How to call C++ code from Node.js?

corazza picture corazza · Sep 16, 2012 · Viewed 14.9k times · Source

I'm currently developing a simulator that runs on a server and should display data in the browser.

For serving files, communication and things like that, I'd like to use Node.js. But, I'm not sure if it will perform as well as I'd want it to in the computation department, so I would like to develop the simulation part in C++.

The simulation is divided into separate "worlds", which all start with some initial parameters.

What is the best way to do this?

Answer

luiscubal picture luiscubal · Sep 17, 2012

Well, V8 allows for C++ code to be called from JavaScript.

So you can have 3 parts of your code:

  • Normal C++, unaware of node.js and V8. This would be where World is.
  • Glue node.js/V8-C++ code, allowing JS to "see" parts of your World class.
  • Normal JavaScript code, which communicates with the C++ side via the "glue" layer

First, understand how V8 and C++ communicate. Google provides a guide for this: https://developers.google.com/v8/embed

Then, you need node.js specific glue. See http://www.slideshare.net/nsm.nikhil/writing-native-bindings-to-nodejs-in-c and http://syskall.com/how-to-write-your-own-native-nodejs-extension

From the slideshare link above:

#include <v8.h>
#include <node.h>

using namespace v8;

extern "C" {
   static void init(Handle<Object> target) {}
   NODE_MODULE(module_name, init)
}

We can expand that into something closer to what you want:

src/world.h

#ifndef WORLD_H_
#define WORLD_H_

class World {
    public:
        void update();
};

extern World MyWorld;

#endif

src/world.cpp

#include "world.h"
#include <iostream>

using std::cout;
using std::endl;

World MyWorld;

void World::update() {
    cout << "Updating World" << endl;
}

src/bind.cpp

#include <v8.h>
#include <node.h>
#include "world.h"

using namespace v8;

static Handle<Value> UpdateBinding(const Arguments& args) {
    HandleScope scope;

    MyWorld.update();

    return Undefined();
}

static Persistent<FunctionTemplate> updateFunction;

extern "C" {
   static void init(Handle<Object> obj) {
      v8::HandleScope scope;

        Local<FunctionTemplate> updateTemplate = FunctionTemplate::New(UpdateBinding);

        updateFunction = v8::Persistent<FunctionTemplate>::New(updateTemplate);

      obj->Set(String::NewSymbol("update"), updateFunction->GetFunction());
   }

   NODE_MODULE(world, init)
}

demo/demo.js

var world = require('../build/Release/world.node');
world.update();

wscript

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.cxxflags = ["-g", "-D_FILE_OFFSET_BITS=64", "-D_LARGEFILE_SOURCE", "-Wall"]
  # This is the name of our extension.
  obj.target = "world"
  obj.source = "src/world.cpp src/bind.cpp"
  obj.uselib = []

On Linux shell, some setup:

node-waf configure

To build, run:

node-waf

To test:

node demo/demo.js

Output:

Updating World