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<h1>Node.js v0.6.12 Manual & Documentation</h1>
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<h2>Table of Contents</h2>
<ul>
<li><a href="#addons_addons">Addons</a><ul>
<li><a href="#addons_hello_world">Hello world</a></li>
<li><a href="#addons_addon_patterns">Addon patterns</a><ul>
<li><a href="#addons_function_arguments">Function arguments</a></li>
<li><a href="#addons_callbacks">Callbacks</a></li>
<li><a href="#addons_object_factory">Object factory</a></li>
<li><a href="#addons_function_factory">Function factory</a></li>
<li><a href="#addons_wrapping_c_objects">Wrapping C++ objects</a></li>
<li><a href="#addons_factory_of_wrapped_objects">Factory of wrapped objects</a></li>
<li><a href="#addons_passing_wrapped_objects_around">Passing wrapped objects around</a></li>
</ul>
</li>
</ul>
</li>
</ul>
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<div id="apicontent">
<h1>Addons<span><a class="mark" href="#addons_addons" id="addons_addons">#</a></span></h1>
<p>Addons are dynamically linked shared objects. They can provide glue to C and
C++ libraries. The API (at the moment) is rather complex, involving
knowledge of several libraries:
</p>
<ul>
<li><p>V8 JavaScript, a C++ library. Used for interfacing with JavaScript:
creating objects, calling functions, etc. Documented mostly in the
<code>v8.h</code> header file (<code>deps/v8/include/v8.h</code> in the Node source tree),
which is also available <a href="http://izs.me/v8-docs/main.html">online</a>.</p>
</li>
<li><p><a href="https://github.com/joyent/libuv">libuv</a>, C event loop library. Anytime one
needs to wait for a file descriptor to become readable, wait for a timer, or
wait for a signal to received one will need to interface with libuv. That is,
if you perform any I/O, libuv will need to be used.</p>
</li>
<li><p>Internal Node libraries. Most importantly is the <code>node::ObjectWrap</code>
class which you will likely want to derive from.</p>
</li>
<li><p>Others. Look in <code>deps/</code> for what else is available.</p>
</li>
</ul>
<p>Node statically compiles all its dependencies into the executable. When
compiling your module, you don't need to worry about linking to any of these
libraries.
</p>
<h2>Hello world<span><a class="mark" href="#addons_hello_world" id="addons_hello_world">#</a></span></h2>
<p>To get started let's make a small Addon which is the C++ equivalent of
the following Javascript code:
</p>
<pre><code>exports.hello = function() { return 'world'; };</code></pre>
<p>First we create a file <code>hello.cc</code>:
</p>
<pre><code>#include <node.h>
#include <v8.h>
using namespace v8;
Handle<Value> Method(const Arguments& args) {
HandleScope scope;
return scope.Close(String::New("world"));
}
void init(Handle<Object> target) {
target->Set(String::NewSymbol("hello"),
FunctionTemplate::New(Method)->GetFunction());
}
NODE_MODULE(hello, init)</code></pre>
<p>Note that all Node addons must export an initialization function:
</p>
<pre><code>void Initialize (Handle<Object> target);
NODE_MODULE(module_name, Initialize)</code></pre>
<p>There is no semi-colon after <code>NODE_MODULE</code> as it's not a function (see <code>node.h</code>).
</p>
<p>The <code>module_name</code> needs to match the filename of the final binary (minus the
.node suffix).
</p>
<p>The source code needs to be built into <code>hello.node</code>, the binary Addon. To
do this we create a file called <code>wscript</code> which is python code and looks
like this:
</p>
<pre><code>srcdir = '.'
blddir = 'build'
VERSION = '0.0.1'
def set_options(opt):
opt.tool_options('compiler_cxx')
def configure(conf):
conf.check_tool('compiler_cxx')
conf.check_tool('node_addon')
def build(bld):
obj = bld.new_task_gen('cxx', 'shlib', 'node_addon')
obj.target = 'hello'
obj.source = 'hello.cc'</code></pre>
<p>Running <code>node-waf configure build</code> will create a file
<code>build/default/hello.node</code> which is our Addon.
</p>
<p><code>node-waf</code> is just <a href="http://code.google.com/p/waf">WAF</a>, the python-based build system. <code>node-waf</code> is
provided for the ease of users.
</p>
<p>You can now use the binary addon in a Node project <code>hello.js</code> by pointing <code>require</code> to
the recently built module:
</p>
<pre><code>var addon = require('./build/Release/hello');
console.log(addon.hello()); // 'world'</code></pre>
<p>Please see patterns below for further information or
</p>
<p><a href="https://github.com/pietern/hiredis-node">https://github.com/pietern/hiredis-node</a> for an example in production.
</p>
<h2>Addon patterns<span><a class="mark" href="#addons_addon_patterns" id="addons_addon_patterns">#</a></span></h2>
<p>Below are some addon patterns to help you get started. Consult the online
<a href="http://izs.me/v8-docs/main.html">v8 reference</a> for help with the various v8
calls, and v8's <a href="http://code.google.com/apis/v8/embed.html">Embedder's Guide</a>
for an explanation of several concepts used such as handles, scopes,
function templates, etc.
</p>
<p>To compile these examples, create the <code>wscript</code> file below and run
<code>node-waf configure build</code>:
</p>
<pre><code>srcdir = '.'
blddir = 'build'
VERSION = '0.0.1'
def set_options(opt):
opt.tool_options('compiler_cxx')
def configure(conf):
conf.check_tool('compiler_cxx')
conf.check_tool('node_addon')
def build(bld):
obj = bld.new_task_gen('cxx', 'shlib', 'node_addon')
obj.target = 'addon'
obj.source = ['addon.cc']</code></pre>
<p>In cases where there is more than one <code>.cc</code> file, simply add the file name to the
<code>obj.source</code> array, e.g.:
</p>
<pre><code>obj.source = ['addon.cc', 'myexample.cc']</code></pre>
<h3>Function arguments<span><a class="mark" href="#addons_function_arguments" id="addons_function_arguments">#</a></span></h3>
<p>The following pattern illustrates how to read arguments from JavaScript
function calls and return a result. This is the main and only needed source
<code>addon.cc</code>:
</p>
<pre><code>#define BUILDING_NODE_EXTENSION
#include <node.h>
using namespace v8;
Handle<Value> Add(const Arguments& args) {
HandleScope scope;
if (args.Length() < 2) {
ThrowException(Exception::TypeError(String::New("Wrong number of arguments")));
return scope.Close(Undefined());
}
if (!args[0]->IsNumber() || !args[1]->IsNumber()) {
ThrowException(Exception::TypeError(String::New("Wrong arguments")));
return scope.Close(Undefined());
}
Local<Number> num = Number::New(args[0]->NumberValue() +
args[1]->NumberValue());
return scope.Close(num);
}
void Init(Handle<Object> target) {
target->Set(String::NewSymbol("add"),
FunctionTemplate::New(Add)->GetFunction());
}
NODE_MODULE(addon, Init)</code></pre>
<p>You can test it with the following JavaScript snippet:
</p>
<pre><code>var addon = require('./build/Release/addon');
console.log( 'This should be eight:', addon.add(3,5) );</code></pre>
<h3>Callbacks<span><a class="mark" href="#addons_callbacks" id="addons_callbacks">#</a></span></h3>
<p>You can pass JavaScript functions to a C++ function and execute them from
there. Here's <code>addon.cc</code>:
</p>
<pre><code>#define BUILDING_NODE_EXTENSION
#include <node.h>
using namespace v8;
Handle<Value> RunCallback(const Arguments& args) {
HandleScope scope;
Local<Function> cb = Local<Function>::Cast(args[0]);
const unsigned argc = 1;
Local<Value> argv[argc] = { Local<Value>::New(String::New("hello world")) };
cb->Call(Context::GetCurrent()->Global(), argc, argv);
return scope.Close(Undefined());
}
void Init(Handle<Object> target) {
target->Set(String::NewSymbol("runCallback"),
FunctionTemplate::New(RunCallback)->GetFunction());
}
NODE_MODULE(addon, Init)</code></pre>
<p>To test it run the following JavaScript snippet:
</p>
<pre><code>var addon = require('./build/Release/addon');
addon.runCallback(function(msg){
console.log(msg); // 'hello world'
});</code></pre>
<h3>Object factory<span><a class="mark" href="#addons_object_factory" id="addons_object_factory">#</a></span></h3>
<p>You can create and return new objects from within a C++ function with this
<code>addon.cc</code> pattern, which returns an object with property <code>msg</code> that echoes
the string passed to <code>createObject()</code>:
</p>
<pre><code>#define BUILDING_NODE_EXTENSION
#include <node.h>
using namespace v8;
Handle<Value> CreateObject(const Arguments& args) {
HandleScope scope;
Local<Object> obj = Object::New();
obj->Set(String::NewSymbol("msg"), args[0]->ToString());
return scope.Close(obj);
}
void Init(Handle<Object> target) {
target->Set(String::NewSymbol("createObject"),
FunctionTemplate::New(CreateObject)->GetFunction());
}
NODE_MODULE(addon, Init)</code></pre>
<p>To test it in JavaScript:
</p>
<pre><code>var addon = require('./build/Release/addon');
var obj1 = addon.createObject('hello');
var obj2 = addon.createObject('world');
console.log(obj1.msg+' '+obj2.msg); // 'hello world'</code></pre>
<h3>Function factory<span><a class="mark" href="#addons_function_factory" id="addons_function_factory">#</a></span></h3>
<p>This pattern illustrates how to create and return a JavaScript function that
wraps a C++ function:
</p>
<pre><code>#define BUILDING_NODE_EXTENSION
#include <node.h>
using namespace v8;
Handle<Value> MyFunction(const Arguments& args) {
HandleScope scope;
return scope.Close(String::New("hello world"));
}
Handle<Value> CreateFunction(const Arguments& args) {
HandleScope scope;
Local<FunctionTemplate> tpl = FunctionTemplate::New(MyFunction);
Local<Function> fn = tpl->GetFunction();
fn->SetName(String::NewSymbol("theFunction")); // omit this to make it anonymous
return scope.Close(fn);
}
void Init(Handle<Object> target) {
target->Set(String::NewSymbol("createFunction"),
FunctionTemplate::New(CreateFunction)->GetFunction());
}
NODE_MODULE(addon, Init)</code></pre>
<p>To test:
</p>
<pre><code>var addon = require('./build/Release/addon');
var fn = addon.createFunction();
console.log(fn()); // 'hello world'</code></pre>
<h3>Wrapping C++ objects<span><a class="mark" href="#addons_wrapping_c_objects" id="addons_wrapping_c_objects">#</a></span></h3>
<p>Here we will create a wrapper for a C++ object/class <code>MyObject</code> that can be
instantiated in JavaScript through the <code>new</code> operator. First prepare the main
module <code>addon.cc</code>:
</p>
<pre><code>#define BUILDING_NODE_EXTENSION
#include <node.h>
#include "myobject.h"
using namespace v8;
void InitAll(Handle<Object> target) {
MyObject::Init(target);
}
NODE_MODULE(addon, InitAll)</code></pre>
<p>Then in <code>myobject.h</code> make your wrapper inherit from <code>node::ObjectWrap</code>:
</p>
<pre><code>#ifndef MYOBJECT_H
#define MYOBJECT_H
#include <node.h>
class MyObject : public node::ObjectWrap {
public:
static void Init(v8::Handle<v8::Object> target);
private:
MyObject();
~MyObject();
static v8::Handle<v8::Value> New(const v8::Arguments& args);
static v8::Handle<v8::Value> PlusOne(const v8::Arguments& args);
double counter_;
};
#endif</code></pre>
<p>And in <code>myobject.cc</code> implement the various methods that you want to expose.
Here we expose the method <code>plusOne</code> by adding it to the constructor's
prototype:
</p>
<pre><code>#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_));
}</code></pre>
<p>Test it with:
</p>
<pre><code>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</code></pre>
<h3>Factory of wrapped objects<span><a class="mark" href="#addons_factory_of_wrapped_objects" id="addons_factory_of_wrapped_objects">#</a></span></h3>
<p>This is useful when you want to be able to create native objects without
explicitly instantiating them with the <code>new</code> operator in JavaScript, e.g.
</p>
<pre><code>var obj = addon.createObject();
// instead of:
// var obj = new addon.Object();</code></pre>
<p>Let's register our <code>createObject</code> method in <code>addon.cc</code>:
</p>
<pre><code>#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)</code></pre>
<p>In <code>myobject.h</code> we now introduce the static method <code>NewInstance</code> that takes
care of instantiating the object (i.e. it does the job of <code>new</code> in JavaScript):
</p>
<pre><code>#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</code></pre>
<p>The implementation is similar to the above in <code>myobject.cc</code>:
</p>
<pre><code>#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_));
}</code></pre>
<p>Test it with:
</p>
<pre><code>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</code></pre>
<h3>Passing wrapped objects around<span><a class="mark" href="#addons_passing_wrapped_objects_around" id="addons_passing_wrapped_objects_around">#</a></span></h3>
<p>In addition to wrapping and returning C++ objects, you can pass them around
by unwrapping them with Node's <code>node::ObjectWrap::Unwrap</code> helper function.
In the following <code>addon.cc</code> we introduce a function <code>add()</code> that can take on two
<code>MyObject</code> objects:
</p>
<pre><code>#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)</code></pre>
<p>To make things interesting we introduce a public method in <code>myobject.h</code> so we
can probe private values after unwrapping the object:
</p>
<pre><code>#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</code></pre>
<p>The implementation of <code>myobject.cc</code> is similar as before:
</p>
<pre><code>#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);
}</code></pre>
<p>Test it with:
</p>
<pre><code>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</code></pre>
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