本文是对nodejs0.8.9版本的api开发手册解读.nodejs网址
因本人没有c++编译环境,故下面代码没有做测试.
插件(Addons)
插件是动态被连接到共享的对象.他们可以提供一种c和c++类库结合的能力.Api(目前)还是想当复杂,包括几个类库的知识:
exports.hello = function() { return 'world'; };
首先我们来创建一个hello.cc:
#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)
注意,所有的模块插件必须导出一个初始化的方法:
void Initialize (Handle<Object> target);
NODE_MODULE(module_name, Initialize)
因为NODE_MODULE不是一个函数,所以它后面没有分号.(参见hello.h).
{
"targets": [
{
"target_name": "hello",
"sources": [ "hello.cc" ]
}
]
}
下一步是生成适合当前平台的build文件,用node-gyp configure来做.
var addon = require('./build/Release/hello');
console.log(addon.hello()); // 'world'
更深入的了解可以参考下面的patterns部分,或者https://github.com/arturadib/node-qt提供了一个产品例子.
{
"targets": [
{
"target_name": "addon",
"sources": [ "addon.cc" ]
}
]
}
在不止一个.cc文件的情况下,只需要简单的添加文件名称到source变量数组中即可,例如:
"sources": ["addon.cc", "myexample.cc"]
现在你的binding.gyp已经就绪,你可以配置和创建插件了:
$ node-gyp configure build
#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)
你可以使用下面的代码片段来测试它:
var addon = require('./build/Release/addon');
console.log( 'This should be eight:', addon.add(3,5) );
#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)
运行下面的javascript代码片段来测试它:
var addon = require('./build/Release/addon');
addon.runCallback(function(msg){
console.log(msg); // 'hello world'
});
#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)
测试:
var addon = require('./build/Release/addon');
var fn = addon.createFunction();
console.log(fn()); // 'hello world'
#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)
然后在myobject.h中确保你的包裹器继承自:node::ObjectWrap:
#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
然后在addon.cc中实现那些你想暴露的各种各样的方法.这里我们通过把plusone方法添加到构造方法的prototype中来暴漏它:
#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_));
}
测试:
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
var obj = addon.createObject();
// instead of:
// var obj = new addon.Object();
让我们在addon.cc中注册createObject方法:
#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)
在myobject.h中现在我们引入了可以帮助实例化对象的静态方法NewInstance(也就是在javascript中干new的活):
#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
在myobject.cc中的实现和上面代码是很类似的:
#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_));
}
测试:
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
#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)为了让事情变的更有趣,我们在myobject.h中引入了一个公共方法,这样一来我们可以在unwrapping之后探测私有变量:
#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_; }; #endifmyobject.cc的实现还是和上面的很类似:
#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); }测试:
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