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doc: improve addons.markdown copy

General improvements to the documentation in addons.markdown.

PR-URL: https://github.com/nodejs/node/pull/4320
Reviewed-By: Matteo Collina <matteo.collina@gmail.com>
Reviewed-By: Ben Noordhuis <info@bnoordhuis.nl>
Reviewed-By: Sakthipriyan Vairamani <thechargingvolcano@gmail.com>
process-exit-stdio-flushing
James M Snell 9 years ago
parent
commit
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      doc/api/addons.markdown

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doc/api/addons.markdown

@ -1,39 +1,52 @@
# Addons # Addons
Addons are dynamically-linked shared objects. They can provide glue to C and Node.js Addons are dynamically-linked shared objects, written in C or C++, that
C++ libraries. The API (at the moment) is rather complex, involving can be loaded into Node.js using the `require()` function, and used just as if
knowledge of several libraries: 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.
- V8 JavaScript, a C++ library. Used for interfacing with JavaScript: At the moment, the method for implementing Addons is rather complicated,
creating objects, calling functions, etc. Documented mostly in the 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 `v8.h` header file (`deps/v8/include/v8.h` in the Node.js source
tree), which is also available [online][]. tree), which is also available [online][].
- [libuv][], C event loop library. Anytime one needs to wait for a file - [libuv][]: The C library that implements the Node.js event loop, its worker
descriptor to become readable, wait for a timer, or wait for a signal threads and all of the asynchronous behaviors of the platform. It also
to be received, one will need to interface with libuv. That is, if you serves as a cross-platform abstraction library, giving easy, POSIX-like
perform any I/O, libuv will need to be used. access across all major operating systems to many common system tasks, such
as interacting with the filesystem, sockets, timers and system events. libuv
- Internal Node.js libraries. The most important class is `node::ObjectWrap` also provides a pthreads-like threading abstraction that may be used to
which you will likely want to derive from. power more sophisticated asynchronous Addons that need to move beyond the
standard event loop. Addon authors are encouraged to think about how to
- Others. Look in `deps/` for what else is available. 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
Node.js statically compiles all its dependencies into the executable. or a custom use of libuv's threads.
When compiling your module, you don't need to worry about linking to
any of these libraries. - Internal Node.js libraries. Node.js itself exports a number of C/C++ APIs
that Addons can use &mdash; 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 V8 and OpenSSL 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 All of the following examples are available for [download][] and may
be used as a starting-point for your own Addon. be used as a starting-point for your own Addon.
## Hello world ## Hello world
To get started, let's make a small Addon which is the C++ equivalent of This "Hello world" example is a simple Addon, written in C++, that is the
the following JavaScript code: equivalent of the following JavaScript code:
module.exports.hello = function() { return 'world'; }; module.exports.hello = function() { return 'world'; };
First we create a file `hello.cc`: First, create the file `hello.cc`:
// hello.cc // hello.cc
#include <node.h> #include <node.h>
@ -60,7 +73,8 @@ First we create a file `hello.cc`:
} // namespace demo } // namespace demo
Note that all Node.js addons must export an initialization function: Note that all Node.js Addons must export an initialization function following
the pattern:
void Initialize(Local<Object> exports); void Initialize(Local<Object> exports);
NODE_MODULE(module_name, Initialize) NODE_MODULE(module_name, Initialize)
@ -68,13 +82,19 @@ Note that all Node.js addons must export an initialization function:
There is no semi-colon after `NODE_MODULE` as it's not a function (see There is no semi-colon after `NODE_MODULE` as it's not a function (see
`node.h`). `node.h`).
The `module_name` needs to match the filename of the final binary (excluding The `module_name` must match the filename of the final binary (excluding
the .node suffix). the .node suffix).
The source code needs to be built into `addon.node`, the binary Addon. To In the `hello.cc` example, then, the initialization function is `init` and the
do this, we create a file called `binding.gyp` which describes the configuration Addon module name is `addon`.
to build your module in a JSON-like format. This file gets compiled by
[node-gyp][]. ### 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 your module
using a JSON-like format. This file is used by [node-gyp][] -- a tool written
specifically to compile Node.js Addons.
{ {
"targets": [ "targets": [
@ -85,37 +105,109 @@ to build your module in a JSON-like format. This file gets compiled by
] ]
} }
The next step is to generate the appropriate project build files for the *Note: A version of the `node-gyp` utility is bundled and distributed with
current platform. Use `node-gyp configure` for that. 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.*
Now you will have either a `Makefile` (on Unix platforms) or a `vcxproj` file Once the `binding.gyp` file has been created, use `node-gyp configure` to
(on Windows) in the `build/` directory. Next, invoke the `node-gyp build` generate the appropriate project build files for the current platform. This
command. will generate either a `Makefile` (on Unix platforms) or a `vcxproj` file
(on Windows) in the `build/` directory.
Now you have your compiled `.node` bindings file! The compiled bindings end up Next, invoke the `node-gyp build` command to generate the compiled `addon.node`
in `build/Release/`. file. This will be put into the `build/Release/` directory.
You can now use the binary addon in a Node.js project `hello.js` by pointing When using `npm install` to install a Node.js Addon, npm uses its own bundled
`require` to the recently built `hello.node` module: 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 // hello.js
const addon = require('./build/Release/addon'); const addon = require('./build/Release/addon');
console.log(addon.hello()); // 'world' console.log(addon.hello()); // 'world'
Please see patterns below for further information or Please see the examples below for further information or
<https://github.com/arturadib/node-qt> for an example in production. <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
## Addon patterns 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:
Below are some addon patterns to help you get started. Consult the online * When `node-gyp` runs, it will detect the specific release version of Node.js
[v8 reference][] for help with the various v8 calls, and v8's and download either the full source tarball or just the headers. If the full
[Embedder's Guide][] for an explanation of several concepts used such as source is downloaded, Addons will have complete access to the full set of
handles, scopes, function templates, etc. Node.js dependencies. However, if only the Node.js headers are downloaded, then
only the symbols exported by Node.js will be available.
In order to use these examples, you need to compile them using `node-gyp`. * `node-gyp` can be run using the `--nodedir` flag pointing at a local Node.js
Create the following `binding.gyp` file: 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 Abstrations 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.
## 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": [ "targets": [
@ -126,22 +218,26 @@ Create the following `binding.gyp` file:
] ]
} }
In cases where there is more than one `.cc` file, simply add the file name to In cases where there is more than one `.cc` file, simply add the additional
the `sources` array. For example: filename to the `sources` array. For example:
"sources": ["addon.cc", "myexample.cc"] "sources": ["addon.cc", "myexample.cc"]
Now that you have your `binding.gyp` ready, you can configure and build the Once the `binding.gyp` file is ready, the example Addons can be configured and
addon: built using `node-gyp`:
$ node-gyp configure build $ node-gyp configure build
### Function arguments ### Function arguments
The following pattern illustrates how to read arguments from JavaScript Addons will typically expose objects and functions that can be accessed from
function calls and return a result. This is the main and only needed source JavaScript running within Node.js. When functions are invoked from JavaScript,
`addon.cc`: 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 // addon.cc
#include <node.h> #include <node.h>
@ -157,24 +253,33 @@ function calls and return a result. This is the main and only needed source
using v8::String; using v8::String;
using v8::Value; 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) { void Add(const FunctionCallbackInfo<Value>& args) {
Isolate* isolate = args.GetIsolate(); Isolate* isolate = args.GetIsolate();
// Check the number of arguments passed.
if (args.Length() < 2) { if (args.Length() < 2) {
// Throw an Error that is passed back to JavaScript
isolate->ThrowException(Exception::TypeError( isolate->ThrowException(Exception::TypeError(
String::NewFromUtf8(isolate, "Wrong number of arguments"))); String::NewFromUtf8(isolate, "Wrong number of arguments")));
return; return;
} }
// Check the argument types
if (!args[0]->IsNumber() || !args[1]->IsNumber()) { if (!args[0]->IsNumber() || !args[1]->IsNumber()) {
isolate->ThrowException(Exception::TypeError( isolate->ThrowException(Exception::TypeError(
String::NewFromUtf8(isolate, "Wrong arguments"))); String::NewFromUtf8(isolate, "Wrong arguments")));
return; return;
} }
// Perform the operation
double value = args[0]->NumberValue() + args[1]->NumberValue(); double value = args[0]->NumberValue() + args[1]->NumberValue();
Local<Number> num = Number::New(isolate, value); Local<Number> num = Number::New(isolate, value);
// Set the return value (using the passed in
// FunctionCallbackInfo<Value>&)
args.GetReturnValue().Set(num); args.GetReturnValue().Set(num);
} }
@ -186,7 +291,7 @@ function calls and return a result. This is the main and only needed source
} // namespace demo } // namespace demo
You can test it with the following JavaScript snippet: Once compiled, the example Addon can be required and used from within Node.js:
// test.js // test.js
const addon = require('./build/Release/addon'); const addon = require('./build/Release/addon');
@ -196,8 +301,9 @@ You can test it with the following JavaScript snippet:
### Callbacks ### Callbacks
You can pass JavaScript functions to a C++ function and execute them from It is common practice within Addons to pass JavaScript functions to a C++
there. Here's `addon.cc`: function and execute them from there. The following example illustrates how
to invoke such callbacks:
// addon.cc // addon.cc
#include <node.h> #include <node.h>
@ -230,11 +336,11 @@ there. Here's `addon.cc`:
} // namespace demo } // namespace demo
Note that this example uses a two-argument form of `Init()` that receives 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 the full `module` object as the second argument. This allows the Addon
to completely overwrite `exports` with a single function instead of to completely overwrite `exports` with a single function instead of
adding the function as a property of `exports`. adding the function as a property of `exports`.
To test it, run the following JavaScript snippet: To test it, run the following JavaScript:
// test.js // test.js
const addon = require('./build/Release/addon'); const addon = require('./build/Release/addon');
@ -243,12 +349,13 @@ To test it, run the following JavaScript snippet:
console.log(msg); // 'hello world' console.log(msg); // 'hello world'
}); });
Note that, in this example, the callback function is invoked synchronously.
### Object factory ### Object factory
You can create and return new objects from within a C++ function with this Addons can create and return new objects from within a C++ function as
`addon.cc` pattern, which returns an object with property `msg` that echoes illustrated in the following example. An object is created and returned with a
the string passed to `createObject()`: property `msg` that echoes the string passed to `createObject()`:
// addon.cc // addon.cc
#include <node.h> #include <node.h>
@ -291,8 +398,8 @@ To test it in JavaScript:
### Function factory ### Function factory
This pattern illustrates how to create and return a JavaScript function that Another common scenario is creating JavaScript functions that wrap C++
wraps a C++ function: functions and returning those back to JavaScript:
// addon.cc // addon.cc
#include <node.h> #include <node.h>
@ -344,9 +451,8 @@ To test:
### Wrapping C++ objects ### Wrapping C++ objects
Here, we will create a wrapper for a C++ object/class `MyObject` that can be It is also possible to wrap C++ objects/classes in a way that allows new
instantiated in JavaScript through the `new` operator. First, prepare the main instances to be created using the JavaScript `new` operator:
module `addon.cc`:
// addon.cc // addon.cc
#include <node.h> #include <node.h>
@ -365,7 +471,7 @@ module `addon.cc`:
} // namespace demo } // namespace demo
Then, in `myobject.h`, make your wrapper inherit from `node::ObjectWrap`: Then, in `myobject.h`, the wrapper class inherits from `node::ObjectWrap`:
// myobject.h // myobject.h
#ifndef MYOBJECT_H #ifndef MYOBJECT_H
@ -394,8 +500,8 @@ Then, in `myobject.h`, make your wrapper inherit from `node::ObjectWrap`:
#endif #endif
And in `myobject.cc`, implement the various methods that you want to expose. In `myobject.cc`, implement the various methods that are to be exposed.
Here we expose the method `plusOne` by adding it to the constructor's Below, the method `plusOne()` is exposed by adding it to the constructor's
prototype: prototype:
// myobject.cc // myobject.cc
@ -467,6 +573,21 @@ prototype:
} // namespace demo } // 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 it with:
// test.js // test.js
@ -479,15 +600,14 @@ Test it with:
### Factory of wrapped objects ### Factory of wrapped objects
This is useful when you want to be able to create native objects without Alternatively, it is possible to use a factory pattern to avoid explicitly
explicitly instantiating them with the `new` operator in JavaScript. For creating object instances using the JavaScript `new` operator:
example:
var obj = addon.createObject(); var obj = addon.createObject();
// instead of: // instead of:
// var obj = new addon.Object(); // var obj = new addon.Object();
Let's register our `createObject` method in `addon.cc`: First, the `createObject()` method is implemented in `addon.cc`:
// addon.cc // addon.cc
#include <node.h> #include <node.h>
@ -516,8 +636,8 @@ Let's register our `createObject` method in `addon.cc`:
} // namespace demo } // namespace demo
In `myobject.h`, we now introduce the static method `NewInstance` that takes In `myobject.h`, the static method `NewInstance()` is added to handle
care of instantiating the object. In other words, it does the job of `new` in instantiating the object. This method takes the place of using `new` in
JavaScript: JavaScript:
// myobject.h // myobject.h
@ -548,7 +668,7 @@ JavaScript:
#endif #endif
The implementation is similar to the above in `myobject.cc`: The implementation in `myobject.cc` is similar to the previous example:
// myobject.cc // myobject.cc
#include <node.h> #include <node.h>
@ -627,6 +747,21 @@ The implementation is similar to the above in `myobject.cc`:
} // namespace demo } // 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 it with:
// test.js // test.js
@ -645,10 +780,10 @@ Test it with:
### Passing wrapped objects around ### Passing wrapped objects around
In addition to wrapping and returning C++ objects, you can pass them around In addition to wrapping and returning C++ objects, it is possible to pass
by unwrapping them with the Node.js helper function `node::ObjectWrap::Unwrap`. wrapped objects around by unwrapping them with the Node.js helper function
In the following `addon.cc`, we introduce a function `add()` that can take on `node::ObjectWrap::Unwrap`. The following examples shows a function `add()`
two `MyObject` objects: that can take two `MyObject` objects as input arguments:
// addon.cc // addon.cc
#include <node.h> #include <node.h>
@ -692,8 +827,8 @@ two `MyObject` objects:
} // namespace demo } // namespace demo
To make things interesting, we introduce a public method in `myobject.h` so we In `myobject.h`, a new public method is added to allow access to private values
can probe private values after unwrapping the object: after unwrapping the object.
// myobject.h // myobject.h
#ifndef MYOBJECT_H #ifndef MYOBJECT_H
@ -801,6 +936,11 @@ Test it with:
console.log(result); // 30 console.log(result); // 30
### AtExit hooks ### AtExit hooks
An "AtExit" hook is a function that is invoked after the Node.js event loop
has ended by before the JavaScript VM is terminated and Node.js shuts down.
"AtExit" hooks are registered using the `node::AtExit` API.
#### void AtExit(callback, args) #### void AtExit(callback, args)
* `callback`: `void (*)(void*)` - A pointer to the function to call at exit. * `callback`: `void (*)(void*)` - A pointer to the function to call at exit.
@ -809,11 +949,12 @@ Test it with:
Registers exit hooks that run after the event loop has ended but before the VM Registers exit hooks that run after the event loop has ended but before the VM
is killed. is killed.
Callbacks are run in last-in first-out order. AtExit takes two parameters: AtExit takes two parameters: a pointer to a callback function to run at exit,
a pointer to a callback function to run at exit, and a pointer to untyped and a pointer to untyped context data to be passed to that callback.
context data to be passed to that callback.
Callbacks are run in last-in first-out order.
The file `addon.cc` implements AtExit below: The following `addon.cc` implements AtExit:
// addon.cc // addon.cc
#undef NDEBUG #undef NDEBUG
@ -872,5 +1013,10 @@ Test in JavaScript by running:
[libuv]: https://github.com/libuv/libuv [libuv]: https://github.com/libuv/libuv
[download]: https://github.com/nodejs/node-addon-examples [download]: https://github.com/nodejs/node-addon-examples
[node-gyp]: https://github.com/nodejs/node-gyp [node-gyp]: https://github.com/nodejs/node-gyp
[v8 reference]: http://izs.me/v8-docs/main.html [V8 reference]: https://v8docs.nodesource.com/
[Embedder's Guide]: https://code.google.com/apis/v8/embed.html [Embedder's Guide]: https://developers.google.com/v8/embed
[Native Abstrations for Node.js]: https://github.com/nodejs/nan
[examples]: https://github.com/nodejs/nan/tree/master/examples/
[bindings]: https://github.com/TooTallNate/node-bindings
[Linking to Node.js' own dependencies]: #linking-to-node-js-own-dependencies
[installation instructions]: https://github.com/nodejs/node-gyp#installation

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