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diff --git a/CPP_STYLE_GUIDE.md b/CPP_STYLE_GUIDE.md
index 8808405b2c..f29c8df321 100644
--- a/CPP_STYLE_GUIDE.md
+++ b/CPP_STYLE_GUIDE.md
@@ -1,5 +1,8 @@
# C++ Style Guide
+See also the [C++ codebase README](src/README.md) for C++ idioms in the Node.js
+codebase not related to stylistic issues.
+
## Table of Contents
* [Guides and References](#guides-and-references)
diff --git a/doc/guides/contributing/pull-requests.md b/doc/guides/contributing/pull-requests.md
index f23c92fa02..31e3ba6475 100644
--- a/doc/guides/contributing/pull-requests.md
+++ b/doc/guides/contributing/pull-requests.md
@@ -121,7 +121,9 @@ in the API docs will also be checked when running `make lint` (or
use `REPLACEME` for the version number in the documentation YAML.
For contributing C++ code, you may want to look at the
-[C++ Style Guide](../../../CPP_STYLE_GUIDE.md).
+[C++ Style Guide](../../../CPP_STYLE_GUIDE.md), as well as the
+[README of `src/`](../../../src/README.md) for an overview over Node.js
+C++ internals.
### Step 4: Commit
diff --git a/src/README.md b/src/README.md
new file mode 100644
index 0000000000..48cf999915
--- /dev/null
+++ b/src/README.md
@@ -0,0 +1,896 @@
+# Node.js C++ codebase
+
+Hi! 👋 You’ve found the C++ code backing Node.js. This README aims to help you
+get started working on it and document some idioms you may encounter while
+doing so.
+
+## Coding style
+
+Node.js has a document detailing its [C++ coding style][]
+that can be helpful as a reference for stylistic issues.
+
+## V8 API documentation
+
+A lot of the Node.js codebase is around what the underlying JavaScript engine,
+V8, provides through its API for embedders. Knowledge of this API can also be
+useful when working with native addons for Node.js written in C++, although for
+new projects [N-API][] is typically the better alternative.
+
+V8 does not provide much public API documentation beyond what is
+available in its C++ header files, most importantly `v8.h`, which can be
+accessed online in the following locations:
+
+* On GitHub: [`v8.h` in Node.js master][]
+* On GitHub: [`v8.h` in V8 master][]
+* On the Chromium project’s Code Search application: [`v8.h` in Code Search][]
+
+V8 also provides an [introduction for V8 embedders][],
+which can be useful for understanding some of the concepts it uses in its
+embedder API.
+
+Important concepts when using V8 are the ones of [`Isolate`][]s and
+[JavaScript value handles][].
+
+## libuv API documentation
+
+The other major dependency of Node.js is [libuv][], providing
+the [event loop][] and other operation system abstractions to Node.js.
+
+There is a [reference documentation for the libuv API][].
+
+## Helpful concepts
+
+A number of concepts are involved in putting together Node.js on top of V8 and
+libuv. This section aims to explain some of them and how they work together.
+
+<a id="isolate"></a>
+### `Isolate`
+
+The `v8::Isolate` class represents a single JavaScript engine instance, in
+particular a set of JavaScript objects that can refer to each other
+(the “heap”).
+
+The `v8::Isolate` is often passed to other V8 API functions, and provides some
+APIs for managing the behaviour of the JavaScript engine or querying about its
+current state or statistics such as memory usage.
+
+V8 APIs are not thread-safe unless explicitly specified. In a typical Node.js
+application, the main thread and any `Worker` threads each have one `Isolate`,
+and JavaScript objects from one `Isolate` cannot refer to objects from
+another `Isolate`.
+
+Garbage collection, as well as other operations that affect the entire heap,
+happen on a per-`Isolate` basis.
+
+Typical ways of accessing the current `Isolate` in the Node.js code are:
+
+* Given a `FunctionCallbackInfo` for a [binding function][],
+ using `args.GetIsolate()`.
+* Given a [`Context`][], using `context->GetIsolate()`.
+* Given a [`Environment`][], using `env->isolate()`.
+
+### V8 JavaScript values
+
+V8 provides classes that mostly correspond to JavaScript types; for example,
+`v8::Value` is a class representing any kind of JavaScript type, with
+subclasses such as `v8::Number` (which in turn has subclasses like `v8::Int32`),
+`v8::Boolean` or `v8::Object`. Most types are represented by subclasses
+of `v8::Object`, e.g. `v8::Uint8Array` or `v8::Date`.
+
+<a id="internal-fields"></a>
+### Internal fields
+
+V8 provides the ability to store data in so-called “internal fields” inside
+`v8::Object`s that were created as instances of C++-backed classes. The number
+of fields needs to be defined when creating that class.
+
+Both JavaScript values and `void*` pointers may be stored in such fields.
+In most native Node.js objects, the first internal field is used to store a
+pointer to a [`BaseObject`][] subclass, which then contains all relevant
+information associated with the JavaScript object.
+
+The most typical way of working internal fields are:
+
+* `obj->InternalFieldCount()` to look up the number of internal fields for an
+ object (`0` for regular JavaScript objects).
+* `obj->GetInternalField(i)` to get a JavaScript value from an internal field.
+* `obj->SetInternalField(i, v)` to store a JavaScript value in an
+ internal field.
+* `obj->GetAlignedPointerFromInternalField(i)` to get a `void*` pointer from an
+ internal field.
+* `obj->SetAlignedPointerInInternalField(i, p)` to store a `void*` pointer in an
+ internal field.
+
+[`Context`][]s provide the same feature under the name “embedder data”.
+
+<a id="js-handles"></a>
+### JavaScript value handles
+
+All JavaScript values are accessed through the V8 API through so-called handles,
+of which there are two types: [`Local`][]s and [`Global`][]s.
+
+<a id="local-handles"></a>
+#### `Local` handles
+
+A `v8::Local` handle is a temporary pointer to a JavaScript object, where
+“temporary” usually means that is no longer needed after the current function
+is done executing. `Local` handles can only be allocated on the C++ stack.
+
+Most of the V8 API uses `Local` handles to work with JavaScript values or return
+them from functions.
+
+Whenever a `Local` handle is created, a `v8::HandleScope` or
+`v8::EscapableHandleScope` object must exist on the stack. The `Local` is then
+added to that scope and deleted along with it.
+
+When inside a [binding function][], a `HandleScope` already exists outside of
+it, so there is no need to explicitly create one.
+
+`EscapableHandleScope`s can be used to allow a single `Local` handle to be
+passed to the outer scope. This is useful when a function returns a `Local`.
+
+The following JavaScript and C++ functions are mostly equivalent:
+
+```js
+function getFoo(obj) {
+ return obj.foo;
+}
+```
+
+```c++
+v8::Local<v8::Value> GetFoo(v8::Local<v8::Context> context,
+ v8::Local<v8::Object> obj) {
+ v8::Isolate* isolate = context->GetIsolate();
+ v8::EscapableHandleScope handle_scope(isolate);
+
+ // The 'foo_string' handle cannot be returned from this function because
+ // it is not “escaped” with `.Escape()`.
+ v8::Local<v8::String> foo_string =
+ v8::String::NewFromUtf8(isolate,
+ "foo",
+ v8::NewStringType::kNormal).ToLocalChecked();
+
+ v8::Local<v8::Value> return_value;
+ if (obj->Get(context, foo_string).ToLocal(&return_value)) {
+ return handle_scope.Escape(return_value);
+ } else {
+ // There was a JS exception! Handle it somehow.
+ return v8::Local<v8::Value>();
+ }
+}
+```
+
+See [exception handling][] for more information about the usage of `.To()`,
+`.ToLocalChecked()`, `v8::Maybe` and `v8::MaybeLocal` usage.
+
+##### Casting local handles
+
+If it is known that a `Local<Value>` refers to a more specific type, it can
+be cast to that type using `.As<...>()`:
+
+```c++
+v8::Local<v8::Value> some_value;
+// CHECK() is a Node.js utilitity that works similar to assert().
+CHECK(some_value->IsUint8Array());
+v8::Local<v8::Uint8Array> as_uint8 = some_value.As<v8::Uint8Array>();
+```
+
+Generally, using `val.As<v8::X>()` is only valid if `val->IsX()` is true, and
+failing to follow that rule may lead to crashes.
+
+##### Detecting handle leaks
+
+If it is expected that no `Local` handles should be created within a given
+scope unless explicitly within a `HandleScope`, a `SealHandleScope` can be used.
+
+For example, there is a `SealHandleScope` around the event loop, forcing
+any functions that are called from the event loop and want to run or access
+JavaScript code to create `HandleScope`s.
+
+<a id="global-handles"></a>
+#### `Global` handles
+
+A `v8::Global` handle (sometimes also referred to by the name of its parent
+class `Persistent`, although use of that is discouraged in Node.js) is a
+reference to a JavaScript object that can remain active as long as the engine
+instance is active.
+
+Global handles can be either strong or weak. Strong global handles are so-called
+“GC roots”, meaning that they will keep the JavaScript object they refer to
+alive even if no other objects refer to them. Weak global handles do not do
+that, and instead optionally call a callback when the object they refer to
+is garbage-collected.
+
+```c++
+v8::Global<v8::Object> reference;
+
+void StoreReference(v8::Isolate* isolate, v8::Local<v8::Object> obj) {
+ // Create a strong reference to `obj`.
+ reference.Reset(isolate, obj);
+}
+
+// Must be called with a HandleScope around it.
+v8::Local<v8::Object> LoadReference(v8::Isolate* isolate) {
+ return reference.Get(isolate);
+}
+```
+
+##### `Eternal` handles
+
+`v8::Eternal` handles are a special kind of handles similar to `v8::Global`
+handles, with the exception that the values they point to are never
+garbage-collected while the JavaScript Engine instance is alive, even if
+the `v8::Eternal` itself is destroyed at some point. This type of handle
+is rarely used.
+
+<a id="context"></a>
+### `Context`
+
+JavaScript allows multiple global objects and sets of built-in JavaScript
+objects (like the `Object` or `Array` functions) to coexist inside the same
+heap. Node.js exposes this ability through the [`vm` module][].
+
+V8 refers to each of these global objects and their associated builtins as a
+`Context`.
+
+Currently, in Node.js there is one main `Context` associated with an
+[`Environment`][] instance, and most Node.js features will only work inside
+that context. (The only exception at the time of writing are
+[`MessagePort`][] objects.) This restriction is not inherent to the design of
+Node.js, and a sufficiently committed person could restructure Node.js to
+provide built-in modules inside of `vm.Context`s.
+
+Often, the `Context` is passed around for [exception handling][].
+Typical ways of accessing the current `Environment` in the Node.js code are:
+
+* Given an [`Isolate`][], using `isolate->GetCurrentContext()`.
+* Given an [`Environment`][], using `env->context()` to get the `Environment`’s
+ main context.
+
+<a id="event-loop"></a>
+### Event loop
+
+The main abstraction for an event loop inside Node.js is the `uv_loop_t` struct.
+Typically, there is one event loop per thread. This includes not only the main
+thread and Workers, but also helper threads that may occasionally be spawned
+in the course of running a Node.js program.
+
+The current event loop can be accessed using `env->event_loop()` given an
+[`Environment`][] instance. The restriction of using a single event loop
+is not inherent to the design of Node.js, and a sufficiently committed person
+could restructure Node.js to provide e.g. the ability to run parts of Node.js
+inside an event loop separate from the active thread’s event loop.
+
+<a id="environment"></a>
+### `Environment`
+
+Node.js instances are represented by the `Environment` class.
+
+Currently, every `Environment` class is associated with:
+
+* One [event loop][]
+* One [`Isolate`][]
+* One main [`Context`][]
+
+The `Environment` class contains a large number of different fields for
+different Node.js modules, for example a libuv timer for `setTimeout()` or
+the memory for a `Float64Array` that the `fs` module uses for storing data
+returned from a `fs.stat()` call.
+
+It also provides [cleanup hooks][] and maintains a list of [`BaseObject`][]
+instances.
+
+Typical ways of accessing the current `Environment` in the Node.js code are:
+
+* Given a `FunctionCallbackInfo` for a [binding function][],
+ using `Environment::GetCurrent(args)`.
+* Given a [`BaseObject`][], using `env()` or `self->env()`.
+* Given a [`Context`][], using `Environment::GetCurrent(context)`.
+ This requires that `context` has been associated with the `Environment`
+ instance, e.g. is the main `Context` for the `Environment` or one of its
+ `vm.Context`s.
+* Given an [`Isolate`][], using `Environment::GetCurrent(isolate)`. This looks
+ up the current [`Context`][] and then uses that.
+
+<a id="isolate-data"></a>
+### `IsolateData`
+
+Every Node.js instance ([`Environment`][]) is associated with one `IsolateData`
+instance that contains information about or associated with a given
+[`Isolate`][].
+
+#### String table
+
+`IsolateData` contains a list of strings that can be quickly accessed
+inside Node.js code, e.g. given an `Environment` instance `env` the JavaScript
+string “name” can be accessed through `env->name_string()` without actually
+creating a new JavaScript string.
+
+### Platform
+
+Every process that uses V8 has a `v8::Platform` instance that provides some
+functionalities to V8, most importantly the ability to schedule work on
+background threads.
+
+Node.js provides a `NodePlatform` class that implements the `v8::Platform`
+interface and uses libuv for providing background threading abilities.
+
+The platform can be accessed through `isolate_data->platform()` given an
+[`IsolateData`][] instance, although that only works when:
+
+* The current Node.js instance was not started by an embedder; or
+* The current Node.js instance was started by an embedder whose `v8::Platform`
+ implementation also implement’s the `node::MultiIsolatePlatform` interface
+ and who passed this to Node.js.
+
+<a id="binding-functions"></a>
+### Binding functions
+
+C++ functions exposed to JS follow a specific signature. The following example
+is from `node_util.cc`:
+
+```c++
+void ArrayBufferViewHasBuffer(const FunctionCallbackInfo<Value>& args) {
+ CHECK(args[0]->IsArrayBufferView());
+ args.GetReturnValue().Set(args[0].As<ArrayBufferView>()->HasBuffer());
+}
+```
+
+(Namespaces are usually omitted through the use of `using` statements in the
+Node.js source code.)
+
+`args[n]` is a `Local<Value>` that represents the n-th argument passed to the
+function. `args.This()` is the `this` value inside this function call.
+`args.Holder()` is equivalent to `args.This()` in all use cases inside of
+Node.js.
+
+`args.GetReturnValue()` is a placeholder for the return value of the function,
+and provides a `.Set()` method that can be called with a boolean, integer,
+floating-point number or a `Local<Value>` to set the return value.
+
+Node.js provides various helpers for building JS classes in C++ and/or attaching
+C++ functions to the exports of a built-in module:
+
+```c++
+void Initialize(Local<Object> target,
+ Local<Value> unused,
+ Local<Context> context,
+ void* priv) {
+ Environment* env = Environment::GetCurrent(context);
+
+ env->SetMethod(target, "getaddrinfo", GetAddrInfo);
+ env->SetMethod(target, "getnameinfo", GetNameInfo);
+
+ // 'SetMethodNoSideEffect' means that debuggers can safely execute this
+ // function for e.g. previews.
+ env->SetMethodNoSideEffect(target, "canonicalizeIP", CanonicalizeIP);
+
+ // ... more code ...
+
+ // Building the `ChannelWrap` class for JS:
+ Local<FunctionTemplate> channel_wrap =
+ env->NewFunctionTemplate(ChannelWrap::New);
+ // Allow for 1 internal field, see `BaseObject` for details on this:
+ channel_wrap->InstanceTemplate()->SetInternalFieldCount(1);
+ channel_wrap->Inherit(AsyncWrap::GetConstructorTemplate(env));
+
+ // Set various methods on the class (i.e. on the prototype):
+ env->SetProtoMethod(channel_wrap, "queryAny", Query<QueryAnyWrap>);
+ env->SetProtoMethod(channel_wrap, "queryA", Query<QueryAWrap>);
+ // ...
+ env->SetProtoMethod(channel_wrap, "querySoa", Query<QuerySoaWrap>);
+ env->SetProtoMethod(channel_wrap, "getHostByAddr", Query<GetHostByAddrWrap>);
+
+ env->SetProtoMethodNoSideEffect(channel_wrap, "getServers", GetServers);
+
+ Local<String> channel_wrap_string =
+ FIXED_ONE_BYTE_STRING(env->isolate(), "ChannelWrap");
+ channel_wrap->SetClassName(channel_wrap_string);
+ target->Set(env->context(), channel_wrap_string,
+ channel_wrap->GetFunction(context).ToLocalChecked()).Check();
+}
+
+// Run the `Initialize` function when loading this module through
+// `internalBinding('cares_wrap')` in Node.js’s built-in JavaScript code:
+NODE_MODULE_CONTEXT_AWARE_INTERNAL(cares_wrap, Initialize)
+```
+
+<a id="exception-handling"></a>
+### Exception handling
+
+The V8 engine provides multiple features to work with JavaScript exceptions,
+as C++ exceptions are disabled inside of Node.js:
+
+#### Maybe types
+
+V8 provides the `v8::Maybe<T>` and `v8::MaybeLocal<T>` types, typically used
+as return values from API functions that can run JavaScript code and therefore
+can throw exceptions.
+
+Conceptually, the idea is that every `v8::Maybe<T>` is either empty (checked
+through `.IsNothing()`) or holds a value of type `T` (checked through
+`.IsJust()`). If the `Maybe` is empty, then a JavaScript exception is pending.
+A typical way of accessing the value is using the `.To()` function, which
+returns a boolean indicating success of the operation (i.e. the `Maybe` not
+being empty) and taking a pointer to a `T` to store the value if there is one.
+
+##### Checked conversion
+
+`maybe.Check()` can be used to assert that the maybe is not empty, i.e. crash
+the process otherwise. `maybe.FromJust()` (aka `maybe.ToChecked()`) can be used
+to access the value and crash the process if it is not set.
+
+This should only be performed if it is actually sure that the operation has
+not failed. A lot of Node.js’s source code does **not** follow this rule, and
+can be brought to crash through this.
+
+##### MaybeLocal
+
+`v8::MaybeLocal<T>` is a variant of `v8::Maybe<T>` that is either empty or
+holds a value of type `Local<T>`. It has methods that perform the same
+operations as the methods of `v8::Maybe`, but with different names:
+
+| `Maybe` | `MaybeLocal` |
+| ---------------------- | ------------------------------- |
+| `maybe.IsNothing()` | `maybe_local.IsEmpty()` |
+| `maybe.IsJust()` | – |
+| `maybe.To(&value)` | `maybe_local.ToLocal(&local)` |
+| `maybe.ToChecked()` | `maybe_local.ToLocalChecked()` |
+| `maybe.FromJust()` | `maybe_local.ToLocalChecked()` |
+| `maybe.Check()` | – |
+| `v8::Nothing<T>()` | `v8::MaybeLocal<T>()` |
+| `v8::Just<T>(value)` | `v8::MaybeLocal<T>(value)` |
+
+##### Handling empty `Maybe`s
+
+Usually, the best approach to encountering an empty `Maybe` is to just return
+from the current function as soon as possible, and let execution in JavaScript
+land resume. If the empty `Maybe` is encountered inside a nested function,
+is may be a good idea to use a `Maybe` or `MaybeLocal` for the return type
+of that function and pass information about pending JavaScript exceptions along
+that way.
+
+Generally, when an empty `Maybe` is encountered, it is not valid to attempt
+to perform further calls to APIs that return `Maybe`s.
+
+A typical pattern for dealing with APIs that return `Maybe` and `MaybeLocal` is
+using `.ToLocal()` and `.To()` and returning early in case there is an error:
+
+```c++
+// This could also return a v8::MaybeLocal<v8::Number>, for example.
+v8::Maybe<double> SumNumbers(v8::Local<v8::Context> context,
+ v8::Local<v8::Array> array_of_integers) {
+ v8::Isolate* isolate = context->GetIsolate();
+ v8::HandleScope handle_scope(isolate);
+
+ double sum = 0;
+
+ for (uint32_t i = 0; i < array_of_integers->Length(); i++) {
+ v8::Local<v8::Value> entry;
+ if (array_of_integers->Get(context, i).ToLocal(&entry)) {
+ // Oops, we might have hit a getter that throws an exception!
+ // It’s better to not continue return an empty (“nothing”) Maybe.
+ return v8::Nothing<double>();
+ }
+
+ if (!entry->IsNumber()) {
+ // Let’s just skip any non-numbers. It would also be reasonable to throw
+ // an exception here, e.g. using the error system in src/node_errors.h,
+ // and then to return an empty Maybe again.
+ continue;
+ }
+
+ // This cast is valid, because we’ve made sure it’s really a number.
+ v8::Local<v8::Number> entry_as_number = entry.As<v8::Number>();
+
+ sum += entry_as_number->Value();
+ }
+
+ return v8::Just(sum);
+}
+
+// Function that is exposed to JS:
+void SumNumbers(const v8::FunctionCallbackInfo<v8::Value>& args) {
+ // This will crash if the first argument is not an array. Let’s assume we
+ // have performed type checking in a JavaScript wrapper function.
+ CHECK(args[0]->IsArray());
+
+ double sum;
+ if (!SumNumbers(args.GetIsolate()->GetCurrentContext(),
+ args[0].As<v8::Array>()).To(&sum)) {
+ // Nothing to do, we can just return directly to JavaScript.
+ return;
+ }
+
+ args.GetReturnValue().Set(sum);
+}
+```
+
+#### TryCatch
+
+If there is a need to catch JavaScript exceptions in C++, V8 provides the
+`v8::TryCatch` type for doing so, which we wrap into our own
+`node::errors::TryCatchScope` in Node.js. The latter has the additional feature
+of providing the ability to shut down the program in the typical Node.js way
+(printing the exception + stack trace) if an exception is caught.
+
+<a id="libuv-handles-and-requests"></a>
+### libuv handles and requests
+
+Two central concepts when working with libuv are handles and requests.
+
+Handles are subclasses of the `uv_handle_t` “class”, and generally refer to
+long-lived objects that can emit events multiple times, such as network sockets
+or file system watchers.
+
+In Node.js, handles are often managed through a [`HandleWrap`][] subclass.
+
+Requests are one-time asynchronous function calls on the event loop, such as
+file system requests or network write operations, that either succeed or fail.
+
+In Node.js, requests are often managed through a [`ReqWrap`][] subclass.
+
+### Environment cleanup
+
+When a Node.js [`Environment`][] is destroyed, it generally needs to clean up
+any resources owned by it, e.g. memory or libuv requests/handles.
+
+<a id="cleanup-hooks"></a>
+#### Cleanup hooks
+
+Cleanup hooks are provided that run before the [`Environment`][]
+is destroyed. They can be added and removed through by using
+`env->AddCleanupHook(callback, hint);` and
+`env->RemoveCleanupHook(callback, hint);`, where callback takes a `void* hint`
+argument.
+
+Inside these cleanup hooks, new asynchronous operations *may* be started on the
+event loop, although ideally that is avoided as much as possible.
+
+Every [`BaseObject`][] has its own cleanup hook that deletes it. For
+[`ReqWrap`][] and [`HandleWrap`][] instances, cleanup of the associated libuv
+objects is performed automatically, i.e. handles are closed and requests
+are cancelled if possible.
+
+#### Closing libuv handles
+
+If a libuv handle is not managed through a [`HandleWrap`][] instance,
+it needs to be closed explicitly. Do not use `uv_close()` for that, but rather
+`env->CloseHandle()`, which works the same way but keeps track of the number
+of handles that are still closing.
+
+#### Closing libuv requests
+
+There is no way to abort libuv requests in general. If a libuv request is not
+managed through a [`ReqWrap`][] instance, the
+`env->IncreaseWaitingRequestCounter()` and
+`env->DecreaseWaitingRequestCounter()` functions need to be used to keep track
+of the number of active libuv requests.
+
+#### Calling into JavaScript
+
+Calling into JavaScript is not allowed during cleanup. Worker threads explicitly
+forbid this during their shutdown sequence, but the main thread does not for
+backwards compatibility reasons.
+
+When calling into JavaScript without using [`MakeCallback()`][], check the
+`env->can_call_into_js()` flag and do not proceed if it is set to `false`.
+
+## Classes associated with JavaScript objects
+
+### `MemoryRetainer`
+
+A large number of classes in the Node.js C++ codebase refer to other objects.
+The `MemoryRetainer` class is a helper for annotating C++ classes with
+information that can be used by the heap snapshot builder in V8, so that
+memory retained by C++ can be tracked in V8 heap snapshots captured in
+Node.js applications.
+
+Inheriting from the `MemoryRetainer` class enables objects (both from JavaScript
+and C++) to refer to instances of that class, and in turn enables that class
+to point to other objects as well, including native C++ types
+such as `std::string` and track their memory usage.
+
+This can be useful for debugging memory leaks.
+
+The [`memory_retainer.h`][] header file explains how to use this class.
+
+<a id="baseobject"></a>
+### `BaseObject`
+
+A frequently recurring situation is that a JavaScript object and a C++ object
+need to be tied together. `BaseObject` is the main abstraction for that in
+Node.js, and most classes that are associated with JavaScript objects are
+subclasses of it. It is defined in [`base_object.h`][].
+
+Every `BaseObject` is associated with one [`Environment`][] and one
+`v8::Object`. The `v8::Object` needs to have at least one [internal field][]
+that is used for storing the pointer to the C++ object. In order to ensure this,
+the V8 `SetInternalFieldCount()` function is usually used when setting up the
+class from C++.
+
+The JavaScript object can be accessed as a `v8::Local<v8::Object>` by using
+`self->object()`, given a `BaseObject` named `self`.
+
+Accessing a `BaseObject` from a `v8::Local<v8::Object>` (frequently that is
+`args.This()` or `args.Holder()` in a [binding function][]) can be done using
+the `Unwrap<T>(obj)` function, where `T` is a subclass of `BaseObject`.
+A helper for this is the `ASSIGN_OR_RETURN_UNWRAP` macro that returns from the
+current function if unwrapping fails (typically that means that the `BaseObject`
+has been deleted earlier).
+
+```c++
+void Http2Session::Request(const FunctionCallbackInfo<Value>& args) {
+ Http2Session* session;
+ ASSIGN_OR_RETURN_UNWRAP(&session, args.Holder());
+ Environment* env = session->env();
+ Local<Context> context = env->context();
+ Isolate* isolate = env->isolate();
+
+ // ...
+ // The actual function body, which can now use the `session` object.
+ // ...
+}
+```
+
+#### Lifetime management
+
+The `BaseObject` class comes with a set of features that allow managing the
+lifetime of its instances, either associating it with the lifetime of the
+corresponding JavaScript object or untying the two.
+
+The `BaseObject::MakeWeak()` method turns the underlying [`Global`][] handle
+into a weak one, and makes it so that the `BaseObject::OnGCCollect()` virtual
+method is called when the JavaScript object is garbage collected. By default,
+that methods deletes the `BaseObject` instance.
+
+`BaseObject::ClearWeak()` undoes this effect.
+
+It generally makes sense to call `MakeWeak()` in the constructor of a
+`BaseObject` subclass, unless that subclass is referred to by e.g. the event
+loop, as is the case for the [`HandleWrap`][] and [`ReqWrap`][] classes.
+
+In addition, there are two kinds of smart pointers that can be used to refer
+to `BaseObject`s.
+
+`BaseObjectWeakPtr<T>` is similar to `std::weak_ptr<T>`, but holds on to
+an object of a `BaseObject` subclass `T` and integrates with the lifetime
+management of the former. When the `BaseObject` no longer exists, e.g. when
+it was garbage collected, accessing it through `weak_ptr.get()` will return
+`nullptr`.
+
+`BaseObjectPtr<T>` is similar to `std::shared_ptr<T>`, but also holds on to
+objects of a `BaseObject` subclass `T`. While there are `BaseObjectPtr`s
+pointing to a given object, the `BaseObject` will always maintain a strong
+reference to its associated JavaScript object. This can be useful when one
+`BaseObject` refers to another `BaseObject` and wants to make sure it stays
+alive during the lifetime of that reference.
+
+A `BaseObject` can be “detached” throught the `BaseObject::Detach()` method.
+In this case, it will be deleted once the last `BaseObjectPtr` referring to
+it is destroyed. There must be at least one such pointer when `Detach()` is
+called. This can be useful when one `BaseObject` fully owns another
+`BaseObject`.
+
+<a id="asyncwrap"></a>
+### `AsyncWrap`
+
+`AsyncWrap` is a subclass of `BaseObject` that additionally provides tracking
+functions for asynchronous calls. It is commonly used for classes whose methods
+make calls into JavaScript without any JavaScript stack below, i.e. more or less
+directly from the event loop. It is defined in [`async_wrap.h`][].
+
+Every `AsyncWrap` subclass has a “provider type”. A list of provider types is
+maintained in `src/async_wrap.h`.
+
+Every `AsyncWrap` instance is associated with two numbers, the “async id”
+and the “async trigger id”. The “async id” is generally unique per `AsyncWrap`
+instance, and only changes when the object is re-used in some way.
+
+See the [`async_hooks` module][] documentation for more information about how
+this information is provided to async tracking tools.
+
+<a id="makecallback"></a>
+#### `MakeCallback`
+
+The `AsyncWrap` class has a set of methods called `MakeCallback()`, with the
+intention of the naming being that it is used to “make calls back into
+JavaScript” from the event loop, rather than making callbacks in some way.
+(As the naming has made its way into Node.js’s public API, it’s not worth
+the breakage of fixing it).
+
+`MakeCallback()` generally calls a method on the JavaScript object associated
+with the current `AsyncWrap`, and informs async tracking code about these calls
+as well as takes care of running the `process.nextTick()` and `Promise` task
+queues once it returns.
+
+Before calling `MakeCallback()`, it is typically necessary to enter both a
+`HandleScope` and a `Context::Scope`.
+
+```c++
+void StatWatcher::Callback(uv_fs_poll_t* handle,
+ int status,
+ const uv_stat_t* prev,
+ const uv_stat_t* curr) {
+ // Get the StatWatcher instance associated with this call from libuv,
+ // StatWatcher is a subclass of AsyncWrap.
+ StatWatcher* wrap = ContainerOf(&StatWatcher::watcher_, handle);
+ Environment* env = wrap->env();
+ HandleScope handle_scope(env->isolate());
+ Context::Scope context_scope(env->context());
+
+ // Transform 'prev' and 'curr' into an array:
+ Local<Value> arr = ...;
+
+ Local<Value> argv[] = { Integer::New(env->isolate(), status), arr };
+ wrap->MakeCallback(env->onchange_string(), arraysize(argv), argv);
+}
+```
+
+See [Callback scopes][] for more information.
+
+<a id="handlewrap"></a>
+### `HandleWrap`
+
+`HandleWrap` is a subclass of `AsyncWrap` specifically designed to make working
+with [libuv handles][] easier. It provides the `.ref()`, `.unref()` and
+`.hasRef()` methods as well as `.close()` to enable easier lifetime management
+from JavaScript. It is defined in [`handle_wrap.h`][].
+
+`HandleWrap` instances are [cleaned up][cleanup hooks] automatically when the
+current Node.js [`Environment`][] is destroyed, e.g. when a Worker thread stops.
+
+`HandleWrap` also provides facilities for diagnostic tooling to get an
+overview over libuv handles managed by Node.js.
+
+<a id="reqwrap"></a>
+### `ReqWrap`
+
+`ReqWrap` is a subclass of `AsyncWrap` specifically designed to make working
+with [libuv requests][] easier. It is defined in [`req_wrap.h`][].
+
+In particular, its `Dispatch()` method is designed to avoid the need to keep
+track of the current count of active libuv requests.
+
+`ReqWrap` also provides facilities for diagnostic tooling to get an
+overview over libuv handles managed by Node.js.
+
+<a id="callback-scopes"></a>
+### Callback scopes
+
+The public `CallbackScope` and the internally used `InternalCallbackScope`
+classes provide the same facilities as [`MakeCallback()`][], namely:
+
+* Emitting the `'before'` event for async tracking when entering the scope
+* Setting the current async IDs to the ones passed to the constructor
+* Emitting the `'after'` event for async tracking when leaving the scope
+* Running the `process.nextTick()` queue
+* Running microtasks, in particular `Promise` callbacks and async/await
+ functions
+
+Usually, using `AsyncWrap::MakeCallback()` or using the constructor taking
+an `AsyncWrap*` argument (i.e. used as
+`InternalCallbackScope callback_scope(this);`) suffices inside of Node.js’s
+C++ codebase.
+
+## C++ utilities
+
+Node.js uses a few custom C++ utilities, mostly defined in [`util.h`][].
+
+### Memory allocation
+
+Node.js provides `Malloc()`, `Realloc()` and `Calloc()` functions that work
+like their C stdlib counterparts, but crash if memory cannot be allocated.
+(As V8 does not handle out-of-memory situations gracefully, it does not make
+sense for Node.js to attempt to do so in all cases.)
+
+The `UncheckedMalloc()`, `UncheckedRealloc()` and `UncheckedCalloc()` functions
+return `nullptr` in these cases (or when `size == 0`).
+
+#### Optional stack-based memory allocation
+
+The `MaybeStackBuffer` class provides a way to allocate memory on the stack
+if it is smaller than a given limit, and falls back to allocating it on the
+heap if it is larger. This can be useful for performantly allocating temporary
+data if it is typically expected to be small (e.g. file paths).
+
+The `Utf8Value`, `TwoByteValue` (i.e. UTF-16 value) and `BufferValue`
+(`Utf8Value` but copy data from a `Buffer` is that is passed) helpers
+inherit from this class and allow accessing the characters in a JavaScript
+string this way.
+
+```c++
+static void Chdir(const FunctionCallbackInfo<Value>& args) {
+ Environment* env = Environment::GetCurrent(args);
+ // ...
+ CHECK(args[0]->IsString());
+ Utf8Value path(env->isolate(), args[0]);
+ int err = uv_chdir(*path);
+ if (err) {
+ // ... error handling ...
+ }
+}
+```
+
+### Assertions
+
+Node.js provides a few macros that behave similar to `assert()`:
+
+* `CHECK(expression)` aborts the process with a stack trace
+ if `expression` is false.
+* `CHECK_EQ(a, b)` checks for `a == b`
+* `CHECK_GE(a, b)` checks for `a >= b`
+* `CHECK_GT(a, b)` checks for `a > b`
+* `CHECK_LE(a, b)` checks for `a <= b`
+* `CHECK_LT(a, b)` checks for `a < b`
+* `CHECK_NE(a, b)` checks for `a != b`
+* `CHECK_NULL(val)` checks for `a == nullptr`
+* `CHECK_NOT_NULL(val)` checks for `a != nullptr`
+* `CHECK_IMPLIES(a, b)` checks that `b` is true if `a` is true.
+* `UNREACHABLE([message])` aborts the process if it is reached.
+
+`CHECK`s are always enabled. For checks that should only run in debug mode, use
+`DCHECK()`, `DCHECK_EQ()`, etc.
+
+### Scope-based cleanup
+
+The `OnScopeLeave()` function can be used to run a piece of code when leaving
+the current C++ scope.
+
+```c++
+static void GetUserInfo(const FunctionCallbackInfo<Value>& args) {
+ Environment* env = Environment::GetCurrent(args);
+ uv_passwd_t pwd;
+ // ...
+
+ const int err = uv_os_get_passwd(&pwd);
+
+ if (err) {
+ // ... error handling, return early ...
+ }
+
+ auto free_passwd = OnScopeLeave([&]() { uv_os_free_passwd(&pwd); });
+
+ // ...
+ // Turn `pwd` into a JavaScript object now; whenever we return from this
+ // function, `uv_os_free_passwd()` will be called.
+ // ...
+}
+```
+
+[`BaseObject`]: #baseobject
+[`Context`]: #context
+[`Environment`]: #environment
+[`Global`]: #global-handles
+[`HandleWrap`]: #handlewrap
+[`IsolateData`]: #isolate-data
+[`Isolate`]: #isolate
+[`Local`]: #local-handles
+[`MakeCallback()`]: #makecallback
+[`MessagePort`]: https://nodejs.org/api/worker_threads.html#worker_threads_class_messageport
+[`ReqWrap`]: #reqwrap
+[`async_hooks` module]: https://nodejs.org/api/async_hooks.html
+[`async_wrap.h`]: async_wrap.h
+[`base_object.h`]: base_object.h
+[`handle_wrap.h`]: handle_wrap.h
+[`memory_retainer.h`]: memory_retainer.h
+[`req_wrap.h`]: req_wrap.h
+[`util.h`]: util.h
+[`v8.h` in Code Search]: https://cs.chromium.org/chromium/src/v8/include/v8.h
+[`v8.h` in Node.js master]: https://github.com/nodejs/node/blob/master/deps/v8/include/v8.h
+[`v8.h` in V8 master]: https://github.com/v8/v8/blob/master/include/v8.h
+[`vm` module]: https://nodejs.org/api/vm.html
+[C++ coding style]: ../CPP_STYLE_GUIDE.md
+[Callback scopes]: #callback-scopes
+[JavaScript value handles]: #js-handles
+[N-API]: https://nodejs.org/api/n-api.html
+[binding function]: #binding-functions
+[cleanup hooks]: #cleanup-hooks
+[event loop]: #event-loop
+[exception handling]: #exception-handling
+[internal field]: #internal-field
+[introduction for V8 embedders]: https://v8.dev/docs/embed
+[libuv handles]: #libuv-handles-and-requests
+[libuv requests]: #libuv-handles-and-requests
+[libuv]: https://libuv.org/
+[reference documentation for the libuv API]: http://docs.libuv.org/en/v1.x/