// Copyright 2012 the V8 project authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
/** \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 INCLUDE_V8_H_
#define INCLUDE_V8_H_
#include <stddef.h>
#include <stdint.h>
#include <stdio.h>
#include <memory>
#include <utility>
#include <vector>
#include "v8-version.h" // NOLINT(build/include)
#include "v8config.h" // NOLINT(build/include)
// We reserve the V8_* prefix for macros defined in V8 public API and
// assume there are no name conflicts with the embedder's code.
#ifdef V8_OS_WIN
// 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.
#ifdef BUILDING_V8_SHARED
# define V8_EXPORT __declspec(dllexport)
#elif USING_V8_SHARED
# define V8_EXPORT __declspec(dllimport)
#else
# define V8_EXPORT
#endif // BUILDING_V8_SHARED
#else // V8_OS_WIN
// Setup for Linux shared library export.
#if V8_HAS_ATTRIBUTE_VISIBILITY
# ifdef BUILDING_V8_SHARED
# define V8_EXPORT __attribute__ ((visibility("default")))
# else
# define V8_EXPORT
# endif
#else
# define V8_EXPORT
#endif
#endif // V8_OS_WIN
/**
* The v8 JavaScript engine.
*/
namespace v8 {
class AccessorSignature;
class Array;
class ArrayBuffer;
class Boolean;
class BooleanObject;
class Context;
class CpuProfiler;
class Data;
class Date;
class External;
class Function;
class FunctionTemplate;
class HeapProfiler;
class ImplementationUtilities;
class Int32;
class Integer;
class Isolate;
template <class T>
class Maybe;
class Name;
class Number;
class NumberObject;
class Object;
class ObjectOperationDescriptor;
class ObjectTemplate;
class Platform;
class Primitive;
class Promise;
class PropertyDescriptor;
class Proxy;
class RawOperationDescriptor;
class Script;
class SharedArrayBuffer;
class Signature;
class StartupData;
class StackFrame;
class StackTrace;
class String;
class StringObject;
class Symbol;
class SymbolObject;
class Private;
class Uint32;
class Utils;
class Value;
class WasmCompiledModule;
template <class T> class Local;
template <class T>
class MaybeLocal;
template <class T> class Eternal;
template<class T> class NonCopyablePersistentTraits;
template<class T> class PersistentBase;
template <class T, class M = NonCopyablePersistentTraits<T> >
class Persistent;
template <class T>
class Global;
template<class K, class V, class T> class PersistentValueMap;
template <class K, class V, class T>
class PersistentValueMapBase;
template <class K, class V, class T>
class GlobalValueMap;
template<class V, class T> class PersistentValueVector;
template<class T, class P> class WeakCallbackObject;
class FunctionTemplate;
class ObjectTemplate;
class Data;
template<typename T> class FunctionCallbackInfo;
template<typename T> class PropertyCallbackInfo;
class StackTrace;
class StackFrame;
class Isolate;
class CallHandlerHelper;
class EscapableHandleScope;
template<typename T> class ReturnValue;
namespace internal {
class Arguments;
class Heap;
class HeapObject;
class Isolate;
class Object;
struct StreamedSource;
template<typename T> class CustomArguments;
class PropertyCallbackArguments;
class FunctionCallbackArguments;
class GlobalHandles;
} // namespace internal
// --- 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 Local<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 Local {
public:
V8_INLINE Local() : val_(0) {}
template <class S>
V8_INLINE Local(Local<S> that)
: val_(reinterpret_cast<T*>(*that)) {
/**
* This check fails when trying to convert between incompatible
* handles. For example, converting from a Local<String> to a
* Local<Number>.
*/
TYPE_CHECK(T, S);
}
/**
* Returns true if the handle is empty.
*/
V8_INLINE bool IsEmpty() const { return val_ == 0; }
/**
* Sets the handle to be empty. IsEmpty() will then return true.
*/
V8_INLINE void Clear() { val_ = 0; }
V8_INLINE T* operator->() const { return val_; }
V8_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>
V8_INLINE bool operator==(const Local<S>& that) const {
internal::Object** a = reinterpret_cast<internal::Object**>(this->val_);
internal::Object** b = reinterpret_cast<internal::Object**>(that.val_);
if (a == 0) return b == 0;
if (b == 0) return false;
return *a == *b;
}
template <class S> V8_INLINE bool operator==(
const PersistentBase<S>& that) const {
internal::Object** a = reinterpret_cast<internal::Object**>(this->val_);
internal::Object** b = reinterpret_cast<internal::Object**>(that.val_);
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>
V8_INLINE bool operator!=(const Local<S>& that) const {
return !operator==(that);
}
template <class S> V8_INLINE bool operator!=(
const Persistent<S>& that) const {
return !operator==(that);
}
template <class S> V8_INLINE static 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>
V8_INLINE Local<S> As() const {
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.
*/
V8_INLINE static Local<T> New(Isolate* isolate, Local<T> that);
V8_INLINE static Local<T> New(Isolate* isolate,
const PersistentBase<T>& that);
private:
friend class Utils;
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Node.js,简称Node,是一个开源且跨平台的JavaScript运行时环境,它允许在浏览器外运行JavaScript代码。Node.js于2009年由Ryan Dahl创立,旨在创建高性能的Web服务器和网络应用程序。它基于Google Chrome的V8 JavaScript引擎,可以在Windows、Linux、Unix、Mac OS X等操作系统上运行。 Node.js的特点之一是事件驱动和非阻塞I/O模型,这使得它非常适合处理大量并发连接,从而在构建实时应用程序如在线游戏、聊天应用以及实时通讯服务时表现卓越。此外,Node.js使用了模块化的架构,通过npm(Node package manager,Node包管理器),社区成员可以共享和复用代码,极大地促进了Node.js生态系统的发展和扩张。 Node.js不仅用于服务器端开发。随着技术的发展,它也被用于构建工具链、开发桌面应用程序、物联网设备等。Node.js能够处理文件系统、操作数据库、处理网络请求等,因此,开发者可以用JavaScript编写全栈应用程序,这一点大大提高了开发效率和便捷性。 在实践中,许多大型企业和组织已经采用Node.js作为其Web应用程序的开发平台,如Netflix、PayPal和Walmart等。它们利用Node.js提高了应用性能,简化了开发流程,并且能更快地响应市场需求。
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