1. 脚本引擎的基本功能
V8只是一个JS引擎。去除它的特点功能出处,它必须要实现JS引擎的几个基础功能:
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脚本执行:
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脚本可能是一个表达式;一段js代码;或者一个文件
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执行表达式返回js表达式对应的值
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C++来取设JS的内容
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获取JS内容的数据(包括基础数据类型、数组、日期等)、对象(类的一个实例)、类或函数
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设置JS内容的数据
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JS来取设C++的内容
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C++为js动态添加类(例如:Date,可以通过new Date()来创建任意多个对象)
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C++为js动态添加全局对象(例如:Math,可以直接调用其全局方法如Math.min)
我们的目的是先学会怎么用,再去想为什么!
2. V8 脚本引擎基本功能实现
带着这几个目的去使用V8,找遍网上资料,发现很少有覆盖周全的。其实翻来覆去就是那几个资料,理论派居多;最可气的是按照那些例子去跑,怎么都会运行错误;而且在关键的地方全按照google伪代码例子照搬。不过理论派的阐述确实很一本正经;很精辟。也感谢先行者!
2. 1 V8之脚本运行
2.1.1 获取字符串:
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void test_String()
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{
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Handle<String> source = String::New("'Hello' + ', World!'");
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Handle<Script> script = Script::Compile(source);
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Handle<Value> result = script->Run();
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String::AsciiValue ascii(result);
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printf("%s\n", *ascii);
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}
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>>> Hello,World!
2.1.2 获取数组:
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void test_Array()
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{
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Handle<String> source = String::New("[1, 2, 'hello', 6+5]");
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Handle<Script> script = Script::Compile(source);
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Handle<Value> result = script->Run();
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String::AsciiValue ascii(result);
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printf("%s\n", *ascii);
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}
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>>> 1,2,hello,11
2. 2 V8之C++取设JS
2.2.1 获取成员之数据
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void test_getjs_data(Handle<Context> pContext)
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{
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Handle<String> source = String::New("var s1 = 8+5;");
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Handle<Script> script = Script::Compile(source);
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Handle<Value> result = script->Run();
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Handle<String> js_data = String::New("s1");
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Handle<Value> js_data_value = pContext->Global()->Get(js_data);
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String::AsciiValue ascii(js_data_value);
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printf("%s\n", *ascii);
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}
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>>> 13
2.2.2 获取成员之全局对象
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void test_getjs_dataofObject(Handle<Context> pContext)
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{
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Handle<String> source = String::New("function Point(x,y){this.x=x; this.y=y;} var pt=new Point(10,20);");
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Handle<Script> script = Script::Compile(source);
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Handle<Value> result = script->Run();
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Handle<String> js_data = String::New("pt");
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Handle<Value> js_data_value = pContext->Global()->Get(js_data);
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// Convert the result to an ASCII string and print it.
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{
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String::AsciiValue ascii(js_data_value);
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printf("pt = %s\n", *ascii);
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}
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Handle<Object> js_data_object = Handle<Object>::Cast(js_data_value);
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Handle<Value> key = String::New("x");
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Handle<Value> objX = js_data_object->Get(key);
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{
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String::AsciiValue ascii(objX);
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printf("pt.x = %s\n", *ascii);
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}
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}
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>>> pt = [object Object]
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pt.x = 10
2.2.3 获取js 类
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void test_getjs_dataofObjectClass(Handle<Context> pContext)
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{
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Handle<String> source = String::New("function Point(x,y){this.x=x; this.y=y;} Point.prototype.show=function(){return '(x,y) = '+this.x+','+this.y;}");
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Handle<Script> script = Script::Compile(source);
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Handle<Value> result = script->Run();
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Handle<String> js_data = String::New("Point");
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Handle<Value> js_data_value = pContext->Global()->Get(js_data);
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// Convert the result to an ASCII string and print it.
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{
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String::AsciiValue ascii(js_data_value);
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printf("Point = %s\n", *ascii);
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}
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bool bIsFunction = js_data_value->IsFunction();
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if(bIsFunction)
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{
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printf("Point is function\n");
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}
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bool bIsObject = js_data_value->IsObject();
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if(bIsObject)
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{
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printf("Point is object\n");
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}
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Handle<Object> js_data_object = Handle<Object>::Cast(js_data_value);
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// var newObj = new Point(1,2);
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Handle<Value> argv[2] ;
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argv[0] = Int32::New(1);
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argv[1] = Int32::New(2);
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Handle<Value> newObj = js_data_object->CallAsConstructor(2, argv);
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{
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bool bIsFunction = newObj->IsFunction();
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if(bIsFunction) //-false-
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{
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printf("newObj is function\n");
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}
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bool bIsObject = newObj->IsObject();
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if(bIsObject) //-true-
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{
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printf("newObj is object\n");
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}
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}
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// newObj.show();
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{
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Handle<Object> obj = Handle<Object>::Cast(newObj);
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Handle<String> js_func_name = String::New("show");
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Handle<Value> js_func_ref = obj->Get(js_func_name);
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Handle<Function> js_func = Handle<Function>::Cast(js_func_ref);
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js_data_value = js_func->Call(obj, 0, NULL) ;
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String::AsciiValue ascii(js_data_value);
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printf("newObj.show() = %s\n", *ascii);
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}
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}
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>>> Point = function Point(x,y){this.x=x; this.y=y;}
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Point is function
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Point is object
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newObj is object
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newObj.show() = (x,y) = 1,2
2. 3 V8之JS取设C++
2.3.0 js 和 C++的关联
c++ 和 js对应。特别是为达到能在Js中使用var obj = new CObject(),参照CreateObjectToJs方法
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void test_getc_loadObjectTemplate(Handle<ObjectTemplate> pObj)
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{
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//-load c++'s data-
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pObj->SetAccessor(String::New("x"), XGetter, XSetter);
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//-load c++'s function-
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pObj->Set(String::New("setColor"),FunctionTemplate::New(set_color));
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//-load c++'s class-
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CreateObjectToJs(pObj);
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}
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Point* NewPointFunction(const Arguments & args)
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{
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if(args.Length()==2)
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{
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Local<Value> v1 = args[0];
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Local<Value> v2 = args[1];
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return new Point( v1->Int32Value(), v2->Int32Value() );
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}
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else
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return new Point();
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}
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void PointWeakExternalReferenceCallback(Persistent<Value>, void* parameter)
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{
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if (Point* cpp_object = static_cast<Point*>(parameter))
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delete cpp_object;
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}
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Persistent<External> NewWeakExternalPoint(void* parameter)
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{
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Persistent<External> ret = Persistent<External>::New(External::New(parameter));
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ret.MakeWeak(parameter, PointWeakExternalReferenceCallback);
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return ret;
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}
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Handle<Value> PointFunctionInvocationCallback(const Arguments &args)
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{
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if (!args.IsConstructCall())
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return Undefined();
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Point* cpp_object = NewPointFunction(args);
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if (!cpp_object)
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return ThrowException(String::New("Can not create Object in C++"));
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args.Holder()->SetInternalField(0, NewWeakExternalPoint(cpp_object));
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return Undefined();
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}
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void CreateObjectToJs(Handle<ObjectTemplate> pObj)
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{
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Point* p = new Point(0, 0);
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Handle<FunctionTemplate> point_templ = FunctionTemplate::New(&PointFunctionInvocationCallback, External::New(p));
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point_templ->SetClassName(String::New("Point"));
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point_templ->InstanceTemplate()->SetInternalFieldCount(1);
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Handle<ObjectTemplate> point_proto = point_templ->PrototypeTemplate();
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point_proto->SetAccessor(String::New("x"), GetPointX, SetPointX);
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point_proto->SetAccessor(String::New("y"), GetPointY, SetPointY);
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point_proto->Set(String::New("show"), FunctionTemplate::New(ShowPoint));
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pObj->Set(String::New("Point"), point_templ);
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}
2.3.1 全局函数
c++:
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Handle<Value> set_color(const Arguments & args)
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{
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Handle<Value> rtn;
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if(args.Length() == 3)
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{
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int r = args[0]->Int32Value();
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int g = args[1]->Int32Value();
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int b = args[2]->Int32Value();
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char szTmp[80] = "";
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_stprintf(szTmp,"RGB%2X%02X%02X", r,g,b);
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rtn = String::New(szTmp);
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}
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else
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rtn = Undefined();
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return rtn;
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}
JS:
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void test_getc_function(Handle<Context> pContext, Handle<ObjectTemplate> pObj)
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{
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Handle<String> source = String::New("var data = setColor(255,128,0);");
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Handle<Script> script = Script::Compile(source);
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Handle<Value> result = script->Run();
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Handle<String> js_data = String::New("data");
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Handle<Value> js_data_value = pContext->Global()->Get(js_data);
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// Convert the result to an ASCII string and print it.
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String::AsciiValue ascii(js_data_value);
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printf("%s\n", *ascii);
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}
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>>> RGBFF8000
2.3.2 全局数据
c++:
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int x = 0;
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Handle<Value> XGetter(Local<String> key,const AccessorInfo& info)
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{
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return Integer::New(x);
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}
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void XSetter(Local<String> key, Local<Value> value,const AccessorInfo& info)
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{
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x = value->Int32Value();
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}
JS:
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void test_getc_data(Handle<Context> pContext, Handle<ObjectTemplate> pObj)
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{
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Handle<String> source = String::New("var data1 = x; x=200; var data2=x;");
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Handle<Script> script = Script::Compile(source);
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Handle<Value> result = script->Run();
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{
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Handle<String> js_data = String::New("data1");
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Handle<Value> js_data_value = pContext->Global()->Get(js_data);
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String::AsciiValue ascii(js_data_value);
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printf("data1 = %s\n", *ascii);
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}
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{
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Handle<String> js_data = String::New("data2");
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Handle<Value> js_data_value = pContext->Global()->Get(js_data);
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String::AsciiValue ascii(js_data_value);
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printf("data2 = %s\n", *ascii);
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}
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}
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>>> data1 = 0
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data2 = 200
2.3.3 类
c++:
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struct Point
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{
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Point()
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{
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x_ = 0;
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y_ = 0;
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}
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Point(int x, int y)
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{
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x_ = x;
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y_ = y;
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}
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int getX() const {
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return x_;
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}
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int getY() const { return y_; }
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void setX(int value) { x_ = value; }
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void setY(int value) { y_ = value; }
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bool isNull() const { return x_ == 0 && y_ == 0; }
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void show()
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{
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char szTmp[80] = "";
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_stprintf(szTmp, "x,y = %d,%d\n", x_, y_);
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printf(szTmp);
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}
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int x_, y_;
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};
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Handle<Value> GetPointX(Local<String> key,const AccessorInfo &info)
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{
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Handle<Object> obj = info.This ();
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//Local<Object> self = info.Holder(); //
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Point& point = *static_cast<Point*> (Local<External>::Cast(obj->GetInternalField(0))->Value ());
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int value = point.x_;
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return Integer::New(value);
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}
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void SetPointX(Local<String> key, Local<Value> value,const AccessorInfo& info)
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{
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Handle<Object> obj = info.This ();
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Point& point = *static_cast<Point*> (Local<External>::Cast(obj->GetInternalField(0))->Value ());
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point.x_ = value->Int32Value();
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}
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Handle<Value> GetPointY(Local<String> key,const AccessorInfo &info)
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{
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Local<Object> self = info.Holder();
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Local<External> wrap = Local<External>::Cast(self->GetInternalField(0));
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void* ptr = wrap->Value();
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int value = static_cast<Point*>(ptr)->y_;
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return Integer::New(value);
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}
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void SetPointY(Local<String> key, Local<Value> value,const AccessorInfo& info)
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{
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Local<Object> self = info.Holder();
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Local<External> wrap = Local<External>::Cast(self->GetInternalField(0));
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void* ptr = wrap->Value();
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static_cast<Point*>(ptr)->y_ = value->Int32Value();
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}
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Handle<Value> ShowPoint(const Arguments& args)
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{
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Local<Object> self = args.Holder();
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//Local<Object> self = info.Holder();
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Local<External> wrap = Local<External>::Cast(self->GetInternalField(0));
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void* ptr = wrap->Value();
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static_cast<Point*>(ptr)->show();
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return Undefined();
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}
JS:
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void test_getc_object(Handle<Context> pContext, Handle<ObjectTemplate> pObj)
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{
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test_getobject(pContext);return;
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// Create a string containing the JavaScript source code.
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Handle<String> source = String::New("var pt=new Point(10,20);");
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// Compile the source code.
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Handle<Script> script = Script::Compile(source);
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// Run the script to get the result.
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Handle<Value> result = script->Run();
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Handle<String> js_data = String::New("pt");
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Handle<Value> js_data_value = pContext->Global()->Get(js_data);
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// Convert the result to an ASCII string and print it.
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{
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String::AsciiValue ascii(js_data_value);
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printf("pt = %s\n", *ascii);
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}
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Handle<Object> js_data_object = Handle<Object>::Cast(js_data_value);
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Handle<Value> key = String::New("x");
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Handle<Value> objX = js_data_object->Get(key);
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{
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String::AsciiValue ascii(objX);
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printf("pt.x = %s\n", *ascii);
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}
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}
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>>> Point = function Point() { [native code] }
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Point is function
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Point is object
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newObj is object
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src obj.x = 3
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last obj.x = 30
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begin newObj.show() : x,y = 30,4
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newObj.show() = undefined
3. 教训
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在VS200X C++中,请都使用/MDD 编译选项
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对于类,需要绑定一个构造函数,主要目的是用来生成C++对象。该对象千万不要使用局部变量,而要是指针
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对于C++扩展的类,通过FunctionTemplate来实现;而不要使用ObjectTemplate
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对于JS中的全局对象,可以通过ObjectTemplate来实现。实际上就是绑定全局API和变量
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