v8/include/v8.h

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// Copyright 2011 the V8 project authors. All rights reserved.
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
//
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
// * Neither the name of Google Inc. nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** \mainpage V8 API Reference Guide
*
* V8 is Google's open source JavaScript engine.
*
* This set of documents provides reference material generated from the
* V8 header file, include/v8.h.
*
* For other documentation see http://code.google.com/apis/v8/
*/
#ifndef V8_H_
#define V8_H_
#include "v8stdint.h"
#ifdef _WIN32
// Setup for Windows DLL export/import. When building the V8 DLL the
// BUILDING_V8_SHARED needs to be defined. When building a program which uses
// the V8 DLL USING_V8_SHARED needs to be defined. When either building the V8
// static library or building a program which uses the V8 static library neither
// BUILDING_V8_SHARED nor USING_V8_SHARED should be defined.
#if defined(BUILDING_V8_SHARED) && defined(USING_V8_SHARED)
#error both BUILDING_V8_SHARED and USING_V8_SHARED are set - please check the\
build configuration to ensure that at most one of these is set
#endif
#ifdef BUILDING_V8_SHARED
#define V8EXPORT __declspec(dllexport)
#elif USING_V8_SHARED
#define V8EXPORT __declspec(dllimport)
#else
#define V8EXPORT
#endif // BUILDING_V8_SHARED
#else // _WIN32
// Setup for Linux shared library export. There is no need to distinguish
// between building or using the V8 shared library, but we should not
// export symbols when we are building a static library.
#if defined(__GNUC__) && (__GNUC__ >= 4) && defined(V8_SHARED)
#define V8EXPORT __attribute__ ((visibility("default")))
#else // defined(__GNUC__) && (__GNUC__ >= 4)
#define V8EXPORT
#endif // defined(__GNUC__) && (__GNUC__ >= 4)
#endif // _WIN32
/**
* The v8 JavaScript engine.
*/
namespace v8 {
class Context;
class String;
class StringObject;
class Value;
class Utils;
class Number;
class NumberObject;
class Object;
class Array;
class Int32;
class Uint32;
class External;
class Primitive;
class Boolean;
class BooleanObject;
class Integer;
class Function;
class Date;
class ImplementationUtilities;
class Signature;
template <class T> class Handle;
template <class T> class Local;
template <class T> class Persistent;
class FunctionTemplate;
class ObjectTemplate;
class Data;
class AccessorInfo;
class StackTrace;
class StackFrame;
namespace internal {
class Arguments;
class Object;
class Heap;
class HeapObject;
class Isolate;
}
// --- Weak Handles ---
/**
* A weak reference callback function.
*
* This callback should either explicitly invoke Dispose on |object| if
* V8 wrapper is not needed anymore, or 'revive' it by invocation of MakeWeak.
*
* \param object the weak global object to be reclaimed by the garbage collector
* \param parameter the value passed in when making the weak global object
*/
typedef void (*WeakReferenceCallback)(Persistent<Value> object,
void* parameter);
// --- Handles ---
#define TYPE_CHECK(T, S) \
while (false) { \
*(static_cast<T* volatile*>(0)) = static_cast<S*>(0); \
}
/**
* An object reference managed by the v8 garbage collector.
*
* All objects returned from v8 have to be tracked by the garbage
* collector so that it knows that the objects are still alive. Also,
* because the garbage collector may move objects, it is unsafe to
* point directly to an object. Instead, all objects are stored in
* handles which are known by the garbage collector and updated
* whenever an object moves. Handles should always be passed by value
* (except in cases like out-parameters) and they should never be
* allocated on the heap.
*
* There are two types of handles: local and persistent handles.
* Local handles are light-weight and transient and typically used in
* local operations. They are managed by HandleScopes. Persistent
* handles can be used when storing objects across several independent
* operations and have to be explicitly deallocated when they're no
* longer used.
*
* It is safe to extract the object stored in the handle by
* dereferencing the handle (for instance, to extract the Object* from
* a Handle<Object>); the value will still be governed by a handle
* behind the scenes and the same rules apply to these values as to
* their handles.
*/
template <class T> class Handle {
public:
/**
* Creates an empty handle.
*/
inline Handle() : val_(0) {}
/**
* Creates a new handle for the specified value.
*/
inline explicit Handle(T* val) : val_(val) {}
/**
* Creates a handle for the contents of the specified handle. This
* constructor allows you to pass handles as arguments by value and
* to assign between handles. However, if you try to assign between
* incompatible handles, for instance from a Handle<String> to a
* Handle<Number> it will cause a compile-time error. Assigning
* between compatible handles, for instance assigning a
* Handle<String> to a variable declared as Handle<Value>, is legal
* because String is a subclass of Value.
*/
template <class S> inline Handle(Handle<S> that)
: val_(reinterpret_cast<T*>(*that)) {
/**
* This check fails when trying to convert between incompatible
* handles. For example, converting from a Handle<String> to a
* Handle<Number>.
*/
TYPE_CHECK(T, S);
}
/**
* Returns true if the handle is empty.
*/
inline bool IsEmpty() const { return val_ == 0; }
/**
* Sets the handle to be empty. IsEmpty() will then return true.
*/
inline void Clear() { val_ = 0; }
inline T* operator->() const { return val_; }
inline T* operator*() const { return val_; }
/**
* Checks whether two handles are the same.
* Returns true if both are empty, or if the objects
* to which they refer are identical.
* The handles' references are not checked.
*/
template <class S> inline bool operator==(Handle<S> that) const {
internal::Object** a = reinterpret_cast<internal::Object**>(**this);
internal::Object** b = reinterpret_cast<internal::Object**>(*that);
if (a == 0) return b == 0;
if (b == 0) return false;
return *a == *b;
}
/**
* Checks whether two handles are different.
* Returns true if only one of the handles is empty, or if
* the objects to which they refer are different.
* The handles' references are not checked.
*/
template <class S> inline bool operator!=(Handle<S> that) const {
return !operator==(that);
}
template <class S> static inline Handle<T> Cast(Handle<S> that) {
#ifdef V8_ENABLE_CHECKS
// If we're going to perform the type check then we have to check
// that the handle isn't empty before doing the checked cast.
if (that.IsEmpty()) return Handle<T>();
#endif
return Handle<T>(T::Cast(*that));
}
template <class S> inline Handle<S> As() {
return Handle<S>::Cast(*this);
}
private:
T* val_;
};
/**
* A light-weight stack-allocated object handle. All operations
* that return objects from within v8 return them in local handles. They
* are created within HandleScopes, and all local handles allocated within a
* handle scope are destroyed when the handle scope is destroyed. Hence it
* is not necessary to explicitly deallocate local handles.
*/
template <class T> class Local : public Handle<T> {
public:
inline Local();
template <class S> inline Local(Local<S> that)
: Handle<T>(reinterpret_cast<T*>(*that)) {
/**
* This check fails when trying to convert between incompatible
* handles. For example, converting from a Handle<String> to a
* Handle<Number>.
*/
TYPE_CHECK(T, S);
}
template <class S> inline Local(S* that) : Handle<T>(that) { }
template <class S> static inline Local<T> Cast(Local<S> that) {
#ifdef V8_ENABLE_CHECKS
// If we're going to perform the type check then we have to check
// that the handle isn't empty before doing the checked cast.
if (that.IsEmpty()) return Local<T>();
#endif
return Local<T>(T::Cast(*that));
}
template <class S> inline Local<S> As() {
return Local<S>::Cast(*this);
}
/** Create a local handle for the content of another handle.
* The referee is kept alive by the local handle even when
* the original handle is destroyed/disposed.
*/
inline static Local<T> New(Handle<T> that);
};
/**
* An object reference that is independent of any handle scope. Where
* a Local handle only lives as long as the HandleScope in which it was
* allocated, a Persistent handle remains valid until it is explicitly
* disposed.
*
* A persistent handle contains a reference to a storage cell within
* the v8 engine which holds an object value and which is updated by
* the garbage collector whenever the object is moved. A new storage
* cell can be created using Persistent::New and existing handles can
* be disposed using Persistent::Dispose. Since persistent handles
* are passed by value you may have many persistent handle objects
* that point to the same storage cell. For instance, if you pass a
* persistent handle as an argument to a function you will not get two
* different storage cells but rather two references to the same
* storage cell.
*/
template <class T> class Persistent : public Handle<T> {
public:
/**
* Creates an empty persistent handle that doesn't point to any
* storage cell.
*/
inline Persistent();
/**
* Creates a persistent handle for the same storage cell as the
* specified handle. This constructor allows you to pass persistent
* handles as arguments by value and to assign between persistent
* handles. However, attempting to assign between incompatible
* persistent handles, for instance from a Persistent<String> to a
* Persistent<Number> will cause a compile-time error. Assigning
* between compatible persistent handles, for instance assigning a
* Persistent<String> to a variable declared as Persistent<Value>,
* is allowed as String is a subclass of Value.
*/
template <class S> inline Persistent(Persistent<S> that)
: Handle<T>(reinterpret_cast<T*>(*that)) {
/**
* This check fails when trying to convert between incompatible
* handles. For example, converting from a Handle<String> to a
* Handle<Number>.
*/
TYPE_CHECK(T, S);
}
template <class S> inline Persistent(S* that) : Handle<T>(that) { }
/**
* "Casts" a plain handle which is known to be a persistent handle
* to a persistent handle.
*/
template <class S> explicit inline Persistent(Handle<S> that)
: Handle<T>(*that) { }
template <class S> static inline Persistent<T> Cast(Persistent<S> that) {
#ifdef V8_ENABLE_CHECKS
// If we're going to perform the type check then we have to check
// that the handle isn't empty before doing the checked cast.
if (that.IsEmpty()) return Persistent<T>();
#endif
return Persistent<T>(T::Cast(*that));
}
template <class S> inline Persistent<S> As() {
return Persistent<S>::Cast(*this);
}
/**
* Creates a new persistent handle for an existing local or
* persistent handle.
*/
inline static Persistent<T> New(Handle<T> that);
/**
* Releases the storage cell referenced by this persistent handle.
* Does not remove the reference to the cell from any handles.
* This handle's reference, and any other references to the storage
* cell remain and IsEmpty will still return false.
*/
inline void Dispose();
/**
* Make the reference to this object weak. When only weak handles
* refer to the object, the garbage collector will perform a
* callback to the given V8::WeakReferenceCallback function, passing
* it the object reference and the given parameters.
*/
inline void MakeWeak(void* parameters, WeakReferenceCallback callback);
/** Clears the weak reference to this object.*/
inline void ClearWeak();
/**
* Marks the reference to this object independent. Garbage collector
* is free to ignore any object groups containing this object.
* Weak callback for an independent handle should not
* assume that it will be preceded by a global GC prologue callback
* or followed by a global GC epilogue callback.
*/
inline void MarkIndependent();
/**
*Checks if the handle holds the only reference to an object.
*/
inline bool IsNearDeath() const;
/**
* Returns true if the handle's reference is weak.
*/
inline bool IsWeak() const;
/**
* Assigns a wrapper class ID to the handle. See RetainedObjectInfo
* interface description in v8-profiler.h for details.
*/
inline void SetWrapperClassId(uint16_t class_id);
private:
friend class ImplementationUtilities;
friend class ObjectTemplate;
};
/**
* A stack-allocated class that governs a number of local handles.
* After a handle scope has been created, all local handles will be
* allocated within that handle scope until either the handle scope is
* deleted or another handle scope is created. If there is already a
* handle scope and a new one is created, all allocations will take
* place in the new handle scope until it is deleted. After that,
* new handles will again be allocated in the original handle scope.
*
* After the handle scope of a local handle has been deleted the
* garbage collector will no longer track the object stored in the
* handle and may deallocate it. The behavior of accessing a handle
* for which the handle scope has been deleted is undefined.
*/
class V8EXPORT HandleScope {
public:
HandleScope();
~HandleScope();
/**
* Closes the handle scope and returns the value as a handle in the
* previous scope, which is the new current scope after the call.
*/
template <class T> Local<T> Close(Handle<T> value);
/**
* Counts the number of allocated handles.
*/
static int NumberOfHandles();
/**
* Creates a new handle with the given value.
*/
static internal::Object** CreateHandle(internal::Object* value);
// Faster version, uses HeapObject to obtain the current Isolate.
static internal::Object** CreateHandle(internal::HeapObject* value);
private:
// Make it impossible to create heap-allocated or illegal handle
// scopes by disallowing certain operations.
HandleScope(const HandleScope&);
void operator=(const HandleScope&);
void* operator new(size_t size);
void operator delete(void*, size_t);
// This Data class is accessible internally as HandleScopeData through a
// typedef in the ImplementationUtilities class.
class V8EXPORT Data {
public:
internal::Object** next;
internal::Object** limit;
int level;
inline void Initialize() {
next = limit = NULL;
level = 0;
}
};
void Leave();
internal::Isolate* isolate_;
internal::Object** prev_next_;
internal::Object** prev_limit_;
// Allow for the active closing of HandleScopes which allows to pass a handle
// from the HandleScope being closed to the next top most HandleScope.
bool is_closed_;
internal::Object** RawClose(internal::Object** value);
friend class ImplementationUtilities;
};
// --- Special objects ---
/**
* The superclass of values and API object templates.
*/
class V8EXPORT Data {
private:
Data();
};
/**
* Pre-compilation data that can be associated with a script. This
* data can be calculated for a script in advance of actually
* compiling it, and can be stored between compilations. When script
* data is given to the compile method compilation will be faster.
*/
class V8EXPORT ScriptData { // NOLINT
public:
virtual ~ScriptData() { }
/**
* Pre-compiles the specified script (context-independent).
*
* \param input Pointer to UTF-8 script source code.
* \param length Length of UTF-8 script source code.
*/
static ScriptData* PreCompile(const char* input, int length);
/**
* Pre-compiles the specified script (context-independent).
*
* NOTE: Pre-compilation using this method cannot happen on another thread
* without using Lockers.
*
* \param source Script source code.
*/
static ScriptData* PreCompile(Handle<String> source);
/**
* Load previous pre-compilation data.
*
* \param data Pointer to data returned by a call to Data() of a previous
* ScriptData. Ownership is not transferred.
* \param length Length of data.
*/
static ScriptData* New(const char* data, int length);
/**
* Returns the length of Data().
*/
virtual int Length() = 0;
/**
* Returns a serialized representation of this ScriptData that can later be
* passed to New(). NOTE: Serialized data is platform-dependent.
*/
virtual const char* Data() = 0;
/**
* Returns true if the source code could not be parsed.
*/
virtual bool HasError() = 0;
};
/**
* The origin, within a file, of a script.
*/
class ScriptOrigin {
public:
inline ScriptOrigin(
Handle<Value> resource_name,
Handle<Integer> resource_line_offset = Handle<Integer>(),
Handle<Integer> resource_column_offset = Handle<Integer>())
: resource_name_(resource_name),
resource_line_offset_(resource_line_offset),
resource_column_offset_(resource_column_offset) { }
inline Handle<Value> ResourceName() const;
inline Handle<Integer> ResourceLineOffset() const;
inline Handle<Integer> ResourceColumnOffset() const;
private:
Handle<Value> resource_name_;
Handle<Integer> resource_line_offset_;
Handle<Integer> resource_column_offset_;
};
/**
* A compiled JavaScript script.
*/
class V8EXPORT Script {
public:
/**
* Compiles the specified script (context-independent).
*
* \param source Script source code.
* \param origin Script origin, owned by caller, no references are kept
* when New() returns
* \param pre_data Pre-parsing data, as obtained by ScriptData::PreCompile()
* using pre_data speeds compilation if it's done multiple times.
* Owned by caller, no references are kept when New() returns.
* \param script_data Arbitrary data associated with script. Using
* this has same effect as calling SetData(), but allows data to be
* available to compile event handlers.
* \return Compiled script object (context independent; when run it
* will use the currently entered context).
*/
static Local<Script> New(Handle<String> source,
ScriptOrigin* origin = NULL,
ScriptData* pre_data = NULL,
Handle<String> script_data = Handle<String>());
/**
* Compiles the specified script using the specified file name
* object (typically a string) as the script's origin.
*
* \param source Script source code.
* \param file_name file name object (typically a string) to be used
* as the script's origin.
* \return Compiled script object (context independent; when run it
* will use the currently entered context).
*/
static Local<Script> New(Handle<String> source,
Handle<Value> file_name);
/**
* Compiles the specified script (bound to current context).
*
* \param source Script source code.
* \param origin Script origin, owned by caller, no references are kept
* when Compile() returns
* \param pre_data Pre-parsing data, as obtained by ScriptData::PreCompile()
* using pre_data speeds compilation if it's done multiple times.
* Owned by caller, no references are kept when Compile() returns.
* \param script_data Arbitrary data associated with script. Using
* this has same effect as calling SetData(), but makes data available
* earlier (i.e. to compile event handlers).
* \return Compiled script object, bound to the context that was active
* when this function was called. When run it will always use this
* context.
*/
static Local<Script> Compile(Handle<String> source,
ScriptOrigin* origin = NULL,
ScriptData* pre_data = NULL,
Handle<String> script_data = Handle<String>());
/**
* Compiles the specified script using the specified file name
* object (typically a string) as the script's origin.
*
* \param source Script source code.
* \param file_name File name to use as script's origin
* \param script_data Arbitrary data associated with script. Using
* this has same effect as calling SetData(), but makes data available
* earlier (i.e. to compile event handlers).
* \return Compiled script object, bound to the context that was active
* when this function was called. When run it will always use this
* context.
*/
static Local<Script> Compile(Handle<String> source,
Handle<Value> file_name,
Handle<String> script_data = Handle<String>());
/**
* Runs the script returning the resulting value. If the script is
* context independent (created using ::New) it will be run in the
* currently entered context. If it is context specific (created
* using ::Compile) it will be run in the context in which it was
* compiled.
*/
Local<Value> Run();
/**
* Returns the script id value.
*/
Local<Value> Id();
/**
* Associate an additional data object with the script. This is mainly used
* with the debugger as this data object is only available through the
* debugger API.
*/
void SetData(Handle<String> data);
};
/**
* An error message.
*/
class V8EXPORT Message {
public:
Local<String> Get() const;
Local<String> GetSourceLine() const;
/**
* Returns the resource name for the script from where the function causing
* the error originates.
*/
Handle<Value> GetScriptResourceName() const;
/**
* Returns the resource data for the script from where the function causing
* the error originates.
*/
Handle<Value> GetScriptData() const;
/**
* Exception stack trace. By default stack traces are not captured for
* uncaught exceptions. SetCaptureStackTraceForUncaughtExceptions allows
* to change this option.
*/
Handle<StackTrace> GetStackTrace() const;
/**
* Returns the number, 1-based, of the line where the error occurred.
*/
int GetLineNumber() const;
/**
* Returns the index within the script of the first character where
* the error occurred.
*/
int GetStartPosition() const;
/**
* Returns the index within the script of the last character where
* the error occurred.
*/
int GetEndPosition() const;
/**
* Returns the index within the line of the first character where
* the error occurred.
*/
int GetStartColumn() const;
/**
* Returns the index within the line of the last character where
* the error occurred.
*/
int GetEndColumn() const;
// TODO(1245381): Print to a string instead of on a FILE.
static void PrintCurrentStackTrace(FILE* out);
static const int kNoLineNumberInfo = 0;
static const int kNoColumnInfo = 0;
};
/**
* Representation of a JavaScript stack trace. The information collected is a
* snapshot of the execution stack and the information remains valid after
* execution continues.
*/
class V8EXPORT StackTrace {
public:
/**
* Flags that determine what information is placed captured for each
* StackFrame when grabbing the current stack trace.
*/
enum StackTraceOptions {
kLineNumber = 1,
kColumnOffset = 1 << 1 | kLineNumber,
kScriptName = 1 << 2,
kFunctionName = 1 << 3,
kIsEval = 1 << 4,
kIsConstructor = 1 << 5,
kScriptNameOrSourceURL = 1 << 6,
kOverview = kLineNumber | kColumnOffset | kScriptName | kFunctionName,
kDetailed = kOverview | kIsEval | kIsConstructor | kScriptNameOrSourceURL
};
/**
* Returns a StackFrame at a particular index.
*/
Local<StackFrame> GetFrame(uint32_t index) const;
/**
* Returns the number of StackFrames.
*/
int GetFrameCount() const;
/**
* Returns StackTrace as a v8::Array that contains StackFrame objects.
*/
Local<Array> AsArray();
/**
* Grab a snapshot of the current JavaScript execution stack.
*
* \param frame_limit The maximum number of stack frames we want to capture.
* \param options Enumerates the set of things we will capture for each
* StackFrame.
*/
static Local<StackTrace> CurrentStackTrace(
int frame_limit,
StackTraceOptions options = kOverview);
};
/**
* A single JavaScript stack frame.
*/
class V8EXPORT StackFrame {
public:
/**
* Returns the number, 1-based, of the line for the associate function call.
* This method will return Message::kNoLineNumberInfo if it is unable to
* retrieve the line number, or if kLineNumber was not passed as an option
* when capturing the StackTrace.
*/
int GetLineNumber() const;
/**
* Returns the 1-based column offset on the line for the associated function
* call.
* This method will return Message::kNoColumnInfo if it is unable to retrieve
* the column number, or if kColumnOffset was not passed as an option when
* capturing the StackTrace.
*/
int GetColumn() const;
/**
* Returns the name of the resource that contains the script for the
* function for this StackFrame.
*/
Local<String> GetScriptName() const;
/**
* Returns the name of the resource that contains the script for the
* function for this StackFrame or sourceURL value if the script name
* is undefined and its source ends with //@ sourceURL=... string.
*/
Local<String> GetScriptNameOrSourceURL() const;
/**
* Returns the name of the function associated with this stack frame.
*/
Local<String> GetFunctionName() const;
/**
* Returns whether or not the associated function is compiled via a call to
* eval().
*/
bool IsEval() const;
/**
* Returns whether or not the associated function is called as a
* constructor via "new".
*/
bool IsConstructor() const;
};
// --- Value ---
/**
* The superclass of all JavaScript values and objects.
*/
class Value : public Data {
public:
/**
* Returns true if this value is the undefined value. See ECMA-262
* 4.3.10.
*/
V8EXPORT bool IsUndefined() const;
/**
* Returns true if this value is the null value. See ECMA-262
* 4.3.11.
*/
V8EXPORT bool IsNull() const;
/**
* Returns true if this value is true.
*/
V8EXPORT bool IsTrue() const;
/**
* Returns true if this value is false.
*/
V8EXPORT bool IsFalse() const;
/**
* Returns true if this value is an instance of the String type.
* See ECMA-262 8.4.
*/
inline bool IsString() const;
/**
* Returns true if this value is a function.
*/
V8EXPORT bool IsFunction() const;
/**
* Returns true if this value is an array.
*/
V8EXPORT bool IsArray() const;
/**
* Returns true if this value is an object.
*/
V8EXPORT bool IsObject() const;
/**
* Returns true if this value is boolean.
*/
V8EXPORT bool IsBoolean() const;
/**
* Returns true if this value is a number.
*/
V8EXPORT bool IsNumber() const;
/**
* Returns true if this value is external.
*/
V8EXPORT bool IsExternal() const;
/**
* Returns true if this value is a 32-bit signed integer.
*/
V8EXPORT bool IsInt32() const;
/**
* Returns true if this value is a 32-bit unsigned integer.
*/
V8EXPORT bool IsUint32() const;
/**
* Returns true if this value is a Date.
*/
V8EXPORT bool IsDate() const;
/**
* Returns true if this value is a Boolean object.
*/
V8EXPORT bool IsBooleanObject() const;
/**
* Returns true if this value is a Number object.
*/
V8EXPORT bool IsNumberObject() const;
/**
* Returns true if this value is a String object.
*/
V8EXPORT bool IsStringObject() const;
/**
* Returns true if this value is a NativeError.
*/
V8EXPORT bool IsNativeError() const;
/**
* Returns true if this value is a RegExp.
*/
V8EXPORT bool IsRegExp() const;
V8EXPORT Local<Boolean> ToBoolean() const;
V8EXPORT Local<Number> ToNumber() const;
V8EXPORT Local<String> ToString() const;
V8EXPORT Local<String> ToDetailString() const;
V8EXPORT Local<Object> ToObject() const;
V8EXPORT Local<Integer> ToInteger() const;
V8EXPORT Local<Uint32> ToUint32() const;
V8EXPORT Local<Int32> ToInt32() const;
/**
* Attempts to convert a string to an array index.
* Returns an empty handle if the conversion fails.
*/
V8EXPORT Local<Uint32> ToArrayIndex() const;
V8EXPORT bool BooleanValue() const;
V8EXPORT double NumberValue() const;
V8EXPORT int64_t IntegerValue() const;
V8EXPORT uint32_t Uint32Value() const;
V8EXPORT int32_t Int32Value() const;
/** JS == */
V8EXPORT bool Equals(Handle<Value> that) const;
V8EXPORT bool StrictEquals(Handle<Value> that) const;
private:
inline bool QuickIsString() const;
V8EXPORT bool FullIsString() const;
};
/**
* The superclass of primitive values. See ECMA-262 4.3.2.
*/
class Primitive : public Value { };
/**
* A primitive boolean value (ECMA-262, 4.3.14). Either the true
* or false value.
*/
class Boolean : public Primitive {
public:
V8EXPORT bool Value() const;
static inline Handle<Boolean> New(bool value);
};
/**
* A JavaScript string value (ECMA-262, 4.3.17).
*/
class String : public Primitive {
public:
/**
* Returns the number of characters in this string.
*/
V8EXPORT int Length() const;
/**
* Returns the number of bytes in the UTF-8 encoded
* representation of this string.
*/
V8EXPORT int Utf8Length() const;
/**
* Write the contents of the string to an external buffer.
* If no arguments are given, expects the buffer to be large
* enough to hold the entire string and NULL terminator. Copies
* the contents of the string and the NULL terminator into the
* buffer.
*
* WriteUtf8 will not write partial UTF-8 sequences, preferring to stop
* before the end of the buffer.
*
* Copies up to length characters into the output buffer.
* Only null-terminates if there is enough space in the buffer.
*
* \param buffer The buffer into which the string will be copied.
* \param start The starting position within the string at which
* copying begins.
* \param length The number of characters to copy from the string. For
* WriteUtf8 the number of bytes in the buffer.
* \param nchars_ref The number of characters written, can be NULL.
* \param options Various options that might affect performance of this or
* subsequent operations.
* \return The number of characters copied to the buffer excluding the null
* terminator. For WriteUtf8: The number of bytes copied to the buffer
* including the null terminator (if written).
*/
enum WriteOptions {
NO_OPTIONS = 0,
HINT_MANY_WRITES_EXPECTED = 1,
NO_NULL_TERMINATION = 2
};
// 16-bit character codes.
V8EXPORT int Write(uint16_t* buffer,
int start = 0,
int length = -1,
int options = NO_OPTIONS) const;
// ASCII characters.
V8EXPORT int WriteAscii(char* buffer,
int start = 0,
int length = -1,
int options = NO_OPTIONS) const;
// UTF-8 encoded characters.
V8EXPORT int WriteUtf8(char* buffer,
int length = -1,
int* nchars_ref = NULL,
int options = NO_OPTIONS) const;
/**
* A zero length string.
*/
V8EXPORT static v8::Local<v8::String> Empty();
/**
* Returns true if the string is external
*/
V8EXPORT bool IsExternal() const;
/**
* Returns true if the string is both external and ASCII
*/
V8EXPORT bool IsExternalAscii() const;
class V8EXPORT ExternalStringResourceBase { // NOLINT
public:
virtual ~ExternalStringResourceBase() {}
protected:
ExternalStringResourceBase() {}
/**
* Internally V8 will call this Dispose method when the external string
* resource is no longer needed. The default implementation will use the
* delete operator. This method can be overridden in subclasses to
* control how allocated external string resources are disposed.
*/
virtual void Dispose() { delete this; }
private:
// Disallow copying and assigning.
ExternalStringResourceBase(const ExternalStringResourceBase&);
void operator=(const ExternalStringResourceBase&);
friend class v8::internal::Heap;
};
/**
* An ExternalStringResource is a wrapper around a two-byte string
* buffer that resides outside V8's heap. Implement an
* ExternalStringResource to manage the life cycle of the underlying
* buffer. Note that the string data must be immutable.
*/
class V8EXPORT ExternalStringResource
: public ExternalStringResourceBase {
public:
/**
* Override the destructor to manage the life cycle of the underlying
* buffer.
*/
virtual ~ExternalStringResource() {}
/**
* The string data from the underlying buffer.
*/
virtual const uint16_t* data() const = 0;
/**
* The length of the string. That is, the number of two-byte characters.
*/
virtual size_t length() const = 0;
protected:
ExternalStringResource() {}
};
/**
* An ExternalAsciiStringResource is a wrapper around an ASCII
* string buffer that resides outside V8's heap. Implement an
* ExternalAsciiStringResource to manage the life cycle of the
* underlying buffer. Note that the string data must be immutable
* and that the data must be strict (7-bit) ASCII, not Latin-1 or
* UTF-8, which would require special treatment internally in the
* engine and, in the case of UTF-8, do not allow efficient indexing.
* Use String::New or convert to 16 bit data for non-ASCII.
*/
class V8EXPORT ExternalAsciiStringResource
: public ExternalStringResourceBase {
public:
/**
* Override the destructor to manage the life cycle of the underlying
* buffer.
*/
virtual ~ExternalAsciiStringResource() {}
/** The string data from the underlying buffer.*/
virtual const char* data() const = 0;
/** The number of ASCII characters in the string.*/
virtual size_t length() const = 0;
protected:
ExternalAsciiStringResource() {}
};
/**
* Get the ExternalStringResource for an external string. Returns
* NULL if IsExternal() doesn't return true.
*/
inline ExternalStringResource* GetExternalStringResource() const;
/**
* Get the ExternalAsciiStringResource for an external ASCII string.
* Returns NULL if IsExternalAscii() doesn't return true.
*/
V8EXPORT const ExternalAsciiStringResource* GetExternalAsciiStringResource()
const;
static inline String* Cast(v8::Value* obj);
/**
* Allocates a new string from either UTF-8 encoded or ASCII data.
* The second parameter 'length' gives the buffer length.
* If the data is UTF-8 encoded, the caller must
* be careful to supply the length parameter.
* If it is not given, the function calls
* 'strlen' to determine the buffer length, it might be
* wrong if 'data' contains a null character.
*/
V8EXPORT static Local<String> New(const char* data, int length = -1);
/** Allocates a new string from 16-bit character codes.*/
V8EXPORT static Local<String> New(const uint16_t* data, int length = -1);
/** Creates a symbol. Returns one if it exists already.*/
V8EXPORT static Local<String> NewSymbol(const char* data, int length = -1);
/**
* Creates a new string by concatenating the left and the right strings
* passed in as parameters.
*/
V8EXPORT static Local<String> Concat(Handle<String> left,
Handle<String>right);
/**
* Creates a new external string using the data defined in the given
* resource. When the external string is no longer live on V8's heap the
* resource will be disposed by calling its Dispose method. The caller of
* this function should not otherwise delete or modify the resource. Neither
* should the underlying buffer be deallocated or modified except through the
* destructor of the external string resource.
*/
V8EXPORT static Local<String> NewExternal(ExternalStringResource* resource);
/**
* Associate an external string resource with this string by transforming it
* in place so that existing references to this string in the JavaScript heap
* will use the external string resource. The external string resource's
* character contents need to be equivalent to this string.
* Returns true if the string has been changed to be an external string.
* The string is not modified if the operation fails. See NewExternal for
* information on the lifetime of the resource.
*/
V8EXPORT bool MakeExternal(ExternalStringResource* resource);
/**
* Creates a new external string using the ASCII data defined in the given
* resource. When the external string is no longer live on V8's heap the
* resource will be disposed by calling its Dispose method. The caller of
* this function should not otherwise delete or modify the resource. Neither
* should the underlying buffer be deallocated or modified except through the
* destructor of the external string resource.
*/
V8EXPORT static Local<String> NewExternal(
ExternalAsciiStringResource* resource);
/**
* Associate an external string resource with this string by transforming it
* in place so that existing references to this string in the JavaScript heap
* will use the external string resource. The external string resource's
* character contents need to be equivalent to this string.
* Returns true if the string has been changed to be an external string.
* The string is not modified if the operation fails. See NewExternal for
* information on the lifetime of the resource.
*/
V8EXPORT bool MakeExternal(ExternalAsciiStringResource* resource);
/**
* Returns true if this string can be made external.
*/
V8EXPORT bool CanMakeExternal();
/** Creates an undetectable string from the supplied ASCII or UTF-8 data.*/
V8EXPORT static Local<String> NewUndetectable(const char* data,
int length = -1);
/** Creates an undetectable string from the supplied 16-bit character codes.*/
V8EXPORT static Local<String> NewUndetectable(const uint16_t* data,
int length = -1);
/**
* Converts an object to a UTF-8-encoded character array. Useful if
* you want to print the object. If conversion to a string fails
* (e.g. due to an exception in the toString() method of the object)
* then the length() method returns 0 and the * operator returns
* NULL.
*/
class V8EXPORT Utf8Value {
public:
explicit Utf8Value(Handle<v8::Value> obj);
~Utf8Value();
char* operator*() { return str_; }
const char* operator*() const { return str_; }
int length() const { return length_; }
private:
char* str_;
int length_;
// Disallow copying and assigning.
Utf8Value(const Utf8Value&);
void operator=(const Utf8Value&);
};
/**
* Converts an object to an ASCII string.
* Useful if you want to print the object.
* If conversion to a string fails (eg. due to an exception in the toString()
* method of the object) then the length() method returns 0 and the * operator
* returns NULL.
*/
class V8EXPORT AsciiValue {
public:
explicit AsciiValue(Handle<v8::Value> obj);
~AsciiValue();
char* operator*() { return str_; }
const char* operator*() const { return str_; }
int length() const { return length_; }
private:
char* str_;
int length_;
// Disallow copying and assigning.
AsciiValue(const AsciiValue&);
void operator=(const AsciiValue&);
};
/**
* Converts an object to a two-byte string.
* If conversion to a string fails (eg. due to an exception in the toString()
* method of the object) then the length() method returns 0 and the * operator
* returns NULL.
*/
class V8EXPORT Value {
public:
explicit Value(Handle<v8::Value> obj);
~Value();
uint16_t* operator*() { return str_; }
const uint16_t* operator*() const { return str_; }
int length() const { return length_; }
private:
uint16_t* str_;
int length_;
// Disallow copying and assigning.
Value(const Value&);
void operator=(const Value&);
};
private:
V8EXPORT void VerifyExternalStringResource(ExternalStringResource* val) const;
V8EXPORT static void CheckCast(v8::Value* obj);
};
/**
* A JavaScript number value (ECMA-262, 4.3.20)
*/
class Number : public Primitive {
public:
V8EXPORT double Value() const;
V8EXPORT static Local<Number> New(double value);
static inline Number* Cast(v8::Value* obj);
private:
V8EXPORT Number();
V8EXPORT static void CheckCast(v8::Value* obj);
};
/**
* A JavaScript value representing a signed integer.
*/
class Integer : public Number {
public:
V8EXPORT static Local<Integer> New(int32_t value);
V8EXPORT static Local<Integer> NewFromUnsigned(uint32_t value);
V8EXPORT int64_t Value() const;
static inline Integer* Cast(v8::Value* obj);
private:
V8EXPORT Integer();
V8EXPORT static void CheckCast(v8::Value* obj);
};
/**
* A JavaScript value representing a 32-bit signed integer.
*/
class Int32 : public Integer {
public:
V8EXPORT int32_t Value() const;
private:
V8EXPORT Int32();
};
/**
* A JavaScript value representing a 32-bit unsigned integer.
*/
class Uint32 : public Integer {
public:
V8EXPORT uint32_t Value() const;
private:
V8EXPORT Uint32();
};
enum PropertyAttribute {
None = 0,
ReadOnly = 1 << 0,
DontEnum = 1 << 1,
DontDelete = 1 << 2
};
enum ExternalArrayType {
kExternalByteArray = 1,
kExternalUnsignedByteArray,
kExternalShortArray,
kExternalUnsignedShortArray,
kExternalIntArray,
kExternalUnsignedIntArray,
kExternalFloatArray,
kExternalDoubleArray,
kExternalPixelArray
};
/**
* Accessor[Getter|Setter] are used as callback functions when
* setting|getting a particular property. See Object and ObjectTemplate's
* method SetAccessor.
*/
typedef Handle<Value> (*AccessorGetter)(Local<String> property,
const AccessorInfo& info);
typedef void (*AccessorSetter)(Local<String> property,
Local<Value> value,
const AccessorInfo& info);
/**
* Access control specifications.
*
* Some accessors should be accessible across contexts. These
* accessors have an explicit access control parameter which specifies
* the kind of cross-context access that should be allowed.
*
* Additionally, for security, accessors can prohibit overwriting by
* accessors defined in JavaScript. For objects that have such
* accessors either locally or in their prototype chain it is not
* possible to overwrite the accessor by using __defineGetter__ or
* __defineSetter__ from JavaScript code.
*/
enum AccessControl {
DEFAULT = 0,
ALL_CAN_READ = 1,
ALL_CAN_WRITE = 1 << 1,
PROHIBITS_OVERWRITING = 1 << 2
};
/**
* A JavaScript object (ECMA-262, 4.3.3)
*/
class Object : public Value {
public:
V8EXPORT bool Set(Handle<Value> key,
Handle<Value> value,
PropertyAttribute attribs = None);
V8EXPORT bool Set(uint32_t index,
Handle<Value> value);
// Sets a local property on this object bypassing interceptors and
// overriding accessors or read-only properties.
//
// Note that if the object has an interceptor the property will be set
// locally, but since the interceptor takes precedence the local property
// will only be returned if the interceptor doesn't return a value.
//
// Note also that this only works for named properties.
V8EXPORT bool ForceSet(Handle<Value> key,
Handle<Value> value,
PropertyAttribute attribs = None);
V8EXPORT Local<Value> Get(Handle<Value> key);
V8EXPORT Local<Value> Get(uint32_t index);
/**
* Gets the property attributes of a property which can be None or
* any combination of ReadOnly, DontEnum and DontDelete. Returns
* None when the property doesn't exist.
*/
V8EXPORT PropertyAttribute GetPropertyAttributes(Handle<Value> key);
// TODO(1245389): Replace the type-specific versions of these
// functions with generic ones that accept a Handle<Value> key.
V8EXPORT bool Has(Handle<String> key);
V8EXPORT bool Delete(Handle<String> key);
// Delete a property on this object bypassing interceptors and
// ignoring dont-delete attributes.
V8EXPORT bool ForceDelete(Handle<Value> key);
V8EXPORT bool Has(uint32_t index);
V8EXPORT bool Delete(uint32_t index);
V8EXPORT bool SetAccessor(Handle<String> name,
AccessorGetter getter,
AccessorSetter setter = 0,
Handle<Value> data = Handle<Value>(),
AccessControl settings = DEFAULT,
PropertyAttribute attribute = None);
/**
* Returns an array containing the names of the enumerable properties
* of this object, including properties from prototype objects. The
* array returned by this method contains the same values as would
* be enumerated by a for-in statement over this object.
*/
V8EXPORT Local<Array> GetPropertyNames();
/**
* This function has the same functionality as GetPropertyNames but
* the returned array doesn't contain the names of properties from
* prototype objects.
*/
V8EXPORT Local<Array> GetOwnPropertyNames();
/**
* Get the prototype object. This does not skip objects marked to
* be skipped by __proto__ and it does not consult the security
* handler.
*/
V8EXPORT Local<Value> GetPrototype();
/**
* Set the prototype object. This does not skip objects marked to
* be skipped by __proto__ and it does not consult the security
* handler.
*/
V8EXPORT bool SetPrototype(Handle<Value> prototype);
/**
* Finds an instance of the given function template in the prototype
* chain.
*/
V8EXPORT Local<Object> FindInstanceInPrototypeChain(
Handle<FunctionTemplate> tmpl);
/**
* Call builtin Object.prototype.toString on this object.
* This is different from Value::ToString() that may call
* user-defined toString function. This one does not.
*/
V8EXPORT Local<String> ObjectProtoToString();
/**
* Returns the name of the function invoked as a constructor for this object.
*/
V8EXPORT Local<String> GetConstructorName();
/** Gets the number of internal fields for this Object. */
V8EXPORT int InternalFieldCount();
/** Gets the value in an internal field. */
inline Local<Value> GetInternalField(int index);
/** Sets the value in an internal field. */
V8EXPORT void SetInternalField(int index, Handle<Value> value);
/** Gets a native pointer from an internal field. */
inline void* GetPointerFromInternalField(int index);
/** Sets a native pointer in an internal field. */
V8EXPORT void SetPointerInInternalField(int index, void* value);
// Testers for local properties.
V8EXPORT bool HasOwnProperty(Handle<String> key);
V8EXPORT bool HasRealNamedProperty(Handle<String> key);
V8EXPORT bool HasRealIndexedProperty(uint32_t index);
V8EXPORT bool HasRealNamedCallbackProperty(Handle<String> key);
/**
* If result.IsEmpty() no real property was located in the prototype chain.
* This means interceptors in the prototype chain are not called.
*/
V8EXPORT Local<Value> GetRealNamedPropertyInPrototypeChain(
Handle<String> key);
/**
* If result.IsEmpty() no real property was located on the object or
* in the prototype chain.
* This means interceptors in the prototype chain are not called.
*/
V8EXPORT Local<Value> GetRealNamedProperty(Handle<String> key);
/** Tests for a named lookup interceptor.*/
V8EXPORT bool HasNamedLookupInterceptor();
/** Tests for an index lookup interceptor.*/
V8EXPORT bool HasIndexedLookupInterceptor();
Split window support from V8. Here is a description of the background and design of split window in Chrome and V8: https://docs.google.com/a/google.com/Doc?id=chhjkpg_47fwddxbfr This change list splits the window object into two parts: 1) an inner window object used as the global object of contexts; 2) an outer window object exposed to JavaScript and accessible by the name 'window'. Firefox did it awhile ago, here are some discussions: https://wiki.mozilla.org/Gecko:SplitWindow. One additional benefit of splitting window in Chrome is that accessing global variables don't need security checks anymore, it can improve applications that use many global variables. V8 support of split window: There are a small number of changes on V8 api to support split window: Security context is removed from V8, so does related API functions; A global object can be detached from its context and reused by a new context; Access checks on an object template can be turned on/off by default; An object can turn on its access checks later; V8 has a new object type, ApiGlobalObject, which is the outer window object type. The existing JSGlobalObject becomes the inner window object type. Security checks are moved from JSGlobalObject to ApiGlobalObject. ApiGlobalObject is the one exposed to JavaScript, it is accessible through Context::Global(). ApiGlobalObject's prototype is set to JSGlobalObject so that property lookups are forwarded to JSGlobalObject. ApiGlobalObject forwards all other property access requests to JSGlobalObject, such as SetProperty, DeleteProperty, etc. Security token is moved to a global context, and ApiGlobalObject has a reference to its global context. JSGlobalObject has a reference to its global context as well. When accessing properties on a global object in JavaScript, the domain security check is performed by comparing the security token of the lexical context (Top::global_context()) to the token of global object's context. The check is only needed when the receiver is a window object, such as 'window.document'. Accessing global variables, such as 'var foo = 3; foo' does not need checks because the receiver is the inner window object. When an outer window is detached from its global context (when a frame navigates away from a page), it is completely detached from the inner window. A new context is created for the new page, and the outer global object is reused. At this point, the access check on the DOMWindow wrapper of the old context is turned on. The code in old context is still able to access DOMWindow properties, but it has to go through domain security checks. It is debatable on how to implement the outer window object. Currently each property access function has to check if the receiver is ApiGlobalObject type. This approach might be error-prone that one may forget to check the receiver when adding new functions. It is unlikely a performance issue because accessing global variables are more common than 'window.foo' style coding. I am still working on the ARM port, and I'd like to hear comments and suggestions on the best way to support it in V8. Review URL: http://codereview.chromium.org/7366 git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@540 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
2008-10-21 19:07:58 +00:00
/**
* Turns on access check on the object if the object is an instance of
* a template that has access check callbacks. If an object has no
* access check info, the object cannot be accessed by anyone.
*/
V8EXPORT void TurnOnAccessCheck();
/**
* Returns the identity hash for this object. The current implementation
* uses a hidden property on the object to store the identity hash.
*
* The return value will never be 0. Also, it is not guaranteed to be
* unique.
*/
V8EXPORT int GetIdentityHash();
/**
* Access hidden properties on JavaScript objects. These properties are
* hidden from the executing JavaScript and only accessible through the V8
* C++ API. Hidden properties introduced by V8 internally (for example the
* identity hash) are prefixed with "v8::".
*/
V8EXPORT bool SetHiddenValue(Handle<String> key, Handle<Value> value);
V8EXPORT Local<Value> GetHiddenValue(Handle<String> key);
V8EXPORT bool DeleteHiddenValue(Handle<String> key);
/**
* Returns true if this is an instance of an api function (one
* created from a function created from a function template) and has
* been modified since it was created. Note that this method is
* conservative and may return true for objects that haven't actually
* been modified.
*/
V8EXPORT bool IsDirty();
/**
* Clone this object with a fast but shallow copy. Values will point
* to the same values as the original object.
*/
V8EXPORT Local<Object> Clone();
/**
* Returns the context in which the object was created.
*/
V8EXPORT Local<Context> CreationContext();
/**
* Set the backing store of the indexed properties to be managed by the
* embedding layer. Access to the indexed properties will follow the rules
* spelled out in CanvasPixelArray.
* Note: The embedding program still owns the data and needs to ensure that
* the backing store is preserved while V8 has a reference.
*/
V8EXPORT void SetIndexedPropertiesToPixelData(uint8_t* data, int length);
V8EXPORT bool HasIndexedPropertiesInPixelData();
V8EXPORT uint8_t* GetIndexedPropertiesPixelData();
V8EXPORT int GetIndexedPropertiesPixelDataLength();
/**
* Set the backing store of the indexed properties to be managed by the
* embedding layer. Access to the indexed properties will follow the rules
* spelled out for the CanvasArray subtypes in the WebGL specification.
* Note: The embedding program still owns the data and needs to ensure that
* the backing store is preserved while V8 has a reference.
*/
V8EXPORT void SetIndexedPropertiesToExternalArrayData(
void* data,
ExternalArrayType array_type,
int number_of_elements);
V8EXPORT bool HasIndexedPropertiesInExternalArrayData();
V8EXPORT void* GetIndexedPropertiesExternalArrayData();
V8EXPORT ExternalArrayType GetIndexedPropertiesExternalArrayDataType();
V8EXPORT int GetIndexedPropertiesExternalArrayDataLength();
/**
* Checks whether a callback is set by the
* ObjectTemplate::SetCallAsFunctionHandler method.
* When an Object is callable this method returns true.
*/
V8EXPORT bool IsCallable();
/**
* Call an Object as a function if a callback is set by the
* ObjectTemplate::SetCallAsFunctionHandler method.
*/
V8EXPORT Local<Value> CallAsFunction(Handle<Object> recv,
int argc,
Handle<Value> argv[]);
/**
* Call an Object as a constructor if a callback is set by the
* ObjectTemplate::SetCallAsFunctionHandler method.
* Note: This method behaves like the Function::NewInstance method.
*/
V8EXPORT Local<Value> CallAsConstructor(int argc,
Handle<Value> argv[]);
V8EXPORT static Local<Object> New();
static inline Object* Cast(Value* obj);
private:
V8EXPORT Object();
V8EXPORT static void CheckCast(Value* obj);
V8EXPORT Local<Value> CheckedGetInternalField(int index);
V8EXPORT void* SlowGetPointerFromInternalField(int index);
/**
* If quick access to the internal field is possible this method
* returns the value. Otherwise an empty handle is returned.
*/
inline Local<Value> UncheckedGetInternalField(int index);
};
/**
* An instance of the built-in array constructor (ECMA-262, 15.4.2).
*/
class Array : public Object {
public:
V8EXPORT uint32_t Length() const;
/**
* Clones an element at index |index|. Returns an empty
* handle if cloning fails (for any reason).
*/
V8EXPORT Local<Object> CloneElementAt(uint32_t index);
/**
* Creates a JavaScript array with the given length. If the length
* is negative the returned array will have length 0.
*/
V8EXPORT static Local<Array> New(int length = 0);
static inline Array* Cast(Value* obj);
private:
V8EXPORT Array();
V8EXPORT static void CheckCast(Value* obj);
};
/**
* A JavaScript function object (ECMA-262, 15.3).
*/
class Function : public Object {
public:
V8EXPORT Local<Object> NewInstance() const;
V8EXPORT Local<Object> NewInstance(int argc, Handle<Value> argv[]) const;
V8EXPORT Local<Value> Call(Handle<Object> recv,
int argc,
Handle<Value> argv[]);
V8EXPORT void SetName(Handle<String> name);
V8EXPORT Handle<Value> GetName() const;
/**
* Returns zero based line number of function body and
* kLineOffsetNotFound if no information available.
*/
V8EXPORT int GetScriptLineNumber() const;
/**
* Returns zero based column number of function body and
* kLineOffsetNotFound if no information available.
*/
V8EXPORT int GetScriptColumnNumber() const;
V8EXPORT Handle<Value> GetScriptId() const;
V8EXPORT ScriptOrigin GetScriptOrigin() const;
static inline Function* Cast(Value* obj);
V8EXPORT static const int kLineOffsetNotFound;
private:
V8EXPORT Function();
V8EXPORT static void CheckCast(Value* obj);
};
/**
* An instance of the built-in Date constructor (ECMA-262, 15.9).
*/
class Date : public Object {
public:
V8EXPORT static Local<Value> New(double time);
/**
* A specialization of Value::NumberValue that is more efficient
* because we know the structure of this object.
*/
V8EXPORT double NumberValue() const;
static inline Date* Cast(v8::Value* obj);
/**
* Notification that the embedder has changed the time zone,
* daylight savings time, or other date / time configuration
* parameters. V8 keeps a cache of various values used for
* date / time computation. This notification will reset
* those cached values for the current context so that date /
* time configuration changes would be reflected in the Date
* object.
*
* This API should not be called more than needed as it will
* negatively impact the performance of date operations.
*/
V8EXPORT static void DateTimeConfigurationChangeNotification();
private:
V8EXPORT static void CheckCast(v8::Value* obj);
};
/**
* A Number object (ECMA-262, 4.3.21).
*/
class NumberObject : public Object {
public:
V8EXPORT static Local<Value> New(double value);
/**
* Returns the Number held by the object.
*/
V8EXPORT double NumberValue() const;
static inline NumberObject* Cast(v8::Value* obj);
private:
V8EXPORT static void CheckCast(v8::Value* obj);
};
/**
* A Boolean object (ECMA-262, 4.3.15).
*/
class BooleanObject : public Object {
public:
V8EXPORT static Local<Value> New(bool value);
/**
* Returns the Boolean held by the object.
*/
V8EXPORT bool BooleanValue() const;
static inline BooleanObject* Cast(v8::Value* obj);
private:
V8EXPORT static void CheckCast(v8::Value* obj);
};
/**
* A String object (ECMA-262, 4.3.18).
*/
class StringObject : public Object {
public:
V8EXPORT static Local<Value> New(Handle<String> value);
/**
* Returns the String held by the object.
*/
V8EXPORT Local<String> StringValue() const;
static inline StringObject* Cast(v8::Value* obj);
private:
V8EXPORT static void CheckCast(v8::Value* obj);
};
/**
* An instance of the built-in RegExp constructor (ECMA-262, 15.10).
*/
class RegExp : public Object {
public:
/**
* Regular expression flag bits. They can be or'ed to enable a set
* of flags.
*/
enum Flags {
kNone = 0,
kGlobal = 1,
kIgnoreCase = 2,
kMultiline = 4
};
/**
* Creates a regular expression from the given pattern string and
* the flags bit field. May throw a JavaScript exception as
* described in ECMA-262, 15.10.4.1.
*
* For example,
* RegExp::New(v8::String::New("foo"),
* static_cast<RegExp::Flags>(kGlobal | kMultiline))
* is equivalent to evaluating "/foo/gm".
*/
V8EXPORT static Local<RegExp> New(Handle<String> pattern,
Flags flags);
/**
* Returns the value of the source property: a string representing
* the regular expression.
*/
V8EXPORT Local<String> GetSource() const;
/**
* Returns the flags bit field.
*/
V8EXPORT Flags GetFlags() const;
static inline RegExp* Cast(v8::Value* obj);
private:
V8EXPORT static void CheckCast(v8::Value* obj);
};
/**
* A JavaScript value that wraps a C++ void*. This type of value is
* mainly used to associate C++ data structures with JavaScript
* objects.
*
* The Wrap function V8 will return the most optimal Value object wrapping the
* C++ void*. The type of the value is not guaranteed to be an External object
* and no assumptions about its type should be made. To access the wrapped
* value Unwrap should be used, all other operations on that object will lead
* to unpredictable results.
*/
class External : public Value {
public:
V8EXPORT static Local<Value> Wrap(void* data);
static inline void* Unwrap(Handle<Value> obj);
V8EXPORT static Local<External> New(void* value);
static inline External* Cast(Value* obj);
V8EXPORT void* Value() const;
private:
V8EXPORT External();
V8EXPORT static void CheckCast(v8::Value* obj);
static inline void* QuickUnwrap(Handle<v8::Value> obj);
V8EXPORT static void* FullUnwrap(Handle<v8::Value> obj);
};
// --- Templates ---
/**
* The superclass of object and function templates.
*/
class V8EXPORT Template : public Data {
public:
/** Adds a property to each instance created by this template.*/
void Set(Handle<String> name, Handle<Data> value,
PropertyAttribute attributes = None);
inline void Set(const char* name, Handle<Data> value);
private:
Template();
friend class ObjectTemplate;
friend class FunctionTemplate;
};
/**
* The argument information given to function call callbacks. This
* class provides access to information about the context of the call,
* including the receiver, the number and values of arguments, and
* the holder of the function.
*/
class Arguments {
public:
inline int Length() const;
inline Local<Value> operator[](int i) const;
inline Local<Function> Callee() const;
inline Local<Object> This() const;
inline Local<Object> Holder() const;
inline bool IsConstructCall() const;
inline Local<Value> Data() const;
private:
static const int kDataIndex = 0;
static const int kCalleeIndex = -1;
static const int kHolderIndex = -2;
friend class ImplementationUtilities;
inline Arguments(internal::Object** implicit_args,
internal::Object** values,
int length,
bool is_construct_call);
internal::Object** implicit_args_;
internal::Object** values_;
int length_;
bool is_construct_call_;
};
/**
* The information passed to an accessor callback about the context
* of the property access.
*/
class V8EXPORT AccessorInfo {
public:
inline AccessorInfo(internal::Object** args)
: args_(args) { }
inline Local<Value> Data() const;
inline Local<Object> This() const;
inline Local<Object> Holder() const;
private:
internal::Object** args_;
};
typedef Handle<Value> (*InvocationCallback)(const Arguments& args);
/**
* NamedProperty[Getter|Setter] are used as interceptors on object.
* See ObjectTemplate::SetNamedPropertyHandler.
*/
typedef Handle<Value> (*NamedPropertyGetter)(Local<String> property,
const AccessorInfo& info);
/**
* Returns the value if the setter intercepts the request.
* Otherwise, returns an empty handle.
*/
typedef Handle<Value> (*NamedPropertySetter)(Local<String> property,
Local<Value> value,
const AccessorInfo& info);
/**
* Returns a non-empty handle if the interceptor intercepts the request.
* The result is an integer encoding property attributes (like v8::None,
* v8::DontEnum, etc.)
*/
typedef Handle<Integer> (*NamedPropertyQuery)(Local<String> property,
const AccessorInfo& info);
/**
* Returns a non-empty handle if the deleter intercepts the request.
* The return value is true if the property could be deleted and false
* otherwise.
*/
typedef Handle<Boolean> (*NamedPropertyDeleter)(Local<String> property,
const AccessorInfo& info);
/**
* Returns an array containing the names of the properties the named
* property getter intercepts.
*/
typedef Handle<Array> (*NamedPropertyEnumerator)(const AccessorInfo& info);
/**
* Returns the value of the property if the getter intercepts the
* request. Otherwise, returns an empty handle.
*/
typedef Handle<Value> (*IndexedPropertyGetter)(uint32_t index,
const AccessorInfo& info);
/**
* Returns the value if the setter intercepts the request.
* Otherwise, returns an empty handle.
*/
typedef Handle<Value> (*IndexedPropertySetter)(uint32_t index,
Local<Value> value,
const AccessorInfo& info);
/**
* Returns a non-empty handle if the interceptor intercepts the request.
* The result is an integer encoding property attributes.
*/
typedef Handle<Integer> (*IndexedPropertyQuery)(uint32_t index,
const AccessorInfo& info);
/**
* Returns a non-empty handle if the deleter intercepts the request.
* The return value is true if the property could be deleted and false
* otherwise.
*/
typedef Handle<Boolean> (*IndexedPropertyDeleter)(uint32_t index,
const AccessorInfo& info);
/**
* Returns an array containing the indices of the properties the
* indexed property getter intercepts.
*/
typedef Handle<Array> (*IndexedPropertyEnumerator)(const AccessorInfo& info);
/**
* Access type specification.
*/
enum AccessType {
ACCESS_GET,
ACCESS_SET,
ACCESS_HAS,
ACCESS_DELETE,
ACCESS_KEYS
};
/**
* Returns true if cross-context access should be allowed to the named
* property with the given key on the host object.
*/
typedef bool (*NamedSecurityCallback)(Local<Object> host,
Local<Value> key,
AccessType type,
Local<Value> data);
/**
* Returns true if cross-context access should be allowed to the indexed
* property with the given index on the host object.
*/
typedef bool (*IndexedSecurityCallback)(Local<Object> host,
uint32_t index,
AccessType type,
Local<Value> data);
/**
* A FunctionTemplate is used to create functions at runtime. There
* can only be one function created from a FunctionTemplate in a
* context. The lifetime of the created function is equal to the
* lifetime of the context. So in case the embedder needs to create
* temporary functions that can be collected using Scripts is
* preferred.
*
* A FunctionTemplate can have properties, these properties are added to the
* function object when it is created.
*
* A FunctionTemplate has a corresponding instance template which is
* used to create object instances when the function is used as a
* constructor. Properties added to the instance template are added to
* each object instance.
*
* A FunctionTemplate can have a prototype template. The prototype template
* is used to create the prototype object of the function.
*
* The following example shows how to use a FunctionTemplate:
*
* \code
* v8::Local<v8::FunctionTemplate> t = v8::FunctionTemplate::New();
* t->Set("func_property", v8::Number::New(1));
*
* v8::Local<v8::Template> proto_t = t->PrototypeTemplate();
* proto_t->Set("proto_method", v8::FunctionTemplate::New(InvokeCallback));
* proto_t->Set("proto_const", v8::Number::New(2));
*
* v8::Local<v8::ObjectTemplate> instance_t = t->InstanceTemplate();
* instance_t->SetAccessor("instance_accessor", InstanceAccessorCallback);
* instance_t->SetNamedPropertyHandler(PropertyHandlerCallback, ...);
* instance_t->Set("instance_property", Number::New(3));
*
* v8::Local<v8::Function> function = t->GetFunction();
* v8::Local<v8::Object> instance = function->NewInstance();
* \endcode
*
* Let's use "function" as the JS variable name of the function object
* and "instance" for the instance object created above. The function
* and the instance will have the following properties:
*
* \code
* func_property in function == true;
* function.func_property == 1;
*
* function.prototype.proto_method() invokes 'InvokeCallback'
* function.prototype.proto_const == 2;
*
* instance instanceof function == true;
* instance.instance_accessor calls 'InstanceAccessorCallback'
* instance.instance_property == 3;
* \endcode
*
* A FunctionTemplate can inherit from another one by calling the
* FunctionTemplate::Inherit method. The following graph illustrates
* the semantics of inheritance:
*
* \code
* FunctionTemplate Parent -> Parent() . prototype -> { }
* ^ ^
* | Inherit(Parent) | .__proto__
* | |
* FunctionTemplate Child -> Child() . prototype -> { }
* \endcode
*
* A FunctionTemplate 'Child' inherits from 'Parent', the prototype
* object of the Child() function has __proto__ pointing to the
* Parent() function's prototype object. An instance of the Child
* function has all properties on Parent's instance templates.
*
* Let Parent be the FunctionTemplate initialized in the previous
* section and create a Child FunctionTemplate by:
*
* \code
* Local<FunctionTemplate> parent = t;
* Local<FunctionTemplate> child = FunctionTemplate::New();
* child->Inherit(parent);
*
* Local<Function> child_function = child->GetFunction();
* Local<Object> child_instance = child_function->NewInstance();
* \endcode
*
* The Child function and Child instance will have the following
* properties:
*
* \code
* child_func.prototype.__proto__ == function.prototype;
* child_instance.instance_accessor calls 'InstanceAccessorCallback'
* child_instance.instance_property == 3;
* \endcode
*/
class V8EXPORT FunctionTemplate : public Template {
public:
/** Creates a function template.*/
static Local<FunctionTemplate> New(
InvocationCallback callback = 0,
Handle<Value> data = Handle<Value>(),
Handle<Signature> signature = Handle<Signature>());
/** Returns the unique function instance in the current execution context.*/
Local<Function> GetFunction();
/**
* Set the call-handler callback for a FunctionTemplate. This
* callback is called whenever the function created from this
* FunctionTemplate is called.
*/
void SetCallHandler(InvocationCallback callback,
Handle<Value> data = Handle<Value>());
/** Get the InstanceTemplate. */
Local<ObjectTemplate> InstanceTemplate();
/** Causes the function template to inherit from a parent function template.*/
void Inherit(Handle<FunctionTemplate> parent);
/**
* A PrototypeTemplate is the template used to create the prototype object
* of the function created by this template.
*/
Local<ObjectTemplate> PrototypeTemplate();
/**
* Set the class name of the FunctionTemplate. This is used for
* printing objects created with the function created from the
* FunctionTemplate as its constructor.
*/
void SetClassName(Handle<String> name);
/**
* Determines whether the __proto__ accessor ignores instances of
* the function template. If instances of the function template are
* ignored, __proto__ skips all instances and instead returns the
* next object in the prototype chain.
*
* Call with a value of true to make the __proto__ accessor ignore
* instances of the function template. Call with a value of false
* to make the __proto__ accessor not ignore instances of the
* function template. By default, instances of a function template
* are not ignored.
*/
void SetHiddenPrototype(bool value);
/**
* Sets the ReadOnly flag in the attributes of the 'prototype' property
* of functions created from this FunctionTemplate to true.
*/
void ReadOnlyPrototype();
/**
* Returns true if the given object is an instance of this function
* template.
*/
bool HasInstance(Handle<Value> object);
private:
FunctionTemplate();
void AddInstancePropertyAccessor(Handle<String> name,
AccessorGetter getter,
AccessorSetter setter,
Handle<Value> data,
AccessControl settings,
PropertyAttribute attributes);
void SetNamedInstancePropertyHandler(NamedPropertyGetter getter,
NamedPropertySetter setter,
NamedPropertyQuery query,
NamedPropertyDeleter remover,
NamedPropertyEnumerator enumerator,
Handle<Value> data);
void SetIndexedInstancePropertyHandler(IndexedPropertyGetter getter,
IndexedPropertySetter setter,
IndexedPropertyQuery query,
IndexedPropertyDeleter remover,
IndexedPropertyEnumerator enumerator,
Handle<Value> data);
void SetInstanceCallAsFunctionHandler(InvocationCallback callback,
Handle<Value> data);
friend class Context;
friend class ObjectTemplate;
};
/**
* An ObjectTemplate is used to create objects at runtime.
*
* Properties added to an ObjectTemplate are added to each object
* created from the ObjectTemplate.
*/
class V8EXPORT ObjectTemplate : public Template {
public:
/** Creates an ObjectTemplate. */
static Local<ObjectTemplate> New();
/** Creates a new instance of this template.*/
Local<Object> NewInstance();
/**
* Sets an accessor on the object template.
*
* Whenever the property with the given name is accessed on objects
* created from this ObjectTemplate the getter and setter callbacks
* are called instead of getting and setting the property directly
* on the JavaScript object.
*
* \param name The name of the property for which an accessor is added.
* \param getter The callback to invoke when getting the property.
* \param setter The callback to invoke when setting the property.
* \param data A piece of data that will be passed to the getter and setter
* callbacks whenever they are invoked.
* \param settings Access control settings for the accessor. This is a bit
* field consisting of one of more of
* DEFAULT = 0, ALL_CAN_READ = 1, or ALL_CAN_WRITE = 2.
* The default is to not allow cross-context access.
* ALL_CAN_READ means that all cross-context reads are allowed.
* ALL_CAN_WRITE means that all cross-context writes are allowed.
* The combination ALL_CAN_READ | ALL_CAN_WRITE can be used to allow all
* cross-context access.
* \param attribute The attributes of the property for which an accessor
* is added.
*/
void SetAccessor(Handle<String> name,
AccessorGetter getter,
AccessorSetter setter = 0,
Handle<Value> data = Handle<Value>(),
AccessControl settings = DEFAULT,
PropertyAttribute attribute = None);
/**
* Sets a named property handler on the object template.
*
* Whenever a named property is accessed on objects created from
* this object template, the provided callback is invoked instead of
* accessing the property directly on the JavaScript object.
*
* \param getter The callback to invoke when getting a property.
* \param setter The callback to invoke when setting a property.
* \param query The callback to invoke to check if a property is present,
* and if present, get its attributes.
* \param deleter The callback to invoke when deleting a property.
* \param enumerator The callback to invoke to enumerate all the named
* properties of an object.
* \param data A piece of data that will be passed to the callbacks
* whenever they are invoked.
*/
void SetNamedPropertyHandler(NamedPropertyGetter getter,
NamedPropertySetter setter = 0,
NamedPropertyQuery query = 0,
NamedPropertyDeleter deleter = 0,
NamedPropertyEnumerator enumerator = 0,
Handle<Value> data = Handle<Value>());
/**
* Sets an indexed property handler on the object template.
*
* Whenever an indexed property is accessed on objects created from
* this object template, the provided callback is invoked instead of
* accessing the property directly on the JavaScript object.
*
* \param getter The callback to invoke when getting a property.
* \param setter The callback to invoke when setting a property.
* \param query The callback to invoke to check if an object has a property.
* \param deleter The callback to invoke when deleting a property.
* \param enumerator The callback to invoke to enumerate all the indexed
* properties of an object.
* \param data A piece of data that will be passed to the callbacks
* whenever they are invoked.
*/
void SetIndexedPropertyHandler(IndexedPropertyGetter getter,
IndexedPropertySetter setter = 0,
IndexedPropertyQuery query = 0,
IndexedPropertyDeleter deleter = 0,
IndexedPropertyEnumerator enumerator = 0,
Handle<Value> data = Handle<Value>());
/**
* Sets the callback to be used when calling instances created from
* this template as a function. If no callback is set, instances
* behave like normal JavaScript objects that cannot be called as a
* function.
*/
void SetCallAsFunctionHandler(InvocationCallback callback,
Handle<Value> data = Handle<Value>());
/**
* Mark object instances of the template as undetectable.
*
* In many ways, undetectable objects behave as though they are not
* there. They behave like 'undefined' in conditionals and when
* printed. However, properties can be accessed and called as on
* normal objects.
*/
void MarkAsUndetectable();
/**
* Sets access check callbacks on the object template.
*
* When accessing properties on instances of this object template,
* the access check callback will be called to determine whether or
* not to allow cross-context access to the properties.
Split window support from V8. Here is a description of the background and design of split window in Chrome and V8: https://docs.google.com/a/google.com/Doc?id=chhjkpg_47fwddxbfr This change list splits the window object into two parts: 1) an inner window object used as the global object of contexts; 2) an outer window object exposed to JavaScript and accessible by the name 'window'. Firefox did it awhile ago, here are some discussions: https://wiki.mozilla.org/Gecko:SplitWindow. One additional benefit of splitting window in Chrome is that accessing global variables don't need security checks anymore, it can improve applications that use many global variables. V8 support of split window: There are a small number of changes on V8 api to support split window: Security context is removed from V8, so does related API functions; A global object can be detached from its context and reused by a new context; Access checks on an object template can be turned on/off by default; An object can turn on its access checks later; V8 has a new object type, ApiGlobalObject, which is the outer window object type. The existing JSGlobalObject becomes the inner window object type. Security checks are moved from JSGlobalObject to ApiGlobalObject. ApiGlobalObject is the one exposed to JavaScript, it is accessible through Context::Global(). ApiGlobalObject's prototype is set to JSGlobalObject so that property lookups are forwarded to JSGlobalObject. ApiGlobalObject forwards all other property access requests to JSGlobalObject, such as SetProperty, DeleteProperty, etc. Security token is moved to a global context, and ApiGlobalObject has a reference to its global context. JSGlobalObject has a reference to its global context as well. When accessing properties on a global object in JavaScript, the domain security check is performed by comparing the security token of the lexical context (Top::global_context()) to the token of global object's context. The check is only needed when the receiver is a window object, such as 'window.document'. Accessing global variables, such as 'var foo = 3; foo' does not need checks because the receiver is the inner window object. When an outer window is detached from its global context (when a frame navigates away from a page), it is completely detached from the inner window. A new context is created for the new page, and the outer global object is reused. At this point, the access check on the DOMWindow wrapper of the old context is turned on. The code in old context is still able to access DOMWindow properties, but it has to go through domain security checks. It is debatable on how to implement the outer window object. Currently each property access function has to check if the receiver is ApiGlobalObject type. This approach might be error-prone that one may forget to check the receiver when adding new functions. It is unlikely a performance issue because accessing global variables are more common than 'window.foo' style coding. I am still working on the ARM port, and I'd like to hear comments and suggestions on the best way to support it in V8. Review URL: http://codereview.chromium.org/7366 git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@540 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
2008-10-21 19:07:58 +00:00
* The last parameter specifies whether access checks are turned
* on by default on instances. If access checks are off by default,
* they can be turned on on individual instances by calling
* Object::TurnOnAccessCheck().
*/
void SetAccessCheckCallbacks(NamedSecurityCallback named_handler,
IndexedSecurityCallback indexed_handler,
Split window support from V8. Here is a description of the background and design of split window in Chrome and V8: https://docs.google.com/a/google.com/Doc?id=chhjkpg_47fwddxbfr This change list splits the window object into two parts: 1) an inner window object used as the global object of contexts; 2) an outer window object exposed to JavaScript and accessible by the name 'window'. Firefox did it awhile ago, here are some discussions: https://wiki.mozilla.org/Gecko:SplitWindow. One additional benefit of splitting window in Chrome is that accessing global variables don't need security checks anymore, it can improve applications that use many global variables. V8 support of split window: There are a small number of changes on V8 api to support split window: Security context is removed from V8, so does related API functions; A global object can be detached from its context and reused by a new context; Access checks on an object template can be turned on/off by default; An object can turn on its access checks later; V8 has a new object type, ApiGlobalObject, which is the outer window object type. The existing JSGlobalObject becomes the inner window object type. Security checks are moved from JSGlobalObject to ApiGlobalObject. ApiGlobalObject is the one exposed to JavaScript, it is accessible through Context::Global(). ApiGlobalObject's prototype is set to JSGlobalObject so that property lookups are forwarded to JSGlobalObject. ApiGlobalObject forwards all other property access requests to JSGlobalObject, such as SetProperty, DeleteProperty, etc. Security token is moved to a global context, and ApiGlobalObject has a reference to its global context. JSGlobalObject has a reference to its global context as well. When accessing properties on a global object in JavaScript, the domain security check is performed by comparing the security token of the lexical context (Top::global_context()) to the token of global object's context. The check is only needed when the receiver is a window object, such as 'window.document'. Accessing global variables, such as 'var foo = 3; foo' does not need checks because the receiver is the inner window object. When an outer window is detached from its global context (when a frame navigates away from a page), it is completely detached from the inner window. A new context is created for the new page, and the outer global object is reused. At this point, the access check on the DOMWindow wrapper of the old context is turned on. The code in old context is still able to access DOMWindow properties, but it has to go through domain security checks. It is debatable on how to implement the outer window object. Currently each property access function has to check if the receiver is ApiGlobalObject type. This approach might be error-prone that one may forget to check the receiver when adding new functions. It is unlikely a performance issue because accessing global variables are more common than 'window.foo' style coding. I am still working on the ARM port, and I'd like to hear comments and suggestions on the best way to support it in V8. Review URL: http://codereview.chromium.org/7366 git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@540 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
2008-10-21 19:07:58 +00:00
Handle<Value> data = Handle<Value>(),
bool turned_on_by_default = true);
/**
* Gets the number of internal fields for objects generated from
* this template.
*/
int InternalFieldCount();
/**
* Sets the number of internal fields for objects generated from
* this template.
*/
void SetInternalFieldCount(int value);
private:
ObjectTemplate();
static Local<ObjectTemplate> New(Handle<FunctionTemplate> constructor);
friend class FunctionTemplate;
};
/**
* A Signature specifies which receivers and arguments a function can
* legally be called with.
*/
class V8EXPORT Signature : public Data {
public:
static Local<Signature> New(Handle<FunctionTemplate> receiver =
Handle<FunctionTemplate>(),
int argc = 0,
Handle<FunctionTemplate> argv[] = 0);
private:
Signature();
};
/**
* A utility for determining the type of objects based on the template
* they were constructed from.
*/
class V8EXPORT TypeSwitch : public Data {
public:
static Local<TypeSwitch> New(Handle<FunctionTemplate> type);
static Local<TypeSwitch> New(int argc, Handle<FunctionTemplate> types[]);
int match(Handle<Value> value);
private:
TypeSwitch();
};
// --- Extensions ---
class V8EXPORT ExternalAsciiStringResourceImpl
: public String::ExternalAsciiStringResource {
public:
ExternalAsciiStringResourceImpl() : data_(0), length_(0) {}
ExternalAsciiStringResourceImpl(const char* data, size_t length)
: data_(data), length_(length) {}
const char* data() const { return data_; }
size_t length() const { return length_; }
private:
const char* data_;
size_t length_;
};
/**
* Ignore
*/
class V8EXPORT Extension { // NOLINT
public:
// Note that the strings passed into this constructor must live as long
// as the Extension itself.
Extension(const char* name,
const char* source = 0,
int dep_count = 0,
const char** deps = 0,
int source_length = -1);
virtual ~Extension() { }
virtual v8::Handle<v8::FunctionTemplate>
GetNativeFunction(v8::Handle<v8::String> name) {
return v8::Handle<v8::FunctionTemplate>();
}
const char* name() const { return name_; }
size_t source_length() const { return source_length_; }
const String::ExternalAsciiStringResource* source() const {
return &source_; }
int dependency_count() { return dep_count_; }
const char** dependencies() { return deps_; }
void set_auto_enable(bool value) { auto_enable_ = value; }
bool auto_enable() { return auto_enable_; }
private:
const char* name_;
size_t source_length_; // expected to initialize before source_
ExternalAsciiStringResourceImpl source_;
int dep_count_;
const char** deps_;
bool auto_enable_;
// Disallow copying and assigning.
Extension(const Extension&);
void operator=(const Extension&);
};
void V8EXPORT RegisterExtension(Extension* extension);
/**
* Ignore
*/
class V8EXPORT DeclareExtension {
public:
inline DeclareExtension(Extension* extension) {
RegisterExtension(extension);
}
};
// --- Statics ---
Handle<Primitive> V8EXPORT Undefined();
Handle<Primitive> V8EXPORT Null();
Handle<Boolean> V8EXPORT True();
Handle<Boolean> V8EXPORT False();
/**
* A set of constraints that specifies the limits of the runtime's memory use.
* You must set the heap size before initializing the VM - the size cannot be
* adjusted after the VM is initialized.
*
* If you are using threads then you should hold the V8::Locker lock while
* setting the stack limit and you must set a non-default stack limit separately
* for each thread.
*/
class V8EXPORT ResourceConstraints {
public:
ResourceConstraints();
int max_young_space_size() const { return max_young_space_size_; }
void set_max_young_space_size(int value) { max_young_space_size_ = value; }
int max_old_space_size() const { return max_old_space_size_; }
void set_max_old_space_size(int value) { max_old_space_size_ = value; }
int max_executable_size() { return max_executable_size_; }
void set_max_executable_size(int value) { max_executable_size_ = value; }
uint32_t* stack_limit() const { return stack_limit_; }
// Sets an address beyond which the VM's stack may not grow.
void set_stack_limit(uint32_t* value) { stack_limit_ = value; }
private:
int max_young_space_size_;
int max_old_space_size_;
int max_executable_size_;
uint32_t* stack_limit_;
};
bool V8EXPORT SetResourceConstraints(ResourceConstraints* constraints);
// --- Exceptions ---
typedef void (*FatalErrorCallback)(const char* location, const char* message);
typedef void (*MessageCallback)(Handle<Message> message, Handle<Value> data);
/**
* Schedules an exception to be thrown when returning to JavaScript. When an
* exception has been scheduled it is illegal to invoke any JavaScript
* operation; the caller must return immediately and only after the exception
* has been handled does it become legal to invoke JavaScript operations.
*/
Handle<Value> V8EXPORT ThrowException(Handle<Value> exception);
/**
* Create new error objects by calling the corresponding error object
* constructor with the message.
*/
class V8EXPORT Exception {
public:
static Local<Value> RangeError(Handle<String> message);
static Local<Value> ReferenceError(Handle<String> message);
static Local<Value> SyntaxError(Handle<String> message);
static Local<Value> TypeError(Handle<String> message);
static Local<Value> Error(Handle<String> message);
};
// --- Counters Callbacks ---
typedef int* (*CounterLookupCallback)(const char* name);
typedef void* (*CreateHistogramCallback)(const char* name,
int min,
int max,
size_t buckets);
typedef void (*AddHistogramSampleCallback)(void* histogram, int sample);
// --- Memory Allocation Callback ---
enum ObjectSpace {
kObjectSpaceNewSpace = 1 << 0,
kObjectSpaceOldPointerSpace = 1 << 1,
kObjectSpaceOldDataSpace = 1 << 2,
kObjectSpaceCodeSpace = 1 << 3,
kObjectSpaceMapSpace = 1 << 4,
kObjectSpaceLoSpace = 1 << 5,
kObjectSpaceAll = kObjectSpaceNewSpace | kObjectSpaceOldPointerSpace |
kObjectSpaceOldDataSpace | kObjectSpaceCodeSpace | kObjectSpaceMapSpace |
kObjectSpaceLoSpace
};
enum AllocationAction {
kAllocationActionAllocate = 1 << 0,
kAllocationActionFree = 1 << 1,
kAllocationActionAll = kAllocationActionAllocate | kAllocationActionFree
};
typedef void (*MemoryAllocationCallback)(ObjectSpace space,
AllocationAction action,
int size);
// --- Leave Script Callback ---
typedef void (*CallCompletedCallback)();
// --- Failed Access Check Callback ---
typedef void (*FailedAccessCheckCallback)(Local<Object> target,
AccessType type,
Local<Value> data);
// --- AllowCodeGenerationFromStrings callbacks ---
/**
* Callback to check if code generation from strings is allowed. See
* Context::AllowCodeGenerationFromStrings.
*/
typedef bool (*AllowCodeGenerationFromStringsCallback)(Local<Context> context);
// --- Garbage Collection Callbacks ---
/**
* Applications can register callback functions which will be called
* before and after a garbage collection. Allocations are not
* allowed in the callback functions, you therefore cannot manipulate
* objects (set or delete properties for example) since it is possible
* such operations will result in the allocation of objects.
*/
enum GCType {
kGCTypeScavenge = 1 << 0,
kGCTypeMarkSweepCompact = 1 << 1,
kGCTypeAll = kGCTypeScavenge | kGCTypeMarkSweepCompact
};
enum GCCallbackFlags {
kNoGCCallbackFlags = 0,
kGCCallbackFlagCompacted = 1 << 0
};
typedef void (*GCPrologueCallback)(GCType type, GCCallbackFlags flags);
typedef void (*GCEpilogueCallback)(GCType type, GCCallbackFlags flags);
typedef void (*GCCallback)();
/**
* Collection of V8 heap information.
*
* Instances of this class can be passed to v8::V8::HeapStatistics to
* get heap statistics from V8.
*/
class V8EXPORT HeapStatistics {
public:
HeapStatistics();
size_t total_heap_size() { return total_heap_size_; }
size_t total_heap_size_executable() { return total_heap_size_executable_; }
size_t used_heap_size() { return used_heap_size_; }
size_t heap_size_limit() { return heap_size_limit_; }
private:
void set_total_heap_size(size_t size) { total_heap_size_ = size; }
void set_total_heap_size_executable(size_t size) {
total_heap_size_executable_ = size;
}
void set_used_heap_size(size_t size) { used_heap_size_ = size; }
void set_heap_size_limit(size_t size) { heap_size_limit_ = size; }
size_t total_heap_size_;
size_t total_heap_size_executable_;
size_t used_heap_size_;
size_t heap_size_limit_;
friend class V8;
};
class RetainedObjectInfo;
/**
* Isolate represents an isolated instance of the V8 engine. V8
* isolates have completely separate states. Objects from one isolate
* must not be used in other isolates. When V8 is initialized a
* default isolate is implicitly created and entered. The embedder
* can create additional isolates and use them in parallel in multiple
* threads. An isolate can be entered by at most one thread at any
* given time. The Locker/Unlocker API can be used to synchronize.
*/
class V8EXPORT Isolate {
public:
/**
* Stack-allocated class which sets the isolate for all operations
* executed within a local scope.
*/
class V8EXPORT Scope {
public:
explicit Scope(Isolate* isolate) : isolate_(isolate) {
isolate->Enter();
}
~Scope() { isolate_->Exit(); }
private:
Isolate* const isolate_;
// Prevent copying of Scope objects.
Scope(const Scope&);
Scope& operator=(const Scope&);
};
/**
* Creates a new isolate. Does not change the currently entered
* isolate.
*
* When an isolate is no longer used its resources should be freed
* by calling Dispose(). Using the delete operator is not allowed.
*/
static Isolate* New();
/**
* Returns the entered isolate for the current thread or NULL in
* case there is no current isolate.
*/
static Isolate* GetCurrent();
/**
* Methods below this point require holding a lock (using Locker) in
* a multi-threaded environment.
*/
/**
* Sets this isolate as the entered one for the current thread.
* Saves the previously entered one (if any), so that it can be
* restored when exiting. Re-entering an isolate is allowed.
*/
void Enter();
/**
* Exits this isolate by restoring the previously entered one in the
* current thread. The isolate may still stay the same, if it was
* entered more than once.
*
* Requires: this == Isolate::GetCurrent().
*/
void Exit();
/**
* Disposes the isolate. The isolate must not be entered by any
* thread to be disposable.
*/
void Dispose();
/**
* Associate embedder-specific data with the isolate
*/
void SetData(void* data);
/**
* Retrive embedder-specific data from the isolate.
* Returns NULL if SetData has never been called.
*/
void* GetData();
private:
Isolate();
Isolate(const Isolate&);
~Isolate();
Isolate& operator=(const Isolate&);
void* operator new(size_t size);
void operator delete(void*, size_t);
};
class StartupData {
public:
enum CompressionAlgorithm {
kUncompressed,
kBZip2
};
const char* data;
int compressed_size;
int raw_size;
};
/**
* A helper class for driving V8 startup data decompression. It is based on
* "CompressedStartupData" API functions from the V8 class. It isn't mandatory
* for an embedder to use this class, instead, API functions can be used
* directly.
*
* For an example of the class usage, see the "shell.cc" sample application.
*/
class V8EXPORT StartupDataDecompressor { // NOLINT
public:
StartupDataDecompressor();
virtual ~StartupDataDecompressor();
int Decompress();
protected:
virtual int DecompressData(char* raw_data,
int* raw_data_size,
const char* compressed_data,
int compressed_data_size) = 0;
private:
char** raw_data;
};
/**
* EntropySource is used as a callback function when v8 needs a source
* of entropy.
*/
typedef bool (*EntropySource)(unsigned char* buffer, size_t length);
/**
* Container class for static utility functions.
*/
class V8EXPORT V8 {
public:
/** Set the callback to invoke in case of fatal errors. */
static void SetFatalErrorHandler(FatalErrorCallback that);
/**
* Set the callback to invoke to check if code generation from
* strings should be allowed.
*/
static void SetAllowCodeGenerationFromStringsCallback(
AllowCodeGenerationFromStringsCallback that);
/**
* Ignore out-of-memory exceptions.
*
* V8 running out of memory is treated as a fatal error by default.
* This means that the fatal error handler is called and that V8 is
* terminated.
*
* IgnoreOutOfMemoryException can be used to not treat an
* out-of-memory situation as a fatal error. This way, the contexts
* that did not cause the out of memory problem might be able to
* continue execution.
*/
static void IgnoreOutOfMemoryException();
/**
* Check if V8 is dead and therefore unusable. This is the case after
* fatal errors such as out-of-memory situations.
*/
static bool IsDead();
/**
* The following 4 functions are to be used when V8 is built with
* the 'compress_startup_data' flag enabled. In this case, the
* embedder must decompress startup data prior to initializing V8.
*
* This is how interaction with V8 should look like:
* int compressed_data_count = v8::V8::GetCompressedStartupDataCount();
* v8::StartupData* compressed_data =
* new v8::StartupData[compressed_data_count];
* v8::V8::GetCompressedStartupData(compressed_data);
* ... decompress data (compressed_data can be updated in-place) ...
* v8::V8::SetDecompressedStartupData(compressed_data);
* ... now V8 can be initialized
* ... make sure the decompressed data stays valid until V8 shutdown
*
* A helper class StartupDataDecompressor is provided. It implements
* the protocol of the interaction described above, and can be used in
* most cases instead of calling these API functions directly.
*/
static StartupData::CompressionAlgorithm GetCompressedStartupDataAlgorithm();
static int GetCompressedStartupDataCount();
static void GetCompressedStartupData(StartupData* compressed_data);
static void SetDecompressedStartupData(StartupData* decompressed_data);
/**
* Adds a message listener.
*
* The same message listener can be added more than once and in that
* case it will be called more than once for each message.
*/
static bool AddMessageListener(MessageCallback that,
Handle<Value> data = Handle<Value>());
/**
* Remove all message listeners from the specified callback function.
*/
static void RemoveMessageListeners(MessageCallback that);
/**
* Tells V8 to capture current stack trace when uncaught exception occurs
* and report it to the message listeners. The option is off by default.
*/
static void SetCaptureStackTraceForUncaughtExceptions(
bool capture,
int frame_limit = 10,
StackTrace::StackTraceOptions options = StackTrace::kOverview);
/**
* Sets V8 flags from a string.
*/
static void SetFlagsFromString(const char* str, int length);
/**
* Sets V8 flags from the command line.
*/
static void SetFlagsFromCommandLine(int* argc,
char** argv,
bool remove_flags);
/** Get the version string. */
static const char* GetVersion();
/**
* Enables the host application to provide a mechanism for recording
* statistics counters.
*/
static void SetCounterFunction(CounterLookupCallback);
/**
* Enables the host application to provide a mechanism for recording
* histograms. The CreateHistogram function returns a
* histogram which will later be passed to the AddHistogramSample
* function.
*/
static void SetCreateHistogramFunction(CreateHistogramCallback);
static void SetAddHistogramSampleFunction(AddHistogramSampleCallback);
/**
* Enables the computation of a sliding window of states. The sliding
* window information is recorded in statistics counters.
*/
static void EnableSlidingStateWindow();
/** Callback function for reporting failed access checks.*/
static void SetFailedAccessCheckCallbackFunction(FailedAccessCheckCallback);
/**
* Enables the host application to receive a notification before a
* garbage collection. Allocations are not allowed in the
* callback function, you therefore cannot manipulate objects (set
* or delete properties for example) since it is possible such
* operations will result in the allocation of objects. It is possible
* to specify the GCType filter for your callback. But it is not possible to
* register the same callback function two times with different
* GCType filters.
*/
static void AddGCPrologueCallback(
GCPrologueCallback callback, GCType gc_type_filter = kGCTypeAll);
/**
* This function removes callback which was installed by
* AddGCPrologueCallback function.
*/
static void RemoveGCPrologueCallback(GCPrologueCallback callback);
/**
* The function is deprecated. Please use AddGCPrologueCallback instead.
* Enables the host application to receive a notification before a
* garbage collection. Allocations are not allowed in the
* callback function, you therefore cannot manipulate objects (set
* or delete properties for example) since it is possible such
* operations will result in the allocation of objects.
*/
static void SetGlobalGCPrologueCallback(GCCallback);
/**
* Enables the host application to receive a notification after a
* garbage collection. Allocations are not allowed in the
* callback function, you therefore cannot manipulate objects (set
* or delete properties for example) since it is possible such
* operations will result in the allocation of objects. It is possible
* to specify the GCType filter for your callback. But it is not possible to
* register the same callback function two times with different
* GCType filters.
*/
static void AddGCEpilogueCallback(
GCEpilogueCallback callback, GCType gc_type_filter = kGCTypeAll);
/**
* This function removes callback which was installed by
* AddGCEpilogueCallback function.
*/
static void RemoveGCEpilogueCallback(GCEpilogueCallback callback);
/**
* The function is deprecated. Please use AddGCEpilogueCallback instead.
* Enables the host application to receive a notification after a
* major garbage collection. Allocations are not allowed in the
* callback function, you therefore cannot manipulate objects (set
* or delete properties for example) since it is possible such
* operations will result in the allocation of objects.
*/
static void SetGlobalGCEpilogueCallback(GCCallback);
/**
* Enables the host application to provide a mechanism to be notified
* and perform custom logging when V8 Allocates Executable Memory.
*/
static void AddMemoryAllocationCallback(MemoryAllocationCallback callback,
ObjectSpace space,
AllocationAction action);
/**
* Removes callback that was installed by AddMemoryAllocationCallback.
*/
static void RemoveMemoryAllocationCallback(MemoryAllocationCallback callback);
/**
* Adds a callback to notify the host application when a script finished
* running. If a script re-enters the runtime during executing, the
* CallCompletedCallback is only invoked when the outer-most script
* execution ends. Executing scripts inside the callback do not trigger
* further callbacks.
*/
static void AddCallCompletedCallback(CallCompletedCallback callback);
/**
* Removes callback that was installed by AddCallCompletedCallback.
*/
static void RemoveCallCompletedCallback(CallCompletedCallback callback);
/**
* Allows the host application to group objects together. If one
* object in the group is alive, all objects in the group are alive.
* After each garbage collection, object groups are removed. It is
* intended to be used in the before-garbage-collection callback
* function, for instance to simulate DOM tree connections among JS
* wrapper objects.
* See v8-profiler.h for RetainedObjectInfo interface description.
*/
static void AddObjectGroup(Persistent<Value>* objects,
size_t length,
RetainedObjectInfo* info = NULL);
/**
* Allows the host application to declare implicit references between
* the objects: if |parent| is alive, all |children| are alive too.
* After each garbage collection, all implicit references
* are removed. It is intended to be used in the before-garbage-collection
* callback function.
*/
static void AddImplicitReferences(Persistent<Object> parent,
Persistent<Value>* children,
size_t length);
/**
* Initializes from snapshot if possible. Otherwise, attempts to
* initialize from scratch. This function is called implicitly if
* you use the API without calling it first.
*/
static bool Initialize();
/**
* Allows the host application to provide a callback which can be used
* as a source of entropy for random number generators.
*/
static void SetEntropySource(EntropySource source);
/**
* Adjusts the amount of registered external memory. Used to give
* V8 an indication of the amount of externally allocated memory
* that is kept alive by JavaScript objects. V8 uses this to decide
* when to perform global garbage collections. Registering
* externally allocated memory will trigger global garbage
* collections more often than otherwise in an attempt to garbage
* collect the JavaScript objects keeping the externally allocated
* memory alive.
*
* \param change_in_bytes the change in externally allocated memory
* that is kept alive by JavaScript objects.
* \returns the adjusted value.
*/
static int AdjustAmountOfExternalAllocatedMemory(int change_in_bytes);
/**
* Suspends recording of tick samples in the profiler.
* When the V8 profiling mode is enabled (usually via command line
* switches) this function suspends recording of tick samples.
* Profiling ticks are discarded until ResumeProfiler() is called.
*
* See also the --prof and --prof_auto command line switches to
* enable V8 profiling.
*/
static void PauseProfiler();
/**
* Resumes recording of tick samples in the profiler.
* See also PauseProfiler().
*/
static void ResumeProfiler();
/**
* Return whether profiler is currently paused.
*/
static bool IsProfilerPaused();
/**
* Retrieve the V8 thread id of the calling thread.
*
* The thread id for a thread should only be retrieved after the V8
* lock has been acquired with a Locker object with that thread.
*/
static int GetCurrentThreadId();
/**
* Forcefully terminate execution of a JavaScript thread. This can
* be used to terminate long-running scripts.
*
* TerminateExecution should only be called when then V8 lock has
* been acquired with a Locker object. Therefore, in order to be
* able to terminate long-running threads, preemption must be
* enabled to allow the user of TerminateExecution to acquire the
* lock.
*
* The termination is achieved by throwing an exception that is
* uncatchable by JavaScript exception handlers. Termination
* exceptions act as if they were caught by a C++ TryCatch exception
* handler. If forceful termination is used, any C++ TryCatch
* exception handler that catches an exception should check if that
* exception is a termination exception and immediately return if
* that is the case. Returning immediately in that case will
* continue the propagation of the termination exception if needed.
*
* The thread id passed to TerminateExecution must have been
* obtained by calling GetCurrentThreadId on the thread in question.
*
* \param thread_id The thread id of the thread to terminate.
*/
static void TerminateExecution(int thread_id);
/**
* Forcefully terminate the current thread of JavaScript execution
* in the given isolate. If no isolate is provided, the default
* isolate is used.
*
* This method can be used by any thread even if that thread has not
* acquired the V8 lock with a Locker object.
*
* \param isolate The isolate in which to terminate the current JS execution.
*/
static void TerminateExecution(Isolate* isolate = NULL);
/**
* Is V8 terminating JavaScript execution.
*
* Returns true if JavaScript execution is currently terminating
* because of a call to TerminateExecution. In that case there are
* still JavaScript frames on the stack and the termination
* exception is still active.
*
* \param isolate The isolate in which to check.
*/
static bool IsExecutionTerminating(Isolate* isolate = NULL);
/**
* Releases any resources used by v8 and stops any utility threads
* that may be running. Note that disposing v8 is permanent, it
* cannot be reinitialized.
*
* It should generally not be necessary to dispose v8 before exiting
* a process, this should happen automatically. It is only necessary
* to use if the process needs the resources taken up by v8.
*/
static bool Dispose();
/**
* Get statistics about the heap memory usage.
*/
static void GetHeapStatistics(HeapStatistics* heap_statistics);
/**
* Optional notification that the embedder is idle.
* V8 uses the notification to reduce memory footprint.
* This call can be used repeatedly if the embedder remains idle.
* Returns true if the embedder should stop calling IdleNotification
* until real work has been done. This indicates that V8 has done
* as much cleanup as it will be able to do.
*
* The hint argument specifies the amount of work to be done in the function
* on scale from 1 to 1000. There is no guarantee that the actual work will
* match the hint.
*/
static bool IdleNotification(int hint = 1000);
/**
* Optional notification that the system is running low on memory.
* V8 uses these notifications to attempt to free memory.
*/
static void LowMemoryNotification();
/**
* Optional notification that a context has been disposed. V8 uses
* these notifications to guide the GC heuristic. Returns the number
* of context disposals - including this one - since the last time
* V8 had a chance to clean up.
*/
static int ContextDisposedNotification();
private:
V8();
static internal::Object** GlobalizeReference(internal::Object** handle);
static void DisposeGlobal(internal::Object** global_handle);
static void MakeWeak(internal::Object** global_handle,
void* data,
WeakReferenceCallback);
static void ClearWeak(internal::Object** global_handle);
static void MarkIndependent(internal::Object** global_handle);
static bool IsGlobalNearDeath(internal::Object** global_handle);
static bool IsGlobalWeak(internal::Object** global_handle);
static void SetWrapperClassId(internal::Object** global_handle,
uint16_t class_id);
template <class T> friend class Handle;
template <class T> friend class Local;
template <class T> friend class Persistent;
friend class Context;
};
/**
* An external exception handler.
*/
class V8EXPORT TryCatch {
public:
/**
* Creates a new try/catch block and registers it with v8.
*/
TryCatch();
/**
* Unregisters and deletes this try/catch block.
*/
~TryCatch();
/**
* Returns true if an exception has been caught by this try/catch block.
*/
bool HasCaught() const;
/**
* For certain types of exceptions, it makes no sense to continue
* execution.
*
* Currently, the only type of exception that can be caught by a
* TryCatch handler and for which it does not make sense to continue
* is termination exception. Such exceptions are thrown when the
* TerminateExecution methods are called to terminate a long-running
* script.
*
* If CanContinue returns false, the correct action is to perform
* any C++ cleanup needed and then return.
*/
bool CanContinue() const;
/**
* Throws the exception caught by this TryCatch in a way that avoids
* it being caught again by this same TryCatch. As with ThrowException
* it is illegal to execute any JavaScript operations after calling
* ReThrow; the caller must return immediately to where the exception
* is caught.
*/
Handle<Value> ReThrow();
/**
* Returns the exception caught by this try/catch block. If no exception has
* been caught an empty handle is returned.
*
* The returned handle is valid until this TryCatch block has been destroyed.
*/
Local<Value> Exception() const;
/**
* Returns the .stack property of the thrown object. If no .stack
* property is present an empty handle is returned.
*/
Local<Value> StackTrace() const;
/**
* Returns the message associated with this exception. If there is
* no message associated an empty handle is returned.
*
* The returned handle is valid until this TryCatch block has been
* destroyed.
*/
Local<v8::Message> Message() const;
/**
* Clears any exceptions that may have been caught by this try/catch block.
* After this method has been called, HasCaught() will return false.
*
* It is not necessary to clear a try/catch block before using it again; if
* another exception is thrown the previously caught exception will just be
* overwritten. However, it is often a good idea since it makes it easier
* to determine which operation threw a given exception.
*/
void Reset();
/**
* Set verbosity of the external exception handler.
*
* By default, exceptions that are caught by an external exception
* handler are not reported. Call SetVerbose with true on an
* external exception handler to have exceptions caught by the
* handler reported as if they were not caught.
*/
void SetVerbose(bool value);
/**
* Set whether or not this TryCatch should capture a Message object
* which holds source information about where the exception
* occurred. True by default.
*/
void SetCaptureMessage(bool value);
private:
v8::internal::Isolate* isolate_;
void* next_;
void* exception_;
void* message_;
bool is_verbose_ : 1;
bool can_continue_ : 1;
bool capture_message_ : 1;
bool rethrow_ : 1;
friend class v8::internal::Isolate;
};
// --- Context ---
/**
* Ignore
*/
class V8EXPORT ExtensionConfiguration {
public:
ExtensionConfiguration(int name_count, const char* names[])
: name_count_(name_count), names_(names) { }
private:
friend class ImplementationUtilities;
int name_count_;
const char** names_;
};
/**
* A sandboxed execution context with its own set of built-in objects
* and functions.
*/
class V8EXPORT Context {
public:
/**
* Returns the global proxy object or global object itself for
* detached contexts.
*
* Global proxy object is a thin wrapper whose prototype points to
* actual context's global object with the properties like Object, etc.
* This is done that way for security reasons (for more details see
* https://wiki.mozilla.org/Gecko:SplitWindow).
*
* Please note that changes to global proxy object prototype most probably
* would break VM---v8 expects only global object as a prototype of
* global proxy object.
*
* If DetachGlobal() has been invoked, Global() would return actual global
* object until global is reattached with ReattachGlobal().
*/
Local<Object> Global();
Split window support from V8. Here is a description of the background and design of split window in Chrome and V8: https://docs.google.com/a/google.com/Doc?id=chhjkpg_47fwddxbfr This change list splits the window object into two parts: 1) an inner window object used as the global object of contexts; 2) an outer window object exposed to JavaScript and accessible by the name 'window'. Firefox did it awhile ago, here are some discussions: https://wiki.mozilla.org/Gecko:SplitWindow. One additional benefit of splitting window in Chrome is that accessing global variables don't need security checks anymore, it can improve applications that use many global variables. V8 support of split window: There are a small number of changes on V8 api to support split window: Security context is removed from V8, so does related API functions; A global object can be detached from its context and reused by a new context; Access checks on an object template can be turned on/off by default; An object can turn on its access checks later; V8 has a new object type, ApiGlobalObject, which is the outer window object type. The existing JSGlobalObject becomes the inner window object type. Security checks are moved from JSGlobalObject to ApiGlobalObject. ApiGlobalObject is the one exposed to JavaScript, it is accessible through Context::Global(). ApiGlobalObject's prototype is set to JSGlobalObject so that property lookups are forwarded to JSGlobalObject. ApiGlobalObject forwards all other property access requests to JSGlobalObject, such as SetProperty, DeleteProperty, etc. Security token is moved to a global context, and ApiGlobalObject has a reference to its global context. JSGlobalObject has a reference to its global context as well. When accessing properties on a global object in JavaScript, the domain security check is performed by comparing the security token of the lexical context (Top::global_context()) to the token of global object's context. The check is only needed when the receiver is a window object, such as 'window.document'. Accessing global variables, such as 'var foo = 3; foo' does not need checks because the receiver is the inner window object. When an outer window is detached from its global context (when a frame navigates away from a page), it is completely detached from the inner window. A new context is created for the new page, and the outer global object is reused. At this point, the access check on the DOMWindow wrapper of the old context is turned on. The code in old context is still able to access DOMWindow properties, but it has to go through domain security checks. It is debatable on how to implement the outer window object. Currently each property access function has to check if the receiver is ApiGlobalObject type. This approach might be error-prone that one may forget to check the receiver when adding new functions. It is unlikely a performance issue because accessing global variables are more common than 'window.foo' style coding. I am still working on the ARM port, and I'd like to hear comments and suggestions on the best way to support it in V8. Review URL: http://codereview.chromium.org/7366 git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@540 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
2008-10-21 19:07:58 +00:00
/**
* Detaches the global object from its context before
* the global object can be reused to create a new context.
*/
void DetachGlobal();
/**
* Reattaches a global object to a context. This can be used to
* restore the connection between a global object and a context
* after DetachGlobal has been called.
*
* \param global_object The global object to reattach to the
* context. For this to work, the global object must be the global
* object that was associated with this context before a call to
* DetachGlobal.
*/
void ReattachGlobal(Handle<Object> global_object);
/** Creates a new context.
*
* Returns a persistent handle to the newly allocated context. This
* persistent handle has to be disposed when the context is no
* longer used so the context can be garbage collected.
*
* \param extensions An optional extension configuration containing
* the extensions to be installed in the newly created context.
*
* \param global_template An optional object template from which the
* global object for the newly created context will be created.
*
* \param global_object An optional global object to be reused for
* the newly created context. This global object must have been
* created by a previous call to Context::New with the same global
* template. The state of the global object will be completely reset
* and only object identify will remain.
*/
static Persistent<Context> New(
ExtensionConfiguration* extensions = NULL,
Handle<ObjectTemplate> global_template = Handle<ObjectTemplate>(),
Handle<Value> global_object = Handle<Value>());
/** Returns the last entered context. */
static Local<Context> GetEntered();
/** Returns the context that is on the top of the stack. */
static Local<Context> GetCurrent();
/**
* Returns the context of the calling JavaScript code. That is the
* context of the top-most JavaScript frame. If there are no
* JavaScript frames an empty handle is returned.
*/
static Local<Context> GetCalling();
/**
* Sets the security token for the context. To access an object in
* another context, the security tokens must match.
*/
void SetSecurityToken(Handle<Value> token);
Split window support from V8. Here is a description of the background and design of split window in Chrome and V8: https://docs.google.com/a/google.com/Doc?id=chhjkpg_47fwddxbfr This change list splits the window object into two parts: 1) an inner window object used as the global object of contexts; 2) an outer window object exposed to JavaScript and accessible by the name 'window'. Firefox did it awhile ago, here are some discussions: https://wiki.mozilla.org/Gecko:SplitWindow. One additional benefit of splitting window in Chrome is that accessing global variables don't need security checks anymore, it can improve applications that use many global variables. V8 support of split window: There are a small number of changes on V8 api to support split window: Security context is removed from V8, so does related API functions; A global object can be detached from its context and reused by a new context; Access checks on an object template can be turned on/off by default; An object can turn on its access checks later; V8 has a new object type, ApiGlobalObject, which is the outer window object type. The existing JSGlobalObject becomes the inner window object type. Security checks are moved from JSGlobalObject to ApiGlobalObject. ApiGlobalObject is the one exposed to JavaScript, it is accessible through Context::Global(). ApiGlobalObject's prototype is set to JSGlobalObject so that property lookups are forwarded to JSGlobalObject. ApiGlobalObject forwards all other property access requests to JSGlobalObject, such as SetProperty, DeleteProperty, etc. Security token is moved to a global context, and ApiGlobalObject has a reference to its global context. JSGlobalObject has a reference to its global context as well. When accessing properties on a global object in JavaScript, the domain security check is performed by comparing the security token of the lexical context (Top::global_context()) to the token of global object's context. The check is only needed when the receiver is a window object, such as 'window.document'. Accessing global variables, such as 'var foo = 3; foo' does not need checks because the receiver is the inner window object. When an outer window is detached from its global context (when a frame navigates away from a page), it is completely detached from the inner window. A new context is created for the new page, and the outer global object is reused. At this point, the access check on the DOMWindow wrapper of the old context is turned on. The code in old context is still able to access DOMWindow properties, but it has to go through domain security checks. It is debatable on how to implement the outer window object. Currently each property access function has to check if the receiver is ApiGlobalObject type. This approach might be error-prone that one may forget to check the receiver when adding new functions. It is unlikely a performance issue because accessing global variables are more common than 'window.foo' style coding. I am still working on the ARM port, and I'd like to hear comments and suggestions on the best way to support it in V8. Review URL: http://codereview.chromium.org/7366 git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@540 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
2008-10-21 19:07:58 +00:00
/** Restores the security token to the default value. */
void UseDefaultSecurityToken();
/** Returns the security token of this context.*/
Handle<Value> GetSecurityToken();
/**
* Enter this context. After entering a context, all code compiled
* and run is compiled and run in this context. If another context
* is already entered, this old context is saved so it can be
* restored when the new context is exited.
*/
void Enter();
/**
* Exit this context. Exiting the current context restores the
* context that was in place when entering the current context.
*/
void Exit();
/** Returns true if the context has experienced an out of memory situation. */
bool HasOutOfMemoryException();
/** Returns true if V8 has a current context. */
static bool InContext();
/**
* Associate an additional data object with the context. This is mainly used
* with the debugger to provide additional information on the context through
* the debugger API.
*/
void SetData(Handle<String> data);
Local<Value> GetData();
/**
* Control whether code generation from strings is allowed. Calling
* this method with false will disable 'eval' and the 'Function'
* constructor for code running in this context. If 'eval' or the
* 'Function' constructor are used an exception will be thrown.
*
* If code generation from strings is not allowed the
* V8::AllowCodeGenerationFromStrings callback will be invoked if
* set before blocking the call to 'eval' or the 'Function'
* constructor. If that callback returns true, the call will be
* allowed, otherwise an exception will be thrown. If no callback is
* set an exception will be thrown.
*/
void AllowCodeGenerationFromStrings(bool allow);
/**
* Stack-allocated class which sets the execution context for all
* operations executed within a local scope.
*/
class Scope {
public:
explicit inline Scope(Handle<Context> context) : context_(context) {
context_->Enter();
}
inline ~Scope() { context_->Exit(); }
private:
Handle<Context> context_;
};
private:
friend class Value;
friend class Script;
friend class Object;
friend class Function;
};
/**
* Multiple threads in V8 are allowed, but only one thread at a time
* is allowed to use any given V8 isolate. See Isolate class
* comments. The definition of 'using V8 isolate' includes
* accessing handles or holding onto object pointers obtained
* from V8 handles while in the particular V8 isolate. It is up
* to the user of V8 to ensure (perhaps with locking) that this
* constraint is not violated.
*
* v8::Locker is a scoped lock object. While it's
* active (i.e. between its construction and destruction) the current thread is
* allowed to use the locked isolate. V8 guarantees that an isolate can be
* locked by at most one thread at any time. In other words, the scope of a
* v8::Locker is a critical section.
*
* Sample usage:
* \code
* ...
* {
* v8::Locker locker(isolate);
* v8::Isolate::Scope isolate_scope(isolate);
* ...
* // Code using V8 and isolate goes here.
* ...
* } // Destructor called here
* \endcode
*
* If you wish to stop using V8 in a thread A you can do this either
* by destroying the v8::Locker object as above or by constructing a
* v8::Unlocker object:
*
* \code
* {
* isolate->Exit();
* v8::Unlocker unlocker(isolate);
* ...
* // Code not using V8 goes here while V8 can run in another thread.
* ...
* } // Destructor called here.
* isolate->Enter();
* \endcode
*
* The Unlocker object is intended for use in a long-running callback
* from V8, where you want to release the V8 lock for other threads to
* use.
*
* The v8::Locker is a recursive lock. That is, you can lock more than
* once in a given thread. This can be useful if you have code that can
* be called either from code that holds the lock or from code that does
* not. The Unlocker is not recursive so you can not have several
* Unlockers on the stack at once, and you can not use an Unlocker in a
* thread that is not inside a Locker's scope.
*
* An unlocker will unlock several lockers if it has to and reinstate
* the correct depth of locking on its destruction. eg.:
*
* \code
* // V8 not locked.
* {
* v8::Locker locker(isolate);
* Isolate::Scope isolate_scope(isolate);
* // V8 locked.
* {
* v8::Locker another_locker(isolate);
* // V8 still locked (2 levels).
* {
* isolate->Exit();
* v8::Unlocker unlocker(isolate);
* // V8 not locked.
* }
* isolate->Enter();
* // V8 locked again (2 levels).
* }
* // V8 still locked (1 level).
* }
* // V8 Now no longer locked.
* \endcode
*
*
*/
class V8EXPORT Unlocker {
public:
/**
* Initialize Unlocker for a given Isolate. NULL means default isolate.
*/
explicit Unlocker(Isolate* isolate = NULL);
~Unlocker();
private:
internal::Isolate* isolate_;
};
class V8EXPORT Locker {
public:
/**
* Initialize Locker for a given Isolate. NULL means default isolate.
*/
explicit Locker(Isolate* isolate = NULL);
~Locker();
/**
* Start preemption.
*
* When preemption is started, a timer is fired every n milliseconds
* that will switch between multiple threads that are in contention
* for the V8 lock.
*/
static void StartPreemption(int every_n_ms);
/**
* Stop preemption.
*/
static void StopPreemption();
/**
* Returns whether or not the locker for a given isolate, or default isolate
* if NULL is given, is locked by the current thread.
*/
static bool IsLocked(Isolate* isolate = NULL);
/**
* Returns whether v8::Locker is being used by this V8 instance.
*/
static bool IsActive();
private:
bool has_lock_;
bool top_level_;
internal::Isolate* isolate_;
static bool active_;
// Disallow copying and assigning.
Locker(const Locker&);
void operator=(const Locker&);
};
/**
* An interface for exporting data from V8, using "push" model.
*/
class V8EXPORT OutputStream { // NOLINT
public:
enum OutputEncoding {
kAscii = 0 // 7-bit ASCII.
};
enum WriteResult {
kContinue = 0,
kAbort = 1
};
virtual ~OutputStream() {}
/** Notify about the end of stream. */
virtual void EndOfStream() = 0;
/** Get preferred output chunk size. Called only once. */
virtual int GetChunkSize() { return 1024; }
/** Get preferred output encoding. Called only once. */
virtual OutputEncoding GetOutputEncoding() { return kAscii; }
/**
* Writes the next chunk of snapshot data into the stream. Writing
* can be stopped by returning kAbort as function result. EndOfStream
* will not be called in case writing was aborted.
*/
virtual WriteResult WriteAsciiChunk(char* data, int size) = 0;
};
/**
* An interface for reporting progress and controlling long-running
* activities.
*/
class V8EXPORT ActivityControl { // NOLINT
public:
enum ControlOption {
kContinue = 0,
kAbort = 1
};
virtual ~ActivityControl() {}
/**
* Notify about current progress. The activity can be stopped by
* returning kAbort as the callback result.
*/
virtual ControlOption ReportProgressValue(int done, int total) = 0;
};
// --- Implementation ---
namespace internal {
const int kApiPointerSize = sizeof(void*); // NOLINT
const int kApiIntSize = sizeof(int); // NOLINT
// Tag information for HeapObject.
const int kHeapObjectTag = 1;
const int kHeapObjectTagSize = 2;
const intptr_t kHeapObjectTagMask = (1 << kHeapObjectTagSize) - 1;
// Tag information for Smi.
const int kSmiTag = 0;
const int kSmiTagSize = 1;
const intptr_t kSmiTagMask = (1 << kSmiTagSize) - 1;
template <size_t ptr_size> struct SmiTagging;
// Smi constants for 32-bit systems.
template <> struct SmiTagging<4> {
static const int kSmiShiftSize = 0;
static const int kSmiValueSize = 31;
static inline int SmiToInt(internal::Object* value) {
int shift_bits = kSmiTagSize + kSmiShiftSize;
// Throw away top 32 bits and shift down (requires >> to be sign extending).
return static_cast<int>(reinterpret_cast<intptr_t>(value)) >> shift_bits;
}
// For 32-bit systems any 2 bytes aligned pointer can be encoded as smi
// with a plain reinterpret_cast.
static const uintptr_t kEncodablePointerMask = 0x1;
static const int kPointerToSmiShift = 0;
};
// Smi constants for 64-bit systems.
template <> struct SmiTagging<8> {
static const int kSmiShiftSize = 31;
static const int kSmiValueSize = 32;
static inline int SmiToInt(internal::Object* value) {
int shift_bits = kSmiTagSize + kSmiShiftSize;
// Shift down and throw away top 32 bits.
return static_cast<int>(reinterpret_cast<intptr_t>(value) >> shift_bits);
}
// To maximize the range of pointers that can be encoded
// in the available 32 bits, we require them to be 8 bytes aligned.
// This gives 2 ^ (32 + 3) = 32G address space covered.
// It might be not enough to cover stack allocated objects on some platforms.
static const int kPointerAlignment = 3;
static const uintptr_t kEncodablePointerMask =
~(uintptr_t(0xffffffff) << kPointerAlignment);
static const int kPointerToSmiShift =
kSmiTagSize + kSmiShiftSize - kPointerAlignment;
};
typedef SmiTagging<kApiPointerSize> PlatformSmiTagging;
const int kSmiShiftSize = PlatformSmiTagging::kSmiShiftSize;
const int kSmiValueSize = PlatformSmiTagging::kSmiValueSize;
const uintptr_t kEncodablePointerMask =
PlatformSmiTagging::kEncodablePointerMask;
const int kPointerToSmiShift = PlatformSmiTagging::kPointerToSmiShift;
template <size_t ptr_size> struct InternalConstants;
// Internal constants for 32-bit systems.
template <> struct InternalConstants<4> {
static const int kStringResourceOffset = 3 * kApiPointerSize;
};
// Internal constants for 64-bit systems.
template <> struct InternalConstants<8> {
static const int kStringResourceOffset = 3 * kApiPointerSize;
};
/**
* This class exports constants and functionality from within v8 that
* is necessary to implement inline functions in the v8 api. Don't
* depend on functions and constants defined here.
*/
class Internals {
public:
// These values match non-compiler-dependent values defined within
// the implementation of v8.
static const int kHeapObjectMapOffset = 0;
static const int kMapInstanceTypeOffset = 1 * kApiPointerSize + kApiIntSize;
static const int kStringResourceOffset =
InternalConstants<kApiPointerSize>::kStringResourceOffset;
static const int kForeignAddressOffset = kApiPointerSize;
static const int kJSObjectHeaderSize = 3 * kApiPointerSize;
static const int kFullStringRepresentationMask = 0x07;
static const int kExternalTwoByteRepresentationTag = 0x02;
static const int kJSObjectType = 0xa7;
static const int kFirstNonstringType = 0x80;
static const int kForeignType = 0x85;
static inline bool HasHeapObjectTag(internal::Object* value) {
return ((reinterpret_cast<intptr_t>(value) & kHeapObjectTagMask) ==
kHeapObjectTag);
}
static inline bool HasSmiTag(internal::Object* value) {
return ((reinterpret_cast<intptr_t>(value) & kSmiTagMask) == kSmiTag);
}
static inline int SmiValue(internal::Object* value) {
return PlatformSmiTagging::SmiToInt(value);
}
static inline int GetInstanceType(internal::Object* obj) {
typedef internal::Object O;
O* map = ReadField<O*>(obj, kHeapObjectMapOffset);
return ReadField<uint8_t>(map, kMapInstanceTypeOffset);
}
static inline void* GetExternalPointerFromSmi(internal::Object* value) {
const uintptr_t address = reinterpret_cast<uintptr_t>(value);
return reinterpret_cast<void*>(address >> kPointerToSmiShift);
}
static inline void* GetExternalPointer(internal::Object* obj) {
if (HasSmiTag(obj)) {
return GetExternalPointerFromSmi(obj);
} else if (GetInstanceType(obj) == kForeignType) {
return ReadField<void*>(obj, kForeignAddressOffset);
} else {
return NULL;
}
}
static inline bool IsExternalTwoByteString(int instance_type) {
int representation = (instance_type & kFullStringRepresentationMask);
return representation == kExternalTwoByteRepresentationTag;
}
template <typename T>
static inline T ReadField(Object* ptr, int offset) {
uint8_t* addr = reinterpret_cast<uint8_t*>(ptr) + offset - kHeapObjectTag;
return *reinterpret_cast<T*>(addr);
}
static inline bool CanCastToHeapObject(void* o) { return false; }
static inline bool CanCastToHeapObject(Context* o) { return true; }
static inline bool CanCastToHeapObject(String* o) { return true; }
static inline bool CanCastToHeapObject(Object* o) { return true; }
static inline bool CanCastToHeapObject(Message* o) { return true; }
static inline bool CanCastToHeapObject(StackTrace* o) { return true; }
static inline bool CanCastToHeapObject(StackFrame* o) { return true; }
};
} // namespace internal
template <class T>
Local<T>::Local() : Handle<T>() { }
template <class T>
Local<T> Local<T>::New(Handle<T> that) {
if (that.IsEmpty()) return Local<T>();
T* that_ptr = *that;
internal::Object** p = reinterpret_cast<internal::Object**>(that_ptr);
if (internal::Internals::CanCastToHeapObject(that_ptr)) {
return Local<T>(reinterpret_cast<T*>(HandleScope::CreateHandle(
reinterpret_cast<internal::HeapObject*>(*p))));
}
return Local<T>(reinterpret_cast<T*>(HandleScope::CreateHandle(*p)));
}
template <class T>
Persistent<T> Persistent<T>::New(Handle<T> that) {
if (that.IsEmpty()) return Persistent<T>();
internal::Object** p = reinterpret_cast<internal::Object**>(*that);
return Persistent<T>(reinterpret_cast<T*>(V8::GlobalizeReference(p)));
}
template <class T>
bool Persistent<T>::IsNearDeath() const {
if (this->IsEmpty()) return false;
return V8::IsGlobalNearDeath(reinterpret_cast<internal::Object**>(**this));
}
template <class T>
bool Persistent<T>::IsWeak() const {
if (this->IsEmpty()) return false;
return V8::IsGlobalWeak(reinterpret_cast<internal::Object**>(**this));
}
template <class T>
void Persistent<T>::Dispose() {
if (this->IsEmpty()) return;
V8::DisposeGlobal(reinterpret_cast<internal::Object**>(**this));
}
template <class T>
Persistent<T>::Persistent() : Handle<T>() { }
template <class T>
void Persistent<T>::MakeWeak(void* parameters, WeakReferenceCallback callback) {
V8::MakeWeak(reinterpret_cast<internal::Object**>(**this),
parameters,
callback);
}
template <class T>
void Persistent<T>::ClearWeak() {
V8::ClearWeak(reinterpret_cast<internal::Object**>(**this));
}
template <class T>
void Persistent<T>::MarkIndependent() {
V8::MarkIndependent(reinterpret_cast<internal::Object**>(**this));
}
template <class T>
void Persistent<T>::SetWrapperClassId(uint16_t class_id) {
V8::SetWrapperClassId(reinterpret_cast<internal::Object**>(**this), class_id);
}
Arguments::Arguments(internal::Object** implicit_args,
internal::Object** values, int length,
bool is_construct_call)
: implicit_args_(implicit_args),
values_(values),
length_(length),
is_construct_call_(is_construct_call) { }
Local<Value> Arguments::operator[](int i) const {
if (i < 0 || length_ <= i) return Local<Value>(*Undefined());
return Local<Value>(reinterpret_cast<Value*>(values_ - i));
}
Local<Function> Arguments::Callee() const {
return Local<Function>(reinterpret_cast<Function*>(
&implicit_args_[kCalleeIndex]));
}
Local<Object> Arguments::This() const {
return Local<Object>(reinterpret_cast<Object*>(values_ + 1));
}
Local<Object> Arguments::Holder() const {
return Local<Object>(reinterpret_cast<Object*>(
&implicit_args_[kHolderIndex]));
}
Local<Value> Arguments::Data() const {
return Local<Value>(reinterpret_cast<Value*>(&implicit_args_[kDataIndex]));
}
bool Arguments::IsConstructCall() const {
return is_construct_call_;
}
int Arguments::Length() const {
return length_;
}
template <class T>
Local<T> HandleScope::Close(Handle<T> value) {
internal::Object** before = reinterpret_cast<internal::Object**>(*value);
internal::Object** after = RawClose(before);
return Local<T>(reinterpret_cast<T*>(after));
}
Handle<Value> ScriptOrigin::ResourceName() const {
return resource_name_;
}
Handle<Integer> ScriptOrigin::ResourceLineOffset() const {
return resource_line_offset_;
}
Handle<Integer> ScriptOrigin::ResourceColumnOffset() const {
return resource_column_offset_;
}
Handle<Boolean> Boolean::New(bool value) {
return value ? True() : False();
}
void Template::Set(const char* name, v8::Handle<Data> value) {
Set(v8::String::New(name), value);
}
Local<Value> Object::GetInternalField(int index) {
#ifndef V8_ENABLE_CHECKS
Local<Value> quick_result = UncheckedGetInternalField(index);
if (!quick_result.IsEmpty()) return quick_result;
#endif
return CheckedGetInternalField(index);
}
Local<Value> Object::UncheckedGetInternalField(int index) {
typedef internal::Object O;
typedef internal::Internals I;
O* obj = *reinterpret_cast<O**>(this);
if (I::GetInstanceType(obj) == I::kJSObjectType) {
// If the object is a plain JSObject, which is the common case,
// we know where to find the internal fields and can return the
// value directly.
int offset = I::kJSObjectHeaderSize + (internal::kApiPointerSize * index);
O* value = I::ReadField<O*>(obj, offset);
O** result = HandleScope::CreateHandle(value);
return Local<Value>(reinterpret_cast<Value*>(result));
} else {
return Local<Value>();
}
}
void* External::Unwrap(Handle<v8::Value> obj) {
#ifdef V8_ENABLE_CHECKS
return FullUnwrap(obj);
#else
return QuickUnwrap(obj);
#endif
}
void* External::QuickUnwrap(Handle<v8::Value> wrapper) {
typedef internal::Object O;
O* obj = *reinterpret_cast<O**>(const_cast<v8::Value*>(*wrapper));
return internal::Internals::GetExternalPointer(obj);
}
void* Object::GetPointerFromInternalField(int index) {
typedef internal::Object O;
typedef internal::Internals I;
O* obj = *reinterpret_cast<O**>(this);
if (I::GetInstanceType(obj) == I::kJSObjectType) {
// If the object is a plain JSObject, which is the common case,
// we know where to find the internal fields and can return the
// value directly.
int offset = I::kJSObjectHeaderSize + (internal::kApiPointerSize * index);
O* value = I::ReadField<O*>(obj, offset);
return I::GetExternalPointer(value);
}
return SlowGetPointerFromInternalField(index);
}
String* String::Cast(v8::Value* value) {
#ifdef V8_ENABLE_CHECKS
CheckCast(value);
#endif
return static_cast<String*>(value);
}
String::ExternalStringResource* String::GetExternalStringResource() const {
typedef internal::Object O;
typedef internal::Internals I;
O* obj = *reinterpret_cast<O**>(const_cast<String*>(this));
String::ExternalStringResource* result;
if (I::IsExternalTwoByteString(I::GetInstanceType(obj))) {
void* value = I::ReadField<void*>(obj, I::kStringResourceOffset);
result = reinterpret_cast<String::ExternalStringResource*>(value);
} else {
result = NULL;
}
#ifdef V8_ENABLE_CHECKS
VerifyExternalStringResource(result);
#endif
return result;
}
bool Value::IsString() const {
#ifdef V8_ENABLE_CHECKS
return FullIsString();
#else
return QuickIsString();
#endif
}
bool Value::QuickIsString() const {
typedef internal::Object O;
typedef internal::Internals I;
O* obj = *reinterpret_cast<O**>(const_cast<Value*>(this));
if (!I::HasHeapObjectTag(obj)) return false;
return (I::GetInstanceType(obj) < I::kFirstNonstringType);
}
Number* Number::Cast(v8::Value* value) {
#ifdef V8_ENABLE_CHECKS
CheckCast(value);
#endif
return static_cast<Number*>(value);
}
Integer* Integer::Cast(v8::Value* value) {
#ifdef V8_ENABLE_CHECKS
CheckCast(value);
#endif
return static_cast<Integer*>(value);
}
Date* Date::Cast(v8::Value* value) {
#ifdef V8_ENABLE_CHECKS
CheckCast(value);
#endif
return static_cast<Date*>(value);
}
StringObject* StringObject::Cast(v8::Value* value) {
#ifdef V8_ENABLE_CHECKS
CheckCast(value);
#endif
return static_cast<StringObject*>(value);
}
NumberObject* NumberObject::Cast(v8::Value* value) {
#ifdef V8_ENABLE_CHECKS
CheckCast(value);
#endif
return static_cast<NumberObject*>(value);
}
BooleanObject* BooleanObject::Cast(v8::Value* value) {
#ifdef V8_ENABLE_CHECKS
CheckCast(value);
#endif
return static_cast<BooleanObject*>(value);
}
RegExp* RegExp::Cast(v8::Value* value) {
#ifdef V8_ENABLE_CHECKS
CheckCast(value);
#endif
return static_cast<RegExp*>(value);
}
Object* Object::Cast(v8::Value* value) {
#ifdef V8_ENABLE_CHECKS
CheckCast(value);
#endif
return static_cast<Object*>(value);
}
Array* Array::Cast(v8::Value* value) {
#ifdef V8_ENABLE_CHECKS
CheckCast(value);
#endif
return static_cast<Array*>(value);
}
Function* Function::Cast(v8::Value* value) {
#ifdef V8_ENABLE_CHECKS
CheckCast(value);
#endif
return static_cast<Function*>(value);
}
External* External::Cast(v8::Value* value) {
#ifdef V8_ENABLE_CHECKS
CheckCast(value);
#endif
return static_cast<External*>(value);
}
Local<Value> AccessorInfo::Data() const {
return Local<Value>(reinterpret_cast<Value*>(&args_[-2]));
}
Local<Object> AccessorInfo::This() const {
return Local<Object>(reinterpret_cast<Object*>(&args_[0]));
}
Local<Object> AccessorInfo::Holder() const {
return Local<Object>(reinterpret_cast<Object*>(&args_[-1]));
}
/**
* \example shell.cc
* A simple shell that takes a list of expressions on the
* command-line and executes them.
*/
/**
* \example process.cc
*/
} // namespace v8
#undef V8EXPORT
#undef TYPE_CHECK
#endif // V8_H_