v8/include/v8.h

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// Copyright 2007-2009 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 <stdio.h>
#ifdef _WIN32
// When compiling on MinGW stdint.h is available.
#ifdef __MINGW32__
#include <stdint.h>
#else // __MINGW32__
typedef signed char int8_t;
typedef unsigned char uint8_t;
typedef short int16_t; // NOLINT
typedef unsigned short uint16_t; // NOLINT
typedef int int32_t;
typedef unsigned int uint32_t;
typedef __int64 int64_t;
typedef unsigned __int64 uint64_t;
// intptr_t and friends are defined in crtdefs.h through stdio.h.
#endif // __MINGW32__
// 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.
// The reason for having both V8EXPORT and V8EXPORT_INLINE is that classes which
// have their code inside this header file need to have __declspec(dllexport)
// when building the DLL but cannot have __declspec(dllimport) when building
// a program which uses the DLL.
#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)
#define V8EXPORT_INLINE __declspec(dllexport)
#elif USING_V8_SHARED
#define V8EXPORT __declspec(dllimport)
#define V8EXPORT_INLINE
#else
#define V8EXPORT
#define V8EXPORT_INLINE
#endif // BUILDING_V8_SHARED
#else // _WIN32
#include <stdint.h>
// 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")))
#define V8EXPORT_INLINE __attribute__ ((visibility("default")))
#else // defined(__GNUC__) && (__GNUC__ >= 4)
#define V8EXPORT
#define V8EXPORT_INLINE
#endif // defined(__GNUC__) && (__GNUC__ >= 4)
#endif // _WIN32
/**
* The v8 JavaScript engine.
*/
namespace v8 {
class Context;
class String;
class Value;
class Utils;
class Number;
class Object;
class Array;
class Int32;
class Uint32;
class External;
class Primitive;
class Boolean;
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;
namespace internal {
class Arguments;
class Object;
class Top;
}
// --- W e a k H a n d l e s
/**
* A weak reference callback function.
*
* \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);
// --- H a n d l e s ---
#define TYPE_CHECK(T, S) \
while (false) { \
*(static_cast<T**>(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
* an 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 V8EXPORT_INLINE Handle {
public:
/**
* Creates an empty handle.
*/
inline Handle();
/**
* Creates a new handle for the specified value.
*/
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 compiletime 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.
*/
bool IsEmpty() const { return val_ == 0; }
T* operator->() const { return val_; }
T* operator*() const { return val_; }
/**
* Sets the handle to be empty. IsEmpty() will then return true.
*/
void Clear() { this->val_ = 0; }
/**
* 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> 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> 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 V8EXPORT_INLINE 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 V8EXPORT_INLINE 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 compiletime 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 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();
/**
*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;
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);
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:
int extensions;
internal::Object** next;
internal::Object** limit;
inline void Initialize() {
extensions = -1;
next = limit = NULL;
}
};
Data previous_;
// 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;
};
// --- S p e c i a l o b j e c t s ---
/**
* 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() { }
static ScriptData* PreCompile(const char* input, int length);
static ScriptData* New(unsigned* data, int length);
virtual int Length() = 0;
virtual unsigned* Data() = 0;
virtual bool HasError() = 0;
};
/**
* The origin, within a file, of a script.
*/
class V8EXPORT ScriptOrigin {
public:
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;
/**
* 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);
};
// --- V a l u e ---
/**
* The superclass of all JavaScript values and objects.
*/
class V8EXPORT Value : public Data {
public:
/**
* Returns true if this value is the undefined value. See ECMA-262
* 4.3.10.
*/
bool IsUndefined() const;
/**
* Returns true if this value is the null value. See ECMA-262
* 4.3.11.
*/
bool IsNull() const;
/**
* Returns true if this value is true.
*/
bool IsTrue() const;
/**
* Returns true if this value is false.
*/
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.
*/
bool IsFunction() const;
/**
* Returns true if this value is an array.
*/
bool IsArray() const;
/**
* Returns true if this value is an object.
*/
bool IsObject() const;
/**
* Returns true if this value is boolean.
*/
bool IsBoolean() const;
/**
* Returns true if this value is a number.
*/
bool IsNumber() const;
/**
* Returns true if this value is external.
*/
bool IsExternal() const;
/**
* Returns true if this value is a 32-bit signed integer.
*/
bool IsInt32() const;
/**
* Returns true if this value is a 32-bit unsigned integer.
*/
bool IsUint32() const;
/**
* Returns true if this value is a Date.
*/
bool IsDate() const;
Local<Boolean> ToBoolean() const;
Local<Number> ToNumber() const;
Local<String> ToString() const;
Local<String> ToDetailString() const;
Local<Object> ToObject() const;
Local<Integer> ToInteger() const;
Local<Uint32> ToUint32() const;
Local<Int32> ToInt32() const;
/**
* Attempts to convert a string to an array index.
* Returns an empty handle if the conversion fails.
*/
Local<Uint32> ToArrayIndex() const;
bool BooleanValue() const;
double NumberValue() const;
int64_t IntegerValue() const;
uint32_t Uint32Value() const;
int32_t Int32Value() const;
/** JS == */
bool Equals(Handle<Value> that) const;
bool StrictEquals(Handle<Value> that) const;
private:
inline bool QuickIsString() const;
bool FullIsString() const;
};
/**
* The superclass of primitive values. See ECMA-262 4.3.2.
*/
class V8EXPORT Primitive : public Value { };
/**
* A primitive boolean value (ECMA-262, 4.3.14). Either the true
* or false value.
*/
class V8EXPORT Boolean : public Primitive {
public:
bool Value() const;
static inline Handle<Boolean> New(bool value);
};
/**
* A JavaScript string value (ECMA-262, 4.3.17).
*/
class V8EXPORT String : public Primitive {
public:
/**
* Returns the number of characters in this string.
*/
int Length() const;
/**
* Returns the number of bytes in the UTF-8 encoded
* representation of this string.
*/
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.
*
* 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 bytes to copy from the string.
* \param nchars_ref The number of characters written, can be NULL.
* \param hints Various hints that might affect performance of this or
* subsequent operations.
* \return The number of bytes copied to the buffer
* excluding the NULL terminator.
*/
enum WriteHints {
NO_HINTS = 0,
HINT_MANY_WRITES_EXPECTED = 1
};
int Write(uint16_t* buffer,
int start = 0,
int length = -1,
WriteHints hints = NO_HINTS) const; // UTF-16
int WriteAscii(char* buffer,
int start = 0,
int length = -1,
WriteHints hints = NO_HINTS) const; // ASCII
int WriteUtf8(char* buffer,
int length = -1,
int* nchars_ref = NULL,
WriteHints hints = NO_HINTS) const; // UTF-8
/**
* A zero length string.
*/
static v8::Local<v8::String> Empty();
/**
* Returns true if the string is external
*/
bool IsExternal() const;
/**
* Returns true if the string is both external and ascii
*/
bool IsExternalAscii() const;
class V8EXPORT ExternalStringResourceBase {
public:
virtual ~ExternalStringResourceBase() {}
protected:
ExternalStringResourceBase() {}
private:
// Disallow copying and assigning.
ExternalStringResourceBase(const ExternalStringResourceBase&);
void operator=(const ExternalStringResourceBase&);
};
/**
* 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 Latin1 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.
*/
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.
*/
static Local<String> New(const char* data, int length = -1);
/** Allocates a new string from utf16 data.*/
static Local<String> New(const uint16_t* data, int length = -1);
/** Creates a symbol. Returns one if it exists already.*/
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.
*/
static Local<String> Concat(Handle<String> left, Handle<String>right);
/**
* Creates a new external string using the data defined in the given
* resource. The resource is deleted when the external string is no
* longer live on V8's heap. The caller of this function should not
* delete or modify the resource. Neither should the underlying buffer be
* deallocated or modified except through the destructor of the
* external string resource.
*/
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 needs 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.
*/
bool MakeExternal(ExternalStringResource* resource);
/**
* Creates a new external string using the ascii data defined in the given
* resource. The resource is deleted when the external string is no
* longer live on V8's heap. The caller of this function should not
* delete or modify the resource. Neither should the underlying buffer be
* deallocated or modified except through the destructor of the
* external string resource.
*/
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 needs 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.
*/
bool MakeExternal(ExternalAsciiStringResource* resource);
/**
* Returns true if this string can be made external.
*/
bool CanMakeExternal();
/** Creates an undetectable string from the supplied ascii or utf-8 data.*/
static Local<String> NewUndetectable(const char* data, int length = -1);
/** Creates an undetectable string from the supplied utf-16 data.*/
static Local<String> NewUndetectable(const uint16_t* data, int length = -1);
/**
* Converts an object to a utf8-encoded character array. 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 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:
void VerifyExternalStringResource(ExternalStringResource* val) const;
static void CheckCast(v8::Value* obj);
};
/**
* A JavaScript number value (ECMA-262, 4.3.20)
*/
class V8EXPORT Number : public Primitive {
public:
double Value() const;
static Local<Number> New(double value);
static inline Number* Cast(v8::Value* obj);
private:
Number();
static void CheckCast(v8::Value* obj);
};
/**
* A JavaScript value representing a signed integer.
*/
class V8EXPORT Integer : public Number {
public:
static Local<Integer> New(int32_t value);
static Local<Integer> NewFromUnsigned(uint32_t value);
int64_t Value() const;
static inline Integer* Cast(v8::Value* obj);
private:
Integer();
static void CheckCast(v8::Value* obj);
};
/**
* A JavaScript value representing a 32-bit signed integer.
*/
class V8EXPORT Int32 : public Integer {
public:
int32_t Value() const;
private:
Int32();
};
/**
* A JavaScript value representing a 32-bit unsigned integer.
*/
class V8EXPORT Uint32 : public Integer {
public:
uint32_t Value() const;
private:
Uint32();
};
/**
* An instance of the built-in Date constructor (ECMA-262, 15.9).
*/
class V8EXPORT Date : public Value {
public:
static Local<Value> New(double time);
/**
* A specialization of Value::NumberValue that is more efficient
* because we know the structure of this object.
*/
double NumberValue() const;
static inline Date* Cast(v8::Value* obj);
private:
static void CheckCast(v8::Value* obj);
};
enum PropertyAttribute {
None = 0,
ReadOnly = 1 << 0,
DontEnum = 1 << 1,
DontDelete = 1 << 2
};
enum ExternalArrayType {
kExternalByteArray = 1,
kExternalUnsignedByteArray,
kExternalShortArray,
kExternalUnsignedShortArray,
kExternalIntArray,
kExternalUnsignedIntArray,
kExternalFloatArray
};
/**
* A JavaScript object (ECMA-262, 4.3.3)
*/
class V8EXPORT Object : public Value {
public:
bool Set(Handle<Value> key,
Handle<Value> value,
PropertyAttribute attribs = None);
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.
bool ForceSet(Handle<Value> key,
Handle<Value> value,
PropertyAttribute attribs = None);
Local<Value> Get(Handle<Value> key);
Local<Value> Get(uint32_t index);
// TODO(1245389): Replace the type-specific versions of these
// functions with generic ones that accept a Handle<Value> key.
bool Has(Handle<String> key);
bool Delete(Handle<String> key);
// Delete a property on this object bypassing interceptors and
// ignoring dont-delete attributes.
bool ForceDelete(Handle<Value> key);
bool Has(uint32_t index);
bool Delete(uint32_t index);
/**
* 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.
*/
Local<Array> GetPropertyNames();
/**
* Get the prototype object. This does not skip objects marked to
* be skipped by __proto__ and it does not consult the security
* handler.
*/
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.
*/
bool SetPrototype(Handle<Value> prototype);
/**
* Finds an instance of the given function template in the prototype
* chain.
*/
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.
*/
Local<String> ObjectProtoToString();
/** Gets the number of internal fields for this Object. */
int InternalFieldCount();
/** Gets the value in an internal field. */
inline Local<Value> GetInternalField(int index);
/** Sets the value in an internal field. */
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. */
void SetPointerInInternalField(int index, void* value);
// Testers for local properties.
bool HasRealNamedProperty(Handle<String> key);
bool HasRealIndexedProperty(uint32_t index);
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.
*/
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.
*/
Local<Value> GetRealNamedProperty(Handle<String> key);
/** Tests for a named lookup interceptor.*/
bool HasNamedLookupInterceptor();
/** Tests for an index lookup interceptor.*/
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.
*/
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
void TurnOnAccessCheck();
/**
* Returns the identity hash for this object. The current implemenation 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.
*/
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::".
*/
bool SetHiddenValue(Handle<String> key, Handle<Value> value);
Local<Value> GetHiddenValue(Handle<String> key);
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.
*/
bool IsDirty();
/**
* Clone this object with a fast but shallow copy. Values will point
* to the same values as the original object.
*/
Local<Object> Clone();
/**
* 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.
*/
void SetIndexedPropertiesToPixelData(uint8_t* data, int length);
/**
* 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.
*/
void SetIndexedPropertiesToExternalArrayData(void* data,
ExternalArrayType array_type,
int number_of_elements);
static Local<Object> New();
static inline Object* Cast(Value* obj);
private:
Object();
static void CheckCast(Value* obj);
Local<Value> CheckedGetInternalField(int index);
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 V8EXPORT Array : public Object {
public:
uint32_t Length() const;
/**
* Clones an element at index |index|. Returns an empty
* handle if cloning fails (for any reason).
*/
Local<Object> CloneElementAt(uint32_t index);
static Local<Array> New(int length = 0);
static inline Array* Cast(Value* obj);
private:
Array();
static void CheckCast(Value* obj);
};
/**
* A JavaScript function object (ECMA-262, 15.3).
*/
class V8EXPORT Function : public Object {
public:
Local<Object> NewInstance() const;
Local<Object> NewInstance(int argc, Handle<Value> argv[]) const;
Local<Value> Call(Handle<Object> recv, int argc, Handle<Value> argv[]);
void SetName(Handle<String> name);
Handle<Value> GetName() const;
/**
* Returns zero based line number of function body and
* kLineOffsetNotFound if no information available.
*/
int GetScriptLineNumber() const;
ScriptOrigin GetScriptOrigin() const;
static inline Function* Cast(Value* obj);
static const int kLineOffsetNotFound;
private:
Function();
static void CheckCast(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 V8EXPORT External : public Value {
public:
static Local<Value> Wrap(void* data);
static inline void* Unwrap(Handle<Value> obj);
static Local<External> New(void* value);
static inline External* Cast(Value* obj);
void* Value() const;
private:
External();
static void CheckCast(v8::Value* obj);
static inline void* QuickUnwrap(Handle<v8::Value> obj);
static void* FullUnwrap(Handle<v8::Value> obj);
};
// --- T e m p l a t e s ---
/**
* 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 V8EXPORT 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:
Arguments();
friend class ImplementationUtilities;
inline Arguments(Local<Value> data,
Local<Object> holder,
Local<Function> callee,
bool is_construct_call,
void** values, int length);
Local<Value> data_;
Local<Object> holder_;
Local<Function> callee_;
bool is_construct_call_;
void** values_;
int length_;
};
/**
* 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);
typedef int (*LookupCallback)(Local<Object> self, Local<String> name);
/**
* Accessor[Getter|Setter] are used as callback functions when
* setting|getting a particular property. See objectTemplate::SetAccessor.
*/
typedef Handle<Value> (*AccessorGetter)(Local<String> property,
const AccessorInfo& info);
typedef void (*AccessorSetter)(Local<String> property,
Local<Value> value,
const AccessorInfo& info);
/**
* 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 true if the property exists and false otherwise.
*/
typedef Handle<Boolean> (*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 true if the property exists and false otherwise.
*/
typedef Handle<Boolean> (*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 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
};
/**
* 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);
/**
* 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 is 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 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 is 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();
};
// --- E x t e n s i o n s ---
/**
* Ignore
*/
class V8EXPORT Extension { // NOLINT
public:
Extension(const char* name,
const char* source = 0,
int dep_count = 0,
const char** deps = 0);
virtual ~Extension() { }
virtual v8::Handle<v8::FunctionTemplate>
GetNativeFunction(v8::Handle<v8::String> name) {
return v8::Handle<v8::FunctionTemplate>();
}
const char* name() { return name_; }
const char* source() { 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_;
const char* 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);
}
};
// --- S t a t i c s ---
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; }
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_;
uint32_t* stack_limit_;
};
bool SetResourceConstraints(ResourceConstraints* constraints);
// --- E x c e p t i o n s ---
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);
};
// --- C o u n t e r s C a l l b a c k s ---
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);
// --- F a i l e d A c c e s s C h e c k C a l l b a c k ---
typedef void (*FailedAccessCheckCallback)(Local<Object> target,
AccessType type,
Local<Value> data);
// --- G a r b a g e C o l l e c t i o n C a l l b a c k s
/**
* 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)();
// --- C o n t e x t G e n e r a t o r ---
/**
* Applications must provide a callback function which is called to generate
* a context if a context was not deserialized from the snapshot.
*/
typedef Persistent<Context> (*ContextGenerator)();
/**
* Profiler modules.
*
* In V8, profiler consists of several modules: CPU profiler, and different
* kinds of heap profiling. Each can be turned on / off independently.
* When PROFILER_MODULE_HEAP_SNAPSHOT flag is passed to ResumeProfilerEx,
* modules are enabled only temporarily for making a snapshot of the heap.
*/
enum ProfilerModules {
PROFILER_MODULE_NONE = 0,
PROFILER_MODULE_CPU = 1,
PROFILER_MODULE_HEAP_STATS = 1 << 1,
PROFILER_MODULE_JS_CONSTRUCTORS = 1 << 2,
PROFILER_MODULE_HEAP_SNAPSHOT = 1 << 16
};
/**
* 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 used_heap_size() { return used_heap_size_; }
private:
void set_total_heap_size(size_t size) { total_heap_size_ = size; }
void set_used_heap_size(size_t size) { used_heap_size_ = size; }
size_t total_heap_size_;
size_t used_heap_size_;
friend class V8;
};
/**
* 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);
/**
* 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 a
* 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();
/**
* Adds a message listener.
*
* The same message listener can be added more than once and it 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);
/**
* 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);
/**
* 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.
*/
static void AddObjectGroup(Persistent<Value>* objects, 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();
/**
* 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();
/**
* Resumes specified profiler modules. Can be called several times to
* mark the opening of a profiler events block with the given tag.
*
* "ResumeProfiler" is equivalent to "ResumeProfilerEx(PROFILER_MODULE_CPU)".
* See ProfilerModules enum.
*
* \param flags Flags specifying profiler modules.
* \param tag Profile tag.
*/
static void ResumeProfilerEx(int flags, int tag = 0);
/**
* Pauses specified profiler modules. Each call to "PauseProfilerEx" closes
* a block of profiler events opened by a call to "ResumeProfilerEx" with the
* same tag value. There is no need for blocks to be properly nested.
* The profiler is paused when the last opened block is closed.
*
* "PauseProfiler" is equivalent to "PauseProfilerEx(PROFILER_MODULE_CPU)".
* See ProfilerModules enum.
*
* \param flags Flags specifying profiler modules.
* \param tag Profile tag.
*/
static void PauseProfilerEx(int flags, int tag = 0);
/**
* Returns active (resumed) profiler modules.
* See ProfilerModules enum.
*
* \returns active profiler modules.
*/
static int GetActiveProfilerModules();
/**
* If logging is performed into a memory buffer (via --logfile=*), allows to
* retrieve previously written messages. This can be used for retrieving
* profiler log data in the application. This function is thread-safe.
*
* Caller provides a destination buffer that must exist during GetLogLines
* call. Only whole log lines are copied into the buffer.
*
* \param from_pos specified a point in a buffer to read from, 0 is the
* beginning of a buffer. It is assumed that caller updates its current
* position using returned size value from the previous call.
* \param dest_buf destination buffer for log data.
* \param max_size size of the destination buffer.
* \returns actual size of log data copied into buffer.
*/
static int GetLogLines(int from_pos, char* dest_buf, int max_size);
/**
* The minimum allowed size for a log lines buffer. If the size of
* the buffer given will not be enough to hold a line of the maximum
* length, an attempt to find a log line end in GetLogLines will
* fail, and an empty result will be returned.
*/
static const int kMinimumSizeForLogLinesBuffer = 2048;
/**
* 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
* handlers. 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.
*
* This method can be used by any thread even if that thread has not
* acquired the V8 lock with a Locker object.
*/
static void TerminateExecution();
/**
* 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.
*/
static bool IsExecutionTerminating();
/**
* 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.
*/
static bool IdleNotification();
/**
* 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 bool IsGlobalNearDeath(internal::Object** global_handle);
static bool IsGlobalWeak(internal::Object** global_handle);
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:
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::Top;
};
// --- C o n t e x t ---
/**
* 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:
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
/** Returns the global object of the context. */
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. */
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();
/**
* Stack-allocated class which sets the execution context for all
* operations executed within a local scope.
*/
class V8EXPORT Scope {
public:
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 V8. The definition of 'using V8' includes
* accessing handles or holding onto object pointers obtained from V8
* handles. It is up to the user of V8 to ensure (perhaps with
* locking) that this constraint is not violated.
*
* If you wish to start using V8 in a thread you can do this by constructing
* a v8::Locker object. After the code using V8 has completed for the
* current thread you can call the destructor. This can be combined
* with C++ scope-based construction as follows:
*
* \code
* ...
* {
* v8::Locker locker;
* ...
* // Code using V8 goes here.
* ...
* } // Destructor called here
* \endcode
*
* If you wish to stop using V8 in a thread A you can do this by either
* by destroying the v8::Locker object as above or by constructing a
* v8::Unlocker object:
*
* \code
* {
* v8::Unlocker unlocker;
* ...
* // Code not using V8 goes here while V8 can run in another thread.
* ...
* } // Destructor called here.
* \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;
* // V8 locked.
* {
* v8::Locker another_locker;
* // V8 still locked (2 levels).
* {
* v8::Unlocker unlocker;
* // V8 not locked.
* }
* // V8 locked again (2 levels).
* }
* // V8 still locked (1 level).
* }
* // V8 Now no longer locked.
* \endcode
*/
class V8EXPORT Unlocker {
public:
Unlocker();
~Unlocker();
};
class V8EXPORT Locker {
public:
Locker();
~Locker();
/**
* Start preemption.
*
* When preemption is started, a timer is fired every n milli seconds
* 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 is locked by the current thread.
*/
static bool IsLocked();
/**
* Returns whether v8::Locker is being used by this V8 instance.
*/
static bool IsActive() { return active_; }
private:
bool has_lock_;
bool top_level_;
static bool active_;
// Disallow copying and assigning.
Locker(const Locker&);
void operator=(const Locker&);
};
// --- I m p l e m e n t a t i o n ---
namespace internal {
// 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 SmiConstants;
// Smi constants for 32-bit systems.
template <> struct SmiConstants<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;
}
};
// Smi constants for 64-bit systems.
template <> struct SmiConstants<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);
}
};
const int kSmiShiftSize = SmiConstants<sizeof(void*)>::kSmiShiftSize;
const int kSmiValueSize = SmiConstants<sizeof(void*)>::kSmiValueSize;
template <size_t ptr_size> struct InternalConstants;
// Internal constants for 32-bit systems.
template <> struct InternalConstants<4> {
static const int kStringResourceOffset = 3 * sizeof(void*);
};
// Internal constants for 64-bit systems.
template <> struct InternalConstants<8> {
static const int kStringResourceOffset = 2 * sizeof(void*);
};
/**
* 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 = sizeof(void*) + sizeof(int);
static const int kStringResourceOffset =
InternalConstants<sizeof(void*)>::kStringResourceOffset;
static const int kProxyProxyOffset = sizeof(void*);
static const int kJSObjectHeaderSize = 3 * sizeof(void*);
static const int kFullStringRepresentationMask = 0x07;
static const int kExternalTwoByteRepresentationTag = 0x03;
// These constants are compiler dependent so their values must be
// defined within the implementation.
V8EXPORT static int kJSObjectType;
V8EXPORT static int kFirstNonstringType;
V8EXPORT static int kProxyType;
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 SmiConstants<sizeof(void*)>::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* GetExternalPointer(internal::Object* obj) {
if (HasSmiTag(obj)) {
return obj;
} else if (GetInstanceType(obj) == kProxyType) {
return ReadField<void*>(obj, kProxyProxyOffset);
} 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);
}
};
}
template <class T>
Handle<T>::Handle() : val_(0) { }
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>();
internal::Object** p = reinterpret_cast<internal::Object**>(*that);
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));
}
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 callee_;
}
Local<Object> Arguments::This() const {
return Local<Object>(reinterpret_cast<Object*>(values_ + 1));
}
Local<Object> Arguments::Holder() const {
return holder_;
}
Local<Value> Arguments::Data() const {
return data_;
}
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 + (sizeof(void*) * 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 + (sizeof(void*) * 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);
}
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 V8EXPORT_INLINE
#undef TYPE_CHECK
#endif // V8_H_