jsapigen 0.5
Copyright © 2008, 2009 Thomas ZimmermannPermission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled "GNU Free Documentation License".
Revision History | ||
---|---|---|
Revision 4.0 | 29 Dec 2009 | Revised by: tdz |
Updates for jsapigen 0.5. | ||
Revision 3.0 | 13 Apr 2009 | Revised by: tdz |
Updates for jsapigen 0.4. | ||
Revision 2.0 | 27 Feb 2009 | Revised by: tdz |
Updates for jsapigen 0.3. | ||
Revision 1.0 | 10 Aug 2008 | Revised by: tdz |
Initial revision. |
jsapigen is distributed under the conditions of version 3 of the GNU General Public License. Code that has been generated by jsapigen can be distributed under a license of your choice.
JavaScript is a popular scripting language for web pages. It has been in development since the mid-90s. Dialects of the language have been implemented in various web browsers by different vendors.
The core language and library of JavaScript is completely independent of any browser. This allows for JavaScript to be used as general purpose scripting language.
A standardized version of JavaScript is ECMAScript. The rest of this document uses the more common term JavaScript, even though really talks about ECMAScript instead.
SpiderMonkey is Mozilla's implementation of JavaScript and also acts as reference implementation for JavaScript's further evolution. As of summer 2008 SpiderMonkey supports version 1.8 of JavaScript (version 3 of ECMAScript).
SpiderMonkey's public interfaceis called JSAPI. It allows the embedding of SpiderMonkey in C-based applications. It provides functions to
setup the JavaScript engine,
make function calls into the JavaScript environment, and
make C functions available to JavaScript programs.
A simple JSAPI setup looks like this.
Example 1. The skeleton of embedding SpiderMonkey.
#include <jsapi.h> #include <stdlib.h> int main(int argc, char **argv) { static JSClass global_class = { "global", JSCLASS_GLOBAL_FLAGS, JS_PropertyStub, JS_PropertyStub, JS_PropertyStub, JS_PropertyStub, JS_EnumerateStub, JS_ResolveStub, JS_ConvertStub, JS_FinalizeStub, JSCLASS_NO_OPTIONAL_MEMBERS }; JSRuntime *rt; JSContext *cx; JSObject *global; /* Create an instance of the engine */ rt = JS_NewRuntime(1024*1024); if (!rt) { exit(EXIT_FAILURE); } /* Create an execution context */ cx = JS_NewContext(rt, 8192); if (!cx) { exit(EXIT_FAILURE); } /* Create a global object and a set of standard objects */ global = JS_NewObject(cx, &global_class, NULL, NULL); if (!global) { exit(EXIT_FAILURE); } if (JS_InitStandardClasses(cx, global) != JS_TRUE) { exit(EXIT_FAILURE); } /* Do something */ ... /* Cleanup */ JS_DestroyContext(cx); JS_DestroyRuntime(rt); JS_ShutDown(); exit(EXIT_SUCCESS); } |
With this skeleton program it is already possible to use SpiderMonkey. For example, one can execute a script file by inserting the following fragment at line 49.
Example 2. Executing a script file.
{ JSScript *script; jsval rval; /* Compile a script file into a script object */ script = JS_CompileFile(cx, global, "hello.js"); if (!script) { exit(EXIT_FAILURE); } /* Execute script object */ if (JS_ExecuteScript(cx, global, script, &rval) != JS_TRUE) { exit(EXIT_FAILURE); } /* Remove script object from memory */ JS_DestroyScript(cx, script); } |
By default, each JavaScript program runs in its own, isolated environment. To allow interaction with the environment, the programmer has to register native C functions with the JavaScript engine. Such a function looks as follows.
Example 3. A simple native function call.
#include <stdio.h> static JSBool hello_world(JSContext *cx, JSObject *obj, uintN argc, jsval *argv, jsval *rval) { printf("Hello world!\n"); return JS_TRUE; } |
Registering native functions is done before the execution of a script. When the script executes, it can call registered function to interact with the outside program of its JavaScript environment.
Example 4. Defining a function in the JavaScript engine.
{ if (JS_DefineFunction(cx, global, "helloWorld", hello_world, 0, 0) != JS_TRUE) { exit(EXIT_FAILURE); } } |
For example, the code fragment above registers the function hello_world as a function of the global object. A script can now execute it by calling helloWorld. This outputs the phrase
Hello world! |
to the user's terminal.
This is only a very simple example. With JSAPI, it is possible to create new JavaScript classes, each with its own functions and properties. Complete information can be found at Mozilla's SpiderMonkey website. The programmer can write the program's complete logic in JavaScript and only needs C for interfacing with basic system services. However, this comes at the cost of writing large amounts of glue code. The purpose of jsapigen is to automate the creation of this code.
The problem with JSAPI is that it requires large amounts of repetitive and error-prone glue code. jsapigen is a tool for generating such code automatically.
The first step to automated generation of glue code is to write a C function that provides the basic functionality. For this example, the C function is implemented similarly to hello_world from the previous section. It goes at the beginning of the IDL file and is enclosed by %{ and %}. This section is called prologue. The prologue is copied one-by-one to the output file.
Example 5. Hello world in C
%{ #include <stdio.h> static void hello_world(void) { printf("Hello world!\n"); } %} |
In the next step, the IDL code is implemented. It is placed after the prologue. For this example, there is exactly one function declaration.
The keyword function introduces the declaration of a call from JavaScript to C. It is followed by the function's return type and the function's name within the JavaScript environment. Here the return type is void because the function does not return anything. The JavaScript function's name is js_hello_world. On the right side of the colon is the name of the associated C function, hello_world in this case. It does not take any arguments, so the argument list is omitted here. The right-most part is a list of attributes. The attribute static indicates that the function can be callable without an instance of a class.
The declaration has to be registered with the JavaScript environment via JSAPI. We simple reuse the code from the previous section. All this code goes into a section at the end of the IDL file. it is enclosed by %< and %>, and called epilogue. The complete file looks as follows.
Example 7. A complete example.
%{ #include <stdio.h> static void hello_world(void) { printf("Hello world!\n"); } %} function void js_hello_world : hello_world <static>; %< #include <jsapi.h> #include <stdlib.h> int main(int argc, char **argv) { static JSClass global_class = { "global", JSCLASS_GLOBAL_FLAGS, JS_PropertyStub, JS_PropertyStub, JS_PropertyStub, JS_PropertyStub, JS_EnumerateStub, JS_ResolveStub, JS_ConvertStub, JS_FinalizeStub, JSCLASS_NO_OPTIONAL_MEMBERS }; JSRuntime *rt; JSContext *cx; JSObject *global; /* Create an instance of the engine */ rt = JS_NewRuntime(1024*1024); if (!rt) { exit(EXIT_FAILURE); } /* Create an execution context */ cx = JS_NewContext(rt, 8192); if (!cx) { exit(EXIT_FAILURE); } /* Create a global object and a set of standard objects */ global = JS_NewObject(cx, &global_class, NULL, NULL); if (!global) { exit(EXIT_FAILURE); } if (JS_InitStandardClasses(cx, global) != JS_TRUE) { exit(EXIT_FAILURE); } /* Define function */ { if (JS_DefineFunctions(cx, global, jj_fs) != JS_TRUE) { exit(EXIT_FAILURE); } } /* Execute a script */ { JSScript *script; jsval rval; /* Compile a script file into a script object */ script = JS_CompileFile(cx, global, "tutorial.js"); if (!script) { exit(EXIT_FAILURE); } /* Execute script object */ if (JS_ExecuteScript(cx, global, script, &rval) != JS_TRUE) { exit(EXIT_FAILURE); } /* Remove script object from memory */ JS_DestroyScript(cx, script); } /* Cleanup */ JS_DestroyContext(cx); JS_DestroyRuntime(rt); JS_ShutDown(); exit(EXIT_SUCCESS); } %> |
This example IDL file, called tutorial.j, is now given to jsapigen, which outputs corresponding C code. jsapigen by default reads and writes on standard I/O streams. So on Unix-like systems you can run
jsapigen < tutorial.j > tuturial.j.c |
On systems that do not support input redirection well, such as Windows, you can run
jsapigen -f tutorial.j -o tuturial.j.c |
If you are using the GNU C compiler on Linux you can compile the generated file tutorial.j.c to an application by running the following command.
gcc -DXP_UNIX -I/usr/include/mozjs -g3 -o tutorial -lmozjs tutorial.j.c |
It might happen that you have to adjust the include path or the name of the SpiderMonkey library. Sometimes they are called js, mozilla, or something similar.
Now, create a JavaScript-file tutorial.js that contains the following line.
js_hello_world(); |
Executing the compiled application tutorial will output a message on the terminal.
./tutorial Hello world! |
What happened is that the application set up SpiderMonkey, registered the generated functions with it, and executed the JavaScript file with the call to js_hello_world. This resulted in a call to the generated glue code and as result in a call to hello_world, which printed the string Hello world! on the user's terminal.
The next step is to add a function with arguments. For this example, we are adding a function that outputs a floating-point number. You can replace the respective sections of the previous example, or simply add the code to the prologue and IDL section. The epilogue can be reused completely.
Example 8. Passing a number
%{ #include <stdio.h> static void print_double(double x) { printf("The number is %f.\n", x); } %} function void js_print_double : print_double (double=1) <static>; |
The code looks similar to the example above. The only difference is the
extra argument that is passed to the function
print_number. It is of type double and
has a default value of 1
.
To test the code, replace the content of tutorial.js by the following lines.
js_print_double(4.5); js_print_double(); js_print_double("4.5"); |
Again, compile and execute the application.
./tutorial The number is 4.50000. The number is 1.00000. The number is 4.50000. |
Each line of output corresponds to a call to js_print_double. With the first line, the application simple outputs the supplied number. The generated glue code converts the parameter into a C data type and passes it to the function printf.
The second line is more interesting because here the argument was omitted.
Instead, the glue code automatically used the default value of
1
. This feature is very useful for passing save
defaults or setting arguments that are seldom needed explicitly. In the
case that more arguments are supplied than needed, the unnecessary ones
are simply ignored.
The third line again outputs an argument, but here it is passed as a string instead of a number. This demonstrates the ability of automatically handling type conversions within the generated code.
Often it is necessary to return a value from a function call. The necessary glue code can also be generated automatically. To illustrate this, a new function is added to the previous example.
Example 9. Returning a number
%{ #include <stdio.h> static int sum(int n, int m) { return n+m; } static void print_double(double x) { printf("The number is %f.\n", x); } %} function int js_sum : sum (int, int) <static>; function void js_print_double : print_double (double=1) <static>; |
The function sum computes the sum of two integers and returns the result back to the JavaScript environment. The necessary glue code is again generated automatically. Notice the int as the return type in the declaration of js_sum.
Replace the content of the file tutorial.js by the following lines
js_print_double(js_sum(1, 2)); js_print_double(js_sum(1, js_sum(2, 3))); |
and compile and execute the test application.
./tutorial The number is 3.000000. The number is 6.000000. |
At the first line, the JavaScript environment first calls
js_sum with the arguments 1
and
2
, and passes the returned sum value to the output
function. The return value is first converted to a JavaScript
representation by js_sum's glue code and given back
to the JavaScript environment. The environment then calls
js_print_double's glue-code function, which is
supplied with the just returned JavaScript value.
The second line's call is similar, but here one of the arguments is again a call to js_sum which is resolved first.
This tutorial only shows some very basic functions of
jsapigen. The rest of this manual will give a
more structured and formal description of the program's facilities. Please
send any remarks or questions to the the project's mailing list at
<jsapigen-devel@lists.sourceforge.net>
.
Generating code with jsapigen is divided into two steps. In the first step, the user has to write an interface description that connects the program's C components with its JavaScript engine. jsapigen uses this description in the second step to generate C glue code. The resulting file has to be compiled into the program's binary.
This chapter describes the command jsapigen and its file format.
Invoke jsapigen on the command line by calling
jsapigen [-h] [-V] [-f input] [-o output] [-n namespace] [-s stage] [-t target]
-h
Displays help and exits.
-V
Displays program version and exits.
-f input
Read interface description from file
input
. If option
-f
is omitted, jsapigen reads from
stdin
.
-o output
Write generated C code to file
output
. If option
-o
is omitted, jsapigen writes to
stdout
.
-n namespace
Specifies the namespace of the generated source code. The names of all
generated symbols are prefixed with
namespace
. If option
-n
is omitted, jsapigen uses
the namespace jj.
-s stage
Makes jsapigen stop at the specified stage. Current
stages are ast, symtabs,
hlcltab, and codegen. If option
-s
is omitted, jsapigen
executes all stages.
-t target
Specifies the target API. Currently jsapigen only supports jsapi.
jsapigen uses a simple, textual file format. Its general layout looks as follows.
%{ /* C implementation code... */ %} /* Interface description... */ %< /* C setup code... */ %> |
The file's content is divided into three sections.
At the beginning of the file there can be some C code. This part is enclosed by %{ and %}. It is intended to be used for implementing native C functions that are used by the JavaScript engine. This part is copied to the output as-is.
At the middle is the interface description. It is translated to C code by jsapigen. The description can contain comments. These are enclosed by /* and */; similar to C comments. Nesting comments is not possible. Comments are stripped by jsapigen and do not appear in the generated glue code. However, comments in the C sections are copied to the output.
At the end of the file there can again be C code. It is enclosed by %< and %>. This is intended for setup and cleanup code, that interacts with the JavaScript engine. It is copied to the output as-is.
This section describes how to write declarations of requests, properties, functions, and classes. jsapigen generates glue code from such declarations, as well as some meta data, which is used to register the generated code with the JavaScript environment.
Requests are calls from C code into the JavaScript environment. Each declared request generates a C function that converts the supplied arguments into their JavaScript counterparts, calls into the JavaScript environment and converts back any returned value.
Request declarations have the following syntax:
request TYPE NATIVE ':' NAME ARGUMENTS ';' |
Request declarations always start with the keyword request.
The request's return type.
The name of the generated C function that implements the request code. This function has the supplied types for its arguments and return value. Additionally, it has a first argument that receives the JavaScript context on which to execute the request.
The request function's name in the JavaScript engine.
A list of types for the arguments to be passed to the JavaScript function. It can be omitted if no arguments are needed. For the arguments, only empty or primitive data types are allowed. Object types are not supported.
Example 1. Defining a request
The scripts loaded for this example have to contain a function 'sum', which returns the sum of its two arguments.
request int sum : sum_request (int, int); %< int main (int argc, char *argv[]) { JSContext *cx; int sum; /* Setup JavaScript environment and context ... */ /* Call sum function in JavaScript context cx */ sum = sum_request(cx, 1, 3); /* Cleanup ... */ exit(EXIT_SUCCESS); } %> |
Properties declarations have the following syntax:
property TYPE NAME ':' GETTER ',' SETTER ATTRIBUTES ';' |
Property declarations always start with the keyword property.
The property's type.
The property's name as a member of its parent function.
The property's getter function. It is not possible to read the value of a property if this parameter is omitted.
The property's setter function. Without this parameter, the property's value is declared read-only.
A list of attributes that further specify the property's behavior.
Properties can either be defined in the global context or as methods of classes.
Example 2. Defining the property prop
Without the attribute static the getter and setter functions receive an implicit first parameter that points to the parent object's private data.
%{ struct obj { int n; }; int prop_get(struct obj *this) { return this->n; } void prop_set(struct obj *this, int n) { this->n=n; } %} property int prop : prop_get , prop_set; |
The general function declaration looks like this:
function TYPE NAME ':' NATIVE ARGUMENTS ATTRIBUTES ';' |
Function declarations always start with the keyword function.
The function's return type.
The function's name in the JavaScript engine.
The name of the native C function, that is called when the function is executed.
A list of arguments to be passed to the native function. This can be omitted if no arguments are needed.
A list of attributes that further specify the function's behavior.
Functions can either be defined in the global context or as methods of classes.
Example 3. Importing the C function c_square as js_square
If the function call parameter is omitted, a default value of 2 is used.
%{ int c_square(int n) { return n*n; } %} function int js_square : c_square (int=2) <static>; |
Function definitions contain a list of types, which are passed to the C function. It is also possible to set a default value for each argument. This value is used if the caller omits the value.
An argument list looks as follows.
'(' TYPE [=VALUE] ',' TYPE [=VALUE] ',' ... ')' |
The type of an argument.
The argument's default. It is used if the caller does not pass a value
for the argument. If neither a value is passed nor a default value is
given, some internal type-specific default 'default value' is used, e.g
0
for int.
Empty argument lists can be written as (), or (void), or simply be omitted.
By default, C functions take an implicit first argument of type void*. This is a pointer to the parent object's private data. The following example illustrates this.
JavaScript classes are function objects with associated methods, such as other functions or properties.
class NAME '{' FUNCTION ';' PROPERTY ';' OPERATION ';' '}' ';' |
Class declarations always start with the keyword class.
The class' name.
A member function of the class.
A property of the class.
A special operation of the class that is dedicated to a very specific task. This might be a constructor function, which allocates internal resources during an instantiation of the class.
Classes can have operations; such as constructors, finalizers, or similar functions; to handle special purposes.
Constructors are called when a new object is created. A constructor declaration look as follows.
construct ':' NATIVE ARGUMENTS ATTRIBUTES ';' |
Constructor declarations start with the keyword construct.
The native constructor function.
A list of arguments for the native function call.
The constructor function's attributes. Constructor's support the attributes static and suspendable.
Constructor function never receive an implicit first argument. Instead the meaning of the attribute static is modified. If the constructor function is static, its native function is expected to have a return type of void. If the function is non-static, its native function is expected to return void*. This value is the address of the object's private data. It is passed as implicit first argument on each call to a non-static function of the object.
Just before it deallocates an object, the garbage collector calls the object's finalizer function.
finalize ':' NATIVE ATTRIBUTES ';' |
Finalizer declarations start with the keyword finalize.
The native finalizer function.
An attribute list. Finalizers only support the attribute static.
Example 7. Constructors and finalizers
The example shows the use of constructors and finalizers. The constructor allocates memory for the object's private data which is later freed by the finalizer.
%{ #include <stdlib.h> #include <stdio.h> struct data { int n; }; static void * my_class_construct(int n) { struct data *This; This = malloc(sizeof(*This)); if (!This) { perror("malloc"); return NULL; } This->n = n; return This; } static void my_class_finalize(struct data *This) { free(This); } %} class my_class { construct : my_class_construct (int); finalize : my_class_finalize; }; |
Be aware that an object is not necessarily finalized when it goes out of scope. It is therefore quite likely that the C environment of your program will contain some data that is not referenced from within the JavaScript environment anymore, but appears to be in use.
When a class is called like a function, the JavaScript environment invokes the class' call operator.
call TYPE : NATIVE ARGUMENTS ATTRIBUTES ';' |
Call declarations start with the keyword call.
The native call function.
A list of arguments for the call function.
An attribute list.
The equality operator compares two objects for equality.
equality : NATIVE ARGUMENT ';' |
Equality declarations start with the keyword equality.
The native test function. If the equality test fails, the native function should return 0, or otherwise a non-zero value if it succeeds.
The equality operator always takes one argument which it the type of the comparison's right-hand-side value.
JSAPI provides several types; such as JSNumber, JSString, or JSObject; to the programmer.
IDL types are used to connect JSAPI type to C types. The automatic packing and unpacking of arguments and return values is controlled by their assigned IDL types. Therefore, jsapigen distinguishes among the empty type, primitive types, and object types.
An empty type does never hold any value. There is only one empty type.
Empty types.
The empty type that does not hold any value. It is mapped to the C type void.
A primitive type roughly corresponds to a C type and is converted like-wise. Here is a list of all primitive types.
Primitive types.
A 16-bit integer value. It corresponds to the C type short.
A 32-bit integer value. It corresponds to the C type int.
A 32-bit floating-point value. It corresponds to the C type float.
A 64-bit floating-point value. It corresponds to the C type double.
This is a string value. It is mapped to a C pointer of type const char* which points to a 0-terminated sequence of characters.
This is a wide-string value. It is mapped to a C pointer of type const wchar_t* which points to a 0-terminated sequence of wide characters. The size of wchar_t depends on the C environment.
Any other non-array type name always refers to an object type which has been registered with the JavaScript engine. As the name suggests, these correspond to JavaScript objects.
Example 10. Using an object type.
This example shows the usage of the object type Foo as argument of the function use_foo.
class Foo { /* This Class Intentionally Left Empty. */ }; function void js_use_foo : use_foo(Foo); |
An array type corresponds to a C array type. Its elements are converted like the respective primitive or object type. Within the JavaScript environment arrays are always of type Array.
Array types are declared like primitive types with an appended
'[' n
']' . The value of n
defines the
length of the array. Within the declaration of function arguments
n
can be omitted. The generated code then converts all
elements of the supplied Array object. This allows the passing of
variably-sized arrays to C functions.
Array types.
An array of 16-bit integer values. It corresponds to the C type short*.
An array of 32-bit integer values. It corresponds to the C type int*.
An array of 32-bit floating-point values. It corresponds to the C type float*.
An array of 64-bit floating-point values. It corresponds to the C type double*.
This is an array of string values. It is mapped to a C pointer of type char** which points to an array of pointers to 0-terminated sequences of characters.
This is an array of wide-string values. It is mapped to a C pointer of type wchar_t** which points to an array of pointers to 0-terminated sequences of wide characters.
Any other array-type name always refers to an array of an object type which has been registered with the JavaScript engine.
Example 11. A class declaration containing array types.
This example shows the usage of the array types within class declarations.
%{ static int c_prop[2] = {0, 0}; int* prop_get() { return c_prop; } void prop_set(int *int_prop) { c_prop[0] = int_prop[0]; c_prop[1] = int_prop[1]; } void c_function(void *this, int *int_array) { /* Do something with int_array ... */ return; } %} class Foo { property double[2] prop : prop_get , prop_set <static>; function void js_function : c_function (int[]); }; |
Attributes control the behavior of functions and properties. An attribute list looks as follows.
'<' ATTRIBUTE ',' ATTRIBUTE ',' ... '>' |
This is the name of an attribute that is applied to the function or property.
The following attributes are supported.
The function or property can not be deleted from its parent object. This corresponds to the ECMAscript standard attribute DontDelete.
The function or property is not enumerated. This corresponds to the ECMAscript standard attribute DontEnum.
The function or property is static, so it is added to its parent classes constructor. This attribute also implies that associated C functions, such as native functions or getter/setter functions, do not receive an implicit first argument with the object's private value.
The attribute static very much resembles static behavior in C++ or Java.
In a multi-threaded application, several threads can share the same JavaScript context. However, at any point in time only one request can be executed, while other requests are blocked.
The attribute suspendable marks the current request to be suspended during a call to the native function. This allows one of the waiting requests to become active.
In practice, the attribute suspendable adds a block of JS_SuspendRequest/ JS_ResumeRequest around the native function's call. When using this attribute, make sure you add a pair of JS_BeginRequest/ JS_EndRequest around each call of JS_CallFunctions. To enable suspendable calls, define the preprocessor macro JS_THREADSAFE during compilation.
The attribute value marks a property's getter and setter functions to be names of variables or constants, instead of functions. This saves oneself of the implementation of very simple getter or setter functions, which only return or assign a value.
Declaring properties without setter method but with the value attribute, provides a convenient way of adding constants to a class.
For each class, jsapigen generates arrays with the classes properties and functions. Additionally, jsapigen generates a class description of type JSClass. These information are meant to be passed to JS_InitClass.
NAME
_static_ps[]
Contains property specs for all static properties of a class. Replace
NAME
with the classes name.
NAME
_ps[]
Contains property specs for all non-static properties of a class. Replace
NAME
with the classes name.
Contains property specs for all properties of the global object.
NAME
_static_fs[]
Contains function specs for all static functions of a class. Replace
NAME
with the classes name.
NAME
_fs[]
Contains function specs for all non-static functions of a class. Replace
NAME
with the classes name.
Contains function specs for all functions of the global object.
A class description.
For convenience, an initialization function is provided for each class. The function receives the JavaScript context and the parent object. It returns the prototype for the newly registered class or NULL on error.
static JSObject* jjNAME_init(JSContext *cx, JSObject *parent); |
Example 12. Registering a class
This example shows how to register a generated class with properties and functions. The user only has to implement and call the function register_everything, which does all the work.
%{ #include <stdio.h> static void global_func(const char *s) { printf("%s", s); } static void my_class_func(int n) { printf("%d\n", n); } static double my_class_prop = 0.0; %} function void global_func : global_func(cstring) <static>; class my_class { function void func : my_class_func(int) <static>; property double prop: my_class_prop , my_class_prop <value>; }; %< JSBool register_everything(JSContext *cx, JSObject *global) { /* Register my_class */ if (!jjmy_class_init(cx, global)) { return JS_FALSE; } /* Add global properties and functions */ if (JS_DefineProperties(cx, global, jj_ps) != JS_TRUE) { return JS_FALSE; } if (JS_DefineFunctions(cx, global, jj_fs) != JS_TRUE) { return JS_FALSE; } return JS_TRUE; } %> |
When passing arguments from JavaScript to C functions, the glue code occasionally has to allocate memory. This is typically done by taking memory from the program's heap, but jsapigen also allows the allocation of stack memory.
Heap allocation can impose a serious overhead on the program's performance. The code allocates memory by calling malloc, which might involve a costly search of a free memory area and a call to the operating system. At the end of the glue code, the memory is released via a call to free, which includes the modification of internal data structures.
To minimize the overhead, jsapigen allows the creation of glue code that allocates memory on the stack. Allocating memory on the stack has the advantage that no costly searches have to be done. Only the thread's stack pointer is changed. Stack allocation is done by the function alloca. If your platform supports alloca, define the preprocessor macros HAVE_ALLOCA_H and HAVE_ALLOCA while compiling the generated glue code. The macro HAVE_ALLOCA_H makes the code include the file alloca.h, and HAVE_ALLOCA enables the use of alloca.
Stack-based allocation has the danger of overflowing the maximum stack
size if the allocated memory block is too large. To prevent this from
happening, the maximum size for stack allocation has to be set explicitly.
Each generated file with glue code contains the static variable
jj_alloca_limit
, which holds this value. Its initial
value is zero, so stack allocation is disabled by default.
Example 1. Enabling stack-based allocation
The following example sets the maximum size for stack-based allocation to 64 byte. Any memory block smaller than this value will be allocated on the stack, any memory block equal or larger will be allocated on the heap.
%{ /* Prologue */ %} /* Interface declarations */ %< int register(JSContext *cx, JSObject *global) { /* Set stack-allocation limit to 64 bytes */ jj_alloca_limit = 64; /* Register generated glue code... */ return 0; } %> |
This section contains various tips and lessons which have proven helpful
during the development of applications with
jsapigen. Please send any tips that should be
listed here to <jsapigen-devel@lists.sourceforge.net>
.
Don't write constructors like the following.
struct c_object { int some_element; }; struct c_object * c_object_construct(void) { struct c_object *this = malloc(sizeof(*this)); assert(this); this->some_element = 0; return this; } |
This is not only bad practice because the contruct function actually does more than one thing, but also prevents the initialization function to be reused in other contexts. Its better to write the construction like this.
struct c_object { int some_element; }; void c_object_init(struct c_object *this) { assert(this); this->some_element = 0; } struct c_object * c_object_construct(void) { struct c_object *this = malloc(sizeof(*this)); assert(this); c_object_init(this); return this; } |
Note that the use of malloc might be dangerous here. See below for more information.
SpiderMonkey requires private data of objects to be located at even memory addresses. The following constructor is therefore dangerous.
struct c_object * c_object_construct(void) { struct c_object *this = malloc(sizeof(*this)); assert(this); c_object_init(this); return this; } |
A better solution is to allocate memory with the function posix_memalign. This will guarantee that any allocated memory will be correctly aligned.
struct c_object * c_object_construct(void) { struct c_object *this = NULL; int err = posix_memalign(&this, sizeof(void*), sizeof(*this)); assert(!err); c_object_init(this); return this; } |
Alignment is controlled by the second argument of this function. Its value
should be the smallest value that is a multiple of the alignment of your
C-object's type, a multiple of sizeof(void*)
and a power
of two at the same time.
If you allocate memory in a constructor you should free this memory in the finalizer. In fact, finalizers should be written as the inverse of the constructor.
struct c_object * c_object_construct(void) { struct c_object *this = NULL; int err = posix_memalign(&this, sizeof(void*), sizeof(*this)); assert(!err); c_object_init(this); return this; } void c_object_finalize(struct c_object *this) { c_object_uninit(this); free(this); } |
This code assures that any memory allocated during the construction is free'd when the object is finalized. Finalization might not necessarily occur when the JavaScript object goes out of scope, but at any later point in time when the garbage collector decides to free the object.
By now, jsapigen has several limitations. Some of these are listed below.
Prototypes are not suported yet.
More types might be necessary to better reflect the C types.
Not all details of the JSAPI are supported. However, most are obscure special operators which are seldomly needed.
Integrating jsapigen in a Makefile is very simple. Add a rule for building the glue code and integrate that rule into the build process.
Example 2. Makefile integration
This is an example of a Makefile for the tutorial's build process. It compiles tutorial.j into the binary tutorial. The application's glue code is thereby generated automatically.
tutorial : tutorial.o gcc -o tutorial -lmozjs tutorial.o tutorial.o : tutorial.j.c gcc -c -o tutorial.o -DXP_UNIX -I/usr/include/mozjs -g3 tutorial.j.c tutorial.j.c : jsapigen < tutorial.j > tutorial.j.c .PHONY : clean clean : rm -fr tutorial rm -fr *.o rm -fr *.j.c |
Many Free Software projects use GNU Automake and GNU Autoconf as their build system. Along with this manual or the source release the Autoconf macro ACX_PROG_JSAPIGEN is provided. It searches the system for jsapigen and provides it to Automake.
Example 3. GNU Autotools integration
Call the macro ACX_PROG_JSAPIGEN from within the
file configure.ac and copy the following lines to
Makefile.am in the source-code directory. Any files
in the variable SOURCES
that end with
.j will now automatically handled by
jsapigen.
.j.o: $(JSAPIGEN) $(JFLAGS) -f $< -o $<.c $(COMPILE) -c -o $@ $<.c mostlyclean-local: rm -f *.j.c |
dnl @synopsis ACX_PROG_JSAPIGEN ([argument]) dnl @summary The syntax how to use the macro. dnl dnl A description of what the macro does and what results dnl it produces. dnl dnl This description may extend over multiple paragraphs, dnl if you like. dnl dnl Every line that is indented by more than one dnl blank will be formatted verbatim, so that you dnl can include examples in the description. dnl dnl @version 2008-06-03 dnl @author Thomas Zimmermann <tdz@users.sourceforge.net> dnl @license GPLWithACException dnl AC_DEFUN([ACX_PROG_JSAPIGEN], [AC_PATH_PROGS([JSAPIGEN], [jsapigen]) AC_ARG_VAR([JSAPIGEN], [The name of the `JavaScript API Generator' to use. Defaults to `jsapigen'.]) AC_ARG_VAR([JFLAGS], [The list of default arguments for $JSAPIGEN. Empty by default.]) ]) |
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Also add information on how to contact you by electronic and paper mail. If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode: <program> Copyright (C) <year> <name of author> This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details. The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an "about box". You should also get your employer (if you work as a programmer) or school, if any, to sign a "copyright disclaimer" for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see <http://www.gnu.org/licenses/>. The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read <http://www.gnu.org/philosophy/why-not-lgpl.html>. |
GNU Free Documentation License Version 1.2, November 2002 Copyright (C) 2000,2001,2002 Free Software Foundation, Inc. 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. 0. PREAMBLE The purpose of this License is to make a manual, textbook, or other functional and useful document "free" in the sense of freedom: to assure everyone the effective freedom to copy and redistribute it, with or without modifying it, either commercially or noncommercially. Secondarily, this License preserves for the author and publisher a way to get credit for their work, while not being considered responsible for modifications made by others. This License is a kind of "copyleft", which means that derivative works of the document must themselves be free in the same sense. It complements the GNU General Public License, which is a copyleft license designed for free software. We have designed this License in order to use it for manuals for free software, because free software needs free documentation: a free program should come with manuals providing the same freedoms that the software does. But this License is not limited to software manuals; it can be used for any textual work, regardless of subject matter or whether it is published as a printed book. We recommend this License principally for works whose purpose is instruction or reference. 1. APPLICABILITY AND DEFINITIONS This License applies to any manual or other work, in any medium, that contains a notice placed by the copyright holder saying it can be distributed under the terms of this License. Such a notice grants a world-wide, royalty-free license, unlimited in duration, to use that work under the conditions stated herein. The "Document", below, refers to any such manual or work. Any member of the public is a licensee, and is addressed as "you". 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TERMINATION You may not copy, modify, sublicense, or distribute the Document except as expressly provided for under this License. Any other attempt to copy, modify, sublicense or distribute the Document is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance. 10. FUTURE REVISIONS OF THIS LICENSE The Free Software Foundation may publish new, revised versions of the GNU Free Documentation License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. See http://www.gnu.org/copyleft/. Each version of the License is given a distinguishing version number. If the Document specifies that a particular numbered version of this License "or any later version" applies to it, you have the option of following the terms and conditions either of that specified version or of any later version that has been published (not as a draft) by the Free Software Foundation. If the Document does not specify a version number of this License, you may choose any version ever published (not as a draft) by the Free Software Foundation. ADDENDUM: How to use this License for your documents To use this License in a document you have written, include a copy of the License in the document and put the following copyright and license notices just after the title page: Copyright (c) YEAR YOUR NAME. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled "GNU Free Documentation License". If you have Invariant Sections, Front-Cover Texts and Back-Cover Texts, replace the "with...Texts." line with this: with the Invariant Sections being LIST THEIR TITLES, with the Front-Cover Texts being LIST, and with the Back-Cover Texts being LIST. If you have Invariant Sections without Cover Texts, or some other combination of the three, merge those two alternatives to suit the situation. If your document contains nontrivial examples of program code, we recommend releasing these examples in parallel under your choice of free software license, such as the GNU General Public License, to permit their use in free software. |