From 6235fdf72e008ffcbade58b079e1d94a772c7856 Mon Sep 17 00:00:00 2001 From: Rich Trott Date: Mon, 7 Dec 2015 18:50:25 -0800 Subject: [PATCH] doc: copyedit addons doc MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit PR-URL: https://github.com/nodejs/node/pull/4185 Reviewed-By: Roman Reiss Reviewed-By: Michaƫl Zasso --- doc/api/addons.markdown | 56 +++++++++++++++++++++-------------------- 1 file changed, 29 insertions(+), 27 deletions(-) diff --git a/doc/api/addons.markdown b/doc/api/addons.markdown index 28a5457cca7c72..2eeb73194e5410 100644 --- a/doc/api/addons.markdown +++ b/doc/api/addons.markdown @@ -1,6 +1,6 @@ # Addons -Addons are dynamically linked shared objects. They can provide glue to C and +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: @@ -11,11 +11,11 @@ knowledge of several libraries: - [libuv][], 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 be received one will need to interface with libuv. That is, if you + to be received, one will need to interface with libuv. That is, if you perform any I/O, libuv will need to be used. - - Internal Node.js libraries. Most importantly is the `node::ObjectWrap` - class which you will likely want to derive from. + - Internal Node.js libraries. The most important class is `node::ObjectWrap` + which you will likely want to derive from. - Others. Look in `deps/` for what else is available. @@ -28,7 +28,7 @@ be used as a starting-point for your own Addon. ## Hello world -To get started let's make a small Addon which is the C++ equivalent of +To get started, let's make a small Addon which is the C++ equivalent of the following JavaScript code: module.exports.hello = function() { return 'world'; }; @@ -68,11 +68,11 @@ 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 `node.h`). -The `module_name` needs to match the filename of the final binary (minus the -.node suffix). +The `module_name` needs to match the filename of the final binary (excluding +the .node suffix). The source code needs to be built into `addon.node`, the binary Addon. To -do this we create a file called `binding.gyp` which describes the configuration +do this, we create a file called `binding.gyp` which describes the configuration to build your module in a JSON-like format. This file gets compiled by [node-gyp][]. @@ -89,13 +89,13 @@ The next step is to generate the appropriate project build files for the current platform. Use `node-gyp configure` for that. Now you will have either a `Makefile` (on Unix platforms) or a `vcxproj` file -(on Windows) in the `build/` directory. Next invoke the `node-gyp build` +(on Windows) in the `build/` directory. Next, invoke the `node-gyp build` command. Now you have your compiled `.node` bindings file! The compiled bindings end up in `build/Release/`. -You can now use the binary addon in an Node.js project `hello.js` by pointing +You can now use the binary addon in a Node.js project `hello.js` by pointing `require` to the recently built `hello.node` module: // hello.js @@ -114,7 +114,7 @@ Below are some addon patterns to help you get started. Consult the online [Embedder's Guide][] for an explanation of several concepts used such as handles, scopes, function templates, etc. -In order to use these examples you need to compile them using `node-gyp`. +In order to use these examples, you need to compile them using `node-gyp`. Create the following `binding.gyp` file: { @@ -127,7 +127,7 @@ Create the following `binding.gyp` file: } In cases where there is more than one `.cc` file, simply add the file name to -the `sources` array, e.g.: +the `sources` array. For example: "sources": ["addon.cc", "myexample.cc"] @@ -234,7 +234,7 @@ the full `module` object as the second argument. This allows the addon to completely overwrite `exports` with a single function instead of adding the function as a property of `exports`. -To test it run the following JavaScript snippet: +To test it, run the following JavaScript snippet: // test.js var addon = require('./build/Release/addon'); @@ -344,8 +344,8 @@ To test: ### Wrapping C++ objects -Here we will create a wrapper for a C++ object/class `MyObject` that can be -instantiated in JavaScript through the `new` operator. First prepare the main +Here, we will create a wrapper for a C++ object/class `MyObject` that can be +instantiated in JavaScript through the `new` operator. First, prepare the main module `addon.cc`: // addon.cc @@ -365,7 +365,7 @@ module `addon.cc`: } // namespace demo -Then in `myobject.h` make your wrapper inherit from `node::ObjectWrap`: +Then, in `myobject.h`, make your wrapper inherit from `node::ObjectWrap`: // myobject.h #ifndef MYOBJECT_H @@ -394,7 +394,7 @@ Then in `myobject.h` make your wrapper inherit from `node::ObjectWrap`: #endif -And in `myobject.cc` implement the various methods that you want to expose. +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: @@ -480,7 +480,8 @@ Test it with: ### 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. +explicitly instantiating them with the `new` operator in JavaScript. For +example: var obj = addon.createObject(); // instead of: @@ -515,8 +516,9 @@ Let's register our `createObject` method in `addon.cc`: } // namespace demo -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): +In `myobject.h`, we now introduce the static method `NewInstance` that takes +care of instantiating the object. In other words, it does the job of `new` in +JavaScript: // myobject.h #ifndef MYOBJECT_H @@ -644,9 +646,9 @@ Test it with: ### Passing wrapped objects around In addition to wrapping and returning C++ objects, you can pass them around -by unwrapping them with Node.js's `node::ObjectWrap::Unwrap` helper function. -In the following `addon.cc` we introduce a function `add()` that can take on two -`MyObject` objects: +by unwrapping them with the Node.js helper function `node::ObjectWrap::Unwrap`. +In the following `addon.cc`, we introduce a function `add()` that can take on +two `MyObject` objects: // addon.cc #include @@ -690,7 +692,7 @@ In the following `addon.cc` we introduce a function `add()` that can take on two } // namespace demo -To make things interesting we introduce a public method in `myobject.h` so we +To make things interesting, we introduce a public method in `myobject.h` so we can probe private values after unwrapping the object: // myobject.h @@ -721,7 +723,7 @@ can probe private values after unwrapping the object: #endif -The implementation of `myobject.cc` is similar as before: +The implementation of `myobject.cc` is similar to before: // myobject.cc #include @@ -804,10 +806,10 @@ Test it with: * `callback`: `void (*)(void*)` - A pointer to the function to call at exit. * `args`: `void*` - A pointer to pass to the callback at exit. -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. -Callbacks are run in last-in, first-out order. AtExit takes two parameters: +Callbacks are run in last-in first-out order. AtExit takes two parameters: a pointer to a callback function to run at exit, and a pointer to untyped context data to be passed to that callback.