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Check-in Number: 5436
Date: 2004-Apr-15 23:36:33 (local)
2004-Apr-15 21:36:33 (UTC)
User:rse
Branch:
Comment: Import new upstream version: Mozilla JavaScript 1.6-1.5.0.5-20060722
Tickets:
Inspections:
Files:
ossp-pkg/js/src/README.html      1.1 -> 1.1.1.1    
ossp-pkg/js/src/README.html      added-> 1.1

ossp-pkg/js/src/README.html -> 1.1

*** /dev/null    Sat Nov 23 05:09:28 2024
--- -    Sat Nov 23 05:09:48 2024
***************
*** 0 ****
--- 1,826 ----
+ <!-- ***** BEGIN LICENSE BLOCK *****
+    - Version: MPL 1.1/GPL 2.0/LGPL 2.1
+    -
+    - The contents of this file are subject to the Mozilla Public License Version
+    - 1.1 (the "License"); you may not use this file except in compliance with
+    - the License. You may obtain a copy of the License at
+    - http://www.mozilla.org/MPL/
+    -
+    - Software distributed under the License is distributed on an "AS IS" basis,
+    - WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
+    - for the specific language governing rights and limitations under the
+    - License.
+    - 
+    - The Original Code is Mozilla Communicator client code, released
+    - March 31, 1998.
+    - 
+    - The Initial Developer of the Original Code is
+    - Netscape Communications Corporation.
+    - Portions created by the Initial Developer are Copyright (C) 1998-1999
+    - the Initial Developer. All Rights Reserved.
+    - 
+    - Contributor(s):
+    - 
+    - Alternatively, the contents of this file may be used under the terms of
+    - either of the GNU General Public License Version 2 or later (the "GPL"),
+    - or the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
+    - in which case the provisions of the GPL or the LGPL are applicable instead
+    - of those above. If you wish to allow use of your version of this file only
+    - under the terms of either the GPL or the LGPL, and not to allow others to
+    - use your version of this file under the terms of the MPL, indicate your
+    - decision by deleting the provisions above and replace them with the notice
+    - and other provisions required by the GPL or the LGPL. If you do not delete
+    - the provisions above, a recipient may use your version of this file under
+    - the terms of any one of the MPL, the GPL or the LGPL.
+    -
+    - ***** END LICENSE BLOCK ***** -->
+ <!doctype html public "-//w3c//dtd html 4.0 transitional//en">
+ <html>
+ <head>
+    <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
+    <meta name="GENERATOR" content="Mozilla/4.5 [en] (WinNT; I) [Netscape]">
+    <title>JavaScript Reference Implementation (JSRef) README</title>
+ </head>
+ <body>
+ 
+ <h2>
+ Table of Contents</h2>
+ 
+ <ul>
+ <li>
+ <a href="#Introduction">Introduction</a></li>
+ 
+ <li>
+ <a href="#Build">Build conventions (standalone JS engine and shell)</a></li>
+ 
+ <li>
+ <a href="#Debugging">Debugging notes</a></li>
+ 
+ <li>
+ <a href="#Conventions">Naming and coding conventions</a></li>
+ 
+ <li>
+ <a href="#JSAPI">Using the JS API</a></li>
+ 
+ <li>
+ <a href="#Design">Design walk-through</a></li>
+ 
+ <li>
+ <a href="#Resources">Additional Resources (links, API docs, and newsgroups)</a></li>
+ 
+ </ul>
+ 
+ <h2>
+ <a NAME="Introduction"></a>Introduction</h2>
+ This is the README file for the&nbsp;<span CLASS=LXRSHORTDESC>JavaScript
+ Reference (JSRef, now better known as SpiderMonkey) implementation.</span>
+ It consists of build conventions
+ and instructions, source code conventions, a design walk-through, and a
+ brief file-by-file description of the source.
+ <p><span CLASS=LXRLONGDESC>JSRef builds a library or DLL containing the
+ JavaScript runtime (compiler, interpreter, decompiler, garbage collector,
+ atom manager, standard classes). It then compiles a small "shell" program
+ and links that with the library to make an interpreter that can be used
+ interactively and with test .js files to run scripts.&nbsp; The code has
+ no dependencies on the rest of the Mozilla codebase.</span>
+ <p><i>Quick start tip</i>: skip to "Using the JS API" below, build the
+ js shell, and play with the object named "it" (start by setting 'it.noisy
+ = true').
+ <h2>
+ <a NAME="Build"></a>Build conventions (standalone JS engine and shell)
+ (OUT OF DATE!)</h2>
+ These build directions refer only to building the standalone JavaScript
+ engine and shell.&nbsp; To build within the browser, refer to the <a 
+ href="http://www.mozilla.org/build/">build
+ directions</a> on the mozilla.org website.
+ <p>By default, all platforms build a version of the JS engine that is <i>not</i>
+ threadsafe.&nbsp; If you require thread-safety, you must also populate
+ the <tt>mozilla/dist</tt> directory with <a href="http://www.mozilla.org/projects/nspr/reference/html/"
+ >NSPR</a>
+ headers and libraries.&nbsp; (NSPR implements a portable threading library,
+ among other things.&nbsp; The source is downloadable via <a href="http://www.mozilla.org/cvs.html">CVS</a>
+ from <tt><a href="http://lxr.mozilla.org/mozilla/source/nsprpub">mozilla/nsprpub</a></tt>.)&nbsp;
+ Next, you must define <tt>JS_THREADSAFE</tt> when building the JS engine,
+ either on the command-line (gmake/nmake) or in a universal header file.
+ <h3>
+ Windows</h3>
+ 
+ <ul>
+ <li>
+ Use MSVC 4.2 or 5.0.</li>
+ 
+ <li>
+ For building from the IDE use <tt>js/src/js.mdp</tt>.&nbsp; (<tt>js.mdp</tt>
+ is an MSVC4.2 project file, but if you load it into MSVC5, it will be converted
+ to the newer project file format.)&nbsp; <font color="#CC0000">NOTE: makefile.win
+ is an nmake file used only for building the JS-engine in the Mozilla browser.&nbsp;
+ Don't attempt to use it to build the standalone JS-engine.</font></li>
+ 
+ <li>
+ If you prefer to build from the command-line, use '<tt>nmake -f js.mak</tt>'</li>
+ 
+ <li>
+ Executable shell <tt>js.exe</tt> and runtime library <tt>js32.dll</tt>
+ are created in either <tt>js/src/Debug</tt> or <tt>js/src/Release</tt>.</li>
+ </ul>
+ 
+ <h3>
+ Macintosh</h3>
+ 
+ <ul>
+ <li>
+ Use CodeWarrior 3.x</li>
+ 
+ <li>
+ Load the project file <tt>js:src:macbuild:JSRef.mcp </tt>and select "Make"
+ from the menu.</li>
+ </ul>
+ 
+ <h3>
+ Unix</h3>
+ 
+ <ul>
+ <li>
+ Use '<tt>gmake -f Makefile.ref</tt>' to build. To compile optimized code,
+ pass <tt>BUILD_OPT=1</tt> on the gmake command line or preset it in the
+ environment or <tt>Makefile.ref</tt>.&nbsp; <font color="#CC0000">NOTE:
+ Do not attempt to use Makefile to build the standalone JavaScript engine.&nbsp;
+ This file is used only for building the JS-engine in the Mozilla browser.</font></li>
+ 
+ <li>
+ <font color="#000000">Each platform on which JS is built must have a <tt>*.mk</tt>
+ configuration file in the <tt>js/src/config</tt> directory.&nbsp; The configuration
+ file specifies the compiler/linker to be used and allows for customization
+ of command-line options.&nbsp; To date, the build system has been tested
+ on Solaris, AIX, HP/UX, OSF, IRIX, x86 Linux and Windows NT.</font></li>
+ 
+ <li>
+ <font color="#000000">Most platforms will work with either the vendor compiler
+ </font>or
+ <a href="ftp://prep.ai.mit.edu/pub/gnu">gcc</a>.&nbsp;
+ (Except that HP builds only work using the native compiler.&nbsp; gcc won't
+ link correctly with shared libraries on that platform.&nbsp; If someone
+ knows a way to fix this, <a href="mailto:wynholds@netscape.com">let us
+ know</a>.)</li>
+ 
+ <li>
+ <font color="#000000">If you define <tt>JS_LIVECONNECT</tt>, gmake will
+ descend into the liveconnect directory and build 
+ <a href="http://lxr.mozilla.org/mozilla/source/js/src/liveconnect/README.html">LiveConnect</a>
+ after building the JS engine.</font></li>
+ 
+ <li>
+ To build a binary drop (a zip'ed up file of headers, libraries, binaries),
+ check out <tt>mozilla/config</tt> and <tt>mozilla/nsprpub/config</tt>.&nbsp;
+ Use '<tt>gmake -f Makefile.ref nsinstall-target all export ship</tt>'</li>
+ </ul>
+ 
+ <h2>
+ <a NAME="Debugging"></a>Debugging notes</h2>
+ 
+ <ul>
+ <li>
+ To turn on GC instrumentation, define <tt>JS_GCMETER</tt>.</li>
+ 
+ <ul>
+ <li>
+ To turn on GC mark-phase debugging, useful to find leaked objects by their
+ address, and to dump the GC heap, define <tt>GC_MARK_DEBUG</tt>.
+ See the code in jsgc.c around the declaration and use of
+ <tt>js_LiveThingToFind</tt>.</li>
+ 
+ <li>
+ To turn on the arena package's instrumentation, define <tt>JS_ARENAMETER</tt>.</li>
+ 
+ <li>
+ To turn on the hash table package's metering, define <tt>JS_HASHMETER</tt>.</li>
+ </ul>
+ 
+ <h2>
+ <a NAME="Conventions"></a>Naming and coding conventions</h2>
+ 
+ <ul>
+ <li>
+ Public function names begin with <tt>JS_</tt> followed by capitalized "intercaps",
+ e.g. <tt>JS_NewObject</tt>.</li>
+ 
+ <li>
+ Extern but library-private function names use a <tt>js_</tt> prefix and
+ mixed case, e.g. <tt>js_SearchScope</tt>.</li>
+ 
+ <li>
+ Most static function names have unprefixed, mixed-case names: <tt>GetChar</tt>.</li>
+ 
+ <li>
+ But static native methods of JS objects have lowercase, underscore-separated
+ or intercaps names, e.g., <tt>str_indexOf</tt>.</li>
+ 
+ <li>
+ And library-private and static data use underscores, not intercaps (but
+ library-private data do use a <tt>js_</tt> prefix).</li>
+ 
+ <li>
+ Scalar type names are lowercase and js-prefixed: <tt>jsdouble</tt>.</li>
+ 
+ <li>
+ Aggregate type names are JS-prefixed and mixed-case: <tt>JSObject.</tt></li>
+ 
+ <li>
+ Macros are generally <tt>ALL_CAPS </tt>and underscored, to call out potential
+ side effects, multiple uses of a formal argument, etc.</li>
+ 
+ <li>
+ Four spaces of indentation per statement nesting level.</li>
+ 
+ <li>
+ Tabs are taken to be eight spaces, and an Emacs magic comment at the top
+ of each file tries to help. If you're using MSVC or similar, you'll want
+ to set tab width to 8, and help convert these files to be space-filled.
+ <font color="#CC0000">Do not add hard tabs to source files; do remove them
+ whenever possible.</font></li>
+ 
+ <li>
+ DLL entry points have their return type expanded within a <tt>JS_PUBLIC_API()</tt>
+ macro call, to get the right Windows secret type qualifiers in the right
+ places for all build variants.</li>
+ 
+ <li>
+ Callback functions that might be called from a DLL are similarly macroized
+ with <tt>JS_STATIC_DLL_CALLBACK</tt> (if the function otherwise would be
+ static to hide its name) or <tt>JS_DLL_CALLBACK</tt> (this macro takes
+ no type argument; it should be used after the return type and before the
+ function name).</li>
+ </ul>
+ 
+ <h2>
+ <a NAME="JSAPI"></a>Using the JS API</h2>
+ 
+ <h4>
+ Starting up</h4>
+ 
+ <pre><tt>&nbsp;&nbsp;&nbsp; /*
+ &nbsp;&nbsp;&nbsp;&nbsp; * Tune this to avoid wasting space for shallow stacks, while saving on
+ &nbsp;&nbsp;&nbsp;&nbsp; * malloc overhead/fragmentation for deep or highly-variable stacks.
+ &nbsp;&nbsp;&nbsp;&nbsp; */
+ &nbsp;&nbsp;&nbsp; #define STACK_CHUNK_SIZE&nbsp;&nbsp;&nbsp; 8192
+ 
+ &nbsp;&nbsp;&nbsp; JSRuntime *rt;
+ &nbsp;&nbsp;&nbsp; JSContext *cx;
+ 
+ &nbsp;&nbsp;&nbsp; /* You need a runtime and one or more contexts to do anything with JS. */
+ &nbsp;&nbsp;&nbsp; rt = JS_NewRuntime(0x400000L);
+ &nbsp;&nbsp;&nbsp; if (!rt)
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; fail("can't create JavaScript runtime");
+ &nbsp;&nbsp;&nbsp; cx = JS_NewContext(rt, STACK_CHUNK_SIZE);
+ &nbsp;&nbsp;&nbsp; if (!cx)
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; fail("can't create JavaScript context");
+ 
+ &nbsp;&nbsp;&nbsp; /*
+ &nbsp;&nbsp;&nbsp;&nbsp; * The context definitely wants a global object, in order to have standard
+ &nbsp;&nbsp;&nbsp;&nbsp; * classes and functions like Date and parseInt.&nbsp; See below for details on
+ &nbsp;&nbsp;&nbsp;&nbsp; * JS_NewObject.
+ &nbsp;&nbsp;&nbsp;&nbsp; */
+ &nbsp;&nbsp;&nbsp; JSObject *globalObj;
+ 
+ &nbsp;&nbsp;&nbsp; globalObj = JS_NewObject(cx, &amp;my_global_class, 0, 0);
+ &nbsp;&nbsp;&nbsp; JS_InitStandardClasses(cx, globalObj);</tt></pre>
+ 
+ <h4>
+ Defining objects and properties</h4>
+ 
+ <pre><tt>&nbsp;&nbsp;&nbsp; /* Statically initialize a class to make "one-off" objects. */
+ &nbsp;&nbsp;&nbsp; JSClass my_class = {
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; "MyClass",
+ 
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; /* All of these can be replaced with the corresponding JS_*Stub
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; function pointers. */
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; my_addProperty, my_delProperty, my_getProperty, my_setProperty,
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; my_enumerate,&nbsp;&nbsp; my_resolve,&nbsp;&nbsp;&nbsp;&nbsp; my_convert,&nbsp;&nbsp;&nbsp;&nbsp; my_finalize
+ &nbsp;&nbsp;&nbsp; };
+ 
+ &nbsp;&nbsp;&nbsp; JSObject *obj;
+ 
+ &nbsp;&nbsp;&nbsp; /*
+ &nbsp;&nbsp;&nbsp;&nbsp; * Define an object named in the global scope that can be enumerated by
+ &nbsp;&nbsp;&nbsp;&nbsp; * for/in loops.&nbsp; The parent object is passed as the second argument, as
+ &nbsp;&nbsp;&nbsp;&nbsp; * with all other API calls that take an object/name pair.&nbsp; The prototype
+ &nbsp;&nbsp;&nbsp;&nbsp; * passed in is null, so the default object prototype will be used.
+ &nbsp;&nbsp;&nbsp;&nbsp; */
+ &nbsp;&nbsp;&nbsp; obj = JS_DefineObject(cx, globalObj, "myObject", &amp;my_class, NULL,
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; JSPROP_ENUMERATE);
+ 
+ &nbsp;&nbsp;&nbsp; /*
+ &nbsp;&nbsp;&nbsp;&nbsp; * Define a bunch of properties with a JSPropertySpec array statically
+ &nbsp;&nbsp;&nbsp;&nbsp; * initialized and terminated with a null-name entry.&nbsp; Besides its name,
+ &nbsp;&nbsp;&nbsp;&nbsp; * each property has a "tiny" identifier (MY_COLOR, e.g.) that can be used
+ &nbsp;&nbsp;&nbsp;&nbsp; * in switch statements (in a common my_getProperty function, for example).
+ &nbsp;&nbsp;&nbsp;&nbsp; */
+ &nbsp;&nbsp;&nbsp; enum my_tinyid {
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; MY_COLOR, MY_HEIGHT, MY_WIDTH, MY_FUNNY, MY_ARRAY, MY_RDONLY
+ &nbsp;&nbsp;&nbsp; };
+ 
+ &nbsp;&nbsp;&nbsp; static JSPropertySpec my_props[] = {
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {"color",&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; MY_COLOR,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; JSPROP_ENUMERATE},
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {"height",&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; MY_HEIGHT,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; JSPROP_ENUMERATE},
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {"width",&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; MY_WIDTH,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; JSPROP_ENUMERATE},
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {"funny",&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; MY_FUNNY,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; JSPROP_ENUMERATE},
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {"array",&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; MY_ARRAY,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; JSPROP_ENUMERATE},
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {"rdonly",&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; MY_RDONLY,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; JSPROP_READONLY},
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {0}
+ &nbsp;&nbsp;&nbsp; };
+ 
+ &nbsp;&nbsp;&nbsp; JS_DefineProperties(cx, obj, my_props);
+ 
+ &nbsp;&nbsp;&nbsp; /*
+ &nbsp;&nbsp;&nbsp;&nbsp; * Given the above definitions and call to JS_DefineProperties, obj will
+ &nbsp;&nbsp;&nbsp;&nbsp; * need this sort of "getter" method in its class (my_class, above).&nbsp; See
+ &nbsp;&nbsp;&nbsp;&nbsp; * the example for the "It" class in js.c.
+ &nbsp;&nbsp;&nbsp;&nbsp; */
+ &nbsp;&nbsp;&nbsp; static JSBool
+ &nbsp;&nbsp;&nbsp; my_getProperty(JSContext *cx, JSObject *obj, jsval id, jsval *vp)
+ &nbsp;&nbsp;&nbsp; {
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if (JSVAL_IS_INT(id)) {
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; switch (JSVAL_TO_INT(id)) {
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; case MY_COLOR:&nbsp; *vp = . . .; break;
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; case MY_HEIGHT: *vp = . . .; break;
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; case MY_WIDTH:&nbsp; *vp = . . .; break;
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; case MY_FUNNY:&nbsp; *vp = . . .; break;
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; case MY_ARRAY:&nbsp; *vp = . . .; break;
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; case MY_RDONLY: *vp = . . .; break;
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; }
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; }
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; return JS_TRUE;
+ &nbsp;&nbsp;&nbsp; }</tt></pre>
+ 
+ <h4>
+ Defining functions</h4>
+ 
+ <pre><tt>&nbsp;&nbsp;&nbsp; /* Define a bunch of native functions first: */
+ &nbsp;&nbsp;&nbsp; static JSBool
+ &nbsp;&nbsp;&nbsp; my_abs(JSContext *cx, JSObject *obj, uintN argc, jsval *argv, jsval *rval)
+ &nbsp;&nbsp;&nbsp; {
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; jsdouble x, z;
+ 
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if (!JS_ValueToNumber(cx, argv[0], &amp;x))
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; return JS_FALSE;
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; z = (x &lt; 0) ? -x : x;
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; return JS_NewDoubleValue(cx, z, rval);
+ &nbsp;&nbsp;&nbsp; }
+ 
+ &nbsp;&nbsp;&nbsp; . . .
+ 
+ &nbsp;&nbsp;&nbsp; /*
+ &nbsp;&nbsp;&nbsp;&nbsp; * Use a JSFunctionSpec array terminated with a null name to define a
+ &nbsp;&nbsp;&nbsp;&nbsp; * bunch of native functions.
+ &nbsp;&nbsp;&nbsp;&nbsp; */
+ &nbsp;&nbsp;&nbsp; static JSFunctionSpec my_functions[] = {
+ &nbsp;&nbsp;&nbsp; /*&nbsp;&nbsp;&nbsp; name&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; native&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; nargs&nbsp;&nbsp;&nbsp; */
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {"abs",&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; my_abs,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1},
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {"acos",&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; my_acos,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1},
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {"asin",&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; my_asin,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1},
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; . . .
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {0}
+ &nbsp;&nbsp;&nbsp; };
+ 
+ &nbsp;&nbsp;&nbsp; /*
+ &nbsp;&nbsp;&nbsp;&nbsp; * Pass a particular object to define methods for it alone.&nbsp; If you pass
+ &nbsp;&nbsp;&nbsp;&nbsp; * a prototype object, the methods will apply to all instances past and
+ &nbsp;&nbsp;&nbsp;&nbsp; * future of the prototype's class (see below for classes).
+ &nbsp;&nbsp;&nbsp;&nbsp; */
+ &nbsp;&nbsp;&nbsp; JS_DefineFunctions(cx, globalObj, my_functions);</tt></pre>
+ 
+ <h4>
+ Defining classes</h4>
+ 
+ <pre><tt>&nbsp;&nbsp;&nbsp; /*
+ &nbsp;&nbsp;&nbsp;&nbsp; * This pulls together the above API elements by defining a constructor
+ &nbsp;&nbsp;&nbsp;&nbsp; * function, a prototype object, and properties of the prototype and of
+ &nbsp;&nbsp;&nbsp;&nbsp; * the constructor, all with one API call.
+ &nbsp;&nbsp;&nbsp;&nbsp; *
+ &nbsp;&nbsp;&nbsp;&nbsp; * Initialize a class by defining its constructor function, prototype, and
+ &nbsp;&nbsp;&nbsp;&nbsp; * per-instance and per-class properties.&nbsp; The latter are called "static"
+ &nbsp;&nbsp;&nbsp;&nbsp; * below by analogy to Java.&nbsp; They are defined in the constructor object's
+ &nbsp;&nbsp;&nbsp;&nbsp; * scope, so that 'MyClass.myStaticProp' works along with 'new MyClass()'.
+ &nbsp;&nbsp;&nbsp;&nbsp; *
+ &nbsp;&nbsp;&nbsp;&nbsp; * JS_InitClass takes a lot of arguments, but you can pass null for any of
+ &nbsp;&nbsp;&nbsp;&nbsp; * the last four if there are no such properties or methods.
+ &nbsp;&nbsp;&nbsp;&nbsp; *
+ &nbsp;&nbsp;&nbsp;&nbsp; * Note that you do not need to call JS_InitClass to make a new instance of
+ &nbsp;&nbsp;&nbsp;&nbsp; * that class -- otherwise there would be a chicken-and-egg problem making
+ &nbsp;&nbsp;&nbsp;&nbsp; * the global object -- but you should call JS_InitClass if you require a
+ &nbsp;&nbsp;&nbsp;&nbsp; * constructor function for script authors to call via new, and/or a class
+ &nbsp;&nbsp;&nbsp;&nbsp; * prototype object ('MyClass.prototype') for authors to extend with new
+ &nbsp;&nbsp;&nbsp;&nbsp; * properties at run-time.  In general, if you want to support multiple
+ &nbsp;&nbsp;&nbsp;&nbsp; * instances that share behavior, use JS_InitClass.
+ &nbsp;&nbsp;&nbsp;&nbsp; */
+ &nbsp;&nbsp;&nbsp; protoObj = JS_InitClass(cx, globalObj, NULL, &amp;my_class,
+ 
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; /* native constructor function and min arg count */
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; MyClass, 0,
+ 
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; /* prototype object properties and methods -- these
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; will be "inherited" by all instances through
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; delegation up the instance's prototype link. */
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; my_props, my_methods,
+ 
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; /* class constructor properties and methods */
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; my_static_props, my_static_methods);</tt></pre>
+ 
+ <h4>
+ Running scripts</h4>
+ 
+ <pre><tt>&nbsp;&nbsp;&nbsp; /* These should indicate source location for diagnostics. */
+ &nbsp;&nbsp;&nbsp; char *filename;
+ &nbsp;&nbsp;&nbsp; uintN lineno;
+ 
+ &nbsp;&nbsp;&nbsp; /*
+ &nbsp;&nbsp;&nbsp;&nbsp; * The return value comes back here -- if it could be a GC thing, you must
+ &nbsp;&nbsp;&nbsp;&nbsp; * add it to the GC's "root set" with JS_AddRoot(cx, &amp;thing) where thing
+ &nbsp;&nbsp;&nbsp;&nbsp; * is a JSString *, JSObject *, or jsdouble *, and remove the root before
+ &nbsp;&nbsp;&nbsp;&nbsp; * rval goes out of scope, or when rval is no longer needed.
+ &nbsp;&nbsp;&nbsp;&nbsp; */
+ &nbsp;&nbsp;&nbsp; jsval rval;
+ &nbsp;&nbsp;&nbsp; JSBool ok;
+ 
+ &nbsp;&nbsp;&nbsp; /*
+ &nbsp;&nbsp;&nbsp;&nbsp; * Some example source in a C string.&nbsp; Larger, non-null-terminated buffers
+ &nbsp;&nbsp;&nbsp;&nbsp; * can be used, if you pass the buffer length to JS_EvaluateScript.
+ &nbsp;&nbsp;&nbsp;&nbsp; */
+ &nbsp;&nbsp;&nbsp; char *source = "x * f(y)";
+ 
+ &nbsp;&nbsp;&nbsp; ok = JS_EvaluateScript(cx, globalObj, source, strlen(source),
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; filename, lineno, &amp;rval);
+ 
+ &nbsp;&nbsp;&nbsp; if (ok) {
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; /* Should get a number back from the example source. */
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; jsdouble d;
+ 
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ok = JS_ValueToNumber(cx, rval, &amp;d);
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; . . .
+ &nbsp;&nbsp;&nbsp; }</tt></pre>
+ 
+ <h4>
+ Calling functions</h4>
+ 
+ <pre><tt>&nbsp;&nbsp;&nbsp; /* Call a global function named "foo" that takes no arguments. */
+ &nbsp;&nbsp;&nbsp; ok = JS_CallFunctionName(cx, globalObj, "foo", 0, 0, &amp;rval);
+ 
+ &nbsp;&nbsp;&nbsp; jsval argv[2];
+ 
+ &nbsp;&nbsp;&nbsp; /* Call a function in obj's scope named "method", passing two arguments. */
+ &nbsp;&nbsp;&nbsp; argv[0] = . . .;
+ &nbsp;&nbsp;&nbsp; argv[1] = . . .;
+ &nbsp;&nbsp;&nbsp; ok = JS_CallFunctionName(cx, obj, "method", 2, argv, &amp;rval);</tt></pre>
+ 
+ <h4>
+ Shutting down</h4>
+ 
+ <pre><tt>&nbsp;&nbsp;&nbsp; /* For each context you've created: */
+ &nbsp;&nbsp;&nbsp; JS_DestroyContext(cx);
+ 
+ &nbsp;&nbsp;&nbsp; /* For each runtime: */
+ &nbsp;&nbsp;&nbsp; JS_DestroyRuntime(rt);
+ 
+ &nbsp;&nbsp;&nbsp; /* And finally: */
+ &nbsp;&nbsp;&nbsp; JS_ShutDown();</tt></pre>
+ 
+ <h4>
+ Debugging API</h4>
+ See the<tt> trap, untrap, watch, unwatch, line2pc</tt>, and <tt>pc2line</tt>
+ commands in <tt>js.c</tt>. Also the (scant) comments in <i>jsdbgapi.h</i>.
+ <h2>
+ <a NAME="Design"></a>Design walk-through</h2>
+ This section must be brief for now -- it could easily turn into a book.
+ <h4>
+ JS "JavaScript Proper"</h4>
+ JS modules declare and implement the JavaScript compiler, interpreter,
+ decompiler, GC and atom manager, and standard classes.
+ <p>JavaScript uses untyped bytecode and runtime type tagging of data values.
+ The <tt>jsval</tt> type is a signed machine word that contains either a
+ signed integer value (if the low bit is set), or a type-tagged pointer
+ or boolean value (if the low bit is clear). Tagged pointers all refer to
+ 8-byte-aligned things in the GC heap.
+ <p>Objects consist of a possibly shared structural description, called
+ the map or scope; and unshared property values in a vector, called the
+ slots. Object properties are associated with nonnegative integers stored
+ in <tt>jsval</tt>'s, or with atoms (unique string descriptors) if named
+ by an identifier or a non-integral index expression.
+ <p>Scripts contain bytecode, source annotations, and a pool of string,
+ number, and identifier literals. Functions are objects that extend scripts
+ or native functions with formal parameters, a literal syntax, and a distinct
+ primitive type ("function").
+ <p>The compiler consists of a recursive-descent parser and a random-logic
+ rather than table-driven lexical scanner. Semantic and lexical feedback
+ are used to disambiguate hard cases such as missing semicolons, assignable
+ expressions ("lvalues" in C parlance), etc. The parser generates bytecode
+ as it parses, using fixup lists for downward branches and code buffering
+ and rewriting for exceptional cases such as for loops. It attempts no error
+ recovery. The interpreter executes the bytecode of top-level scripts, and
+ calls itself indirectly to interpret function bodies (which are also scripts).
+ All state associated with an interpreter instance is passed through formal
+ parameters to the interpreter entry point; most implicit state is collected
+ in a type named JSContext. Therefore, all API and almost all other functions
+ in JSRef take a JSContext pointer as their first argument.
+ <p>The decompiler translates postfix bytecode into infix source by consulting
+ a separate byte-sized code, called source notes, to disambiguate bytecodes
+ that result from more than one grammatical production.
+ <p>The GC is a mark-and-sweep, non-conservative (exact) collector. It
+ can allocate only fixed-sized things -- the current size is two machine
+ words. It is used to hold JS object and string descriptors (but not property
+ lists or string bytes), and double-precision floating point numbers. It
+ runs automatically only when maxbytes (as passed to <tt>JS_NewRuntime()</tt>)
+ bytes of GC things have been allocated and another thing-allocation request
+ is made. JS API users should call <tt>JS_GC()</tt> or <tt>JS_MaybeGC()</tt>
+ between script executions or from the branch callback, as often as necessary.
+ <p>An important point about the GC's "exactness": you must add roots for
+ new objects created by your native methods if you store references to them
+ into a non-JS structure in the malloc heap or in static data. Also, if
+ you make a new object in a native method, but do not store it through the
+ <tt>rval</tt>
+ result parameter (see math_abs in the "Using the JS API" section above)
+ so that it is in a known root, the object is guaranteed to survive only
+ until another new object is created. Either lock the first new object when
+ making two in a row, or store it in a root you've added, or store it via
+ rval.
+ See the <a href="http://www.mozilla.org/js/spidermonkey/gctips.html">GC tips</a>
+ document for more.
+ <p>The atom manager consists of a hash table associating strings uniquely
+ with scanner/parser information such as keyword type, index in script or
+ function literal pool, etc. Atoms play three roles in JSRef: as literals
+ referred to by unaligned 16-bit immediate bytecode operands, as unique
+ string descriptors for efficient property name hashing, and as members
+ of the root GC set for exact GC.
+ <p>Native objects and methods for arrays, booleans, dates, functions, numbers,
+ and strings are implemented using the JS API and certain internal interfaces
+ used as "fast paths".
+ <p>In general, errors are signaled by false or unoverloaded-null return
+ values, and are reported using <tt>JS_ReportError()</tt> or one of its
+ variants by the lowest level in order to provide the most detail. Client
+ code can substitute its own error reporting function and suppress errors,
+ or reflect them into Java or some other runtime system as exceptions, GUI
+ dialogs, etc..
+ <h2>
+ File walk-through (OUT OF DATE!)</h2>
+ 
+ <h4>
+ jsapi.c, jsapi.h</h4>
+ The public API to be used by almost all client code.&nbsp; If your client
+ code can't make do with <tt>jsapi.h</tt>, and must reach into a friend
+ or private js* file, please let us know so we can extend <tt>jsapi.h</tt>
+ to include what you need in a fashion that we can support over the long
+ run.
+ <h4>
+ jspubtd.h, jsprvtd.h</h4>
+ These files exist to group struct and scalar typedefs so they can be used
+ everywhere without dragging in struct definitions from N different files.
+ The <tt>jspubtd.h</tt> file contains public typedefs, and is included by
+ <tt>jsapi.h</tt>.
+ The <tt>jsprvtd.h</tt> file contains private typedefs and is included by
+ various .h files that need type names, but not type sizes or declarations.
+ <h4>
+ jsdbgapi.c, jsdbgapi.h</h4>
+ The Debugging API, still very much under development. Provided so far:
+ <ul>
+ <li>
+ Traps, with which breakpoints, single-stepping, step over, step out, and
+ so on can be implemented. The debugger will have to consult jsopcode.def
+ on its own to figure out where to plant trap instructions to implement
+ functions like step out, but a future jsdbgapi.h will provide convenience
+ interfaces to do these things. At most one trap per bytecode can be set.
+ When a script (<tt>JSScript</tt>) is destroyed, all traps set in its bytecode
+ are cleared.</li>
+ 
+ <li>
+ Watchpoints, for intercepting set operations on properties and running
+ a debugger-supplied function that receives the old value and a pointer
+ to the new one, which it can use to modify the new value being set.</li>
+ 
+ <li>
+ Line number to PC and back mapping functions. The line-to-PC direction
+ "rounds" toward the next bytecode generated from a line greater than or
+ equal to the input line, and may return the PC of a for-loop update part,
+ if given the line number of the loop body's closing brace. Any line after
+ the last one in a script or function maps to a PC one byte beyond the last
+ bytecode in the script. An example, from perfect.js:</li>
+ 
+ <pre><tt>14&nbsp;&nbsp; function perfect(n)
+ 15&nbsp;&nbsp; {
+ 16&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; print("The perfect numbers up to " +&nbsp; n + " are:");
+ 17
+ 18&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // We build sumOfDivisors[i] to hold a string expression for
+ 19&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // the sum of the divisors of i, excluding i itself.
+ 20&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; var sumOfDivisors = new ExprArray(n+1,1);
+ 21&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; for (var divisor = 2; divisor &lt;= n; divisor++) {
+ 22&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; for (var j = divisor + divisor; j &lt;= n; j += divisor) {
+ 23&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; sumOfDivisors[j] += " + " + divisor;
+ 24&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; }
+ 25&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // At this point everything up to 'divisor' has its sumOfDivisors
+ 26&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // expression calculated, so we can determine whether it's perfect
+ 27&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // already by evaluating.
+ 28&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if (eval(sumOfDivisors[divisor]) == divisor) {
+ 29&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; print("" + divisor + " = " + sumOfDivisors[divisor]);
+ 30&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; }
+ 31&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; }
+ 32&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; delete sumOfDivisors;
+ 33&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; print("That's all.");
+ 34&nbsp;&nbsp; }</tt></pre>
+ The line number to PC and back mappings can be tested using the js program
+ with the following script:
+ <pre><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; load("perfect.js")
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; print(perfect)
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; dis(perfect)
+ 
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; print()
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; for (var ln = 0; ln &lt;= 40; ln++) {
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; var pc = line2pc(perfect,ln)
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; var ln2 = pc2line(perfect,pc)
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; print("\tline " + ln + " => pc " + pc + " => line " + ln2)
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; }</tt></pre>
+ The result of the for loop over lines 0 to 40 inclusive is:
+ <pre><tt>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 0 => pc 0 => line 16
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 1 => pc 0 => line 16
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 2 => pc 0 => line 16
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 3 => pc 0 => line 16
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 4 => pc 0 => line 16
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 5 => pc 0 => line 16
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 6 => pc 0 => line 16
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 7 => pc 0 => line 16
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 8 => pc 0 => line 16
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 9 => pc 0 => line 16
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 10 => pc 0 => line 16
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 11 => pc 0 => line 16
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 12 => pc 0 => line 16
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 13 => pc 0 => line 16
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 14 => pc 0 => line 16
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 15 => pc 0 => line 16
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 16 => pc 0 => line 16
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 17 => pc 19 => line 20
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 18 => pc 19 => line 20
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 19 => pc 19 => line 20
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 20 => pc 19 => line 20
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 21 => pc 36 => line 21
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 22 => pc 53 => line 22
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 23 => pc 74 => line 23
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 24 => pc 92 => line 22
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 25 => pc 106 => line 28
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 26 => pc 106 => line 28
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 27 => pc 106 => line 28
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 28 => pc 106 => line 28
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 29 => pc 127 => line 29
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 30 => pc 154 => line 21
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 31 => pc 154 => line 21
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 32 => pc 161 => line 32
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 33 => pc 172 => line 33
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 34 => pc 172 => line 33
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 35 => pc 172 => line 33
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 36 => pc 172 => line 33
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 37 => pc 172 => line 33
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 38 => pc 172 => line 33
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 39 => pc 172 => line 33
+ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; line 40 => pc 172 => line 33</tt></pre>
+ </ul>
+ 
+ <h4>
+ jsconfig.h</h4>
+ Various configuration macros defined as 0 or 1 depending on how <tt>JS_VERSION</tt>
+ is defined (as 10 for JavaScript 1.0, 11 for JavaScript 1.1, etc.). Not
+ all macros are tested around related code yet. In particular, JS 1.0 support
+ is missing from JSRef. JS 1.2 support will appear in a future JSRef release.
+ <br>&nbsp;
+ <h4>
+ js.c</h4>
+ The "JS shell", a simple interpreter program that uses the JS API and more
+ than a few internal interfaces (some of these internal interfaces could
+ be replaced by <tt>jsapi.h</tt> calls). The js program built from this
+ source provides a test vehicle for evaluating scripts and calling functions,
+ trying out new debugger primitives, etc.
+ <h4>
+ jsarray.*, jsbool.*, jdsdate.*, jsfun.*, jsmath.*, jsnum.*, jsstr.*</h4>
+ These file pairs implement the standard classes and (where they exist)
+ their underlying primitive types. They have similar structure, generally
+ starting with class definitions and continuing with internal constructors,
+ finalizers, and helper functions.
+ <h4>
+ jsobj.*, jsscope.*</h4>
+ These two pairs declare and implement the JS object system. All of the
+ following happen here:
+ <ul>
+ <li>
+ creating objects by class and prototype, and finalizing objects;</li>
+ 
+ <li>
+ defining, looking up, getting, setting, and deleting properties;</li>
+ 
+ <li>
+ creating and destroying properties and binding names to them.</li>
+ </ul>
+ The details of a native object's map (scope) are mostly hidden in
+ <tt>jsscope.[ch]</tt>.
+ <h4>
+ jsatom.c, jsatom.h</h4>
+ The atom manager. Contains well-known string constants, their atoms, the
+ global atom hash table and related state, the js_Atomize() function that
+ turns a counted string of bytes into an atom, and literal pool (<tt>JSAtomMap</tt>)
+ methods.
+ <h4>
+ jsgc.c, jsgc.h</h4>
+ [TBD]
+ <h4>
+ jsinterp.*, jscntxt.*</h4>
+ The bytecode interpreter, and related functions such as Call and AllocStack,
+ live in <i>jsinterp.c</i>. The JSContext constructor and destructor are
+ factored out into <i>jscntxt.c</i> for minimal linking when the compiler
+ part of JS is split from the interpreter part into a separate program.
+ <h4>
+ jsemit.*, jsopcode.tbl, jsopcode.*, jsparse.*, jsscan.*, jsscript.*</h4>
+ Compiler and decompiler modules. The <i>jsopcode.tbl</i> file is a C preprocessor
+ source that defines almost everything there is to know about JS bytecodes.
+ See its major comment for how to use it. For now, a debugger will use it
+ and its dependents such as <i>jsopcode.h</i> directly, but over time we
+ intend to extend <i>jsdbgapi.h</i> to hide uninteresting details and provide
+ conveniences. The code generator is split across paragraphs of code in
+ <i>jsparse.c</i>,
+ and the utility methods called on <tt>JSCodeGenerator</tt> appear in <i>jsemit.c</i>.
+ Source notes generated by <i>jsparse.c</i> and
+ <i>jsemit.c</i> are used
+ in <i>jsscript.c</i> to map line number to program counter and back.
+ <h4>
+ jstypes.h, jslog2.c</h4>
+ Fundamental representation types and utility macros. This file alone among
+ all .h files in JSRef must be included first by .c files. It is not nested
+ in .h files, as other prerequisite .h files generally are, since it is
+ also a direct dependency of most .c files and would be over-included if
+ nested in addition to being directly included. The one "not-quite-a-macro
+ macro" is the <tt>JS_CeilingLog2()</tt> function in <i>jslog2.c</i>.
+ <h4>
+ jsarena.c, jsarena.h</h4>
+ Last-In-First-Out allocation macros that amortize malloc costs and allow
+ for en-masse freeing. See the paper mentioned in prarena.h's major comment.
+ <h4>
+ jsutil.c, jsutil.h</h4>
+ The <tt>JS_ASSERT</tt> macro is used throughout JSRef source as a proof
+ device to make invariants and preconditions clear to the reader, and to
+ hold the line during maintenance and evolution against regressions or violations
+ of assumptions that it would be too expensive to test unconditionally at
+ run-time. Certain assertions are followed by run-time tests that cope with
+ assertion failure, but only where I'm too smart or paranoid to believe
+ the assertion will never fail...
+ <h4>
+ jsclist.h</h4>
+ Doubly-linked circular list struct and macros.
+ <h4>
+ jscpucfg.c</h4>
+ This standalone program generates <i>jscpucfg.h</i>, a header file containing
+ bytes per word and other constants that depend on CPU architecture and
+ C compiler type model. It tries to discover most of these constants by
+ running its own experiments on the build host, so if you are cross-compiling,
+ beware.
+ <h4>
+ prdtoa.c, prdtoa.h</h4>
+ David Gay's portable double-precision floating point to string conversion
+ code, with Permission To Use notice included.
+ <h4>
+ prhash.c, prhash.h</h4>
+ Portable, extensible hash tables. These use multiplicative hash for strength
+ reduction over division hash, yet with very good key distribution over
+ power of two table sizes. Collisions resolve via chaining, so each entry
+ burns a malloc and can fragment the heap.
+ <h4>
+ prlong.c, prlong.h</h4>
+ 64-bit integer emulation, and compatible macros that use C's long long
+ type where it exists (my last company mapped long long to a 128-bit type,
+ but no real architecture does 128-bit ints yet).
+ <h4>
+ jsosdep.h</h4>
+ Annoying OS dependencies rationalized into a few "feature-test" macros
+ such as <tt>JS_HAVE_LONG_LONG</tt>.
+ <h4>
+ jsprf.*</h4>
+ Portable, buffer-overrun-resistant sprintf and friends. For no good reason
+ save lack of time, the %e, %f, and %g formats cause your system's native
+ sprintf, rather than <tt>JS_dtoa()</tt>, to be used. This bug doesn't affect
+ JSRef, because it uses its own <tt>JS_dtoa()</tt> call in <i>jsnum.c</i>
+ to convert from double to string, but it's a bug that we'll fix later,
+ and one you should be aware of if you intend to use a <tt>JS_*printf()</tt>&nbsp;
+ function with your own floating type arguments - various vendor sprintf's
+ mishandle NaN, +/-Inf, and some even print normal floating values inaccurately.
+ <h4>
+ prmjtime.c, prmjtime.h</h4>
+ Time functions. These interfaces are named in a way that makes local vs.
+ universal time confusion likely. Caveat emptor, and we're working on it.
+ To make matters worse, Java (and therefore JavaScript) uses "local" time
+ numbers (offsets from the epoch) in its Date class.
+ 
+ 
+ <h2>
+ <a NAME="Resources"></a>Additional Resources (links, API docs, and newsgroups)</h2>
+ <ul>
+ <li><a href ="http://www.mozilla.org/js/">http://www.mozilla.org/js/</a>
+ <li><a href ="http://www.mozilla.org/js/spidermonkey/">http://www.mozilla.org/js/spidermonkey/</a>
+ <li><a href ="news://news.mozilla.org/netscape.public.mozilla.jseng">news://news.mozilla.org/netscape.public.mozilla.jseng</a>
+ </ul>
+ 
+ 
+ 
+ </body>
+ </html>


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