// 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. // // Top include for all V8 .cc files. // #ifndef V8_V8_H_ #define V8_V8_H_ #if defined(GOOGLE3) // Google3 special flag handling. #if defined(DEBUG) && defined(NDEBUG) // V8 only uses DEBUG and whenever it is set we are building a debug // version of V8. We do not use NDEBUG and simply undef it here for // consistency. #undef NDEBUG #endif #endif // defined(GOOGLE3) // V8 only uses DEBUG, but included external files // may use NDEBUG - make sure they are consistent. #if defined(DEBUG) && defined(NDEBUG) #error both DEBUG and NDEBUG are set #endif // For Windows CE, Windows headers need to be included first as they define ASSERT #ifdef _WIN32_WCE # include "win32-headers.h" #endif // Basic includes #include "../include/v8.h" #include "v8globals.h" #include "v8checks.h" #include "allocation.h" #include "v8utils.h" #include "flags.h" // Objects & heap #include "objects-inl.h" #include "spaces-inl.h" #include "heap-inl.h" #include "incremental-marking-inl.h" #include "mark-compact-inl.h" #include "log-inl.h" #include "cpu-profiler-inl.h" #include "handles-inl.h" #include "zone-inl.h" namespace v8 { namespace internal { class Deserializer; class V8 : public AllStatic { public: // Global actions. // If Initialize is called with des == NULL, the initial state is // created from scratch. If a non-null Deserializer is given, the // initial state is created by reading the deserialized data into an // empty heap. static bool Initialize(Deserializer* des); static void TearDown(); static bool IsRunning() { return is_running_; } static bool UseCrankshaft() { return use_crankshaft_; } // To be dead you have to have lived // TODO(isolates): move IsDead to Isolate. static bool IsDead() { return has_fatal_error_ || has_been_disposed_; } static void SetFatalError(); // Report process out of memory. Implementation found in api.cc. static void FatalProcessOutOfMemory(const char* location, bool take_snapshot = false); // Allows an entropy source to be provided for use in random number // generation. static void SetEntropySource(EntropySource source); // Support for return-address rewriting profilers. static void SetReturnAddressLocationResolver( ReturnAddressLocationResolver resolver); // Random number generation support. Not cryptographically safe. static uint32_t Random(Context* context); // We use random numbers internally in memory allocation and in the // compilers for security. In order to prevent information leaks we // use a separate random state for internal random number // generation. static uint32_t RandomPrivate(Isolate* isolate); static Object* FillHeapNumberWithRandom(Object* heap_number, Context* context); // Idle notification directly from the API. static bool IdleNotification(int hint); static void AddCallCompletedCallback(CallCompletedCallback callback); static void RemoveCallCompletedCallback(CallCompletedCallback callback); static void FireCallCompletedCallback(Isolate* isolate); private: static void InitializeOncePerProcessImpl(); static void InitializeOncePerProcess(); // True if engine is currently running static bool is_running_; // True if V8 has ever been run static bool has_been_set_up_; // True if error has been signaled for current engine // (reset to false if engine is restarted) static bool has_fatal_error_; // True if engine has been shut down // (reset if engine is restarted) static bool has_been_disposed_; // True if we are using the crankshaft optimizing compiler. static bool use_crankshaft_; // List of callbacks when a Call completes. static List* call_completed_callbacks_; }; // JavaScript defines two kinds of 'nil'. enum NilValue { kNullValue, kUndefinedValue }; // JavaScript defines two kinds of equality. enum EqualityKind { kStrictEquality, kNonStrictEquality }; } } // namespace v8::internal namespace i = v8::internal; #endif // V8_V8_H_