The official examples of exposing a Point class seem to assume that there will be a fixed number of instances of it in your program. It is not clear how new instances are allocated in the C++ code, when new is called in Javascript.
How would you expose a class that can have multiple instances? For example, an Image class:
var img1 = new Image( 640, 480 ); var img2 = new Image( 1024, 768 ); img1.clear( "red" ); img2.clear( "black" );
The V8 engine uses the Ignition interpreter, which takes in the Abstract Syntax Tree as the input and gives the byte code as the output, which further proceeds to the execution phase. When the code is being interpreted, the compiler tries to talk with the interpreter to optimize the code.
V8 is Google's open source high-performance JavaScript and WebAssembly engine, written in C++. It is used in Chrome and in Node. js, among others. It implements ECMAScript and WebAssembly, and runs on Windows 7 or later, macOS 10.12+, and Linux systems that use x64, IA-32, ARM, or MIPS processors.
One thing to understand is that V8 is essentially an independent C++ library, that is used by Node or Chromium to run JavaScript code. V8 exposes an API that other code can use, so if you have your own C++ program, you can embed V8 in it and run a JavaScript program. That is how it is done by Node and Chrome.
js exploded, V8 became the engine that now powers an incredible amount of server-side code written in JavaScript. The Node. js ecosystem is huge and thanks to V8 which also powers desktop apps, with projects like Electron.
This is the best blog post I could find on exposing C++ objects to V8 Javascript. It goes into deeper detail and breaks it down into smaller steps with code snippets. Be warned: the code snippets have little inconsistencies and it took me several reads to understand. Reading my brief summary beforehand may help:
new
will be called from) to the C++ constructor.new
operator and calls the C++ class constructor. It then wraps the object by calling the wrapObject() method created in step 1.2.Now, the memory allocated in step 2.2 must be delete
'd some time. Update: The next blog entry, "Persistent Handles," covers this in detail.
My notes on the actual code alluded to in these blog posts:
wrapPoint()
method in the blog is actually analogous to the unwrap()
method in the actual code; not wrap()
SetInternalFieldCount(0
, constructorCall
Here is a helper i wrote a while back that makes exposing and dealing with contexts in v8 pretty easy. Hope it helps.
https://gamedev.stackexchange.com/questions/2796/binding-c-and-v8-javascript-from-google/2797#2797
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With