- Guides and References
- Formatting
- Left-leaning (C++ style) asterisks for pointer declarations
- C++ style comments
- 2 spaces of indentation for blocks or bodies of conditionals
- 4 spaces of indentation for statement continuations
- Align function arguments vertically
- Initialization lists
- CamelCase for methods, functions, and classes
- snake_case for local variables and parameters
- snake_case_ for private class fields
- snake_case for C-like structs
- Space after
template
- Memory Management
- Others
The Node.js C++ codebase strives to be consistent in its use of language features and idioms, as well as have some specific guidelines for the use of runtime features.
Coding guidelines are based on the following guides (highest priority first):
- This document
- The Google C++ Style Guide
- The ISO C++ Core Guidelines
In general code should follow the C++ Core Guidelines, unless overridden by the Google C++ Style Guide or this document. At the moment these guidelines are checked manually by reviewers, with the goal to validate this with automatic tools.
Unfortunately, the C++ linter (based on Google’s cpplint
), which can be
run explicitly via make lint-cpp
, does not currently catch a lot of rules that
are specific to the Node.js C++ code base. This document explains the most
common of these rules:
char* buffer;
instead of char *buffer;
Use C++ style comments (//
) for both single-line and multi-line comments.
Comments should also start with uppercase and finish with a dot.
Examples:
// A single-line comment.
// Multi-line comments
// should also use C++
// style comments.
The codebase may contain old C style comments (/* */
) from before this was the
preferred style. Feel free to update old comments to the preferred style when
working on code in the immediate vicinity or when changing/improving those
comments.
if (foo)
bar();
or
if (foo) {
bar();
baz();
}
Braces are optional if the statement body only has one line.
namespace
s receive no indentation on their own.
VeryLongTypeName very_long_result = SomeValueWithAVeryLongName +
SomeOtherValueWithAVeryLongName;
Operators are before the line break in these cases.
void FunctionWithAVeryLongName(int parameter_with_a_very_long_name,
double other_parameter_with_a_very_long_name,
...);
If that doesn’t work, break after the (
and use 4 spaces of indentation:
void FunctionWithAReallyReallyReallyLongNameSeriouslyStopIt(
int okay_there_is_no_space_left_in_the_previous_line,
...);
Long initialization lists are formatted like this:
HandleWrap::HandleWrap(Environment* env,
Local<Object> object,
uv_handle_t* handle,
AsyncWrap::ProviderType provider)
: AsyncWrap(env, object, provider),
state_(kInitialized),
handle_(handle) {
Exceptions are simple getters/setters, which are named property_name()
and
set_property_name()
, respectively.
class FooBar {
public:
void DoSomething();
static void DoSomethingButItsStaticInstead();
void set_foo_flag(int flag_value);
int foo_flag() const; // Use const-correctness whenever possible.
};
int FunctionThatDoesSomething(const char* important_string) {
const char* pointer_into_string = important_string;
}
class Foo {
private:
int counter_ = 0;
};
For plain C-like structs snake_case can be used.
struct foo_bar {
int name;
}
template <typename T>
class FancyContainer {
...
}
Malloc()
,Calloc()
, etc. fromutil.h
abort in Out-of-Memory situationsUncheckedMalloc()
, etc. returnnullptr
in OOM situations
Further reading in the C++ Core Guidelines.
Use explicit comparisons to nullptr
when testing pointers, i.e.
if (foo == nullptr)
instead of if (foo)
and
foo != nullptr
instead of !foo
.
- R.20: Use
std::unique_ptr
orstd::shared_ptr
to represent ownership - R.21: Prefer
unique_ptr
overshared_ptr
unless you need to share ownership
Use std::unique_ptr
to make ownership transfer explicit. For example:
std::unique_ptr<Foo> FooFactory();
void FooConsumer(std::unique_ptr<Foo> ptr);
Since std::unique_ptr
has only move semantics, passing one by value transfers
ownership to the callee and invalidates the caller's instance.
Don't use std::auto_ptr
, it is deprecated (Reference).
Using non-const references often obscures which values are changed by an assignment. Consider using a pointer instead, which requires more explicit syntax to indicate that modifications take place.
class ExampleClass {
public:
explicit ExampleClass(OtherClass* other_ptr) : pointer_to_other_(other_ptr) {}
void SomeMethod(const std::string& input_param,
std::string* in_out_param); // Pointer instead of reference
const std::string& get_foo() const { return foo_string_; }
void set_foo(const std::string& new_value) { foo_string_ = new_value; }
void ReplaceCharacterInFoo(char from, char to) {
// A non-const reference is okay here, because the method name already tells
// users that this modifies 'foo_string_' -- if that is not the case,
// it can still be better to use an indexed for loop, or leave appropriate
// comments.
for (char& character : foo_string_) {
if (character == from)
character = to;
}
}
private:
std::string foo_string_;
// Pointer instead of reference. If this object 'owns' the other object,
// this should be a `std::unique_ptr<OtherClass>`; a
// `std::shared_ptr<OtherClass>` can also be a better choice.
OtherClass* pointer_to_other_;
};
When working with typed arrays that involve direct data modification
from C++, use an AliasedBuffer
when possible. The API abstraction and
the usage scope of AliasedBuffer
are documented in aliased_buffer.h.
// Create an AliasedBuffer.
AliasedBuffer<uint32_t, v8::Uint32Array> data;
...
// Modify the data through natural operator semantics.
data[0] = 12345;
- Use
static_cast<T>
if casting is required, and it is valid - Use
reinterpret_cast
only when it is necessary - Avoid C-style casts (
(type)value
) dynamic_cast
does not work because Node.js is built without Run Time Type Information
Further reading:
Being explicit about types is usually preferred over using auto
.
Use auto
to avoid type names that are noisy, obvious, or unimportant. When
doing so, keep in mind that explicit types often help with readability and
verifying the correctness of code.
for (const auto& item : some_map) {
const KeyType& key = item.first;
const ValType& value = item.second;
// The rest of the loop can now just refer to key and value,
// a reader can see the types in question, and we've avoided
// the too-common case of extra copies in this iteration.
}
Do
#include "util-inl.h" // already includes util.h
instead of
#include "util.h"
#include "util-inl.h"
When there is a need to throw errors from a C++ binding method, try to
return the data necessary for constructing the errors to JavaScript,
then construct and throw the errors using lib/internal/errors.js
.
Note that in general, type-checks on arguments should be done in JavaScript
before the arguments are passed into C++. Then in the C++ binding, simply using
CHECK
assertions to guard against invalid arguments should be enough.
If the return value of the binding cannot be used to signal failures or return the necessary data for constructing errors in JavaScript, pass a context object to the binding and put the necessary data inside in C++. For example:
void Foo(const FunctionCallbackInfo<Value>& args) {
Environment* env = Environment::GetCurrent(args);
// Let the JavaScript handle the actual type-checking,
// only assertions are placed in C++
CHECK_EQ(args.Length(), 2);
CHECK(args[0]->IsString());
CHECK(args[1]->IsObject());
int err = DoSomethingWith(args[0].As<String>());
if (err) {
// Put the data inside the error context
Local<Object> ctx = args[1].As<Object>();
Local<String> key = FIXED_ONE_BYTE_STRING(env->isolate(), "code");
ctx->Set(env->context(), key, err).FromJust();
} else {
args.GetReturnValue().Set(something_to_return);
}
}
// In the initialize function
env->SetMethod(target, "foo", Foo);
exports.foo = function(str) {
// Prefer doing the type-checks in JavaScript
if (typeof str !== 'string') {
throw new errors.codes.ERR_INVALID_ARG_TYPE('str', 'string');
}
const ctx = {};
const result = binding.foo(str, ctx);
if (ctx.code !== undefined) {
throw new errors.codes.ERR_ERROR_NAME(ctx.code);
}
return result;
};
When you need to throw a JavaScript exception from C++ (i.e.
isolate()->ThrowException()
) prefer to do it as close to the return to JS as
possible, and not inside of nested C++ calls. Since this changes the JS
execution state doing it closest to where it is consumed reduces the chances of
side effects.
Node.js is built without C++ exception handling, so code using throw
or
even try
and catch
will break.