基于V8引擎的C++和JS的相互交互
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基于什么原因略!
1. 脚本引擎的基本功能
V8只是一个JS引擎。去除它的特点功能出处,它必须要实现JS引擎的几个基础功能:
脚本执行:
脚本可能是一个表达式;一段js代码;或者一个文件
执行表达式返回js表达式对应的值
C++来取设JS的内容
获取JS内容的数据(包括基础数据类型、数组、日期等)、对象(类的一个实例)、类或函数
设置JS内容的数据
JS来取设C++的内容
C++为js动态添加类(例如:Date,可以通过new Date()来创建任意多个对象)
C++为js动态添加全局对象(例如:Math,可以直接调用其全局方法如Math.min)
我们的目的是先学会怎么用,再去想为什么!
2. V8 脚本引擎基本功能实现
带着这几个目的去使用V8,找遍网上资料,发现很少有覆盖周全的。其实翻来覆去就是那几个资料,理论派居多;最可气的是按照那些例子去跑,怎么都会运行错误;而且在关键的地方全按照google伪代码例子照搬。不过理论派的阐述确实很一本正经;很精辟。也感谢先行者!
2. 1 V8之脚本运行
2.1.1 获取字符串:
void test_String()
Handle<String> source = String::New("‘Hello‘ + ‘, World!‘");
Handle<Script> script = Script::Compile(source);
Handle<Value> result = script->Run();
String::AsciiValue ascii(result);
printf("%s\n", *ascii);
>>> Hello,World!
2.1.2 获取数组:
void test_Array()
Handle<String> source = String::New("[1, 2, ‘hello‘, 6+5]");
Handle<Script> script = Script::Compile(source);
Handle<Value> result = script->Run();
String::AsciiValue ascii(result);
printf("%s\n", *ascii);
>>> 1,2,hello,11
2. 2 V8之C++取设JS
2.2.1 获取成员之数据
void test_getjs_data(Handle<Context> pContext)
Handle<String> source = String::New("var s1 = 8+5;");
Handle<Script> script = Script::Compile(source);
Handle<Value> result = script->Run();
Handle<String> js_data = String::New("s1");
Handle<Value> js_data_value = pContext->Global()->Get(js_data);
String::AsciiValue ascii(js_data_value);
printf("%s\n", *ascii);
>>> 13
2.2.2 获取成员之全局对象
void test_getjs_dataofObject(Handle<Context> pContext)
Handle<String> source = String::New("function Point(x,y)this.x=x; this.y=y; var pt=new Point(10,20);");
Handle<Script> script = Script::Compile(source);
Handle<Value> result = script->Run();
Handle<String> js_data = String::New("pt");
Handle<Value> js_data_value = pContext->Global()->Get(js_data);
// Convert the result to an ASCII string and print it.
String::AsciiValue ascii(js_data_value);
printf("pt = %s\n", *ascii);
Handle<Object> js_data_object = Handle<Object>::Cast(js_data_value);
Handle<Value> key = String::New("x");
Handle<Value> objX = js_data_object->Get(key);
String::AsciiValue ascii(objX);
printf("pt.x = %s\n", *ascii);
>>> pt = [object Object]
pt.x = 10
2.2.3 获取js 类
void test_getjs_dataofObjectClass(Handle<Context> pContext)
Handle<String> source = String::New("function Point(x,y)this.x=x; this.y=y; Point.prototype.show=function()return ‘(x,y) = ‘+this.x+‘,‘+this.y;");
Handle<Script> script = Script::Compile(source);
Handle<Value> result = script->Run();
Handle<String> js_data = String::New("Point");
Handle<Value> js_data_value = pContext->Global()->Get(js_data);
// Convert the result to an ASCII string and print it.
String::AsciiValue ascii(js_data_value);
printf("Point = %s\n", *ascii);
bool bIsFunction = js_data_value->IsFunction();
if(bIsFunction)
printf("Point is function\n");
bool bIsObject = js_data_value->IsObject();
if(bIsObject)
printf("Point is object\n");
Handle<Object> js_data_object = Handle<Object>::Cast(js_data_value);
// var newObj = new Point(1,2);
Handle<Value> argv[2] ;
argv[0] = Int32::New(1);
argv[1] = Int32::New(2);
Handle<Value> newObj = js_data_object->CallAsConstructor(2, argv);
bool bIsFunction = newObj->IsFunction();
if(bIsFunction) //-false-
printf("newObj is function\n");
bool bIsObject = newObj->IsObject();
if(bIsObject) //-true-
printf("newObj is object\n");
// newObj.show();
Handle<Object> obj = Handle<Object>::Cast(newObj);
Handle<String> js_func_name = String::New("show");
Handle<Value> js_func_ref = obj->Get(js_func_name);
Handle<Function> js_func = Handle<Function>::Cast(js_func_ref);
js_data_value = js_func->Call(obj, 0, NULL) ;
String::AsciiValue ascii(js_data_value);
printf("newObj.show() = %s\n", *ascii);
>>> Point = function Point(x,y)this.x=x; this.y=y;
Point is function
Point is object
newObj is object
newObj.show() = (x,y) = 1,2
2. 3 V8之JS取设C++
2.3.0 js 和 C++的关联
c++ 和 js对应。特别是为达到能在Js中使用var obj = new CObject(),参照CreateObjectToJs方法
void test_getc_loadObjectTemplate(Handle<ObjectTemplate> pObj)
//-load c++‘s data-
pObj->SetAccessor(String::New("x"), XGetter, XSetter);
//-load c++‘s function-
pObj->Set(String::New("setColor"),FunctionTemplate::New(set_color));
//-load c++‘s class-
CreateObjectToJs(pObj);
Point* NewPointFunction(const Arguments & args)
if(args.Length()==2)
Local<Value> v1 = args[0];
Local<Value> v2 = args[1];
return new Point( v1->Int32Value(), v2->Int32Value() );
else
return new Point();
void PointWeakExternalReferenceCallback(Persistent<Value>, void* parameter)
if (Point* cpp_object = static_cast<Point*>(parameter))
delete cpp_object;
Persistent<External> NewWeakExternalPoint(void* parameter)
Persistent<External> ret = Persistent<External>::New(External::New(parameter));
ret.MakeWeak(parameter, PointWeakExternalReferenceCallback);
return ret;
Handle<Value> PointFunctionInvocationCallback(const Arguments &args)
if (!args.IsConstructCall())
return Undefined();
Point* cpp_object = NewPointFunction(args);
if (!cpp_object)
return ThrowException(String::New("Can not create Object in C++"));
args.Holder()->SetInternalField(0, NewWeakExternalPoint(cpp_object));
return Undefined();
void CreateObjectToJs(Handle<ObjectTemplate> pObj)
Point* p = new Point(0, 0);
Handle<FunctionTemplate> point_templ = FunctionTemplate::New(&PointFunctionInvocationCallback, External::New(p));
point_templ->SetClassName(String::New("Point"));
point_templ->InstanceTemplate()->SetInternalFieldCount(1);
Handle<ObjectTemplate> point_proto = point_templ->PrototypeTemplate();
point_proto->SetAccessor(String::New("x"), GetPointX, SetPointX);
point_proto->SetAccessor(String::New("y"), GetPointY, SetPointY);
point_proto->Set(String::New("show"), FunctionTemplate::New(ShowPoint));
pObj->Set(String::New("Point"), point_templ);
2.3.1 全局函数
c++:
Handle<Value> set_color(const Arguments & args)
Handle<Value> rtn;
if(args.Length() == 3)
int r = args[0]->Int32Value();
int g = args[1]->Int32Value();
int b = args[2]->Int32Value();
char szTmp[80] = "";
_stprintf(szTmp,"RGB%2X%02X%02X", r,g,b);
rtn = String::New(szTmp);
else
rtn = Undefined();
return rtn;
js:
void test_getc_function(Handle<Context> pContext, Handle<ObjectTemplate> pObj)
Handle<String> source = String::New("var data = setColor(255,128,0);");
Handle<Script> script = Script::Compile(source);
Handle<Value> result = script->Run();
Handle<String> js_data = String::New("data");
Handle<Value> js_data_value = pContext->Global()->Get(js_data);
// Convert the result to an ASCII string and print it.
String::AsciiValue ascii(js_data_value);
printf("%s\n", *ascii);
>>> RGBFF8000
2.3.2 全局数据
c++:
int x = 0;
Handle<Value> XGetter(Local<String> key,const AccessorInfo& info)
return Integer::New(x);
void XSetter(Local<String> key, Local<Value> value,const AccessorInfo& info)
x = value->Int32Value();
js:
void test_getc_data(Handle<Context> pContext, Handle<ObjectTemplate> pObj)
Handle<String> source = String::New("var data1 = x; x=200; var data2=x;");
Handle<Script> script = Script::Compile(source);
Handle<Value> result = script->Run();
Handle<String> js_data = String::New("data1");
Handle<Value> js_data_value = pContext->Global()->Get(js_data);
String::AsciiValue ascii(js_data_value);
printf("data1 = %s\n", *ascii);
Handle<String> js_data = String::New("data2");
Handle<Value> js_data_value = pContext->Global()->Get(js_data);
String::AsciiValue ascii(js_data_value);
printf("data2 = %s\n", *ascii);
>>> data1 = 0
data2 = 200
2.3.3 类
c++
struct Point
Point()
x_ = 0;
y_ = 0;
Point(int x, int y)
x_ = x;
y_ = y;
int getX() const
return x_;
int getY() const return y_;
void setX(int value) x_ = value;
void setY(int value) y_ = value;
bool isNull() const return x_ == 0 && y_ == 0;
void show()
char szTmp[80] = "";
_stprintf(szTmp, "x,y = %d,%d\n", x_, y_);
printf(szTmp);
int x_, y_;
;
Handle<Value> GetPointX(Local<String> key,const AccessorInfo &info)
Handle<Object> obj = info.This ();
//Local<Object> self = info.Holder(); //使用此种方法会死!!!-
Point& point = *static_cast<Point*> (Local<External>::Cast(obj->GetInternalField(0))->Value ());
int value = point.x_;
return Integer::New(value);
void SetPointX(Local<String> key, Local<Value> value,const AccessorInfo& info)
Handle<Object> obj = info.This ();
Point& point = *static_cast<Point*> (Local<External>::Cast(obj->GetInternalField(0))->Value ());
point.x_ = value->Int32Value();
Handle<Value> GetPointY(Local<String> key,const AccessorInfo &info)
Local<Object> self = info.Holder();
Local<External> wrap = Local<External>::Cast(self->GetInternalField(0));
void* ptr = wrap->Value();
int value = static_cast<Point*>(ptr)->y_;
return Integer::New(value);
void SetPointY(Local<String> key, Local<Value> value,const AccessorInfo& info)
Local<Object> self = info.Holder();
Local<External> wrap = Local<External>::Cast(self->GetInternalField(0));
void* ptr = wrap->Value();
static_cast<Point*>(ptr)->y_ = value->Int32Value();
Handle<Value> ShowPoint(const Arguments& args)
Local<Object> self = args.Holder();
//Local<Object> self = info.Holder();
Local<External> wrap = Local<External>::Cast(self->GetInternalField(0));
void* ptr = wrap->Value();
static_cast<Point*>(ptr)->show();
return Undefined();
js
void test_getc_object(Handle<Context> pContext, Handle<ObjectTemplate> pObj)
test_getobject(pContext);return;
// Create a string containing the javascript source code.
Handle<String> source = String::New("var pt=new Point(10,20);");
// Compile the source code.
Handle<Script> script = Script::Compile(source);
// Run the script to get the result.
Handle<Value> result = script->Run();
Handle<String> js_data = String::New("pt");
Handle<Value> js_data_value = pContext->Global()->Get(js_data);
// Convert the result to an ASCII string and print it.
String::AsciiValue ascii(js_data_value);
printf("pt = %s\n", *ascii);
Handle<Object> js_data_object = Handle<Object>::Cast(js_data_value);
Handle<Value> key = String::New("x");
Handle<Value> objX = js_data_object->Get(key);
String::AsciiValue ascii(objX);
printf("pt.x = %s\n", *ascii);
>>> Point = function Point() [native code]
Point is function
Point is object
newObj is object
src obj.x = 3
last obj.x = 30
begin newObj.show() : x,y = 30,4
newObj.show() = undefined
3. 教训
在VS200X C++中,请都使用/MDD 编译选项
对于类,需要绑定一个构造函数,主要目的是用来生成C++对象。该对象千万不要使用局部变量,而要是指针
对于C++扩展的类,通过FunctionTemplate来实现;而不要使用ObjectTemplate
对于JS中的全局对象,可以通过ObjectTemplate来实现。实际上就是绑定全局API和变量
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