// Copyright 2011 the V8 project authors. All rights reserved. // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are // met: // // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above // copyright notice, this list of conditions and the following // disclaimer in the documentation and/or other materials provided // with the distribution. // * Neither the name of Google Inc. nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. /** \mainpage V8 API Reference Guide * * V8 is Google's open source JavaScript engine. * * This set of documents provides reference material generated from the * V8 header file, include/v8.h. * * For other documentation see http://code.google.com/apis/v8/ */ #ifndef V8_H_ #define V8_H_ #include "v8stdint.h" #ifdef _WIN32 // Setup for Windows DLL export/import. When building the V8 DLL the // BUILDING_V8_SHARED needs to be defined. When building a program which uses // the V8 DLL USING_V8_SHARED needs to be defined. When either building the V8 // static library or building a program which uses the V8 static library neither // BUILDING_V8_SHARED nor USING_V8_SHARED should be defined. #if defined(BUILDING_V8_SHARED) && defined(USING_V8_SHARED) #error both BUILDING_V8_SHARED and USING_V8_SHARED are set - please check the\ build configuration to ensure that at most one of these is set #endif #ifdef BUILDING_V8_SHARED #define V8EXPORT __declspec(dllexport) #elif USING_V8_SHARED #define V8EXPORT __declspec(dllimport) #else #define V8EXPORT #endif // BUILDING_V8_SHARED #else // _WIN32 // Setup for Linux shared library export. There is no need to distinguish // between building or using the V8 shared library, but we should not // export symbols when we are building a static library. #if defined(__GNUC__) && (__GNUC__ >= 4) && defined(V8_SHARED) #define V8EXPORT __attribute__ ((visibility("default"))) #else // defined(__GNUC__) && (__GNUC__ >= 4) #define V8EXPORT #endif // defined(__GNUC__) && (__GNUC__ >= 4) #endif // _WIN32 /** * The v8 JavaScript engine. */ namespace v8 { class Context; class String; class StringObject; class Value; class Utils; class Number; class NumberObject; class Object; class Array; class Int32; class Uint32; class External; class Primitive; class Boolean; class BooleanObject; class Integer; class Function; class Date; class ImplementationUtilities; class Signature; template <class T> class Handle; template <class T> class Local; template <class T> class Persistent; class FunctionTemplate; class ObjectTemplate; class Data; class AccessorInfo; class StackTrace; class StackFrame; namespace internal { class Arguments; class Object; class Heap; class HeapObject; class Isolate; } // --- Weak Handles --- /** * A weak reference callback function. * * This callback should either explicitly invoke Dispose on |object| if * V8 wrapper is not needed anymore, or 'revive' it by invocation of MakeWeak. * * \param object the weak global object to be reclaimed by the garbage collector * \param parameter the value passed in when making the weak global object */ typedef void (*WeakReferenceCallback)(Persistent<Value> object, void* parameter); // --- Handles --- #define TYPE_CHECK(T, S) \ while (false) { \ *(static_cast<T* volatile*>(0)) = static_cast<S*>(0); \ } /** * An object reference managed by the v8 garbage collector. * * All objects returned from v8 have to be tracked by the garbage * collector so that it knows that the objects are still alive. Also, * because the garbage collector may move objects, it is unsafe to * point directly to an object. Instead, all objects are stored in * handles which are known by the garbage collector and updated * whenever an object moves. Handles should always be passed by value * (except in cases like out-parameters) and they should never be * allocated on the heap. * * There are two types of handles: local and persistent handles. * Local handles are light-weight and transient and typically used in * local operations. They are managed by HandleScopes. Persistent * handles can be used when storing objects across several independent * operations and have to be explicitly deallocated when they're no * longer used. * * It is safe to extract the object stored in the handle by * dereferencing the handle (for instance, to extract the Object* from * a Handle<Object>); the value will still be governed by a handle * behind the scenes and the same rules apply to these values as to * their handles. */ template <class T> class Handle { public: /** * Creates an empty handle. */ inline Handle() : val_(0) {} /** * Creates a new handle for the specified value. */ inline explicit Handle(T* val) : val_(val) {} /** * Creates a handle for the contents of the specified handle. This * constructor allows you to pass handles as arguments by value and * to assign between handles. However, if you try to assign between * incompatible handles, for instance from a Handle<String> to a * Handle<Number> it will cause a compile-time error. Assigning * between compatible handles, for instance assigning a * Handle<String> to a variable declared as Handle<Value>, is legal * because String is a subclass of Value. */ template <class S> inline Handle(Handle<S> that) : val_(reinterpret_cast<T*>(*that)) { /** * This check fails when trying to convert between incompatible * handles. For example, converting from a Handle<String> to a * Handle<Number>. */ TYPE_CHECK(T, S); } /** * Returns true if the handle is empty. */ inline bool IsEmpty() const { return val_ == 0; } /** * Sets the handle to be empty. IsEmpty() will then return true. */ inline void Clear() { val_ = 0; } inline T* operator->() const { return val_; } inline T* operator*() const { return val_; } /** * Checks whether two handles are the same. * Returns true if both are empty, or if the objects * to which they refer are identical. * The handles' references are not checked. */ template <class S> inline bool operator==(Handle<S> that) const { internal::Object** a = reinterpret_cast<internal::Object**>(**this); internal::Object** b = reinterpret_cast<internal::Object**>(*that); if (a == 0) return b == 0; if (b == 0) return false; return *a == *b; } /** * Checks whether two handles are different. * Returns true if only one of the handles is empty, or if * the objects to which they refer are different. * The handles' references are not checked. */ template <class S> inline bool operator!=(Handle<S> that) const { return !operator==(that); } template <class S> static inline Handle<T> Cast(Handle<S> that) { #ifdef V8_ENABLE_CHECKS // If we're going to perform the type check then we have to check // that the handle isn't empty before doing the checked cast. if (that.IsEmpty()) return Handle<T>(); #endif return Handle<T>(T::Cast(*that)); } template <class S> inline Handle<S> As() { return Handle<S>::Cast(*this); } private: T* val_; }; /** * A light-weight stack-allocated object handle. All operations * that return objects from within v8 return them in local handles. They * are created within HandleScopes, and all local handles allocated within a * handle scope are destroyed when the handle scope is destroyed. Hence it * is not necessary to explicitly deallocate local handles. */ template <class T> class Local : public Handle<T> { public: inline Local(); template <class S> inline Local(Local<S> that) : Handle<T>(reinterpret_cast<T*>(*that)) { /** * This check fails when trying to convert between incompatible * handles. For example, converting from a Handle<String> to a * Handle<Number>. */ TYPE_CHECK(T, S); } template <class S> inline Local(S* that) : Handle<T>(that) { } template <class S> static inline Local<T> Cast(Local<S> that) { #ifdef V8_ENABLE_CHECKS // If we're going to perform the type check then we have to check // that the handle isn't empty before doing the checked cast. if (that.IsEmpty()) return Local<T>(); #endif return Local<T>(T::Cast(*that)); } template <class S> inline Local<S> As() { return Local<S>::Cast(*this); } /** Create a local handle for the content of another handle. * The referee is kept alive by the local handle even when * the original handle is destroyed/disposed. */ inline static Local<T> New(Handle<T> that); }; /** * An object reference that is independent of any handle scope. Where * a Local handle only lives as long as the HandleScope in which it was * allocated, a Persistent handle remains valid until it is explicitly * disposed. * * A persistent handle contains a reference to a storage cell within * the v8 engine which holds an object value and which is updated by * the garbage collector whenever the object is moved. A new storage * cell can be created using Persistent::New and existing handles can * be disposed using Persistent::Dispose. Since persistent handles * are passed by value you may have many persistent handle objects * that point to the same storage cell. For instance, if you pass a * persistent handle as an argument to a function you will not get two * different storage cells but rather two references to the same * storage cell. */ template <class T> class Persistent : public Handle<T> { public: /** * Creates an empty persistent handle that doesn't point to any * storage cell. */ inline Persistent(); /** * Creates a persistent handle for the same storage cell as the * specified handle. This constructor allows you to pass persistent * handles as arguments by value and to assign between persistent * handles. However, attempting to assign between incompatible * persistent handles, for instance from a Persistent<String> to a * Persistent<Number> will cause a compile-time error. Assigning * between compatible persistent handles, for instance assigning a * Persistent<String> to a variable declared as Persistent<Value>, * is allowed as String is a subclass of Value. */ template <class S> inline Persistent(Persistent<S> that) : Handle<T>(reinterpret_cast<T*>(*that)) { /** * This check fails when trying to convert between incompatible * handles. For example, converting from a Handle<String> to a * Handle<Number>. */ TYPE_CHECK(T, S); } template <class S> inline Persistent(S* that) : Handle<T>(that) { } /** * "Casts" a plain handle which is known to be a persistent handle * to a persistent handle. */ template <class S> explicit inline Persistent(Handle<S> that) : Handle<T>(*that) { } template <class S> static inline Persistent<T> Cast(Persistent<S> that) { #ifdef V8_ENABLE_CHECKS // If we're going to perform the type check then we have to check // that the handle isn't empty before doing the checked cast. if (that.IsEmpty()) return Persistent<T>(); #endif return Persistent<T>(T::Cast(*that)); } template <class S> inline Persistent<S> As() { return Persistent<S>::Cast(*this); } /** * Creates a new persistent handle for an existing local or * persistent handle. */ inline static Persistent<T> New(Handle<T> that); /** * Releases the storage cell referenced by this persistent handle. * Does not remove the reference to the cell from any handles. * This handle's reference, and any other references to the storage * cell remain and IsEmpty will still return false. */ inline void Dispose(); /** * Make the reference to this object weak. When only weak handles * refer to the object, the garbage collector will perform a * callback to the given V8::WeakReferenceCallback function, passing * it the object reference and the given parameters. */ inline void MakeWeak(void* parameters, WeakReferenceCallback callback); /** Clears the weak reference to this object.*/ inline void ClearWeak(); /** * Marks the reference to this object independent. Garbage collector * is free to ignore any object groups containing this object. * Weak callback for an independent handle should not * assume that it will be preceded by a global GC prologue callback * or followed by a global GC epilogue callback. */ inline void MarkIndependent(); /** *Checks if the handle holds the only reference to an object. */ inline bool IsNearDeath() const; /** * Returns true if the handle's reference is weak. */ inline bool IsWeak() const; /** * Assigns a wrapper class ID to the handle. See RetainedObjectInfo * interface description in v8-profiler.h for details. */ inline void SetWrapperClassId(uint16_t class_id); private: friend class ImplementationUtilities; friend class ObjectTemplate; }; /** * A stack-allocated class that governs a number of local handles. * After a handle scope has been created, all local handles will be * allocated within that handle scope until either the handle scope is * deleted or another handle scope is created. If there is already a * handle scope and a new one is created, all allocations will take * place in the new handle scope until it is deleted. After that, * new handles will again be allocated in the original handle scope. * * After the handle scope of a local handle has been deleted the * garbage collector will no longer track the object stored in the * handle and may deallocate it. The behavior of accessing a handle * for which the handle scope has been deleted is undefined. */ class V8EXPORT HandleScope { public: HandleScope(); ~HandleScope(); /** * Closes the handle scope and returns the value as a handle in the * previous scope, which is the new current scope after the call. */ template <class T> Local<T> Close(Handle<T> value); /** * Counts the number of allocated handles. */ static int NumberOfHandles(); /** * Creates a new handle with the given value. */ static internal::Object** CreateHandle(internal::Object* value); // Faster version, uses HeapObject to obtain the current Isolate. static internal::Object** CreateHandle(internal::HeapObject* value); private: // Make it impossible to create heap-allocated or illegal handle // scopes by disallowing certain operations. HandleScope(const HandleScope&); void operator=(const HandleScope&); void* operator new(size_t size); void operator delete(void*, size_t); // This Data class is accessible internally as HandleScopeData through a // typedef in the ImplementationUtilities class. class V8EXPORT Data { public: internal::Object** next; internal::Object** limit; int level; inline void Initialize() { next = limit = NULL; level = 0; } }; void Leave(); internal::Isolate* isolate_; internal::Object** prev_next_; internal::Object** prev_limit_; // Allow for the active closing of HandleScopes which allows to pass a handle // from the HandleScope being closed to the next top most HandleScope. bool is_closed_; internal::Object** RawClose(internal::Object** value); friend class ImplementationUtilities; }; // --- Special objects --- /** * The superclass of values and API object templates. */ class V8EXPORT Data { private: Data(); }; /** * Pre-compilation data that can be associated with a script. This * data can be calculated for a script in advance of actually * compiling it, and can be stored between compilations. When script * data is given to the compile method compilation will be faster. */ class V8EXPORT ScriptData { // NOLINT public: virtual ~ScriptData() { } /** * Pre-compiles the specified script (context-independent). * * \param input Pointer to UTF-8 script source code. * \param length Length of UTF-8 script source code. */ static ScriptData* PreCompile(const char* input, int length); /** * Pre-compiles the specified script (context-independent). * * NOTE: Pre-compilation using this method cannot happen on another thread * without using Lockers. * * \param source Script source code. */ static ScriptData* PreCompile(Handle<String> source); /** * Load previous pre-compilation data. * * \param data Pointer to data returned by a call to Data() of a previous * ScriptData. Ownership is not transferred. * \param length Length of data. */ static ScriptData* New(const char* data, int length); /** * Returns the length of Data(). */ virtual int Length() = 0; /** * Returns a serialized representation of this ScriptData that can later be * passed to New(). NOTE: Serialized data is platform-dependent. */ virtual const char* Data() = 0; /** * Returns true if the source code could not be parsed. */ virtual bool HasError() = 0; }; /** * The origin, within a file, of a script. */ class ScriptOrigin { public: inline ScriptOrigin( Handle<Value> resource_name, Handle<Integer> resource_line_offset = Handle<Integer>(), Handle<Integer> resource_column_offset = Handle<Integer>()) : resource_name_(resource_name), resource_line_offset_(resource_line_offset), resource_column_offset_(resource_column_offset) { } inline Handle<Value> ResourceName() const; inline Handle<Integer> ResourceLineOffset() const; inline Handle<Integer> ResourceColumnOffset() const; private: Handle<Value> resource_name_; Handle<Integer> resource_line_offset_; Handle<Integer> resource_column_offset_; }; /** * A compiled JavaScript script. */ class V8EXPORT Script { public: /** * Compiles the specified script (context-independent). * * \param source Script source code. * \param origin Script origin, owned by caller, no references are kept * when New() returns * \param pre_data Pre-parsing data, as obtained by ScriptData::PreCompile() * using pre_data speeds compilation if it's done multiple times. * Owned by caller, no references are kept when New() returns. * \param script_data Arbitrary data associated with script. Using * this has same effect as calling SetData(), but allows data to be * available to compile event handlers. * \return Compiled script object (context independent; when run it * will use the currently entered context). */ static Local<Script> New(Handle<String> source, ScriptOrigin* origin = NULL, ScriptData* pre_data = NULL, Handle<String> script_data = Handle<String>()); /** * Compiles the specified script using the specified file name * object (typically a string) as the script's origin. * * \param source Script source code. * \param file_name file name object (typically a string) to be used * as the script's origin. * \return Compiled script object (context independent; when run it * will use the currently entered context). */ static Local<Script> New(Handle<String> source, Handle<Value> file_name); /** * Compiles the specified script (bound to current context). * * \param source Script source code. * \param origin Script origin, owned by caller, no references are kept * when Compile() returns * \param pre_data Pre-parsing data, as obtained by ScriptData::PreCompile() * using pre_data speeds compilation if it's done multiple times. * Owned by caller, no references are kept when Compile() returns. * \param script_data Arbitrary data associated with script. Using * this has same effect as calling SetData(), but makes data available * earlier (i.e. to compile event handlers). * \return Compiled script object, bound to the context that was active * when this function was called. When run it will always use this * context. */ static Local<Script> Compile(Handle<String> source, ScriptOrigin* origin = NULL, ScriptData* pre_data = NULL, Handle<String> script_data = Handle<String>()); /** * Compiles the specified script using the specified file name * object (typically a string) as the script's origin. * * \param source Script source code. * \param file_name File name to use as script's origin * \param script_data Arbitrary data associated with script. Using * this has same effect as calling SetData(), but makes data available * earlier (i.e. to compile event handlers). * \return Compiled script object, bound to the context that was active * when this function was called. When run it will always use this * context. */ static Local<Script> Compile(Handle<String> source, Handle<Value> file_name, Handle<String> script_data = Handle<String>()); /** * Runs the script returning the resulting value. If the script is * context independent (created using ::New) it will be run in the * currently entered context. If it is context specific (created * using ::Compile) it will be run in the context in which it was * compiled. */ Local<Value> Run(); /** * Returns the script id value. */ Local<Value> Id(); /** * Associate an additional data object with the script. This is mainly used * with the debugger as this data object is only available through the * debugger API. */ void SetData(Handle<String> data); }; /** * An error message. */ class V8EXPORT Message { public: Local<String> Get() const; Local<String> GetSourceLine() const; /** * Returns the resource name for the script from where the function causing * the error originates. */ Handle<Value> GetScriptResourceName() const; /** * Returns the resource data for the script from where the function causing * the error originates. */ Handle<Value> GetScriptData() const; /** * Exception stack trace. By default stack traces are not captured for * uncaught exceptions. SetCaptureStackTraceForUncaughtExceptions allows * to change this option. */ Handle<StackTrace> GetStackTrace() const; /** * Returns the number, 1-based, of the line where the error occurred. */ int GetLineNumber() const; /** * Returns the index within the script of the first character where * the error occurred. */ int GetStartPosition() const; /** * Returns the index within the script of the last character where * the error occurred. */ int GetEndPosition() const; /** * Returns the index within the line of the first character where * the error occurred. */ int GetStartColumn() const; /** * Returns the index within the line of the last character where * the error occurred. */ int GetEndColumn() const; // TODO(1245381): Print to a string instead of on a FILE. static void PrintCurrentStackTrace(FILE* out); static const int kNoLineNumberInfo = 0; static const int kNoColumnInfo = 0; }; /** * Representation of a JavaScript stack trace. The information collected is a * snapshot of the execution stack and the information remains valid after * execution continues. */ class V8EXPORT StackTrace { public: /** * Flags that determine what information is placed captured for each * StackFrame when grabbing the current stack trace. */ enum StackTraceOptions { kLineNumber = 1, kColumnOffset = 1 << 1 | kLineNumber, kScriptName = 1 << 2, kFunctionName = 1 << 3, kIsEval = 1 << 4, kIsConstructor = 1 << 5, kScriptNameOrSourceURL = 1 << 6, kOverview = kLineNumber | kColumnOffset | kScriptName | kFunctionName, kDetailed = kOverview | kIsEval | kIsConstructor | kScriptNameOrSourceURL }; /** * Returns a StackFrame at a particular index. */ Local<StackFrame> GetFrame(uint32_t index) const; /** * Returns the number of StackFrames. */ int GetFrameCount() const; /** * Returns StackTrace as a v8::Array that contains StackFrame objects. */ Local<Array> AsArray(); /** * Grab a snapshot of the current JavaScript execution stack. * * \param frame_limit The maximum number of stack frames we want to capture. * \param options Enumerates the set of things we will capture for each * StackFrame. */ static Local<StackTrace> CurrentStackTrace( int frame_limit, StackTraceOptions options = kOverview); }; /** * A single JavaScript stack frame. */ class V8EXPORT StackFrame { public: /** * Returns the number, 1-based, of the line for the associate function call. * This method will return Message::kNoLineNumberInfo if it is unable to * retrieve the line number, or if kLineNumber was not passed as an option * when capturing the StackTrace. */ int GetLineNumber() const; /** * Returns the 1-based column offset on the line for the associated function * call. * This method will return Message::kNoColumnInfo if it is unable to retrieve * the column number, or if kColumnOffset was not passed as an option when * capturing the StackTrace. */ int GetColumn() const; /** * Returns the name of the resource that contains the script for the * function for this StackFrame. */ Local<String> GetScriptName() const; /** * Returns the name of the resource that contains the script for the * function for this StackFrame or sourceURL value if the script name * is undefined and its source ends with //@ sourceURL=... string. */ Local<String> GetScriptNameOrSourceURL() const; /** * Returns the name of the function associated with this stack frame. */ Local<String> GetFunctionName() const; /** * Returns whether or not the associated function is compiled via a call to * eval(). */ bool IsEval() const; /** * Returns whether or not the associated function is called as a * constructor via "new". */ bool IsConstructor() const; }; // --- Value --- /** * The superclass of all JavaScript values and objects. */ class Value : public Data { public: /** * Returns true if this value is the undefined value. See ECMA-262 * 4.3.10. */ V8EXPORT bool IsUndefined() const; /** * Returns true if this value is the null value. See ECMA-262 * 4.3.11. */ V8EXPORT bool IsNull() const; /** * Returns true if this value is true. */ V8EXPORT bool IsTrue() const; /** * Returns true if this value is false. */ V8EXPORT bool IsFalse() const; /** * Returns true if this value is an instance of the String type. * See ECMA-262 8.4. */ inline bool IsString() const; /** * Returns true if this value is a function. */ V8EXPORT bool IsFunction() const; /** * Returns true if this value is an array. */ V8EXPORT bool IsArray() const; /** * Returns true if this value is an object. */ V8EXPORT bool IsObject() const; /** * Returns true if this value is boolean. */ V8EXPORT bool IsBoolean() const; /** * Returns true if this value is a number. */ V8EXPORT bool IsNumber() const; /** * Returns true if this value is external. */ V8EXPORT bool IsExternal() const; /** * Returns true if this value is a 32-bit signed integer. */ V8EXPORT bool IsInt32() const; /** * Returns true if this value is a 32-bit unsigned integer. */ V8EXPORT bool IsUint32() const; /** * Returns true if this value is a Date. */ V8EXPORT bool IsDate() const; /** * Returns true if this value is a Boolean object. */ V8EXPORT bool IsBooleanObject() const; /** * Returns true if this value is a Number object. */ V8EXPORT bool IsNumberObject() const; /** * Returns true if this value is a String object. */ V8EXPORT bool IsStringObject() const; /** * Returns true if this value is a NativeError. */ V8EXPORT bool IsNativeError() const; /** * Returns true if this value is a RegExp. */ V8EXPORT bool IsRegExp() const; V8EXPORT Local<Boolean> ToBoolean() const; V8EXPORT Local<Number> ToNumber() const; V8EXPORT Local<String> ToString() const; V8EXPORT Local<String> ToDetailString() const; V8EXPORT Local<Object> ToObject() const; V8EXPORT Local<Integer> ToInteger() const; V8EXPORT Local<Uint32> ToUint32() const; V8EXPORT Local<Int32> ToInt32() const; /** * Attempts to convert a string to an array index. * Returns an empty handle if the conversion fails. */ V8EXPORT Local<Uint32> ToArrayIndex() const; V8EXPORT bool BooleanValue() const; V8EXPORT double NumberValue() const; V8EXPORT int64_t IntegerValue() const; V8EXPORT uint32_t Uint32Value() const; V8EXPORT int32_t Int32Value() const; /** JS == */ V8EXPORT bool Equals(Handle<Value> that) const; V8EXPORT bool StrictEquals(Handle<Value> that) const; private: inline bool QuickIsString() const; V8EXPORT bool FullIsString() const; }; /** * The superclass of primitive values. See ECMA-262 4.3.2. */ class Primitive : public Value { }; /** * A primitive boolean value (ECMA-262, 4.3.14). Either the true * or false value. */ class Boolean : public Primitive { public: V8EXPORT bool Value() const; static inline Handle<Boolean> New(bool value); }; /** * A JavaScript string value (ECMA-262, 4.3.17). */ class String : public Primitive { public: /** * Returns the number of characters in this string. */ V8EXPORT int Length() const; /** * Returns the number of bytes in the UTF-8 encoded * representation of this string. */ V8EXPORT int Utf8Length() const; /** * A fast conservative check for non-ASCII characters. May * return true even for ASCII strings, but if it returns * false you can be sure that all characters are in the range * 0-127. */ V8EXPORT bool MayContainNonAscii() const; /** * Write the contents of the string to an external buffer. * If no arguments are given, expects the buffer to be large * enough to hold the entire string and NULL terminator. Copies * the contents of the string and the NULL terminator into the * buffer. * * WriteUtf8 will not write partial UTF-8 sequences, preferring to stop * before the end of the buffer. * * Copies up to length characters into the output buffer. * Only null-terminates if there is enough space in the buffer. * * \param buffer The buffer into which the string will be copied. * \param start The starting position within the string at which * copying begins. * \param length The number of characters to copy from the string. For * WriteUtf8 the number of bytes in the buffer. * \param nchars_ref The number of characters written, can be NULL. * \param options Various options that might affect performance of this or * subsequent operations. * \return The number of characters copied to the buffer excluding the null * terminator. For WriteUtf8: The number of bytes copied to the buffer * including the null terminator (if written). */ enum WriteOptions { NO_OPTIONS = 0, HINT_MANY_WRITES_EXPECTED = 1, NO_NULL_TERMINATION = 2 }; // 16-bit character codes. V8EXPORT int Write(uint16_t* buffer, int start = 0, int length = -1, int options = NO_OPTIONS) const; // ASCII characters. V8EXPORT int WriteAscii(char* buffer, int start = 0, int length = -1, int options = NO_OPTIONS) const; // UTF-8 encoded characters. V8EXPORT int WriteUtf8(char* buffer, int length = -1, int* nchars_ref = NULL, int options = NO_OPTIONS) const; /** * A zero length string. */ V8EXPORT static v8::Local<v8::String> Empty(); /** * Returns true if the string is external */ V8EXPORT bool IsExternal() const; /** * Returns true if the string is both external and ASCII */ V8EXPORT bool IsExternalAscii() const; class V8EXPORT ExternalStringResourceBase { // NOLINT public: virtual ~ExternalStringResourceBase() {} protected: ExternalStringResourceBase() {} /** * Internally V8 will call this Dispose method when the external string * resource is no longer needed. The default implementation will use the * delete operator. This method can be overridden in subclasses to * control how allocated external string resources are disposed. */ virtual void Dispose() { delete this; } private: // Disallow copying and assigning. ExternalStringResourceBase(const ExternalStringResourceBase&); void operator=(const ExternalStringResourceBase&); friend class v8::internal::Heap; }; /** * An ExternalStringResource is a wrapper around a two-byte string * buffer that resides outside V8's heap. Implement an * ExternalStringResource to manage the life cycle of the underlying * buffer. Note that the string data must be immutable. */ class V8EXPORT ExternalStringResource : public ExternalStringResourceBase { public: /** * Override the destructor to manage the life cycle of the underlying * buffer. */ virtual ~ExternalStringResource() {} /** * The string data from the underlying buffer. */ virtual const uint16_t* data() const = 0; /** * The length of the string. That is, the number of two-byte characters. */ virtual size_t length() const = 0; protected: ExternalStringResource() {} }; /** * An ExternalAsciiStringResource is a wrapper around an ASCII * string buffer that resides outside V8's heap. Implement an * ExternalAsciiStringResource to manage the life cycle of the * underlying buffer. Note that the string data must be immutable * and that the data must be strict (7-bit) ASCII, not Latin-1 or * UTF-8, which would require special treatment internally in the * engine and, in the case of UTF-8, do not allow efficient indexing. * Use String::New or convert to 16 bit data for non-ASCII. */ class V8EXPORT ExternalAsciiStringResource : public ExternalStringResourceBase { public: /** * Override the destructor to manage the life cycle of the underlying * buffer. */ virtual ~ExternalAsciiStringResource() {} /** The string data from the underlying buffer.*/ virtual const char* data() const = 0; /** The number of ASCII characters in the string.*/ virtual size_t length() const = 0; protected: ExternalAsciiStringResource() {} }; /** * Get the ExternalStringResource for an external string. Returns * NULL if IsExternal() doesn't return true. */ inline ExternalStringResource* GetExternalStringResource() const; /** * Get the ExternalAsciiStringResource for an external ASCII string. * Returns NULL if IsExternalAscii() doesn't return true. */ V8EXPORT const ExternalAsciiStringResource* GetExternalAsciiStringResource() const; static inline String* Cast(v8::Value* obj); /** * Allocates a new string from either UTF-8 encoded or ASCII data. * The second parameter 'length' gives the buffer length. * If the data is UTF-8 encoded, the caller must * be careful to supply the length parameter. * If it is not given, the function calls * 'strlen' to determine the buffer length, it might be * wrong if 'data' contains a null character. */ V8EXPORT static Local<String> New(const char* data, int length = -1); /** Allocates a new string from 16-bit character codes.*/ V8EXPORT static Local<String> New(const uint16_t* data, int length = -1); /** Creates a symbol. Returns one if it exists already.*/ V8EXPORT static Local<String> NewSymbol(const char* data, int length = -1); /** * Creates a new string by concatenating the left and the right strings * passed in as parameters. */ V8EXPORT static Local<String> Concat(Handle<String> left, Handle<String> right); /** * Creates a new external string using the data defined in the given * resource. When the external string is no longer live on V8's heap the * resource will be disposed by calling its Dispose method. The caller of * this function should not otherwise delete or modify the resource. Neither * should the underlying buffer be deallocated or modified except through the * destructor of the external string resource. */ V8EXPORT static Local<String> NewExternal(ExternalStringResource* resource); /** * Associate an external string resource with this string by transforming it * in place so that existing references to this string in the JavaScript heap * will use the external string resource. The external string resource's * character contents need to be equivalent to this string. * Returns true if the string has been changed to be an external string. * The string is not modified if the operation fails. See NewExternal for * information on the lifetime of the resource. */ V8EXPORT bool MakeExternal(ExternalStringResource* resource); /** * Creates a new external string using the ASCII data defined in the given * resource. When the external string is no longer live on V8's heap the * resource will be disposed by calling its Dispose method. The caller of * this function should not otherwise delete or modify the resource. Neither * should the underlying buffer be deallocated or modified except through the * destructor of the external string resource. */ V8EXPORT static Local<String> NewExternal( ExternalAsciiStringResource* resource); /** * Associate an external string resource with this string by transforming it * in place so that existing references to this string in the JavaScript heap * will use the external string resource. The external string resource's * character contents need to be equivalent to this string. * Returns true if the string has been changed to be an external string. * The string is not modified if the operation fails. See NewExternal for * information on the lifetime of the resource. */ V8EXPORT bool MakeExternal(ExternalAsciiStringResource* resource); /** * Returns true if this string can be made external. */ V8EXPORT bool CanMakeExternal(); /** Creates an undetectable string from the supplied ASCII or UTF-8 data.*/ V8EXPORT static Local<String> NewUndetectable(const char* data, int length = -1); /** Creates an undetectable string from the supplied 16-bit character codes.*/ V8EXPORT static Local<String> NewUndetectable(const uint16_t* data, int length = -1); /** * Converts an object to a UTF-8-encoded character array. Useful if * you want to print the object. If conversion to a string fails * (e.g. due to an exception in the toString() method of the object) * then the length() method returns 0 and the * operator returns * NULL. */ class V8EXPORT Utf8Value { public: explicit Utf8Value(Handle<v8::Value> obj); ~Utf8Value(); char* operator*() { return str_; } const char* operator*() const { return str_; } int length() const { return length_; } private: char* str_; int length_; // Disallow copying and assigning. Utf8Value(const Utf8Value&); void operator=(const Utf8Value&); }; /** * Converts an object to an ASCII string. * Useful if you want to print the object. * If conversion to a string fails (eg. due to an exception in the toString() * method of the object) then the length() method returns 0 and the * operator * returns NULL. */ class V8EXPORT AsciiValue { public: explicit AsciiValue(Handle<v8::Value> obj); ~AsciiValue(); char* operator*() { return str_; } const char* operator*() const { return str_; } int length() const { return length_; } private: char* str_; int length_; // Disallow copying and assigning. AsciiValue(const AsciiValue&); void operator=(const AsciiValue&); }; /** * Converts an object to a two-byte string. * If conversion to a string fails (eg. due to an exception in the toString() * method of the object) then the length() method returns 0 and the * operator * returns NULL. */ class V8EXPORT Value { public: explicit Value(Handle<v8::Value> obj); ~Value(); uint16_t* operator*() { return str_; } const uint16_t* operator*() const { return str_; } int length() const { return length_; } private: uint16_t* str_; int length_; // Disallow copying and assigning. Value(const Value&); void operator=(const Value&); }; private: V8EXPORT void VerifyExternalStringResource(ExternalStringResource* val) const; V8EXPORT static void CheckCast(v8::Value* obj); }; /** * A JavaScript number value (ECMA-262, 4.3.20) */ class Number : public Primitive { public: V8EXPORT double Value() const; V8EXPORT static Local<Number> New(double value); static inline Number* Cast(v8::Value* obj); private: V8EXPORT Number(); V8EXPORT static void CheckCast(v8::Value* obj); }; /** * A JavaScript value representing a signed integer. */ class Integer : public Number { public: V8EXPORT static Local<Integer> New(int32_t value); V8EXPORT static Local<Integer> NewFromUnsigned(uint32_t value); V8EXPORT int64_t Value() const; static inline Integer* Cast(v8::Value* obj); private: V8EXPORT Integer(); V8EXPORT static void CheckCast(v8::Value* obj); }; /** * A JavaScript value representing a 32-bit signed integer. */ class Int32 : public Integer { public: V8EXPORT int32_t Value() const; private: V8EXPORT Int32(); }; /** * A JavaScript value representing a 32-bit unsigned integer. */ class Uint32 : public Integer { public: V8EXPORT uint32_t Value() const; private: V8EXPORT Uint32(); }; enum PropertyAttribute { None = 0, ReadOnly = 1 << 0, DontEnum = 1 << 1, DontDelete = 1 << 2 }; enum ExternalArrayType { kExternalByteArray = 1, kExternalUnsignedByteArray, kExternalShortArray, kExternalUnsignedShortArray, kExternalIntArray, kExternalUnsignedIntArray, kExternalFloatArray, kExternalDoubleArray, kExternalPixelArray }; /** * Accessor[Getter|Setter] are used as callback functions when * setting|getting a particular property. See Object and ObjectTemplate's * method SetAccessor. */ typedef Handle<Value> (*AccessorGetter)(Local<String> property, const AccessorInfo& info); typedef void (*AccessorSetter)(Local<String> property, Local<Value> value, const AccessorInfo& info); /** * Access control specifications. * * Some accessors should be accessible across contexts. These * accessors have an explicit access control parameter which specifies * the kind of cross-context access that should be allowed. * * Additionally, for security, accessors can prohibit overwriting by * accessors defined in JavaScript. For objects that have such * accessors either locally or in their prototype chain it is not * possible to overwrite the accessor by using __defineGetter__ or * __defineSetter__ from JavaScript code. */ enum AccessControl { DEFAULT = 0, ALL_CAN_READ = 1, ALL_CAN_WRITE = 1 << 1, PROHIBITS_OVERWRITING = 1 << 2 }; /** * A JavaScript object (ECMA-262, 4.3.3) */ class Object : public Value { public: V8EXPORT bool Set(Handle<Value> key, Handle<Value> value, PropertyAttribute attribs = None); V8EXPORT bool Set(uint32_t index, Handle<Value> value); // Sets a local property on this object bypassing interceptors and // overriding accessors or read-only properties. // // Note that if the object has an interceptor the property will be set // locally, but since the interceptor takes precedence the local property // will only be returned if the interceptor doesn't return a value. // // Note also that this only works for named properties. V8EXPORT bool ForceSet(Handle<Value> key, Handle<Value> value, PropertyAttribute attribs = None); V8EXPORT Local<Value> Get(Handle<Value> key); V8EXPORT Local<Value> Get(uint32_t index); /** * Gets the property attributes of a property which can be None or * any combination of ReadOnly, DontEnum and DontDelete. Returns * None when the property doesn't exist. */ V8EXPORT PropertyAttribute GetPropertyAttributes(Handle<Value> key); // TODO(1245389): Replace the type-specific versions of these // functions with generic ones that accept a Handle<Value> key. V8EXPORT bool Has(Handle<String> key); V8EXPORT bool Delete(Handle<String> key); // Delete a property on this object bypassing interceptors and // ignoring dont-delete attributes. V8EXPORT bool ForceDelete(Handle<Value> key); V8EXPORT bool Has(uint32_t index); V8EXPORT bool Delete(uint32_t index); V8EXPORT bool SetAccessor(Handle<String> name, AccessorGetter getter, AccessorSetter setter = 0, Handle<Value> data = Handle<Value>(), AccessControl settings = DEFAULT, PropertyAttribute attribute = None); /** * Returns an array containing the names of the enumerable properties * of this object, including properties from prototype objects. The * array returned by this method contains the same values as would * be enumerated by a for-in statement over this object. */ V8EXPORT Local<Array> GetPropertyNames(); /** * This function has the same functionality as GetPropertyNames but * the returned array doesn't contain the names of properties from * prototype objects. */ V8EXPORT Local<Array> GetOwnPropertyNames(); /** * Get the prototype object. This does not skip objects marked to * be skipped by __proto__ and it does not consult the security * handler. */ V8EXPORT Local<Value> GetPrototype(); /** * Set the prototype object. This does not skip objects marked to * be skipped by __proto__ and it does not consult the security * handler. */ V8EXPORT bool SetPrototype(Handle<Value> prototype); /** * Finds an instance of the given function template in the prototype * chain. */ V8EXPORT Local<Object> FindInstanceInPrototypeChain( Handle<FunctionTemplate> tmpl); /** * Call builtin Object.prototype.toString on this object. * This is different from Value::ToString() that may call * user-defined toString function. This one does not. */ V8EXPORT Local<String> ObjectProtoToString(); /** * Returns the name of the function invoked as a constructor for this object. */ V8EXPORT Local<String> GetConstructorName(); /** Gets the number of internal fields for this Object. */ V8EXPORT int InternalFieldCount(); /** Gets the value in an internal field. */ inline Local<Value> GetInternalField(int index); /** Sets the value in an internal field. */ V8EXPORT void SetInternalField(int index, Handle<Value> value); /** Gets a native pointer from an internal field. */ inline void* GetPointerFromInternalField(int index); /** Sets a native pointer in an internal field. */ V8EXPORT void SetPointerInInternalField(int index, void* value); // Testers for local properties. V8EXPORT bool HasOwnProperty(Handle<String> key); V8EXPORT bool HasRealNamedProperty(Handle<String> key); V8EXPORT bool HasRealIndexedProperty(uint32_t index); V8EXPORT bool HasRealNamedCallbackProperty(Handle<String> key); /** * If result.IsEmpty() no real property was located in the prototype chain. * This means interceptors in the prototype chain are not called. */ V8EXPORT Local<Value> GetRealNamedPropertyInPrototypeChain( Handle<String> key); /** * If result.IsEmpty() no real property was located on the object or * in the prototype chain. * This means interceptors in the prototype chain are not called. */ V8EXPORT Local<Value> GetRealNamedProperty(Handle<String> key); /** Tests for a named lookup interceptor.*/ V8EXPORT bool HasNamedLookupInterceptor(); /** Tests for an index lookup interceptor.*/ V8EXPORT bool HasIndexedLookupInterceptor(); /** * Turns on access check on the object if the object is an instance of * a template that has access check callbacks. If an object has no * access check info, the object cannot be accessed by anyone. */ V8EXPORT void TurnOnAccessCheck(); /** * Returns the identity hash for this object. The current implementation * uses a hidden property on the object to store the identity hash. * * The return value will never be 0. Also, it is not guaranteed to be * unique. */ V8EXPORT int GetIdentityHash(); /** * Access hidden properties on JavaScript objects. These properties are * hidden from the executing JavaScript and only accessible through the V8 * C++ API. Hidden properties introduced by V8 internally (for example the * identity hash) are prefixed with "v8::". */ V8EXPORT bool SetHiddenValue(Handle<String> key, Handle<Value> value); V8EXPORT Local<Value> GetHiddenValue(Handle<String> key); V8EXPORT bool DeleteHiddenValue(Handle<String> key); /** * Returns true if this is an instance of an api function (one * created from a function created from a function template) and has * been modified since it was created. Note that this method is * conservative and may return true for objects that haven't actually * been modified. */ V8EXPORT bool IsDirty(); /** * Clone this object with a fast but shallow copy. Values will point * to the same values as the original object. */ V8EXPORT Local<Object> Clone(); /** * Returns the context in which the object was created. */ V8EXPORT Local<Context> CreationContext(); /** * Set the backing store of the indexed properties to be managed by the * embedding layer. Access to the indexed properties will follow the rules * spelled out in CanvasPixelArray. * Note: The embedding program still owns the data and needs to ensure that * the backing store is preserved while V8 has a reference. */ V8EXPORT void SetIndexedPropertiesToPixelData(uint8_t* data, int length); V8EXPORT bool HasIndexedPropertiesInPixelData(); V8EXPORT uint8_t* GetIndexedPropertiesPixelData(); V8EXPORT int GetIndexedPropertiesPixelDataLength(); /** * Set the backing store of the indexed properties to be managed by the * embedding layer. Access to the indexed properties will follow the rules * spelled out for the CanvasArray subtypes in the WebGL specification. * Note: The embedding program still owns the data and needs to ensure that * the backing store is preserved while V8 has a reference. */ V8EXPORT void SetIndexedPropertiesToExternalArrayData( void* data, ExternalArrayType array_type, int number_of_elements); V8EXPORT bool HasIndexedPropertiesInExternalArrayData(); V8EXPORT void* GetIndexedPropertiesExternalArrayData(); V8EXPORT ExternalArrayType GetIndexedPropertiesExternalArrayDataType(); V8EXPORT int GetIndexedPropertiesExternalArrayDataLength(); /** * Checks whether a callback is set by the * ObjectTemplate::SetCallAsFunctionHandler method. * When an Object is callable this method returns true. */ V8EXPORT bool IsCallable(); /** * Call an Object as a function if a callback is set by the * ObjectTemplate::SetCallAsFunctionHandler method. */ V8EXPORT Local<Value> CallAsFunction(Handle<Object> recv, int argc, Handle<Value> argv[]); /** * Call an Object as a constructor if a callback is set by the * ObjectTemplate::SetCallAsFunctionHandler method. * Note: This method behaves like the Function::NewInstance method. */ V8EXPORT Local<Value> CallAsConstructor(int argc, Handle<Value> argv[]); V8EXPORT static Local<Object> New(); static inline Object* Cast(Value* obj); private: V8EXPORT Object(); V8EXPORT static void CheckCast(Value* obj); V8EXPORT Local<Value> CheckedGetInternalField(int index); V8EXPORT void* SlowGetPointerFromInternalField(int index); /** * If quick access to the internal field is possible this method * returns the value. Otherwise an empty handle is returned. */ inline Local<Value> UncheckedGetInternalField(int index); }; /** * An instance of the built-in array constructor (ECMA-262, 15.4.2). */ class Array : public Object { public: V8EXPORT uint32_t Length() const; /** * Clones an element at index |index|. Returns an empty * handle if cloning fails (for any reason). */ V8EXPORT Local<Object> CloneElementAt(uint32_t index); /** * Creates a JavaScript array with the given length. If the length * is negative the returned array will have length 0. */ V8EXPORT static Local<Array> New(int length = 0); static inline Array* Cast(Value* obj); private: V8EXPORT Array(); V8EXPORT static void CheckCast(Value* obj); }; /** * A JavaScript function object (ECMA-262, 15.3). */ class Function : public Object { public: V8EXPORT Local<Object> NewInstance() const; V8EXPORT Local<Object> NewInstance(int argc, Handle<Value> argv[]) const; V8EXPORT Local<Value> Call(Handle<Object> recv, int argc, Handle<Value> argv[]); V8EXPORT void SetName(Handle<String> name); V8EXPORT Handle<Value> GetName() const; /** * Name inferred from variable or property assignment of this function. * Used to facilitate debugging and profiling of JavaScript code written * in an OO style, where many functions are anonymous but are assigned * to object properties. */ V8EXPORT Handle<Value> GetInferredName() const; /** * Returns zero based line number of function body and * kLineOffsetNotFound if no information available. */ V8EXPORT int GetScriptLineNumber() const; /** * Returns zero based column number of function body and * kLineOffsetNotFound if no information available. */ V8EXPORT int GetScriptColumnNumber() const; V8EXPORT Handle<Value> GetScriptId() const; V8EXPORT ScriptOrigin GetScriptOrigin() const; static inline Function* Cast(Value* obj); V8EXPORT static const int kLineOffsetNotFound; private: V8EXPORT Function(); V8EXPORT static void CheckCast(Value* obj); }; /** * An instance of the built-in Date constructor (ECMA-262, 15.9). */ class Date : public Object { public: V8EXPORT static Local<Value> New(double time); /** * A specialization of Value::NumberValue that is more efficient * because we know the structure of this object. */ V8EXPORT double NumberValue() const; static inline Date* Cast(v8::Value* obj); /** * Notification that the embedder has changed the time zone, * daylight savings time, or other date / time configuration * parameters. V8 keeps a cache of various values used for * date / time computation. This notification will reset * those cached values for the current context so that date / * time configuration changes would be reflected in the Date * object. * * This API should not be called more than needed as it will * negatively impact the performance of date operations. */ V8EXPORT static void DateTimeConfigurationChangeNotification(); private: V8EXPORT static void CheckCast(v8::Value* obj); }; /** * A Number object (ECMA-262, 4.3.21). */ class NumberObject : public Object { public: V8EXPORT static Local<Value> New(double value); /** * Returns the Number held by the object. */ V8EXPORT double NumberValue() const; static inline NumberObject* Cast(v8::Value* obj); private: V8EXPORT static void CheckCast(v8::Value* obj); }; /** * A Boolean object (ECMA-262, 4.3.15). */ class BooleanObject : public Object { public: V8EXPORT static Local<Value> New(bool value); /** * Returns the Boolean held by the object. */ V8EXPORT bool BooleanValue() const; static inline BooleanObject* Cast(v8::Value* obj); private: V8EXPORT static void CheckCast(v8::Value* obj); }; /** * A String object (ECMA-262, 4.3.18). */ class StringObject : public Object { public: V8EXPORT static Local<Value> New(Handle<String> value); /** * Returns the String held by the object. */ V8EXPORT Local<String> StringValue() const; static inline StringObject* Cast(v8::Value* obj); private: V8EXPORT static void CheckCast(v8::Value* obj); }; /** * An instance of the built-in RegExp constructor (ECMA-262, 15.10). */ class RegExp : public Object { public: /** * Regular expression flag bits. They can be or'ed to enable a set * of flags. */ enum Flags { kNone = 0, kGlobal = 1, kIgnoreCase = 2, kMultiline = 4 }; /** * Creates a regular expression from the given pattern string and * the flags bit field. May throw a JavaScript exception as * described in ECMA-262, 15.10.4.1. * * For example, * RegExp::New(v8::String::New("foo"), * static_cast<RegExp::Flags>(kGlobal | kMultiline)) * is equivalent to evaluating "/foo/gm". */ V8EXPORT static Local<RegExp> New(Handle<String> pattern, Flags flags); /** * Returns the value of the source property: a string representing * the regular expression. */ V8EXPORT Local<String> GetSource() const; /** * Returns the flags bit field. */ V8EXPORT Flags GetFlags() const; static inline RegExp* Cast(v8::Value* obj); private: V8EXPORT static void CheckCast(v8::Value* obj); }; /** * A JavaScript value that wraps a C++ void*. This type of value is * mainly used to associate C++ data structures with JavaScript * objects. * * The Wrap function V8 will return the most optimal Value object wrapping the * C++ void*. The type of the value is not guaranteed to be an External object * and no assumptions about its type should be made. To access the wrapped * value Unwrap should be used, all other operations on that object will lead * to unpredictable results. */ class External : public Value { public: V8EXPORT static Local<Value> Wrap(void* data); static inline void* Unwrap(Handle<Value> obj); V8EXPORT static Local<External> New(void* value); static inline External* Cast(Value* obj); V8EXPORT void* Value() const; private: V8EXPORT External(); V8EXPORT static void CheckCast(v8::Value* obj); static inline void* QuickUnwrap(Handle<v8::Value> obj); V8EXPORT static void* FullUnwrap(Handle<v8::Value> obj); }; // --- Templates --- /** * The superclass of object and function templates. */ class V8EXPORT Template : public Data { public: /** Adds a property to each instance created by this template.*/ void Set(Handle<String> name, Handle<Data> value, PropertyAttribute attributes = None); inline void Set(const char* name, Handle<Data> value); private: Template(); friend class ObjectTemplate; friend class FunctionTemplate; }; /** * The argument information given to function call callbacks. This * class provides access to information about the context of the call, * including the receiver, the number and values of arguments, and * the holder of the function. */ class Arguments { public: inline int Length() const; inline Local<Value> operator[](int i) const; inline Local<Function> Callee() const; inline Local<Object> This() const; inline Local<Object> Holder() const; inline bool IsConstructCall() const; inline Local<Value> Data() const; private: static const int kDataIndex = 0; static const int kCalleeIndex = -1; static const int kHolderIndex = -2; friend class ImplementationUtilities; inline Arguments(internal::Object** implicit_args, internal::Object** values, int length, bool is_construct_call); internal::Object** implicit_args_; internal::Object** values_; int length_; bool is_construct_call_; }; /** * The information passed to an accessor callback about the context * of the property access. */ class V8EXPORT AccessorInfo { public: inline AccessorInfo(internal::Object** args) : args_(args) { } inline Local<Value> Data() const; inline Local<Object> This() const; inline Local<Object> Holder() const; private: internal::Object** args_; }; typedef Handle<Value> (*InvocationCallback)(const Arguments& args); /** * NamedProperty[Getter|Setter] are used as interceptors on object. * See ObjectTemplate::SetNamedPropertyHandler. */ typedef Handle<Value> (*NamedPropertyGetter)(Local<String> property, const AccessorInfo& info); /** * Returns the value if the setter intercepts the request. * Otherwise, returns an empty handle. */ typedef Handle<Value> (*NamedPropertySetter)(Local<String> property, Local<Value> value, const AccessorInfo& info); /** * Returns a non-empty handle if the interceptor intercepts the request. * The result is an integer encoding property attributes (like v8::None, * v8::DontEnum, etc.) */ typedef Handle<Integer> (*NamedPropertyQuery)(Local<String> property, const AccessorInfo& info); /** * Returns a non-empty handle if the deleter intercepts the request. * The return value is true if the property could be deleted and false * otherwise. */ typedef Handle<Boolean> (*NamedPropertyDeleter)(Local<String> property, const AccessorInfo& info); /** * Returns an array containing the names of the properties the named * property getter intercepts. */ typedef Handle<Array> (*NamedPropertyEnumerator)(const AccessorInfo& info); /** * Returns the value of the property if the getter intercepts the * request. Otherwise, returns an empty handle. */ typedef Handle<Value> (*IndexedPropertyGetter)(uint32_t index, const AccessorInfo& info); /** * Returns the value if the setter intercepts the request. * Otherwise, returns an empty handle. */ typedef Handle<Value> (*IndexedPropertySetter)(uint32_t index, Local<Value> value, const AccessorInfo& info); /** * Returns a non-empty handle if the interceptor intercepts the request. * The result is an integer encoding property attributes. */ typedef Handle<Integer> (*IndexedPropertyQuery)(uint32_t index, const AccessorInfo& info); /** * Returns a non-empty handle if the deleter intercepts the request. * The return value is true if the property could be deleted and false * otherwise. */ typedef Handle<Boolean> (*IndexedPropertyDeleter)(uint32_t index, const AccessorInfo& info); /** * Returns an array containing the indices of the properties the * indexed property getter intercepts. */ typedef Handle<Array> (*IndexedPropertyEnumerator)(const AccessorInfo& info); /** * Access type specification. */ enum AccessType { ACCESS_GET, ACCESS_SET, ACCESS_HAS, ACCESS_DELETE, ACCESS_KEYS }; /** * Returns true if cross-context access should be allowed to the named * property with the given key on the host object. */ typedef bool (*NamedSecurityCallback)(Local<Object> host, Local<Value> key, AccessType type, Local<Value> data); /** * Returns true if cross-context access should be allowed to the indexed * property with the given index on the host object. */ typedef bool (*IndexedSecurityCallback)(Local<Object> host, uint32_t index, AccessType type, Local<Value> data); /** * A FunctionTemplate is used to create functions at runtime. There * can only be one function created from a FunctionTemplate in a * context. The lifetime of the created function is equal to the * lifetime of the context. So in case the embedder needs to create * temporary functions that can be collected using Scripts is * preferred. * * A FunctionTemplate can have properties, these properties are added to the * function object when it is created. * * A FunctionTemplate has a corresponding instance template which is * used to create object instances when the function is used as a * constructor. Properties added to the instance template are added to * each object instance. * * A FunctionTemplate can have a prototype template. The prototype template * is used to create the prototype object of the function. * * The following example shows how to use a FunctionTemplate: * * \code * v8::Local<v8::FunctionTemplate> t = v8::FunctionTemplate::New(); * t->Set("func_property", v8::Number::New(1)); * * v8::Local<v8::Template> proto_t = t->PrototypeTemplate(); * proto_t->Set("proto_method", v8::FunctionTemplate::New(InvokeCallback)); * proto_t->Set("proto_const", v8::Number::New(2)); * * v8::Local<v8::ObjectTemplate> instance_t = t->InstanceTemplate(); * instance_t->SetAccessor("instance_accessor", InstanceAccessorCallback); * instance_t->SetNamedPropertyHandler(PropertyHandlerCallback, ...); * instance_t->Set("instance_property", Number::New(3)); * * v8::Local<v8::Function> function = t->GetFunction(); * v8::Local<v8::Object> instance = function->NewInstance(); * \endcode * * Let's use "function" as the JS variable name of the function object * and "instance" for the instance object created above. The function * and the instance will have the following properties: * * \code * func_property in function == true; * function.func_property == 1; * * function.prototype.proto_method() invokes 'InvokeCallback' * function.prototype.proto_const == 2; * * instance instanceof function == true; * instance.instance_accessor calls 'InstanceAccessorCallback' * instance.instance_property == 3; * \endcode * * A FunctionTemplate can inherit from another one by calling the * FunctionTemplate::Inherit method. The following graph illustrates * the semantics of inheritance: * * \code * FunctionTemplate Parent -> Parent() . prototype -> { } * ^ ^ * | Inherit(Parent) | .__proto__ * | | * FunctionTemplate Child -> Child() . prototype -> { } * \endcode * * A FunctionTemplate 'Child' inherits from 'Parent', the prototype * object of the Child() function has __proto__ pointing to the * Parent() function's prototype object. An instance of the Child * function has all properties on Parent's instance templates. * * Let Parent be the FunctionTemplate initialized in the previous * section and create a Child FunctionTemplate by: * * \code * Local<FunctionTemplate> parent = t; * Local<FunctionTemplate> child = FunctionTemplate::New(); * child->Inherit(parent); * * Local<Function> child_function = child->GetFunction(); * Local<Object> child_instance = child_function->NewInstance(); * \endcode * * The Child function and Child instance will have the following * properties: * * \code * child_func.prototype.__proto__ == function.prototype; * child_instance.instance_accessor calls 'InstanceAccessorCallback' * child_instance.instance_property == 3; * \endcode */ class V8EXPORT FunctionTemplate : public Template { public: /** Creates a function template.*/ static Local<FunctionTemplate> New( InvocationCallback callback = 0, Handle<Value> data = Handle<Value>(), Handle<Signature> signature = Handle<Signature>()); /** Returns the unique function instance in the current execution context.*/ Local<Function> GetFunction(); /** * Set the call-handler callback for a FunctionTemplate. This * callback is called whenever the function created from this * FunctionTemplate is called. */ void SetCallHandler(InvocationCallback callback, Handle<Value> data = Handle<Value>()); /** Get the InstanceTemplate. */ Local<ObjectTemplate> InstanceTemplate(); /** Causes the function template to inherit from a parent function template.*/ void Inherit(Handle<FunctionTemplate> parent); /** * A PrototypeTemplate is the template used to create the prototype object * of the function created by this template. */ Local<ObjectTemplate> PrototypeTemplate(); /** * Set the class name of the FunctionTemplate. This is used for * printing objects created with the function created from the * FunctionTemplate as its constructor. */ void SetClassName(Handle<String> name); /** * Determines whether the __proto__ accessor ignores instances of * the function template. If instances of the function template are * ignored, __proto__ skips all instances and instead returns the * next object in the prototype chain. * * Call with a value of true to make the __proto__ accessor ignore * instances of the function template. Call with a value of false * to make the __proto__ accessor not ignore instances of the * function template. By default, instances of a function template * are not ignored. */ void SetHiddenPrototype(bool value); /** * Sets the ReadOnly flag in the attributes of the 'prototype' property * of functions created from this FunctionTemplate to true. */ void ReadOnlyPrototype(); /** * Returns true if the given object is an instance of this function * template. */ bool HasInstance(Handle<Value> object); private: FunctionTemplate(); void AddInstancePropertyAccessor(Handle<String> name, AccessorGetter getter, AccessorSetter setter, Handle<Value> data, AccessControl settings, PropertyAttribute attributes); void SetNamedInstancePropertyHandler(NamedPropertyGetter getter, NamedPropertySetter setter, NamedPropertyQuery query, NamedPropertyDeleter remover, NamedPropertyEnumerator enumerator, Handle<Value> data); void SetIndexedInstancePropertyHandler(IndexedPropertyGetter getter, IndexedPropertySetter setter, IndexedPropertyQuery query, IndexedPropertyDeleter remover, IndexedPropertyEnumerator enumerator, Handle<Value> data); void SetInstanceCallAsFunctionHandler(InvocationCallback callback, Handle<Value> data); friend class Context; friend class ObjectTemplate; }; /** * An ObjectTemplate is used to create objects at runtime. * * Properties added to an ObjectTemplate are added to each object * created from the ObjectTemplate. */ class V8EXPORT ObjectTemplate : public Template { public: /** Creates an ObjectTemplate. */ static Local<ObjectTemplate> New(); /** Creates a new instance of this template.*/ Local<Object> NewInstance(); /** * Sets an accessor on the object template. * * Whenever the property with the given name is accessed on objects * created from this ObjectTemplate the getter and setter callbacks * are called instead of getting and setting the property directly * on the JavaScript object. * * \param name The name of the property for which an accessor is added. * \param getter The callback to invoke when getting the property. * \param setter The callback to invoke when setting the property. * \param data A piece of data that will be passed to the getter and setter * callbacks whenever they are invoked. * \param settings Access control settings for the accessor. This is a bit * field consisting of one of more of * DEFAULT = 0, ALL_CAN_READ = 1, or ALL_CAN_WRITE = 2. * The default is to not allow cross-context access. * ALL_CAN_READ means that all cross-context reads are allowed. * ALL_CAN_WRITE means that all cross-context writes are allowed. * The combination ALL_CAN_READ | ALL_CAN_WRITE can be used to allow all * cross-context access. * \param attribute The attributes of the property for which an accessor * is added. */ void SetAccessor(Handle<String> name, AccessorGetter getter, AccessorSetter setter = 0, Handle<Value> data = Handle<Value>(), AccessControl settings = DEFAULT, PropertyAttribute attribute = None); /** * Sets a named property handler on the object template. * * Whenever a named property is accessed on objects created from * this object template, the provided callback is invoked instead of * accessing the property directly on the JavaScript object. * * \param getter The callback to invoke when getting a property. * \param setter The callback to invoke when setting a property. * \param query The callback to invoke to check if a property is present, * and if present, get its attributes. * \param deleter The callback to invoke when deleting a property. * \param enumerator The callback to invoke to enumerate all the named * properties of an object. * \param data A piece of data that will be passed to the callbacks * whenever they are invoked. */ void SetNamedPropertyHandler(NamedPropertyGetter getter, NamedPropertySetter setter = 0, NamedPropertyQuery query = 0, NamedPropertyDeleter deleter = 0, NamedPropertyEnumerator enumerator = 0, Handle<Value> data = Handle<Value>()); /** * Sets an indexed property handler on the object template. * * Whenever an indexed property is accessed on objects created from * this object template, the provided callback is invoked instead of * accessing the property directly on the JavaScript object. * * \param getter The callback to invoke when getting a property. * \param setter The callback to invoke when setting a property. * \param query The callback to invoke to check if an object has a property. * \param deleter The callback to invoke when deleting a property. * \param enumerator The callback to invoke to enumerate all the indexed * properties of an object. * \param data A piece of data that will be passed to the callbacks * whenever they are invoked. */ void SetIndexedPropertyHandler(IndexedPropertyGetter getter, IndexedPropertySetter setter = 0, IndexedPropertyQuery query = 0, IndexedPropertyDeleter deleter = 0, IndexedPropertyEnumerator enumerator = 0, Handle<Value> data = Handle<Value>()); /** * Sets the callback to be used when calling instances created from * this template as a function. If no callback is set, instances * behave like normal JavaScript objects that cannot be called as a * function. */ void SetCallAsFunctionHandler(InvocationCallback callback, Handle<Value> data = Handle<Value>()); /** * Mark object instances of the template as undetectable. * * In many ways, undetectable objects behave as though they are not * there. They behave like 'undefined' in conditionals and when * printed. However, properties can be accessed and called as on * normal objects. */ void MarkAsUndetectable(); /** * Sets access check callbacks on the object template. * * When accessing properties on instances of this object template, * the access check callback will be called to determine whether or * not to allow cross-context access to the properties. * 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, Handle<Value> data = Handle<Value>(), bool turned_on_by_default = true); /** * Gets the number of internal fields for objects generated from * this template. */ int InternalFieldCount(); /** * Sets the number of internal fields for objects generated from * this template. */ void SetInternalFieldCount(int value); private: ObjectTemplate(); static Local<ObjectTemplate> New(Handle<FunctionTemplate> constructor); friend class FunctionTemplate; }; /** * A Signature specifies which receivers and arguments a function can * legally be called with. */ class V8EXPORT Signature : public Data { public: static Local<Signature> New(Handle<FunctionTemplate> receiver = Handle<FunctionTemplate>(), int argc = 0, Handle<FunctionTemplate> argv[] = 0); private: Signature(); }; /** * A utility for determining the type of objects based on the template * they were constructed from. */ class V8EXPORT TypeSwitch : public Data { public: static Local<TypeSwitch> New(Handle<FunctionTemplate> type); static Local<TypeSwitch> New(int argc, Handle<FunctionTemplate> types[]); int match(Handle<Value> value); private: TypeSwitch(); }; // --- Extensions --- class V8EXPORT ExternalAsciiStringResourceImpl : public String::ExternalAsciiStringResource { public: ExternalAsciiStringResourceImpl() : data_(0), length_(0) {} ExternalAsciiStringResourceImpl(const char* data, size_t length) : data_(data), length_(length) {} const char* data() const { return data_; } size_t length() const { return length_; } private: const char* data_; size_t length_; }; /** * Ignore */ class V8EXPORT Extension { // NOLINT public: // Note that the strings passed into this constructor must live as long // as the Extension itself. Extension(const char* name, const char* source = 0, int dep_count = 0, const char** deps = 0, int source_length = -1); virtual ~Extension() { } virtual v8::Handle<v8::FunctionTemplate> GetNativeFunction(v8::Handle<v8::String> name) { return v8::Handle<v8::FunctionTemplate>(); } const char* name() const { return name_; } size_t source_length() const { return source_length_; } const String::ExternalAsciiStringResource* source() const { return &source_; } int dependency_count() { return dep_count_; } const char** dependencies() { return deps_; } void set_auto_enable(bool value) { auto_enable_ = value; } bool auto_enable() { return auto_enable_; } private: const char* name_; size_t source_length_; // expected to initialize before source_ ExternalAsciiStringResourceImpl source_; int dep_count_; const char** deps_; bool auto_enable_; // Disallow copying and assigning. Extension(const Extension&); void operator=(const Extension&); }; void V8EXPORT RegisterExtension(Extension* extension); /** * Ignore */ class V8EXPORT DeclareExtension { public: inline DeclareExtension(Extension* extension) { RegisterExtension(extension); } }; // --- Statics --- Handle<Primitive> V8EXPORT Undefined(); Handle<Primitive> V8EXPORT Null(); Handle<Boolean> V8EXPORT True(); Handle<Boolean> V8EXPORT False(); /** * A set of constraints that specifies the limits of the runtime's memory use. * You must set the heap size before initializing the VM - the size cannot be * adjusted after the VM is initialized. * * If you are using threads then you should hold the V8::Locker lock while * setting the stack limit and you must set a non-default stack limit separately * for each thread. */ class V8EXPORT ResourceConstraints { public: ResourceConstraints(); int max_young_space_size() const { return max_young_space_size_; } void set_max_young_space_size(int value) { max_young_space_size_ = value; } int max_old_space_size() const { return max_old_space_size_; } void set_max_old_space_size(int value) { max_old_space_size_ = value; } int max_executable_size() { return max_executable_size_; } void set_max_executable_size(int value) { max_executable_size_ = value; } uint32_t* stack_limit() const { return stack_limit_; } // Sets an address beyond which the VM's stack may not grow. void set_stack_limit(uint32_t* value) { stack_limit_ = value; } private: int max_young_space_size_; int max_old_space_size_; int max_executable_size_; uint32_t* stack_limit_; }; bool V8EXPORT SetResourceConstraints(ResourceConstraints* constraints); // --- Exceptions --- typedef void (*FatalErrorCallback)(const char* location, const char* message); typedef void (*MessageCallback)(Handle<Message> message, Handle<Value> data); /** * Schedules an exception to be thrown when returning to JavaScript. When an * exception has been scheduled it is illegal to invoke any JavaScript * operation; the caller must return immediately and only after the exception * has been handled does it become legal to invoke JavaScript operations. */ Handle<Value> V8EXPORT ThrowException(Handle<Value> exception); /** * Create new error objects by calling the corresponding error object * constructor with the message. */ class V8EXPORT Exception { public: static Local<Value> RangeError(Handle<String> message); static Local<Value> ReferenceError(Handle<String> message); static Local<Value> SyntaxError(Handle<String> message); static Local<Value> TypeError(Handle<String> message); static Local<Value> Error(Handle<String> message); }; // --- Counters Callbacks --- typedef int* (*CounterLookupCallback)(const char* name); typedef void* (*CreateHistogramCallback)(const char* name, int min, int max, size_t buckets); typedef void (*AddHistogramSampleCallback)(void* histogram, int sample); // --- Memory Allocation Callback --- enum ObjectSpace { kObjectSpaceNewSpace = 1 << 0, kObjectSpaceOldPointerSpace = 1 << 1, kObjectSpaceOldDataSpace = 1 << 2, kObjectSpaceCodeSpace = 1 << 3, kObjectSpaceMapSpace = 1 << 4, kObjectSpaceLoSpace = 1 << 5, kObjectSpaceAll = kObjectSpaceNewSpace | kObjectSpaceOldPointerSpace | kObjectSpaceOldDataSpace | kObjectSpaceCodeSpace | kObjectSpaceMapSpace | kObjectSpaceLoSpace }; enum AllocationAction { kAllocationActionAllocate = 1 << 0, kAllocationActionFree = 1 << 1, kAllocationActionAll = kAllocationActionAllocate | kAllocationActionFree }; typedef void (*MemoryAllocationCallback)(ObjectSpace space, AllocationAction action, int size); // --- Leave Script Callback --- typedef void (*CallCompletedCallback)(); // --- Failed Access Check Callback --- typedef void (*FailedAccessCheckCallback)(Local<Object> target, AccessType type, Local<Value> data); // --- AllowCodeGenerationFromStrings callbacks --- /** * Callback to check if code generation from strings is allowed. See * Context::AllowCodeGenerationFromStrings. */ typedef bool (*AllowCodeGenerationFromStringsCallback)(Local<Context> context); // --- Garbage Collection Callbacks --- /** * Applications can register callback functions which will be called * before and after a garbage collection. Allocations are not * allowed in the callback functions, you therefore cannot manipulate * objects (set or delete properties for example) since it is possible * such operations will result in the allocation of objects. */ enum GCType { kGCTypeScavenge = 1 << 0, kGCTypeMarkSweepCompact = 1 << 1, kGCTypeAll = kGCTypeScavenge | kGCTypeMarkSweepCompact }; enum GCCallbackFlags { kNoGCCallbackFlags = 0, kGCCallbackFlagCompacted = 1 << 0 }; typedef void (*GCPrologueCallback)(GCType type, GCCallbackFlags flags); typedef void (*GCEpilogueCallback)(GCType type, GCCallbackFlags flags); typedef void (*GCCallback)(); /** * Collection of V8 heap information. * * Instances of this class can be passed to v8::V8::HeapStatistics to * get heap statistics from V8. */ class V8EXPORT HeapStatistics { public: HeapStatistics(); size_t total_heap_size() { return total_heap_size_; } size_t total_heap_size_executable() { return total_heap_size_executable_; } size_t used_heap_size() { return used_heap_size_; } size_t heap_size_limit() { return heap_size_limit_; } private: void set_total_heap_size(size_t size) { total_heap_size_ = size; } void set_total_heap_size_executable(size_t size) { total_heap_size_executable_ = size; } void set_used_heap_size(size_t size) { used_heap_size_ = size; } void set_heap_size_limit(size_t size) { heap_size_limit_ = size; } size_t total_heap_size_; size_t total_heap_size_executable_; size_t used_heap_size_; size_t heap_size_limit_; friend class V8; }; class RetainedObjectInfo; /** * Isolate represents an isolated instance of the V8 engine. V8 * isolates have completely separate states. Objects from one isolate * must not be used in other isolates. When V8 is initialized a * default isolate is implicitly created and entered. The embedder * can create additional isolates and use them in parallel in multiple * threads. An isolate can be entered by at most one thread at any * given time. The Locker/Unlocker API must be used to synchronize. */ class V8EXPORT Isolate { public: /** * Stack-allocated class which sets the isolate for all operations * executed within a local scope. */ class V8EXPORT Scope { public: explicit Scope(Isolate* isolate) : isolate_(isolate) { isolate->Enter(); } ~Scope() { isolate_->Exit(); } private: Isolate* const isolate_; // Prevent copying of Scope objects. Scope(const Scope&); Scope& operator=(const Scope&); }; /** * Creates a new isolate. Does not change the currently entered * isolate. * * When an isolate is no longer used its resources should be freed * by calling Dispose(). Using the delete operator is not allowed. */ static Isolate* New(); /** * Returns the entered isolate for the current thread or NULL in * case there is no current isolate. */ static Isolate* GetCurrent(); /** * Methods below this point require holding a lock (using Locker) in * a multi-threaded environment. */ /** * Sets this isolate as the entered one for the current thread. * Saves the previously entered one (if any), so that it can be * restored when exiting. Re-entering an isolate is allowed. */ void Enter(); /** * Exits this isolate by restoring the previously entered one in the * current thread. The isolate may still stay the same, if it was * entered more than once. * * Requires: this == Isolate::GetCurrent(). */ void Exit(); /** * Disposes the isolate. The isolate must not be entered by any * thread to be disposable. */ void Dispose(); /** * Associate embedder-specific data with the isolate */ void SetData(void* data); /** * Retrive embedder-specific data from the isolate. * Returns NULL if SetData has never been called. */ void* GetData(); private: Isolate(); Isolate(const Isolate&); ~Isolate(); Isolate& operator=(const Isolate&); void* operator new(size_t size); void operator delete(void*, size_t); }; class StartupData { public: enum CompressionAlgorithm { kUncompressed, kBZip2 }; const char* data; int compressed_size; int raw_size; }; /** * A helper class for driving V8 startup data decompression. It is based on * "CompressedStartupData" API functions from the V8 class. It isn't mandatory * for an embedder to use this class, instead, API functions can be used * directly. * * For an example of the class usage, see the "shell.cc" sample application. */ class V8EXPORT StartupDataDecompressor { // NOLINT public: StartupDataDecompressor(); virtual ~StartupDataDecompressor(); int Decompress(); protected: virtual int DecompressData(char* raw_data, int* raw_data_size, const char* compressed_data, int compressed_data_size) = 0; private: char** raw_data; }; /** * EntropySource is used as a callback function when v8 needs a source * of entropy. */ typedef bool (*EntropySource)(unsigned char* buffer, size_t length); /** * ReturnAddressLocationResolver is used as a callback function when v8 is * resolving the location of a return address on the stack. Profilers that * change the return address on the stack can use this to resolve the stack * location to whereever the profiler stashed the original return address. * When invoked, return_addr_location will point to a location on stack where * a machine return address resides, this function should return either the * same pointer, or a pointer to the profiler's copy of the original return * address. */ typedef uintptr_t (*ReturnAddressLocationResolver)( uintptr_t return_addr_location); /** * Interface for iterating though all external resources in the heap. */ class V8EXPORT ExternalResourceVisitor { // NOLINT public: virtual ~ExternalResourceVisitor() {} virtual void VisitExternalString(Handle<String> string) {} }; /** * Container class for static utility functions. */ class V8EXPORT V8 { public: /** Set the callback to invoke in case of fatal errors. */ static void SetFatalErrorHandler(FatalErrorCallback that); /** * Set the callback to invoke to check if code generation from * strings should be allowed. */ static void SetAllowCodeGenerationFromStringsCallback( AllowCodeGenerationFromStringsCallback that); /** * Ignore out-of-memory exceptions. * * V8 running out of memory is treated as a fatal error by default. * This means that the fatal error handler is called and that V8 is * terminated. * * IgnoreOutOfMemoryException can be used to not treat an * out-of-memory situation as a fatal error. This way, the contexts * that did not cause the out of memory problem might be able to * continue execution. */ static void IgnoreOutOfMemoryException(); /** * Check if V8 is dead and therefore unusable. This is the case after * fatal errors such as out-of-memory situations. */ static bool IsDead(); /** * The following 4 functions are to be used when V8 is built with * the 'compress_startup_data' flag enabled. In this case, the * embedder must decompress startup data prior to initializing V8. * * This is how interaction with V8 should look like: * int compressed_data_count = v8::V8::GetCompressedStartupDataCount(); * v8::StartupData* compressed_data = * new v8::StartupData[compressed_data_count]; * v8::V8::GetCompressedStartupData(compressed_data); * ... decompress data (compressed_data can be updated in-place) ... * v8::V8::SetDecompressedStartupData(compressed_data); * ... now V8 can be initialized * ... make sure the decompressed data stays valid until V8 shutdown * * A helper class StartupDataDecompressor is provided. It implements * the protocol of the interaction described above, and can be used in * most cases instead of calling these API functions directly. */ static StartupData::CompressionAlgorithm GetCompressedStartupDataAlgorithm(); static int GetCompressedStartupDataCount(); static void GetCompressedStartupData(StartupData* compressed_data); static void SetDecompressedStartupData(StartupData* decompressed_data); /** * Adds a message listener. * * The same message listener can be added more than once and in that * case it will be called more than once for each message. */ static bool AddMessageListener(MessageCallback that, Handle<Value> data = Handle<Value>()); /** * Remove all message listeners from the specified callback function. */ static void RemoveMessageListeners(MessageCallback that); /** * Tells V8 to capture current stack trace when uncaught exception occurs * and report it to the message listeners. The option is off by default. */ static void SetCaptureStackTraceForUncaughtExceptions( bool capture, int frame_limit = 10, StackTrace::StackTraceOptions options = StackTrace::kOverview); /** * Sets V8 flags from a string. */ static void SetFlagsFromString(const char* str, int length); /** * Sets V8 flags from the command line. */ static void SetFlagsFromCommandLine(int* argc, char** argv, bool remove_flags); /** Get the version string. */ static const char* GetVersion(); /** * Enables the host application to provide a mechanism for recording * statistics counters. */ static void SetCounterFunction(CounterLookupCallback); /** * Enables the host application to provide a mechanism for recording * histograms. The CreateHistogram function returns a * histogram which will later be passed to the AddHistogramSample * function. */ static void SetCreateHistogramFunction(CreateHistogramCallback); static void SetAddHistogramSampleFunction(AddHistogramSampleCallback); /** * Enables the computation of a sliding window of states. The sliding * window information is recorded in statistics counters. */ static void EnableSlidingStateWindow(); /** Callback function for reporting failed access checks.*/ static void SetFailedAccessCheckCallbackFunction(FailedAccessCheckCallback); /** * Enables the host application to receive a notification before a * garbage collection. Allocations are not allowed in the * callback function, you therefore cannot manipulate objects (set * or delete properties for example) since it is possible such * operations will result in the allocation of objects. It is possible * to specify the GCType filter for your callback. But it is not possible to * register the same callback function two times with different * GCType filters. */ static void AddGCPrologueCallback( GCPrologueCallback callback, GCType gc_type_filter = kGCTypeAll); /** * This function removes callback which was installed by * AddGCPrologueCallback function. */ static void RemoveGCPrologueCallback(GCPrologueCallback callback); /** * The function is deprecated. Please use AddGCPrologueCallback instead. * Enables the host application to receive a notification before a * garbage collection. Allocations are not allowed in the * callback function, you therefore cannot manipulate objects (set * or delete properties for example) since it is possible such * operations will result in the allocation of objects. */ static void SetGlobalGCPrologueCallback(GCCallback); /** * Enables the host application to receive a notification after a * garbage collection. Allocations are not allowed in the * callback function, you therefore cannot manipulate objects (set * or delete properties for example) since it is possible such * operations will result in the allocation of objects. It is possible * to specify the GCType filter for your callback. But it is not possible to * register the same callback function two times with different * GCType filters. */ static void AddGCEpilogueCallback( GCEpilogueCallback callback, GCType gc_type_filter = kGCTypeAll); /** * This function removes callback which was installed by * AddGCEpilogueCallback function. */ static void RemoveGCEpilogueCallback(GCEpilogueCallback callback); /** * The function is deprecated. Please use AddGCEpilogueCallback instead. * Enables the host application to receive a notification after a * major garbage collection. Allocations are not allowed in the * callback function, you therefore cannot manipulate objects (set * or delete properties for example) since it is possible such * operations will result in the allocation of objects. */ static void SetGlobalGCEpilogueCallback(GCCallback); /** * Enables the host application to provide a mechanism to be notified * and perform custom logging when V8 Allocates Executable Memory. */ static void AddMemoryAllocationCallback(MemoryAllocationCallback callback, ObjectSpace space, AllocationAction action); /** * Removes callback that was installed by AddMemoryAllocationCallback. */ static void RemoveMemoryAllocationCallback(MemoryAllocationCallback callback); /** * Adds a callback to notify the host application when a script finished * running. If a script re-enters the runtime during executing, the * CallCompletedCallback is only invoked when the outer-most script * execution ends. Executing scripts inside the callback do not trigger * further callbacks. */ static void AddCallCompletedCallback(CallCompletedCallback callback); /** * Removes callback that was installed by AddCallCompletedCallback. */ static void RemoveCallCompletedCallback(CallCompletedCallback callback); /** * Allows the host application to group objects together. If one * object in the group is alive, all objects in the group are alive. * After each garbage collection, object groups are removed. It is * intended to be used in the before-garbage-collection callback * function, for instance to simulate DOM tree connections among JS * wrapper objects. * See v8-profiler.h for RetainedObjectInfo interface description. */ static void AddObjectGroup(Persistent<Value>* objects, size_t length, RetainedObjectInfo* info = NULL); /** * Allows the host application to declare implicit references between * the objects: if |parent| is alive, all |children| are alive too. * After each garbage collection, all implicit references * are removed. It is intended to be used in the before-garbage-collection * callback function. */ static void AddImplicitReferences(Persistent<Object> parent, Persistent<Value>* children, size_t length); /** * Initializes from snapshot if possible. Otherwise, attempts to * initialize from scratch. This function is called implicitly if * you use the API without calling it first. */ static bool Initialize(); /** * Allows the host application to provide a callback which can be used * as a source of entropy for random number generators. */ static void SetEntropySource(EntropySource source); /** * Allows the host application to provide a callback that allows v8 to * cooperate with a profiler that rewrites return addresses on stack. */ static void SetReturnAddressLocationResolver( ReturnAddressLocationResolver return_address_resolver); /** * Adjusts the amount of registered external memory. Used to give * V8 an indication of the amount of externally allocated memory * that is kept alive by JavaScript objects. V8 uses this to decide * when to perform global garbage collections. Registering * externally allocated memory will trigger global garbage * collections more often than otherwise in an attempt to garbage * collect the JavaScript objects keeping the externally allocated * memory alive. * * \param change_in_bytes the change in externally allocated memory * that is kept alive by JavaScript objects. * \returns the adjusted value. */ static int AdjustAmountOfExternalAllocatedMemory(int change_in_bytes); /** * Suspends recording of tick samples in the profiler. * When the V8 profiling mode is enabled (usually via command line * switches) this function suspends recording of tick samples. * Profiling ticks are discarded until ResumeProfiler() is called. * * See also the --prof and --prof_auto command line switches to * enable V8 profiling. */ static void PauseProfiler(); /** * Resumes recording of tick samples in the profiler. * See also PauseProfiler(). */ static void ResumeProfiler(); /** * Return whether profiler is currently paused. */ static bool IsProfilerPaused(); /** * Retrieve the V8 thread id of the calling thread. * * The thread id for a thread should only be retrieved after the V8 * lock has been acquired with a Locker object with that thread. */ static int GetCurrentThreadId(); /** * Forcefully terminate execution of a JavaScript thread. This can * be used to terminate long-running scripts. * * TerminateExecution should only be called when then V8 lock has * been acquired with a Locker object. Therefore, in order to be * able to terminate long-running threads, preemption must be * enabled to allow the user of TerminateExecution to acquire the * lock. * * The termination is achieved by throwing an exception that is * uncatchable by JavaScript exception handlers. Termination * exceptions act as if they were caught by a C++ TryCatch exception * handler. If forceful termination is used, any C++ TryCatch * exception handler that catches an exception should check if that * exception is a termination exception and immediately return if * that is the case. Returning immediately in that case will * continue the propagation of the termination exception if needed. * * The thread id passed to TerminateExecution must have been * obtained by calling GetCurrentThreadId on the thread in question. * * \param thread_id The thread id of the thread to terminate. */ static void TerminateExecution(int thread_id); /** * Forcefully terminate the current thread of JavaScript execution * in the given isolate. If no isolate is provided, the default * isolate is used. * * This method can be used by any thread even if that thread has not * acquired the V8 lock with a Locker object. * * \param isolate The isolate in which to terminate the current JS execution. */ static void TerminateExecution(Isolate* isolate = NULL); /** * Is V8 terminating JavaScript execution. * * Returns true if JavaScript execution is currently terminating * because of a call to TerminateExecution. In that case there are * still JavaScript frames on the stack and the termination * exception is still active. * * \param isolate The isolate in which to check. */ static bool IsExecutionTerminating(Isolate* isolate = NULL); /** * Releases any resources used by v8 and stops any utility threads * that may be running. Note that disposing v8 is permanent, it * cannot be reinitialized. * * It should generally not be necessary to dispose v8 before exiting * a process, this should happen automatically. It is only necessary * to use if the process needs the resources taken up by v8. */ static bool Dispose(); /** * Get statistics about the heap memory usage. */ static void GetHeapStatistics(HeapStatistics* heap_statistics); /** * Iterates through all external resources referenced from current isolate * heap. This method is not expected to be used except for debugging purposes * and may be quite slow. */ static void VisitExternalResources(ExternalResourceVisitor* visitor); /** * Optional notification that the embedder is idle. * V8 uses the notification to reduce memory footprint. * This call can be used repeatedly if the embedder remains idle. * Returns true if the embedder should stop calling IdleNotification * until real work has been done. This indicates that V8 has done * as much cleanup as it will be able to do. * * The hint argument specifies the amount of work to be done in the function * on scale from 1 to 1000. There is no guarantee that the actual work will * match the hint. */ static bool IdleNotification(int hint = 1000); /** * Optional notification that the system is running low on memory. * V8 uses these notifications to attempt to free memory. */ static void LowMemoryNotification(); /** * Optional notification that a context has been disposed. V8 uses * these notifications to guide the GC heuristic. Returns the number * of context disposals - including this one - since the last time * V8 had a chance to clean up. */ static int ContextDisposedNotification(); private: V8(); static internal::Object** GlobalizeReference(internal::Object** handle); static void DisposeGlobal(internal::Object** global_handle); static void MakeWeak(internal::Object** global_handle, void* data, WeakReferenceCallback); static void ClearWeak(internal::Object** global_handle); static void MarkIndependent(internal::Object** global_handle); static bool IsGlobalNearDeath(internal::Object** global_handle); static bool IsGlobalWeak(internal::Object** global_handle); static void SetWrapperClassId(internal::Object** global_handle, uint16_t class_id); template <class T> friend class Handle; template <class T> friend class Local; template <class T> friend class Persistent; friend class Context; }; /** * An external exception handler. */ class V8EXPORT TryCatch { public: /** * Creates a new try/catch block and registers it with v8. */ TryCatch(); /** * Unregisters and deletes this try/catch block. */ ~TryCatch(); /** * Returns true if an exception has been caught by this try/catch block. */ bool HasCaught() const; /** * For certain types of exceptions, it makes no sense to continue * execution. * * Currently, the only type of exception that can be caught by a * TryCatch handler and for which it does not make sense to continue * is termination exception. Such exceptions are thrown when the * TerminateExecution methods are called to terminate a long-running * script. * * If CanContinue returns false, the correct action is to perform * any C++ cleanup needed and then return. */ bool CanContinue() const; /** * Throws the exception caught by this TryCatch in a way that avoids * it being caught again by this same TryCatch. As with ThrowException * it is illegal to execute any JavaScript operations after calling * ReThrow; the caller must return immediately to where the exception * is caught. */ Handle<Value> ReThrow(); /** * Returns the exception caught by this try/catch block. If no exception has * been caught an empty handle is returned. * * The returned handle is valid until this TryCatch block has been destroyed. */ Local<Value> Exception() const; /** * Returns the .stack property of the thrown object. If no .stack * property is present an empty handle is returned. */ Local<Value> StackTrace() const; /** * Returns the message associated with this exception. If there is * no message associated an empty handle is returned. * * The returned handle is valid until this TryCatch block has been * destroyed. */ Local<v8::Message> Message() const; /** * Clears any exceptions that may have been caught by this try/catch block. * After this method has been called, HasCaught() will return false. * * It is not necessary to clear a try/catch block before using it again; if * another exception is thrown the previously caught exception will just be * overwritten. However, it is often a good idea since it makes it easier * to determine which operation threw a given exception. */ void Reset(); /** * Set verbosity of the external exception handler. * * By default, exceptions that are caught by an external exception * handler are not reported. Call SetVerbose with true on an * external exception handler to have exceptions caught by the * handler reported as if they were not caught. */ void SetVerbose(bool value); /** * Set whether or not this TryCatch should capture a Message object * which holds source information about where the exception * occurred. True by default. */ void SetCaptureMessage(bool value); private: v8::internal::Isolate* isolate_; void* next_; void* exception_; void* message_; bool is_verbose_ : 1; bool can_continue_ : 1; bool capture_message_ : 1; bool rethrow_ : 1; friend class v8::internal::Isolate; }; // --- Context --- /** * Ignore */ class V8EXPORT ExtensionConfiguration { public: ExtensionConfiguration(int name_count, const char* names[]) : name_count_(name_count), names_(names) { } private: friend class ImplementationUtilities; int name_count_; const char** names_; }; /** * A sandboxed execution context with its own set of built-in objects * and functions. */ class V8EXPORT Context { public: /** * Returns the global proxy object or global object itself for * detached contexts. * * Global proxy object is a thin wrapper whose prototype points to * actual context's global object with the properties like Object, etc. * This is done that way for security reasons (for more details see * https://wiki.mozilla.org/Gecko:SplitWindow). * * Please note that changes to global proxy object prototype most probably * would break VM---v8 expects only global object as a prototype of * global proxy object. * * If DetachGlobal() has been invoked, Global() would return actual global * object until global is reattached with ReattachGlobal(). */ Local<Object> Global(); /** * Detaches the global object from its context before * the global object can be reused to create a new context. */ void DetachGlobal(); /** * Reattaches a global object to a context. This can be used to * restore the connection between a global object and a context * after DetachGlobal has been called. * * \param global_object The global object to reattach to the * context. For this to work, the global object must be the global * object that was associated with this context before a call to * DetachGlobal. */ void ReattachGlobal(Handle<Object> global_object); /** Creates a new context. * * Returns a persistent handle to the newly allocated context. This * persistent handle has to be disposed when the context is no * longer used so the context can be garbage collected. * * \param extensions An optional extension configuration containing * the extensions to be installed in the newly created context. * * \param global_template An optional object template from which the * global object for the newly created context will be created. * * \param global_object An optional global object to be reused for * the newly created context. This global object must have been * created by a previous call to Context::New with the same global * template. The state of the global object will be completely reset * and only object identify will remain. */ static Persistent<Context> New( ExtensionConfiguration* extensions = NULL, Handle<ObjectTemplate> global_template = Handle<ObjectTemplate>(), Handle<Value> global_object = Handle<Value>()); /** Returns the last entered context. */ static Local<Context> GetEntered(); /** Returns the context that is on the top of the stack. */ static Local<Context> GetCurrent(); /** * Returns the context of the calling JavaScript code. That is the * context of the top-most JavaScript frame. If there are no * JavaScript frames an empty handle is returned. */ static Local<Context> GetCalling(); /** * Sets the security token for the context. To access an object in * another context, the security tokens must match. */ void SetSecurityToken(Handle<Value> token); /** Restores the security token to the default value. */ void UseDefaultSecurityToken(); /** Returns the security token of this context.*/ Handle<Value> GetSecurityToken(); /** * Enter this context. After entering a context, all code compiled * and run is compiled and run in this context. If another context * is already entered, this old context is saved so it can be * restored when the new context is exited. */ void Enter(); /** * Exit this context. Exiting the current context restores the * context that was in place when entering the current context. */ void Exit(); /** Returns true if the context has experienced an out of memory situation. */ bool HasOutOfMemoryException(); /** Returns true if V8 has a current context. */ static bool InContext(); /** * Associate an additional data object with the context. This is mainly used * with the debugger to provide additional information on the context through * the debugger API. */ void SetData(Handle<String> data); Local<Value> GetData(); /** * Control whether code generation from strings is allowed. Calling * this method with false will disable 'eval' and the 'Function' * constructor for code running in this context. If 'eval' or the * 'Function' constructor are used an exception will be thrown. * * If code generation from strings is not allowed the * V8::AllowCodeGenerationFromStrings callback will be invoked if * set before blocking the call to 'eval' or the 'Function' * constructor. If that callback returns true, the call will be * allowed, otherwise an exception will be thrown. If no callback is * set an exception will be thrown. */ void AllowCodeGenerationFromStrings(bool allow); /** * Returns true if code generation from strings is allowed for the context. * For more details see AllowCodeGenerationFromStrings(bool) documentation. */ bool IsCodeGenerationFromStringsAllowed(); /** * Stack-allocated class which sets the execution context for all * operations executed within a local scope. */ class Scope { public: explicit inline Scope(Handle<Context> context) : context_(context) { context_->Enter(); } inline ~Scope() { context_->Exit(); } private: Handle<Context> context_; }; private: friend class Value; friend class Script; friend class Object; friend class Function; }; /** * Multiple threads in V8 are allowed, but only one thread at a time * is allowed to use any given V8 isolate. See Isolate class * comments. The definition of 'using V8 isolate' includes * accessing handles or holding onto object pointers obtained * from V8 handles while in the particular V8 isolate. It is up * to the user of V8 to ensure (perhaps with locking) that this * constraint is not violated. In addition to any other synchronization * mechanism that may be used, the v8::Locker and v8::Unlocker classes * must be used to signal thead switches to V8. * * v8::Locker is a scoped lock object. While it's * active (i.e. between its construction and destruction) the current thread is * allowed to use the locked isolate. V8 guarantees that an isolate can be * locked by at most one thread at any time. In other words, the scope of a * v8::Locker is a critical section. * * Sample usage: * \code * ... * { * v8::Locker locker(isolate); * v8::Isolate::Scope isolate_scope(isolate); * ... * // Code using V8 and isolate goes here. * ... * } // Destructor called here * \endcode * * If you wish to stop using V8 in a thread A you can do this either * by destroying the v8::Locker object as above or by constructing a * v8::Unlocker object: * * \code * { * isolate->Exit(); * v8::Unlocker unlocker(isolate); * ... * // Code not using V8 goes here while V8 can run in another thread. * ... * } // Destructor called here. * isolate->Enter(); * \endcode * * The Unlocker object is intended for use in a long-running callback * from V8, where you want to release the V8 lock for other threads to * use. * * The v8::Locker is a recursive lock. That is, you can lock more than * once in a given thread. This can be useful if you have code that can * be called either from code that holds the lock or from code that does * not. The Unlocker is not recursive so you can not have several * Unlockers on the stack at once, and you can not use an Unlocker in a * thread that is not inside a Locker's scope. * * An unlocker will unlock several lockers if it has to and reinstate * the correct depth of locking on its destruction. eg.: * * \code * // V8 not locked. * { * v8::Locker locker(isolate); * Isolate::Scope isolate_scope(isolate); * // V8 locked. * { * v8::Locker another_locker(isolate); * // V8 still locked (2 levels). * { * isolate->Exit(); * v8::Unlocker unlocker(isolate); * // V8 not locked. * } * isolate->Enter(); * // V8 locked again (2 levels). * } * // V8 still locked (1 level). * } * // V8 Now no longer locked. * \endcode * * */ class V8EXPORT Unlocker { public: /** * Initialize Unlocker for a given Isolate. NULL means default isolate. */ explicit Unlocker(Isolate* isolate = NULL); ~Unlocker(); private: internal::Isolate* isolate_; }; class V8EXPORT Locker { public: /** * Initialize Locker for a given Isolate. NULL means default isolate. */ explicit Locker(Isolate* isolate = NULL); ~Locker(); /** * Start preemption. * * When preemption is started, a timer is fired every n milliseconds * that will switch between multiple threads that are in contention * for the V8 lock. */ static void StartPreemption(int every_n_ms); /** * Stop preemption. */ static void StopPreemption(); /** * Returns whether or not the locker for a given isolate, or default isolate * if NULL is given, is locked by the current thread. */ static bool IsLocked(Isolate* isolate = NULL); /** * Returns whether v8::Locker is being used by this V8 instance. */ static bool IsActive(); private: bool has_lock_; bool top_level_; internal::Isolate* isolate_; static bool active_; // Disallow copying and assigning. Locker(const Locker&); void operator=(const Locker&); }; /** * An interface for exporting data from V8, using "push" model. */ class V8EXPORT OutputStream { // NOLINT public: enum OutputEncoding { kAscii = 0 // 7-bit ASCII. }; enum WriteResult { kContinue = 0, kAbort = 1 }; virtual ~OutputStream() {} /** Notify about the end of stream. */ virtual void EndOfStream() = 0; /** Get preferred output chunk size. Called only once. */ virtual int GetChunkSize() { return 1024; } /** Get preferred output encoding. Called only once. */ virtual OutputEncoding GetOutputEncoding() { return kAscii; } /** * Writes the next chunk of snapshot data into the stream. Writing * can be stopped by returning kAbort as function result. EndOfStream * will not be called in case writing was aborted. */ virtual WriteResult WriteAsciiChunk(char* data, int size) = 0; }; /** * An interface for reporting progress and controlling long-running * activities. */ class V8EXPORT ActivityControl { // NOLINT public: enum ControlOption { kContinue = 0, kAbort = 1 }; virtual ~ActivityControl() {} /** * Notify about current progress. The activity can be stopped by * returning kAbort as the callback result. */ virtual ControlOption ReportProgressValue(int done, int total) = 0; }; // --- Implementation --- namespace internal { const int kApiPointerSize = sizeof(void*); // NOLINT const int kApiIntSize = sizeof(int); // NOLINT // Tag information for HeapObject. const int kHeapObjectTag = 1; const int kHeapObjectTagSize = 2; const intptr_t kHeapObjectTagMask = (1 << kHeapObjectTagSize) - 1; // Tag information for Smi. const int kSmiTag = 0; const int kSmiTagSize = 1; const intptr_t kSmiTagMask = (1 << kSmiTagSize) - 1; template <size_t ptr_size> struct SmiTagging; // Smi constants for 32-bit systems. template <> struct SmiTagging<4> { static const int kSmiShiftSize = 0; static const int kSmiValueSize = 31; static inline int SmiToInt(internal::Object* value) { int shift_bits = kSmiTagSize + kSmiShiftSize; // Throw away top 32 bits and shift down (requires >> to be sign extending). return static_cast<int>(reinterpret_cast<intptr_t>(value)) >> shift_bits; } // For 32-bit systems any 2 bytes aligned pointer can be encoded as smi // with a plain reinterpret_cast. static const uintptr_t kEncodablePointerMask = 0x1; static const int kPointerToSmiShift = 0; }; // Smi constants for 64-bit systems. template <> struct SmiTagging<8> { static const int kSmiShiftSize = 31; static const int kSmiValueSize = 32; static inline int SmiToInt(internal::Object* value) { int shift_bits = kSmiTagSize + kSmiShiftSize; // Shift down and throw away top 32 bits. return static_cast<int>(reinterpret_cast<intptr_t>(value) >> shift_bits); } // To maximize the range of pointers that can be encoded // in the available 32 bits, we require them to be 8 bytes aligned. // This gives 2 ^ (32 + 3) = 32G address space covered. // It might be not enough to cover stack allocated objects on some platforms. static const int kPointerAlignment = 3; static const uintptr_t kEncodablePointerMask = ~(uintptr_t(0xffffffff) << kPointerAlignment); static const int kPointerToSmiShift = kSmiTagSize + kSmiShiftSize - kPointerAlignment; }; typedef SmiTagging<kApiPointerSize> PlatformSmiTagging; const int kSmiShiftSize = PlatformSmiTagging::kSmiShiftSize; const int kSmiValueSize = PlatformSmiTagging::kSmiValueSize; const uintptr_t kEncodablePointerMask = PlatformSmiTagging::kEncodablePointerMask; const int kPointerToSmiShift = PlatformSmiTagging::kPointerToSmiShift; template <size_t ptr_size> struct InternalConstants; // Internal constants for 32-bit systems. template <> struct InternalConstants<4> { static const int kStringResourceOffset = 3 * kApiPointerSize; }; // Internal constants for 64-bit systems. template <> struct InternalConstants<8> { static const int kStringResourceOffset = 3 * kApiPointerSize; }; /** * This class exports constants and functionality from within v8 that * is necessary to implement inline functions in the v8 api. Don't * depend on functions and constants defined here. */ class Internals { public: // These values match non-compiler-dependent values defined within // the implementation of v8. static const int kHeapObjectMapOffset = 0; static const int kMapInstanceTypeOffset = 1 * kApiPointerSize + kApiIntSize; static const int kStringResourceOffset = InternalConstants<kApiPointerSize>::kStringResourceOffset; static const int kForeignAddressOffset = kApiPointerSize; static const int kJSObjectHeaderSize = 3 * kApiPointerSize; static const int kFullStringRepresentationMask = 0x07; static const int kExternalTwoByteRepresentationTag = 0x02; static const int kJSObjectType = 0xaa; static const int kFirstNonstringType = 0x80; static const int kForeignType = 0x85; static inline bool HasHeapObjectTag(internal::Object* value) { return ((reinterpret_cast<intptr_t>(value) & kHeapObjectTagMask) == kHeapObjectTag); } static inline bool HasSmiTag(internal::Object* value) { return ((reinterpret_cast<intptr_t>(value) & kSmiTagMask) == kSmiTag); } static inline int SmiValue(internal::Object* value) { return PlatformSmiTagging::SmiToInt(value); } static inline int GetInstanceType(internal::Object* obj) { typedef internal::Object O; O* map = ReadField<O*>(obj, kHeapObjectMapOffset); return ReadField<uint8_t>(map, kMapInstanceTypeOffset); } static inline void* GetExternalPointerFromSmi(internal::Object* value) { const uintptr_t address = reinterpret_cast<uintptr_t>(value); return reinterpret_cast<void*>(address >> kPointerToSmiShift); } static inline void* GetExternalPointer(internal::Object* obj) { if (HasSmiTag(obj)) { return GetExternalPointerFromSmi(obj); } else if (GetInstanceType(obj) == kForeignType) { return ReadField<void*>(obj, kForeignAddressOffset); } else { return NULL; } } static inline bool IsExternalTwoByteString(int instance_type) { int representation = (instance_type & kFullStringRepresentationMask); return representation == kExternalTwoByteRepresentationTag; } template <typename T> static inline T ReadField(Object* ptr, int offset) { uint8_t* addr = reinterpret_cast<uint8_t*>(ptr) + offset - kHeapObjectTag; return *reinterpret_cast<T*>(addr); } static inline bool CanCastToHeapObject(void* o) { return false; } static inline bool CanCastToHeapObject(Context* o) { return true; } static inline bool CanCastToHeapObject(String* o) { return true; } static inline bool CanCastToHeapObject(Object* o) { return true; } static inline bool CanCastToHeapObject(Message* o) { return true; } static inline bool CanCastToHeapObject(StackTrace* o) { return true; } static inline bool CanCastToHeapObject(StackFrame* o) { return true; } }; } // namespace internal template <class T> Local<T>::Local() : Handle<T>() { } template <class T> Local<T> Local<T>::New(Handle<T> that) { if (that.IsEmpty()) return Local<T>(); T* that_ptr = *that; internal::Object** p = reinterpret_cast<internal::Object**>(that_ptr); if (internal::Internals::CanCastToHeapObject(that_ptr)) { return Local<T>(reinterpret_cast<T*>(HandleScope::CreateHandle( reinterpret_cast<internal::HeapObject*>(*p)))); } return Local<T>(reinterpret_cast<T*>(HandleScope::CreateHandle(*p))); } template <class T> Persistent<T> Persistent<T>::New(Handle<T> that) { if (that.IsEmpty()) return Persistent<T>(); internal::Object** p = reinterpret_cast<internal::Object**>(*that); return Persistent<T>(reinterpret_cast<T*>(V8::GlobalizeReference(p))); } template <class T> bool Persistent<T>::IsNearDeath() const { if (this->IsEmpty()) return false; return V8::IsGlobalNearDeath(reinterpret_cast<internal::Object**>(**this)); } template <class T> bool Persistent<T>::IsWeak() const { if (this->IsEmpty()) return false; return V8::IsGlobalWeak(reinterpret_cast<internal::Object**>(**this)); } template <class T> void Persistent<T>::Dispose() { if (this->IsEmpty()) return; V8::DisposeGlobal(reinterpret_cast<internal::Object**>(**this)); } template <class T> Persistent<T>::Persistent() : Handle<T>() { } template <class T> void Persistent<T>::MakeWeak(void* parameters, WeakReferenceCallback callback) { V8::MakeWeak(reinterpret_cast<internal::Object**>(**this), parameters, callback); } template <class T> void Persistent<T>::ClearWeak() { V8::ClearWeak(reinterpret_cast<internal::Object**>(**this)); } template <class T> void Persistent<T>::MarkIndependent() { V8::MarkIndependent(reinterpret_cast<internal::Object**>(**this)); } template <class T> void Persistent<T>::SetWrapperClassId(uint16_t class_id) { V8::SetWrapperClassId(reinterpret_cast<internal::Object**>(**this), class_id); } Arguments::Arguments(internal::Object** implicit_args, internal::Object** values, int length, bool is_construct_call) : implicit_args_(implicit_args), values_(values), length_(length), is_construct_call_(is_construct_call) { } Local<Value> Arguments::operator[](int i) const { if (i < 0 || length_ <= i) return Local<Value>(*Undefined()); return Local<Value>(reinterpret_cast<Value*>(values_ - i)); } Local<Function> Arguments::Callee() const { return Local<Function>(reinterpret_cast<Function*>( &implicit_args_[kCalleeIndex])); } Local<Object> Arguments::This() const { return Local<Object>(reinterpret_cast<Object*>(values_ + 1)); } Local<Object> Arguments::Holder() const { return Local<Object>(reinterpret_cast<Object*>( &implicit_args_[kHolderIndex])); } Local<Value> Arguments::Data() const { return Local<Value>(reinterpret_cast<Value*>(&implicit_args_[kDataIndex])); } bool Arguments::IsConstructCall() const { return is_construct_call_; } int Arguments::Length() const { return length_; } template <class T> Local<T> HandleScope::Close(Handle<T> value) { internal::Object** before = reinterpret_cast<internal::Object**>(*value); internal::Object** after = RawClose(before); return Local<T>(reinterpret_cast<T*>(after)); } Handle<Value> ScriptOrigin::ResourceName() const { return resource_name_; } Handle<Integer> ScriptOrigin::ResourceLineOffset() const { return resource_line_offset_; } Handle<Integer> ScriptOrigin::ResourceColumnOffset() const { return resource_column_offset_; } Handle<Boolean> Boolean::New(bool value) { return value ? True() : False(); } void Template::Set(const char* name, v8::Handle<Data> value) { Set(v8::String::New(name), value); } Local<Value> Object::GetInternalField(int index) { #ifndef V8_ENABLE_CHECKS Local<Value> quick_result = UncheckedGetInternalField(index); if (!quick_result.IsEmpty()) return quick_result; #endif return CheckedGetInternalField(index); } Local<Value> Object::UncheckedGetInternalField(int index) { typedef internal::Object O; typedef internal::Internals I; O* obj = *reinterpret_cast<O**>(this); if (I::GetInstanceType(obj) == I::kJSObjectType) { // If the object is a plain JSObject, which is the common case, // we know where to find the internal fields and can return the // value directly. int offset = I::kJSObjectHeaderSize + (internal::kApiPointerSize * index); O* value = I::ReadField<O*>(obj, offset); O** result = HandleScope::CreateHandle(value); return Local<Value>(reinterpret_cast<Value*>(result)); } else { return Local<Value>(); } } void* External::Unwrap(Handle<v8::Value> obj) { #ifdef V8_ENABLE_CHECKS return FullUnwrap(obj); #else return QuickUnwrap(obj); #endif } void* External::QuickUnwrap(Handle<v8::Value> wrapper) { typedef internal::Object O; O* obj = *reinterpret_cast<O**>(const_cast<v8::Value*>(*wrapper)); return internal::Internals::GetExternalPointer(obj); } void* Object::GetPointerFromInternalField(int index) { typedef internal::Object O; typedef internal::Internals I; O* obj = *reinterpret_cast<O**>(this); if (I::GetInstanceType(obj) == I::kJSObjectType) { // If the object is a plain JSObject, which is the common case, // we know where to find the internal fields and can return the // value directly. int offset = I::kJSObjectHeaderSize + (internal::kApiPointerSize * index); O* value = I::ReadField<O*>(obj, offset); return I::GetExternalPointer(value); } return SlowGetPointerFromInternalField(index); } String* String::Cast(v8::Value* value) { #ifdef V8_ENABLE_CHECKS CheckCast(value); #endif return static_cast<String*>(value); } String::ExternalStringResource* String::GetExternalStringResource() const { typedef internal::Object O; typedef internal::Internals I; O* obj = *reinterpret_cast<O**>(const_cast<String*>(this)); String::ExternalStringResource* result; if (I::IsExternalTwoByteString(I::GetInstanceType(obj))) { void* value = I::ReadField<void*>(obj, I::kStringResourceOffset); result = reinterpret_cast<String::ExternalStringResource*>(value); } else { result = NULL; } #ifdef V8_ENABLE_CHECKS VerifyExternalStringResource(result); #endif return result; } bool Value::IsString() const { #ifdef V8_ENABLE_CHECKS return FullIsString(); #else return QuickIsString(); #endif } bool Value::QuickIsString() const { typedef internal::Object O; typedef internal::Internals I; O* obj = *reinterpret_cast<O**>(const_cast<Value*>(this)); if (!I::HasHeapObjectTag(obj)) return false; return (I::GetInstanceType(obj) < I::kFirstNonstringType); } Number* Number::Cast(v8::Value* value) { #ifdef V8_ENABLE_CHECKS CheckCast(value); #endif return static_cast<Number*>(value); } Integer* Integer::Cast(v8::Value* value) { #ifdef V8_ENABLE_CHECKS CheckCast(value); #endif return static_cast<Integer*>(value); } Date* Date::Cast(v8::Value* value) { #ifdef V8_ENABLE_CHECKS CheckCast(value); #endif return static_cast<Date*>(value); } StringObject* StringObject::Cast(v8::Value* value) { #ifdef V8_ENABLE_CHECKS CheckCast(value); #endif return static_cast<StringObject*>(value); } NumberObject* NumberObject::Cast(v8::Value* value) { #ifdef V8_ENABLE_CHECKS CheckCast(value); #endif return static_cast<NumberObject*>(value); } BooleanObject* BooleanObject::Cast(v8::Value* value) { #ifdef V8_ENABLE_CHECKS CheckCast(value); #endif return static_cast<BooleanObject*>(value); } RegExp* RegExp::Cast(v8::Value* value) { #ifdef V8_ENABLE_CHECKS CheckCast(value); #endif return static_cast<RegExp*>(value); } Object* Object::Cast(v8::Value* value) { #ifdef V8_ENABLE_CHECKS CheckCast(value); #endif return static_cast<Object*>(value); } Array* Array::Cast(v8::Value* value) { #ifdef V8_ENABLE_CHECKS CheckCast(value); #endif return static_cast<Array*>(value); } Function* Function::Cast(v8::Value* value) { #ifdef V8_ENABLE_CHECKS CheckCast(value); #endif return static_cast<Function*>(value); } External* External::Cast(v8::Value* value) { #ifdef V8_ENABLE_CHECKS CheckCast(value); #endif return static_cast<External*>(value); } Local<Value> AccessorInfo::Data() const { return Local<Value>(reinterpret_cast<Value*>(&args_[-2])); } Local<Object> AccessorInfo::This() const { return Local<Object>(reinterpret_cast<Object*>(&args_[0])); } Local<Object> AccessorInfo::Holder() const { return Local<Object>(reinterpret_cast<Object*>(&args_[-1])); } /** * \example shell.cc * A simple shell that takes a list of expressions on the * command-line and executes them. */ /** * \example process.cc */ } // namespace v8 #undef V8EXPORT #undef TYPE_CHECK #endif // V8_H_