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v8.h
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v8.h
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// Copyright 2012 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.
#if defined(__GNUC__) && ((__GNUC__ >= 4) || \
(__GNUC__ == 3 && __GNUC_MINOR__ >= 3)) && defined(V8_SHARED)
#ifdef BUILDING_V8_SHARED
#define V8EXPORT __attribute__ ((visibility("default")))
#else
#define V8EXPORT
#endif
#else
#define V8EXPORT
#endif
#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;
class AccessorSignature;
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;
class Isolate;
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();
/** Returns true if this handle was previously marked as independent. */
inline bool IsIndependent() const;
/** 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);
/**
* Returns the class ID previously assigned to this handle or 0 if no class
* ID was previously assigned.
*/
inline uint16_t WrapperClassId() const;
private:
friend class ImplementationUtilities;
friend class ObjectTemplate;
};
/**
* A stack-allocated class that governs a number of local handles.
* After a handle scope has been created, all local handles will be
* allocated within that handle scope until either the handle scope is
* deleted or another handle scope is created. If there is already a
* handle scope and a new one is created, all allocations will take
* place in the new handle scope until it is deleted. After that,
* new handles will again be allocated in the original handle scope.
*
* After the handle scope of a local handle has been deleted the
* garbage collector will no longer track the object stored in the
* handle and may deallocate it. The behavior of accessing a handle
* for which the handle scope has been deleted is undefined.
*/
class V8EXPORT HandleScope {
public:
HandleScope();
~HandleScope();
/**
* Closes the handle scope and returns the value as a handle in the
* previous scope, which is the new current scope after the call.
*/
template <class T> Local<T> Close(Handle<T> value);
/**
* Counts the number of allocated handles.
*/
static int NumberOfHandles();
/**
* Creates a new handle with the given value.
*/
static internal::Object** CreateHandle(internal::Object* value);
// 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.
*/
inline bool IsUndefined() const;
/**
* Returns true if this value is the null value. See ECMA-262
* 4.3.11.
*/
inline 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 QuickIsUndefined() const;
inline bool QuickIsNull() const;
inline bool QuickIsString() const;
V8EXPORT bool FullIsUndefined() const;
V8EXPORT bool FullIsNull() const;
V8EXPORT bool FullIsString() const;