Pass arbitrary Javascript data object to Node.js C++ addon

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I have a Node.js addon written in C++ using Nan. Works fantastically. However, I've not been able to figure out how to have my Node Javascript code pass an arbitrary data object (ex. {attr1:42, attr2:'hi', attr3:[5,4,3,2,1]}) to the C++ addon.

Until now, I've got around this by calling JSON.stringify() on my data object and then parsing the stringified JSON on the C++ side.

Ideally, I'd like to avoid copying data and just get a reference to the data object that I can access, or at least to copy it natively and avoid stringifying/parsing...

Any help would be appreciated!

2

There are 2 answers

1
mkrufky On BEST ANSWER

You can allow your Node.js c++ addons to take arbitrary typed arguments, but you must check and handle the types explicitly. He is a simple example function that shows how to do this:

void args(const Nan::FunctionCallbackInfo<v8::Value>& info) {

    int i = 0;
    while (i < info.Length()) {
        if (info[i]->IsBoolean()) {
            printf("boolean = %s", info[i]->BooleanValue() ? "true" : "false");
        } else if (info[i]->IsInt32()) {
            printf("int32 = %ld", info[i]->IntegerValue());
        } else if (info[i]->IsNumber()) {
            printf("number = %f", info[i]->NumberValue());
        } else if (info[i]->IsString()) {
            printf("string = %s", *v8::String::Utf8Value(info[i]->ToString()));
        } else if (info[i]->IsObject()) {
            printf("[object]");
            v8::Local<v8::Object> obj = info[i]->ToObject();
            v8::Local<v8::Array> props = obj->GetPropertyNames();
            for (unsigned int j = 0; j < props->Length(); j++) {
                printf("%s: %s",
                       *v8::String::Utf8Value(props->Get(j)->ToString()),
                       *v8::String::Utf8Value(obj->Get(props->Get(j))->ToString())
                      );
            }
        } else if (info[i]->IsUndefined()) {
            printf("[undefined]");
        } else if (info[i]->IsNull()) {
            printf("[null]");
        }
        i += 1;
    }
}

To actually solve the problem of handling arbitrary arguments that may contain objects with arbitrary data, I would recommend writing a function that parses an actual object similar to how I parsed function arguments in this example. Keep in mind that you may need to do this recursively if you want to be able to handle nested objects within the object.

1
Shawon Kanji On

You don't have to stringify your object to pass it to c++ addons. There are methods to accept those arbitary objects. But it is not so arbitary. You have to write different codes to parse the object in c++ . Think of it as a schema of a database. You can not save different format data in a single collection/table. You will need another table/collection with the specific schema.

Let's see this example:

We will pass an object {x: 10 , y: 5} to addon, and c++ addon will return another object with sum and product of the properties like this: {x1:15,y1: 50}

In cpp code :

NAN_METHOD(func1) {
        if (info.Length() > 0) {
                Local<Object> obj = info[0]->ToObject();
                Local<String> x = Nan::New<String>("x").ToLocalChecked();
                Local<String> y = Nan::New<String>("y").ToLocalChecked();

                Local<String> sum  = Nan::New<String>("sum").ToLocalChecked();
                Local<String> prod  = Nan::New<String>("prod").ToLocalChecked();

                Local<Object> ret = Nan::New<Object>();

                double x1 = Nan::Get(obj, x).ToLocalChecked()->NumberValue();
                double y1 = Nan::Get(obj, y).ToLocalChecked()->NumberValue();

                Nan::Set(ret, sum, Nan::New<Number>(x1 + y1));
                Nan::Set(ret, prod, Nan::New<Number>(x1 * y1));

                info.GetReturnValue().Set(ret);

        }
}

In javascript::

const addon = require('./build/Release/addon.node');
var obj = addon.func1({ 'x': 5, 'y': 10 });
console.log(obj); // { sum: 15, prod: 50 }

Here you can only send {x: (Number), y: (number)} type object to addon only. Else it will not be able to parse or retrieve data.

Like this for the array:

In cpp:

NAN_METHOD(func2) {
    Local<Array> array = Local<Array>::Cast(info[0]);

    Local<String> ss_prop = Nan::New<String>("sum_of_squares").ToLocalChecked();
    Local<Array> squares = New<v8::Array>(array->Length());
    double ss = 0;

    for (unsigned int i = 0; i < array->Length(); i++ ) {
      if (Nan::Has(array, i).FromJust()) {
        // get data from a particular index
        double value = Nan::Get(array, i).ToLocalChecked()->NumberValue();

        // set a particular index - note the array parameter
        // is mutable
        Nan::Set(array, i, Nan::New<Number>(value + 1));
        Nan::Set(squares, i, Nan::New<Number>(value * value));
        ss += value*value;
      }
    }
    // set a non index property on the returned array.
    Nan::Set(squares, ss_prop, Nan::New<Number>(ss));
    info.GetReturnValue().Set(squares);
}

In javascript:

const addon = require('./build/Release/addon.node');
var arr = [1, 2, 3];
console.log(addon.func2(arr));  //[ 1, 4, 9, sum_of_squares: 14 ]

Like this, you can handle data types. If you want complex objects or operations, you just have to mix these methods in one function and parse the data.