V8 console.log does not print - javascript

I am attempting to embed v8 into my application, I am messing about seeing what is included in the V8 environment (duktape does not include a console implementation) and it seems like v8 does include an implementation however when I call console.log it does not print anything, instead it just prints undefined (which i assume to be the return value of console.log) So how would one go about linking the default std::cout output with console.log.
This is my code currently, I am working with the default hello world code very slightly modified.
int main(int argc, char* argv[]) {
// Initialize V8.
v8::V8::InitializeICUDefaultLocation(argv[0]);
v8::V8::InitializeExternalStartupData(argv[0]);
std::unique_ptr<v8::Platform> platform = v8::platform::NewDefaultPlatform();
v8::V8::InitializePlatform(platform.get());
v8::V8::Initialize();
// Create a new Isolate and make it the current one.
v8::Isolate::CreateParams create_params;
create_params.array_buffer_allocator =
v8::ArrayBuffer::Allocator::NewDefaultAllocator();
v8::Isolate* isolate = v8::Isolate::New(create_params);
{
v8::Isolate::Scope isolate_scope(isolate);
// Create a stack-allocated handle scope.
v8::HandleScope handle_scope(isolate);
// Create a new context.
v8::Local<v8::Context> context = v8::Context::New(isolate);
// Enter the context for compiling and running the hello world script.
v8::Context::Scope context_scope(context);
{
// Create a string containing the JavaScript source code.
v8::Local<v8::String> source =
v8::String::NewFromUtf8(isolate, R"(
console.log("does not print?")
)",
v8::NewStringType::kNormal)
.ToLocalChecked();
// Compile the source code.
v8::Local<v8::Script> script =
v8::Script::Compile(context, source).ToLocalChecked();
// Run the script to get the result.
v8::Local<v8::Value> result = script->Run(context).ToLocalChecked();
// Convert the result to an UTF8 string and print it.
v8::String::Utf8Value utf8(isolate, result);
printf("%s\n", *utf8);
}
}
// Dispose the isolate and tear down V8.
isolate->Dispose();
v8::V8::Dispose();
v8::V8::ShutdownPlatform();
delete create_params.array_buffer_allocator;
std::cin.get();
return 0;
}
and I am using the prebuilt v8 binaries here

Try the following:
#include "src/debug/interface-types.h"
define your own "console delegate" class, deriving from debug::ConsoleDelegate
override any methods you're interested in, e.g. void Log(const debug::ConsoleCallArguments& args, const v8::debug::ConsoleContext&) override;
instantiate it and call debug::SetConsoleDelegate(isolate, &your_console_delegate); after creating your Isolate
To see an example, start at https://cs.chromium.org/chromium/src/v8/src/d8/d8-console.h?l=14&gsn=D8Console and trace where it's used.

So for anyone in the future that is dealing with this, this is the process I used to fix it.
download the source from here, only the src folder is needed.
extract it and link it in to your project where ever you put vendor code in addition to the bundle.
put it in the a src folder because otherwise its includes don't work
you will need to make a bunch of include directories for it to compile, mine include v8/src, and v8
make sure to link it with the nuget package, you may not have to do this, one machine needed it the other didn't.
you do not need to generate builtins-generated/bytecodes-builtins-list.h

Related

Is it possible to only convert a dart function to javascript

I am currently using the following package where the readme illustrates the following
final bool loaded = await JsIsolatedWorker().importScripts(['test.js']);
I am using the isolate worker package so my code can work on web and outside of web. I would like to generate javascript code from my dart code. I have one file with a top level function and I use
dart compile js -O0 -o test.js test.dart
which I found here
https://dart.dev/tools/dart2js
this is my dart file
void main(List<String> args) {
doComputation('');
}
String doComputation(String input) {
return 'output';
}
I can generate javascript only if I have a main function but this generates a javascript file where the doComutation is not a top level function, so I am not sure if the package can call the function. It looks like it generates an entire program instead of just generating one function.
The generated file is too long to post
So what my question comes down to is this. Is there a way to generate javascript from dart for 1 function with its dependencies included instead of having to generate the entire program? So that I can call this function from dart.
I am not an expert but I also had this problem. Here's what worked for me:
In web_worker.dart:
import 'package:js/js.dart';
main(){
allowInterop(doComputation);
}
#JS('doComputation')
String doComputation(String computationInput) {
// Replace this with your actual computation.
final String computationOutput = "output";
return computationOutput;
}
Compile it using:
$ dart compile js web_worker.dart -o webWorker.js
Manually edit webWorker.js, the JS file generated by the compiler:
Delete this line at the top of the file:
(function dartProgram() {
and the line at the bottom of the file with the corresponding closing brace:
})();
I don't understand what's going on here but I found the Javascript version of the function doComputation() defined in webWorker.js as a property of the object "A".
I defined a wrapper at the top of the file like this:
function doComputation(computationInput) {
return A.doComputation(computationInput)
}
and then I was able to use the file with JsIsolatedWorker like this:
final bool loaded =
await JsIsolatedWorker().importScripts(['../web/webWorker.js']);
if (loaded) {
final String computationResult = await JsIsolatedWorker()
.run(functionName: 'doComputation', arguments: computationInput);
} else {
debugPrint('Web worker is not available');
}
If someone who understands this better can elaborate or improve on this solution, that would be great. I don't really have any idea what I'm doing. I'm just posting this to hopefully help other people save time in the future by sharing what worked for me.
You can use js package to call JavaScript APIs from Dart code, or vice versa. To make a Dart function callable from JavaScript by name, use a setter annotated with #JS().
#JS()
library callable_function;
import 'package:js/js.dart';
/// Allows assigning a function to be callable from `window.functionName()`
#JS('functionName')
external set _functionName(void Function() f);
/// Allows calling the assigned function from Dart as well.
#JS()
external void functionName();
void _someDartFunction() {
print('Hello from Dart!');
}
void main() {
_functionName = allowInterop(_someDartFunction);
}
JavaScript code may now call functionName() or window.functionName().
Check google chartjs https://github.com/google/chartjs.dart/tree/master/example for a complete example.
From dart2js "Helping dart2js generate better code" there is a tip :
Don’t worry about the size of your app’s included libraries. The dart2js compiler performs tree shaking to omit unused classes, functions, methods, and so on. Just import the libraries you need, and let dart2js get rid of what you don’t need.
Related to this post https://stackoverflow.com/a/21124252/3733730.
You can do this instead by using the package dart2js
one make a program for your main.dart dart2js where the function or command you wanted to make is there, then create a separate dart file what function you wanted to call, and it will fix your problem, it is a separate file but will only execute one function that you needed to do so and that is the separate file

goog.inherits present in the output file

I'm trying to use Closure Compiler and Closure Library.
When I use the library everything is ok, I'm including "base.js" in my simulation and it works with all my javascript files.
The problem is present when I "compilate" my application: In the output file I've got a reference to a closure library'sfunction "goog.inherits".
From what I've read, it's not necessary to include "base.js" in production. I'm working on a library, so I don't want to force users to have a reference to the Closure Library.
How can I do?
Here is my code:
NM.ObjectEvent = function( type )
{
goog.base(this);
}
goog.inherits( NM.ObjectEvent, NM.Event );
And the script look like that:
java -jar compiler.jar --compilation_level SIMPLE_OPTIMIZATIONS --js_output_file myLib.js `find ../src/ -name '*.js'`
What you have heard does not apply to SIMPLE_OPTIMIZATIONS. With ADVANCED_OPTIMIZATIONS everything unused in base.js is removed, with SIMPLE_OPTIMIZATIONS only function local optimizations are performed and unused methods are not removed.
Regardless of the mode, if you use goog.inherits it will remain in some form. Something needs to do the work that goog.inherits does to setup the prototype chain.
Like John said, if you have references to goog.base and goog.inherits, you're referencing the library. Fortunately, you can emulate those functions... Something like this should work...
NM.ObjectEvent = function( type )
{
NM.Event.call(this, type);
}
(function(){
var temp = function(){};
temp.prototype = NM.Event.prototype;
NM.ObjectEvent.prototype = new temp();
}();
If you're using goog.base elsewhere (for example, to call superclass methods), then you'll need to do more work, but the above should suffice if you're only using base and inherits where shown in your original post.

How to properly restore Javascript context in v8?

I want to do the following:
execute a Javascript file with v8
open a REPL which evaluates code in the exact same context as the code
Any variables or functions defined in the code file, for instance, should be available in the REPL. (I'll note this used to work many v8 versions ago, but I can't figure out how to get it working in current v8 (node 0.12 == v8 3.28.73).)
I use a simple class JSInterpreter which has an isolate and a persistent context object as member vars. They gets set up when the class is initialized, and bindings also happen at that time.
When it's time to interpret some code, I call this method:
Str JSInterpreter::InterpretJS (const Str &js)
{ v8::Isolate::Scope isolate_scope (isolate_);
v8::HandleScope handle_scope (isolate_);
// Restore the context established at init time;
// Have to make local version of persistent handle
v8::Local <v8::Context> context =
v8::Local <v8::Context>::New (isolate_, context_);
Context::Scope context_scope (context);
Handle <String> source = String::NewFromUtf8 (isolate_, js . utf8 ());
Handle <Script> script = Script::Compile (source);
Handle <Value> result = script -> Run ();
I want to call this method over & over again, and each time, I want the context to contain any accumulated state from earlier calls. So if the code file contains (only) var x = 5; at the REPL I should be able to type > x and see the result 5.
But the actual result is x is not defined.
It turns out that this code actually does work as expected. The problem was that I was using browserify before running the code, and the code (e.g. var x = 5;) was getting wrapped into a function scope.

Removing debug code from inside a function using Closure Compiler simple optimisations

I'm looking for a way to strip out debug code from functions so I can add test hooks to closures. I've read
Google Closure Compiler advanced: remove code blocks at compile time and tested out removing debug code with the following:
/** #define {boolean} */
var DEBUG = true;
if (DEBUG) {
console.log('remove me');
}
Simple optimisation with --define='DEBUG=false' reduces this to var DEBUG=!1;. The same applies for this:
/** #const */
var DEBUG = false;
if (DEBUG) {
console.log('remove me');
}
Where I run into trouble is using this convention inside a function:
/** #const */
var DEBUG = false;
function logMe() {
if (DEBUG) {
console.log('remove me');
}
}
This reduces to the following:
var DEBUG=!1;function logMe(){DEBUG&&console.log("remove me")};
I would expect it to reduce further to:
var DEBUG=!1;function logMe(){};
Is there a reason this is not working as expected? I'm really just looking for a clean way to strip debug code and am not ready to take the plunge into advanced optimizations.
Update
Per #John's answer, I implemented my own compiler and have found that the following configuration will remove if (DEBUG) {} from inside and outside the code for the case of a #define:
CompilerOptions options = new CompilerOptions();
CompilationLevel.SIMPLE_OPTIMIZATIONS.setOptionsForCompilationLevel(options);
//options.setInlineConstantVars(true);
options.setInlineVariables(CompilerOptions.Reach.ALL);
options.setDefineToBooleanLiteral("DEBUG", false);
This works well enough for a single file with the following limitations:
This requires var DEBUG to be defined in each file, which is bad practice.
When combining multiple files, you can only have a single var DEBUG or the compiler can't optimize around it. This could be avoided by compiling each file individually and merging them.
Because the value is defined at the beginning of the file, there's no flexibility to receive the value beforehand.
I've toyed with the idea of removing all var DEBUG definitions from the files and injecting it into the source or extern before execution, but I've run into two issues:
Defining it in extern appears to do nothing.
Undefined DEBUG in the uncompiled code throws a reference error in the browser.
The ideal option would be to test window.DEBUG, which does not throw a reference error. Unfortunately, while injecting /** #const */ var window = {}; /** #const */ window.DEBUG = false; works at the top level, reducing if (window.DEBUG) {}, the optimization is actually reverted if placed in a function.
Unless another compiler option works the only option that would really make sense is to go with window.DEBUG and before compilation inject /** #const */ var DEBUG = false; and to a global replace of /\bwindow.DEBUG\b/ with DEBUG. Is there a better way?
Use #define annotation:
#define {boolean}
DEBUG = true;
And compile with option
--define="DEBUG=false"
A custom build of the compiler would allow you to do this. You basically want to "inline constant variables":
options.setInlineConstantVars(true);
You could add it here, in applySafeCompilationOptions:
http://code.google.com/p/closure-compiler/source/browse/trunk/src/com/google/javascript/jscomp/CompilationLevel.java?r=706
Or you could use the Java API and add the option (without modifying the compiler's code). Michael Bolin given an example of how to do this here:
http://blog.bolinfest.com/2009/11/calling-closure-compiler-from-java.html
This is an old answer, but I found a way that's not mentioned here.
(function(){
var DEBUG = true;
if (DEBUG) {
if (something === "wrong") {
console.warn("Stop! Hammer time!");
}
else if (something === "as expected") {
console.log("All good :-)");
}
}
foo();
})();
With ADVANCED_OPTIMIZATIONS this compiles to this:
"wrong" === something ?
console.warn("Stop! Hammer time!") :
"as expected" === something && console.log("All good :-)");
foo();
In our build script we can rewrite the DEBUG line to set it to false, which would then yield this output.
foo();
The reason this happens is Closure will remove unreachable code. By creating the closure, and defining a local variable, Closure can see that we can't do something like window.DEBUG === true, so the code is guaranteed to never be run.
Your DEBUG variable is currently global. GCC will not remove or rename global variables in simple optimization mode, so they'll remain available to any code in other scripts that might possibly want to access them. Try enclosing your code into anonymous function.
The way i solved the problem of "removing debug functions from closure compiled javascript using SIMPLE_OPTIMIZATION" was by combining a similar method as #John proposes as well as using some of #Brian Nichols update. I could only get the compiler to remove the lines by placing this is the global scope of my main js file and doing a custom compile (using multiple .js files this still removed them)
/** #const
* #type {boolean}
*/
var DEBUG = false;
//and used this format for my debug function
DEBUG && myLog('foo');
and then compiling the closure-compiler java with ant to include this option options.setInlineVariables(CompilerOptions.Reach.ALL);
under the applySafeCompilationOptions function in the CompilationLevel.java file as #john suggests. This worked for me and didnt break my codebase as ADVANCED did...
Remove var DEBUG = true; from your code and convert all your conditions that check if (DEBUG) to if (goog.DEBUG). Modify your compiler option to read --define goog.DEBUG=false. The goog variable is built into the Closure Library API to provide options and flags for the compiler.

Why can't I extend everyone's pocket in nowjs?

I'm trying to provide functions in everyone's pocket of nowjs. I'd like to do so by _.extending everyone's pocket, i.e. everyone.now. For some reason which I cannot understand, _.extend fails to properly provide the function at the client side.
This is my current code:
var _ = require("underscore"),
everyone = require("nowjs").initialize(app);
everyone.now.foo = function() {};
_.extend(everyone.now, {
bar: function() {}
});
console.log(everyone.now.foo); // [Function]
console.log(everyone.now.bar); // undefined
On both the server and client sides, I can do now.foo() just fine. On the other hand, now.bar() fails because now.bar is not defined. This is the case on both the client and server sides. I tried to check for existence at the server side, as shown above on the last line. However, this line logs undefined.
Underscore's extend function (obviously) does work on other objects so I guess it has something to do with the "magical namespace" that nowjs uses.
How come extending doesn't work with everyone.now and how can I get it to work?
Edit 2: I digged some more into proxies. It seems like setting a property on a proxy by passing a variable as its name does not work. I removed my first edit because this testcase is more narrowed down.
Why is this not working? Is this a bug? (Most of the times I ask this myself I know it isn't, but this is really making me clueless...)
var proxy = Proxy.create({
get: function(pr, name) {
console.log("get called");
return null;
},
set: function(pr, name, value) {
console.log("set called");
}
});
var key = "foo";
proxy["foo"] = "bar";
proxy[ key ] = "bar";
proxy["foo"];
proxy[ key ];
Log result:
set called
get called
get called
Apparently, proxy[ key ] = "bar"; does not cause set to be called on the proxy. Why is that?
They posted a blog entry on the NowJS website on how to use node-proxy on Windows, instead of the native V8 implementation using the --harmony_proxies flag.
It appeared that the V8 version that Node currently uses contains several bugs with regard to proxies, which were causing the weird behaviour as outlined in the question. node-proxy, however, is a module that enables proxies (the core of the "magical namespace" of NowJS) without those bugs. (The bugs are fixed in a newer version of V8 as well, but that would require a custom build of Node.)
I just couldn't figure out how to build node-proxy on Windows (it's a .node addon; not a pure JavaScript one). In the above blog post they distributed the compiled module, and everything now works like a charm.
To fix:
Download the compiled module
Extract the folder to the node_modules folder and rename it to now
Don't run Node with the proxy flag
Edit: Node 0.7.0 uses V8 3.8.6 which also solves this issue. Just run with the --harmony flag and remove the reference to node-proxy.

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