);
|
|
|
|
tpl->SetClassName(String::NewSymbol("MyObject"));
|
|
|
|
tpl->InstanceTemplate()->SetInternalFieldCount(1);
|
|
|
|
// Prototype
|
|
|
|
tpl->PrototypeTemplate()->Set(String::NewSymbol("plusOne"),
|
|
|
|
FunctionTemplate::New(PlusOne)->GetFunction());
|
|
|
|
|
|
|
|
Persistent<Function> constructor = Persistent<Function>::New(tpl->GetFunction());
|
|
|
|
target->Set(String::NewSymbol("MyObject"), constructor);
|
|
|
|
}
|
|
|
|
|
|
|
|
Handle<Value> MyObject::New(const Arguments& args) {
|
|
|
|
HandleScope scope;
|
|
|
|
|
|
|
|
MyObject* obj = new MyObject();
|
|
|
|
obj->counter_ = args[0]->IsUndefined() ? 0 : args[0]->NumberValue();
|
|
|
|
obj->Wrap(args.This());
|
|
|
|
|
|
|
|
return args.This();
|
|
|
|
}
|
|
|
|
|
|
|
|
Handle<Value> MyObject::PlusOne(const Arguments& args) {
|
|
|
|
HandleScope scope;
|
|
|
|
|
|
|
|
MyObject* obj = ObjectWrap::Unwrap<MyObject>(args.This());
|
|
|
|
obj->counter_ += 1;
|
|
|
|
|
|
|
|
return scope.Close(Number::New(obj->counter_));
|
|
|
|
}
|
|
|
|
|
|
|
|
Test it with:
|
|
|
|
|
|
|
|
var addon = require('./build/Release/addon');
|
|
|
|
|
|
|
|
var obj = new addon.MyObject(10);
|
|
|
|
console.log( obj.plusOne() ); // 11
|
|
|
|
console.log( obj.plusOne() ); // 12
|
|
|
|
console.log( obj.plusOne() ); // 13
|
|
|
|
|
|
|
|
|
|
|
|
### Factory of wrapped objects
|
|
|
|
|
|
|
|
This is useful when you want to be able to create native objects without
|
|
|
|
explicitly instantiating them with the `new` operator in JavaScript, e.g.
|
|
|
|
|
|
|
|
var obj = addon.createObject();
|
|
|
|
// instead of:
|
|
|
|
// var obj = new addon.Object();
|
|
|
|
|
|
|
|
Let's register our `createObject` method in `addon.cc`:
|
|
|
|
|
|
|
|
#define BUILDING_NODE_EXTENSION
|
|
|
|
#include <node.h>
|
|
|
|
#include "myobject.h"
|
|
|
|
|
|
|
|
using namespace v8;
|
|
|
|
|
|
|
|
Handle<Value> CreateObject(const Arguments& args) {
|
|
|
|
HandleScope scope;
|
|
|
|
return scope.Close(MyObject::NewInstance(args));
|
|
|
|
}
|
|
|
|
|
|
|
|
void InitAll(Handle<Object> target) {
|
|
|
|
MyObject::Init();
|
|
|
|
|
|
|
|
target->Set(String::NewSymbol("createObject"),
|
|
|
|
FunctionTemplate::New(CreateObject)->GetFunction());
|
|
|
|
}
|
|
|
|
|
|
|
|
NODE_MODULE(addon, InitAll)
|
|
|
|
|
|
|
|
In `myobject.h` we now introduce the static method `NewInstance` that takes
|
|
|
|
care of instantiating the object (i.e. it does the job of `new` in JavaScript):
|
|
|
|
|
|
|
|
#define BUILDING_NODE_EXTENSION
|
|
|
|
#ifndef MYOBJECT_H
|
|
|
|
#define MYOBJECT_H
|
|
|
|
|
|
|
|
#include <node.h>
|
|
|
|
|
|
|
|
class MyObject : public node::ObjectWrap {
|
|
|
|
public:
|
|
|
|
static void Init();
|
|
|
|
static v8::Handle<v8::Value> NewInstance(const v8::Arguments& args);
|
|
|
|
|
|
|
|
private:
|
|
|
|
MyObject();
|
|
|
|
~MyObject();
|
|
|
|
|
|
|
|
static v8::Persistent<v8::Function> constructor;
|
|
|
|
static v8::Handle<v8::Value> New(const v8::Arguments& args);
|
|
|
|
static v8::Handle<v8::Value> PlusOne(const v8::Arguments& args);
|
|
|
|
double counter_;
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
The implementation is similar to the above in `myobject.cc`:
|
|
|
|
|
|
|
|
#define BUILDING_NODE_EXTENSION
|
|
|
|
#include <node.h>
|
|
|
|
#include "myobject.h"
|
|
|
|
|
|
|
|
using namespace v8;
|
|
|
|
|
|
|
|
MyObject::MyObject() {};
|
|
|
|
MyObject::~MyObject() {};
|
|
|
|
|
|
|
|
Persistent<Function> MyObject::constructor;
|
|
|
|
|
|
|
|
void MyObject::Init() {
|
|
|
|
// Prepare constructor template
|
|
|
|
Local<FunctionTemplate> tpl = FunctionTemplate::New(New);
|
|
|
|
tpl->SetClassName(String::NewSymbol("MyObject"));
|
|
|
|
tpl->InstanceTemplate()->SetInternalFieldCount(1);
|
|
|
|
// Prototype
|
|
|
|
tpl->PrototypeTemplate()->Set(String::NewSymbol("plusOne"),
|
|
|
|
FunctionTemplate::New(PlusOne)->GetFunction());
|
|
|
|
|
|
|
|
constructor = Persistent<Function>::New(tpl->GetFunction());
|
|
|
|
}
|
|
|
|
|
|
|
|
Handle<Value> MyObject::New(const Arguments& args) {
|
|
|
|
HandleScope scope;
|
|
|
|
|
|
|
|
MyObject* obj = new MyObject();
|
|
|
|
obj->counter_ = args[0]->IsUndefined() ? 0 : args[0]->NumberValue();
|
|
|
|
obj->Wrap(args.This());
|
|
|
|
|
|
|
|
return args.This();
|
|
|
|
}
|
|
|
|
|
|
|
|
Handle<Value> MyObject::NewInstance(const Arguments& args) {
|
|
|
|
HandleScope scope;
|
|
|
|
|
|
|
|
const unsigned argc = 1;
|
|
|
|
Handle<Value> argv[argc] = { args[0] };
|
|
|
|
Local<Object> instance = constructor->NewInstance(argc, argv);
|
|
|
|
|
|
|
|
return scope.Close(instance);
|
|
|
|
}
|
|
|
|
|
|
|
|
Handle<Value> MyObject::PlusOne(const Arguments& args) {
|
|
|
|
HandleScope scope;
|
|
|
|
|
|
|
|
MyObject* obj = ObjectWrap::Unwrap<MyObject>(args.This());
|
|
|
|
obj->counter_ += 1;
|
|
|
|
|
|
|
|
return scope.Close(Number::New(obj->counter_));
|
|
|
|
}
|
|
|
|
|
|
|
|
Test it with:
|
|
|
|
|
|
|
|
var addon = require('./build/Release/addon');
|
|
|
|
|
|
|
|
var obj = addon.createObject(10);
|
|
|
|
console.log( obj.plusOne() ); // 11
|
|
|
|
console.log( obj.plusOne() ); // 12
|
|
|
|
console.log( obj.plusOne() ); // 13
|
|
|
|
|
|
|
|
var obj2 = addon.createObject(20);
|
|
|
|
console.log( obj2.plusOne() ); // 21
|
|
|
|
console.log( obj2.plusOne() ); // 22
|
|
|
|
console.log( obj2.plusOne() ); // 23
|
|
|
|
|
|
|
|
|
|
|
|
### Passing wrapped objects around
|
|
|
|
|
|
|
|
In addition to wrapping and returning C++ objects, you can pass them around
|
|
|
|
by unwrapping them with Node's `node::ObjectWrap::Unwrap` helper function.
|
|
|
|
In the following `addon.cc` we introduce a function `add()` that can take on two
|
|
|
|
`MyObject` objects:
|
|
|
|
|
|
|
|
#define BUILDING_NODE_EXTENSION
|
|
|
|
#include <node.h>
|
|
|
|
#include "myobject.h"
|
|
|
|
|
|
|
|
using namespace v8;
|
|
|
|
|
|
|
|
Handle<Value> CreateObject(const Arguments& args) {
|
|
|
|
HandleScope scope;
|
|
|
|
return scope.Close(MyObject::NewInstance(args));
|
|
|
|
}
|
|
|
|
|
|
|
|
Handle<Value> Add(const Arguments& args) {
|
|
|
|
HandleScope scope;
|
|
|
|
|
|
|
|
MyObject* obj1 = node::ObjectWrap::Unwrap<MyObject>(
|
|
|
|
args[0]->ToObject());
|
|
|
|
MyObject* obj2 = node::ObjectWrap::Unwrap<MyObject>(
|
|
|
|
args[1]->ToObject());
|
|
|
|
|
|
|
|
double sum = obj1->Val() + obj2->Val();
|
|
|
|
return scope.Close(Number::New(sum));
|
|
|
|
}
|
|
|
|
|
|
|
|
void InitAll(Handle<Object> target) {
|
|
|
|
MyObject::Init();
|
|
|
|
|
|
|
|
target->Set(String::NewSymbol("createObject"),
|
|
|
|
FunctionTemplate::New(CreateObject)->GetFunction());
|
|
|
|
|
|
|
|
target->Set(String::NewSymbol("add"),
|
|
|
|
FunctionTemplate::New(Add)->GetFunction());
|
|
|
|
}
|
|
|
|
|
|
|
|
NODE_MODULE(addon, InitAll)
|
|
|
|
|
|
|
|
To make things interesting we introduce a public method in `myobject.h` so we
|
|
|
|
can probe private values after unwrapping the object:
|
|
|
|
|
|
|
|
#define BUILDING_NODE_EXTENSION
|
|
|
|
#ifndef MYOBJECT_H
|
|
|
|
#define MYOBJECT_H
|
|
|
|
|
|
|
|
#include <node.h>
|
|
|
|
|
|
|
|
class MyObject : public node::ObjectWrap {
|
|
|
|
public:
|
|
|
|
static void Init();
|
|
|
|
static v8::Handle<v8::Value> NewInstance(const v8::Arguments& args);
|
|
|
|
double Val() const { return val_; }
|
|
|
|
|
|
|
|
private:
|
|
|
|
MyObject();
|
|
|
|
~MyObject();
|
|
|
|
|
|
|
|
static v8::Persistent<v8::Function> constructor;
|
|
|
|
static v8::Handle<v8::Value> New(const v8::Arguments& args);
|
|
|
|
double val_;
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
The implementation of `myobject.cc` is similar as before:
|
|
|
|
|
|
|
|
#define BUILDING_NODE_EXTENSION
|
|
|
|
#include <node.h>
|
|
|
|
#include "myobject.h"
|
|
|
|
|
|
|
|
using namespace v8;
|
|
|
|
|
|
|
|
MyObject::MyObject() {};
|
|
|
|
MyObject::~MyObject() {};
|
|
|
|
|
|
|
|
Persistent<Function> MyObject::constructor;
|
|
|
|
|
|
|
|
void MyObject::Init() {
|
|
|
|
// Prepare constructor template
|
|
|
|
Local<FunctionTemplate> tpl = FunctionTemplate::New(New);
|
|
|
|
tpl->SetClassName(String::NewSymbol("MyObject"));
|
|
|
|
tpl->InstanceTemplate()->SetInternalFieldCount(1);
|
|
|
|
|
|
|
|
constructor = Persistent<Function>::New(tpl->GetFunction());
|
|
|
|
}
|
|
|
|
|
|
|
|
Handle<Value> MyObject::New(const Arguments& args) {
|
|
|
|
HandleScope scope;
|
|
|
|
|
|
|
|
MyObject* obj = new MyObject();
|
|
|
|
obj->val_ = args[0]->IsUndefined() ? 0 : args[0]->NumberValue();
|
|
|
|
obj->Wrap(args.This());
|
|
|
|
|
|
|
|
return args.This();
|
|
|
|
}
|
|
|
|
|
|
|
|
Handle<Value> MyObject::NewInstance(const Arguments& args) {
|
|
|
|
HandleScope scope;
|
|
|
|
|
|
|
|
const unsigned argc = 1;
|
|
|
|
Handle<Value> argv[argc] = { args[0] };
|
|
|
|
Local<Object> instance = constructor->NewInstance(argc, argv);
|
|
|
|
|
|
|
|
return scope.Close(instance);
|
|
|
|
}
|
|
|
|
|
|
|
|
Test it with:
|
|
|
|
|
|
|
|
var addon = require('./build/Release/addon');
|
|
|
|
|
|
|
|
var obj1 = addon.createObject(10);
|
|
|
|
var obj2 = addon.createObject(20);
|
|
|
|
var result = addon.add(obj1, obj2);
|
|
|
|
|
|
|
|
console.log(result); // 30
|