New C++ bindings tutorials

This section helps you learn how to use the new C++ FIDL bindings. See Getting started for a step-by-step guide to setting up the build and writing a simple client or server from scratch. See Topics for more involved guides and recommendations to using the bindings effectively. See Terminologies for names and concepts that come up frequently in code, and a quick explainer on how to make the right choices.

At a high level, the C++ bindings is made up of:

  • Data: the domain objects (the generated FIDL structures e.g. struct, table, ...)
  • Behavior: the client/server APIs to send those domain objects over a protocol, receive events, ...

Natural and wire domain objects

The bindings support two types of domain objects: natural types and wire types:

  • natural types are high level domain objects that optimize for ergonomics.
    • These types own their children with smart pointers.
    • They use idiomatic C++ types such as std::vector, std::optional, and std::string.
    • Given a FIDL library named, the types are generated in the fuchsia_my_lib namespace.
  • wire types are optimized for performance and in-place decoding.
    • They are specialized C++ Standard Layout types whose memory layout coincides with the FIDL wire format.
    • Out-of-line children are unowned pointers into a separate buffer. See Memory ownership of wire domain objects.
    • Given a FIDL library named, the types are generated in the fuchsia_my_lib::wire namespace.

When starting a project, choose natural types by default, since they are easier to use and reasonably performant. Only turn to the wire types when optimizing logic in the critical path, or when needing to precisely control memory allocation. Because the wire types consists of unsafe views, improper use of those may lead to use-after-free and other memory safety bugs.

Getting started

  1. Using natural and wire domain objects
  2. Write a server
  3. Write a client (async or synchronous)



Wire vs no Wire in clients and servers

The presence of Wire prefix in a client/server API name indicates that the API only accepts wire types. Otherwise, the API typically can accept both wire and natural types, or defaults to natural types. For example, fidl::Client supports making calls with both natural and wire types, whereas fidl::WireClient exposes a more restrictive interface that only accepts wire types.

fidl::Server receives requests into natural types, and may send replies with either natural or wire types. On the other hand, fidl::WireServer receives requests into wire types and sends replies exclusively in wire types.

To support both wire and natural types on the send side without function overload ambiguities, the wire interfaces are housed under a .wire() accessor. For example, given a fidl::Client<MyProtocol> client;, one would write client->SomeMethod(natural_type); to make request using natural types, and client.wire()->SomeMethod(wire_type); to make request using wire types.


Use client/server APIs without the Wire prefix. Only when there is a need to ensure at compile time that only wire types are used, one may define function signatures that use the Wire counterparts e.g. fidl::WireClient. One may also depend on only the wire parts of the bindings by depending on the target instead of the GN target.

Sync vs no sync in clients

Synchronous, or "sync" for short, applies to FIDL calls with a response (two-way calls), and means the call is blocking: a thread making such a call will not return from the call until the response comes back. For example, fidl::WireSyncClient is a client where all two-way calls are synchronous. Similarly, fidl::WireClient has a .sync() accessor which returns an interface for making synchronous calls.

One-way calls do not have a response, hence the concept of synchronousness do not apply to them.


If your code is a standalone program that only consumes capabilities from other components, determine the level of concurrency required by its business needs:

  • If it does not manage lots of concurrent operations, you may use a synchronous client which leads to easy to read straight-line logic. For example, a short-running command line tool may use fidl::SyncClient.

  • If your code manages lots of concurrent operations, it typically has access to an asynchronous dispatcher (async_dispatcher_t*). When choosing between synchronous and asynchronous clients and calls in that case, prefer the asynchronous counterpart. For example, prefer fidl::WireClient without going through .sync() over fidl::WireSyncClient or .sync(). In particular, do not make synchronous calls on a dispatcher thread if the dispatcher is single threaded, to avoid deadlocks.

If your code is a service, i.e. a component that provides capabilities to other components, it should use asynchronous dispatchers and asynchronous clients to support the level of concurrency needed by multiple consumers.

If your code is a library that's used by other applications, it will require more careful thought regarding whether it should expose a synchronous or asynchronous interface, depending on the needs of its users. For example, a library using synchronous clients and exposing a synchronous interface will be more difficult to use by highly concurrent applications that schedules their work on asynchronous dispatchers.

The above is general advice, and different asynchronous runtimes may have their own more specific recommendations.

Shared vs no shared in clients

When a client type has "shared" in its name, it may be bound and destroyed on arbitrary threads. See SharedClient in the threading guide. It will have a counterpart without "shared", such as Client, that must be bound and destroyed on the dispatcher thread. A similar relationship exists between WireClient and WireSharedClient.


When choosing between Client and SharedClient, prefer Client unless the threading model or performance requirements of your application necessitates multi-threaded usage of clients. Refer to the threading guide for the many areas of caution when using SharedClient. The extra restrictions in Client are designed to reduce memory races and use-after-frees. For example, you may use Client if your objects all live on the same single-threaded async dispatcher.

Then vs ThenExactlyOnce in two-way calls

When an asynchronous call has a response, there are two ways to specify a callback to receive the result of that call:

  • When you use .ThenExactlyOnce(...), the callback is always called exactly once, delivering the result.
  • When you use .Then(...), the callback is silently discarded when the client object is destroyed, which is suitable for object-oriented code.

Motivation for Then

When making an asynchronous two-way call, the result of that call is delivered back to the application at a later time, after the execution had already left the original scope of making the call. The asynchronous dispatcher would later invoke the follow-up logic you specified when making the call, called a continuation. This means it's easy to use objects after they are destroyed, leading to memory corruptions:

// The following snippet shows an example of use-after-free
// occurring in asynchronous two-way calls.
void Foo(fidl::WireClient<MyProtocol>& client) {
  bool call_ok;
      // The following lambda function represents the continuation.
      [&call_ok] (fidl::WireUnownedResult<SomeMethod>& result) {
        // `call_ok` has already gone out of scope.
        // This would lead to memory corruption.
        call_ok = result.ok();

A more insidious form of this corruption occurs when the continuation captures the this pointer, and said referenced object also owns the client. Destroying the outer object (in turn, destroying the client) causes all pending two-way calls to fail. As their continuation runs, the this pointer it captured is no longer valid.

Both Then and ThenExactlyOnce registers a continuation for a two-way call. However, Then is designed to mitigate corruption cases like the above. Specifically:

  • Then ensures the provided continuation will be called at most once, until the client is destroyed. You should choose Then if your continuation only captures objects with the same lifetime as the client (e.g. your user object owns the client). Destroying the user object passivates any outstanding callbacks. No concerns of use-after-free.

  • ThenExactlyOnce on the other hand guarantees to call the continuation exactly once. If the client object is destroyed, the continuation receives a cancellation error. You need to ensure any referenced objects are still alive by the time the continuation runs, which may be an unspecified time after the client object is destroyed. You should choose ThenExactlyOnce if your continuation must be called exactly once, such as when interfacing with fpromise completers or FIDL server completers, or during unit tests.


As a rule of thumb:

  • If your callback looks like client_->Foo([this], use Then (note that client_ is a member variable).
  • If your callback looks like
    • client->Foo([completer], or
    • client->Foo([], or
    • client->Foo([&] (common in unit tests),
    • callback captures a weak pointer or a strong pointer,
    • use ThenExactlyOnce.

Do not capture objects of differing lifetimes such that only a subset of the objects are alive when the continuation runs.

Zircon channel transport vs driver transport

A FIDL protocol is associated with a corresponding transport, specified in the FIDL definition, which determines the kinds of resources that may flow through the protocol, and may affect the generated API for sending and receiving messages. The C++ bindings support two transports:

The Zircon channel transport is represented by endpoint types fidl::ClientEnd<SomeProtocol> and fidl::ServerEnd<SomeProtocol>.

The driver transport uses endpoint types fdf::ClientEnd<SomeProtocol> and fdf::ServerEnd<SomeProtocol>.


Arenas objects manage a pool of memory buffers and provide efficient allocation. They are used pervasively in wire domain objects and wire clients and servers to avoid expensive copies.

Arenas are not used with natural domain objects and associated clients and servers, which encapsulate details about memory allocation.

You may use fidl::Arena to create wire domain objects which live on that arena. See memory management.

When using protocols over the driver transport with wire domain objects, fdf::Arena objects should be used to allocate the buffers needed to encode messages.