# Contributing to Bun All contributions need test coverage. If you are adding a new feature, please add a test. If you are fixing a bug, please add a test that fails before your fix and passes after your fix. ## Bun's codebase Bun is written mostly in Zig, but WebKit & JavaScriptCore (the JavaScript engine) is written in C++. Today (Feburary 2023), Bun's codebase has five distinct parts: - JavaScript, JSX, & TypeScript transpiler, module resolver, and related code - JavaScript runtime (`src/bun.js/`) - JavaScript runtime bindings (`src/bun.zig/bindings/**/*.cpp`) - Package manager (`src/install/`) - Shared utilities (`src/string_immutable.zig`) The JavaScript transpiler & module resolver is mostly independent from the runtime. It predates the runtime and is entirely in Zig. The JavaScript parser is mostly in `src/js_parser.zig`. The JavaScript AST data structures are mostly in `src/js_ast.zig`. The JavaScript lexer is in `src/js_lexer.zig`. A lot of this code started as a port of esbuild's equivalent code from Go to Zig, but has had many small changes since then. ## Memory management in Bun For the Zig code, please: 1. Do your best to avoid dynamically allocating memory. 2. If we need to allocate memory, carefully consider the owner of that memory. If it's a JavaScript object, it will need a finalizer. If it's in Zig, it will need to be freed either via an arena or manually. 3. Prefer arenas over manual memory management. Manually freeing memory is leak & crash prone. 4. If the memory needs to be accessed across threads, use `bun.default_allocator`. Mimalloc threadlocal heaps are not safe to free across threads. The JavaScript transpiler has special-handling for memory management. The parser allocates into a single arena and the memory is recycled after each parse. ## JavaScript runtime Most of Bun's JavaScript runtime code lives in `src/bun.js`. ### Calling C++ from Zig & Zig from C++ TODO: document this (see bindings.zig and bindings.cpp for now) ### Adding a new JavaScript class 1. Add a new file in `src/bun.js/*.classes.ts` to define the instance and static methods for the class. 2. Add a new file in `src/bun.js/**/*.zig` and expose the struct in `src/bun.js/generated_classes_list.zig` 3. Run `make codegen` Copy from examples like `Subprocess` or `Response`. ### ESM modules Bun implements ESM modules in a mix of native code and JavaScript. Several Node.js modules are implemented in JavaScript and loosely based on browserify polyfills. The ESM modules in Bun are located in `src/bun.js/*.exports.js`. Unlike other code in Bun, these files are NOT transpiled. They are loaded directly into the JavaScriptCore VM. That means `require` does not work in these files. Instead, you must use `import.meta.require`, or ideally, not use require/import other files at all. The module loader is in `src/bun.js/module_loader.zig`. ### JavaScript Builtins JavaScript builtins are located in `src/bun.js/builtins/*.js`. These files support a JavaScriptCore-only syntax for internal slots. `@` is used to access an internal slot. For example: `new @Array(123)` will create a new `Array` similar to `new Array(123)`, except if a library modifies the `Array` global, it will not affect the internal slot (`@Array`). These names must be allow-listed in `BunBuiltinNames.h` (though JavaScriptCore allowlists some names by default). They can not use or reference ESM-modules. The files that end with `*Internals.js` are automatically loaded globally. Most usage of internals right now are the stream implementations (which share a lot of code from Safari/WebKit) and ImportMetaObject (which is how `require` is implemented in the runtime) To regenerate the builtins: ```sh make clean-bindings && make generate-builtins && make bindings -j10 ``` It is recommended that you have ccache installed or else you will spend a lot of time waiting for the bindings to compile. ### Memory management in Bun's JavaScript runtime TODO: fill this out (for now, use `JSC.Strong` in most cases) ### Strings TODO: fill this out (for now, use `JSValue.toSlice()` in most cases) #### JavaScriptCore C API Do not copy from examples leveraging the JavaScriptCore C API. Please do not use this in new code. We will not accept PRs that add new code that uses the JavaScriptCore C API. ## Testing See `../test/README.md` for information on how to run tests.