Debugger: Difference between revisions

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The Debug object provides functions for debugging code running in a separate compartment. You can provide functions for SpiderMonkey to call when events like steps, calls, and breakpoint hits occur in the debuggee, examine the debuggee's stack frames, and inspect and manipulate the debuggee's objects.
The documentation for the <code>Debugger</code> API has moved to the Mozilla Developer Network: https://developer.mozilla.org/en-US/docs/Tools/Debugger-API
 
Debug object event hook functions run in the same thread as the debuggee, on the same stack: when the event occurs, the debuggee pauses while your hook functions run, and resumes (unless you say otherwise) when your functions return.
 
The debugger and debuggee must be in separate compartments. Your hook functions run in the debugger's compartment. SpiderMonkey mediates their access to the debuggee's objects, and prevents the debuggee from accessing the debugger's objects at all.
The Debug object provides objects representing the debuggee's stack frames, scripts, and other internal interpreter structures, for your hook functions to examine and manipulate.
 
==Debugger access to debuggee values==
 
The <code>Debug</code> object follows certain conventions to help debuggers safely inspect and modify the debuggee's objects and values. Primitive values are passed freely between debugger and debuggee; copying or wrapping is handled transparently, as appropriate. Objects (including host objects like DOM nodes) received from the debuggee are fronted in the debugger by <code>Debug.Object</code> instances (described in detail below), which provide reflection-oriented methods for inspecting the referent object's properties and other characteristics. Of the debugger's objects, only <code>Debug.Object</code> instances may be passed to the debuggee: when this occurs, the debuggee receives the <code>Debug.Object</code>'s referent, not the Debug.Object instance itself.
 
In the descriptions below, the term "debuggee value" means either a primitive value or a <code>Debug.Object</code> instance; it is a value that might be received from the debuggee, or that could be passed to the debuggee.
 
==Beginning to Debug==
 
To begin debugging another compartment's code, you create a Debug object for the debuggee compartment, and install your hook functions.
 
<dl>
<dt>Debug(<i>object</i>)
<dd>Create a debugger object debugging <i>object</i>'s compartment. <i>Object</i> is typically a global object, but can be any JavaScript object from the debuggee's compartment.
 
The <i>object</i> must be in a different compartment than the calling code, and debugger/debuggee compartments may not form a cycle. <i>Object</i>'s compartment must not be in use by another thread while this call runs.
</dl>
 
Instances of <code>Debug</code> have the following methods:
 
<dl>
<dt>setHooks(<i>hooks</i>)
<dd>Use the functions in <i>hooks</i> to handle events occurring in this debuggee. <i>Hooks</i> should be an object; each property should be named after a debugging event, and its value should be a function SpiderMonkey should call when the named event occurs. See below for descriptions of specific debugging hooks.
 
This removes all previously registered hooks; after the call, only the hooks mentioned in <i>hooks</i> are in force. Thus, a call like <code>setHooks({})</code> removes all debugging hooks.
 
Hook function calls are cross-compartment, same-thread calls. Hook functions run in the thread in which the event occurred, not in the thread that registered the hooks. (It is your responsibility to ensure that two threads don't try to run in the same compartment). Hook functions run in the compartment to which they belong, not in the debuggee's compartment.
 
<dt>getHooks()
<dd>Return an object holding all the event hooks currently in force. The returned object is suitable for use with <code>setHooks</code>.
</dl>
 
==Debugging hooks==
 
For each debugging hook, we give the name of the hook and the arguments passed to its handler function, and describe the circumstances under which SpiderMonkey calls it.
 
<dl>
<dt>interrupt(<i>frame</i>)
<dd>A bytecode instruction is about to execute in the stack frame represented by <i>frame</i>, a <code>Debug.Frame</code> instance. Naturally, <i>frame</i> is the youngest debuggee frame.
 
This hook function's return value determines how execution should continue:
<ul>
<li>If it returns true, execution continues normally.
<li>If it returns an object of the form <code>{ throw: <i>value</i> }</code>, then <i>value</i> is thrown as an exception from the current bytecode instruction. <i>value</i> must be a debuggee value.
<li>If it returns an object of the form <code>{ return: <i>value</i> }</code>, then <i>value</i> is immediately returned as the current value of the function. <i>value</i> must be a debuggee value.
<li>If it returns null, the calling code is terminated, as if it had been cancelled by the "slow script" dialog box.
<li>If the hook throws an exception, ... well, we're in trouble. That's an error in the debugger which should be reported somehow, but certainly not handled by the debuggee.
</ul>
 
<dt>newScript(<i>script</i>, [<i>function</i>])
<dd>New code, represented by the <code>Debug.Script</code> instance <i>script</i>, has been loaded into the debuggee's compartment. If the new code is part of a function, <i>function</i> is a Debug.Object reference to the function object. (Not all code is part of a function; for example, the code appearing in a <code>&lt;script&gt;</code> tag that is outside of any functions defined in that tag would be passed to <code>newScript</code> without an accompanying <i>function</i> argument.)
 
Note that <i>script</i> may be a temporary script, created for a call to <i>eval</i> and destroyed when its execution is complete.
 
<dt>destroyScript(<i>script</i>)
<dd>SpiderMonkey has determined that <i>script</i> will no longer be needed, and is about to throw it away. The garbage collector may have found that the script is no longer in use, or perhaps <i>eval</i> has finished executing the script, and is about to destroy it. In any case, operations on <i>script</i> after this hook function returns will throw an error.
 
<dt>debuggerHandler(<i>frame</i>)
<dd>The debuggee has executed a <i>debugger</i> statement in <i>frame</i>. This hook function's return value determines how execution proceeds, as for the <i>interrupt</i> hook function.
 
<dt>sourceHandler(<i>ASuffusionOfYellow</i>)
<dd>This hook function is never called. If it is ever called, a contradiction has been proven, and the debugger is free to assume that everything is true.
 
<dt>enterFrame(<i>frame</i>, <i>call</i>)
<dd>The stack frame <i>frame</i> is about to begin executing code. (Naturally, <i>frame</i> is currently the youngest debuggee frame.) If <i>call</i> is true, it is a function call; if <i>call</i> is false, it is global or eval code.
 
If this hook function returns a function <i>f</i>, SpiderMonkey will call <i>f</i> when execution of <i>frame</i> completes, passing one argument indicating how it completed.
<ul>
<li>If the argument is of the form <code>{ return: <i>value</i> }</code>, then the code completed normally, yielding <i>value</i>. <i>Value</i> is a debuggee value.
<li>If the argument is of the form <code>{ throw: <i>value</i> }</code>, then the code threw <i>value</i> as an exception. <i>Value</i> is a debuggee value.
<li>If the argument is <code>null</code>, then the code was terminated, as if by the "slow script" dialog box.
</ul>
 
<dt>throw(<i>frame</i>, <i>value</i>)
<dd>The code running in <i>frame</i> is about to throw <i>value</i> as an exception. The value this hook function returns determines how execution proceeds, as for <i>interrupt</i>.
 
<dt>error(<i>frame</i>, <i>report</i>)
<dd>SpiderMonkey is about to report an error in <i>frame</i>. <i>Report</i> is an object describing the error, with the following properties:
 
<dl>
<dt><code>message</code>
<dd>The fully formatted error message.
<dt><code>file</code>
<dd>If present, the source file name, URL, etc. (If this property is present, the <i>line</i> property will be too, and vice versa.)
<dt><code>line</code>
<dd>If present, the source line number at which the error occurred.
<dt><code>lineText</code>
<dd>If present, this is the source code of the offending line.
<dt><code>offset</code>
<dd>The index of the character within lineText at which the error occurred.
<dt><code>warning</code>
<dd>Present and true if this is a warning; absent otherwise.
<dt><code>strict</code>
<dd>Present and true if this error or warning is due to the strict option (not to be confused with ES strict mode)
<dt><code>exception</code>
<dd>Present and true if an exception will be thrown; absent otherwise.
<dt><code>arguments</code>
<dd>An array of strings, representing the arguments substituted into the error message.
</dl>
</dl>
 
==Debug.Frame==
 
A <code>Debug.Frame</code> instance represents a debuggee stack frame. Given a <code>Debug.Frame</code> instance, you can find the script the frame is executing, walk the stack to older frames, find the lexical environment in which the execution is taking place, and so on.
 
SpiderMonkey creates instances of <code>Debug.Frame</code> as needed in two situations: when it calls a hook function that expects a frame as an argument, and when the debugger reads an existing frame's <code>older</code> property. SpiderMonkey creates only one <code>Debug.Frame</code> instance for a given debuggee frame; every hook function called while the debuggee is running in a given frame receives the same frame object; and walking the stack back to a previously accessed frame yields the same frame object as before. Debugger code can add its own properties to a frame object and expect to find them later, use <code>==</code> to decide whether two expressions refer to the same frame, and so on.
 
A <code>Debug.Frame</code> instance is a weak reference to the frame; once the debuggee destroys the frame (perhaps by returning from the function or completing the <code>eval</code> call), the <code>Debug.Frame</code> instance becomes inactive: its properties become undefined, and calls to its methods will throw an exception.
 
A <code>Debug.Frame</code> instance has the following properties, which are all non-writable and non-configurable:
 
<dl>
<dt>type
<dd>A string describing what sort of frame this is:
<ul>
<li><code>"call"</code>: a frame running a function call.
<li><code>"eval"</code>: a frame running code passed to <code>eval</code>.
<li><code>"global"</code>: a frame running global code (JavaScript that is neither of the above)
<li><code>"host"</code>: a frame for a call to a host function (I'm not sure if we can obtain these)
<li><code>"debugger"</code>: a frame for a call to user code invoked by the debugger (see the <code>eval</code> method below)
<li><code>"dummy"</code>: a frame pushed for stupid people (rather&mdash;I don't know what this is)
</ul>
 
<dt>older
<dd>The next-older frame, in which control will resume when this frame completes.
 
<dt>depth
<dd>The depth of this frame, counting from oldest to youngest; the oldest frame has a depth of zero.
 
<dt>callee
<dd>The function whose application created this frame. Present only on <code>"call"</code> and <code>"host"</code> frames.
 
<dt>generator
<dd>True if this frame is a generator frame, false otherwise. Present only on frames whose type is <code>"call"</code>.
 
<dt>constructing
<dd>True if this frame is for a function called as a constructor, false otherwise. Present on <code>"call"</code> and <code>"host"</code> frames.
 
<dt>script
<dd>The script being executed in this frame (a <code>Debug.Script</code> instance). Present on <code>"call"</code>, <code>"eval"</code>, and <code>"global"</code> frames. On <code>"call"</code> frames, this is equal to <code>callee.script</code>.
 
<dt>offset
<dd>The offset of the bytecode instruction currently being executed in <code>script</code>. Present when <code>script</code> is.
 
<dt>environment
<dd>The lexical environment within which evaluation is taking place (a <code>Debug.Object</code> instance). Present on <code>"call"</code>, <code>"eval"</code>, and <code>"global"</code> frames.
 
<dt>this
<dd>The value of <code>this</code> for the current frame (a debuggee value). Present on <code>"call"</code>, <code>"eval"</code>, and <code>"host"</code> frames.
 
<dt>arguments
<dd>The arguments passed to the current frame, as an array of debuggee values. (The array itself is an ordinary array in the debugger compartment.) Present on <code>"call"</code>, <code>"eval"</code>, and <code>"host"</code> frames.
</dl>
 
A <code>Debug.Frame</code> instance has the following methods:
 
<dl>
<dt>eval(<i>code</i>)
<dd>Begin evaluating <i>code</i> in the scope of this frame. <i>Code</i> is a string. This pushes a <code>"debugger"</code> frame on the debuggee's stack, evaluates <i>code</i> with all extant hook functions active, and returns a value of the sort passed to an <code>enterFrame</code> completion function describing how the code completed.
 
Note that, although this method mixes the debugger's own stack frames with the debuggee's, walking the stack only shows the debuggee's frames; the continuation of the debugger's call to this method, up to the debugging hook function call, is represented by a single <code>"debugger"</code> frame. The next younger frame is an <code>"eval"</code> frame running <i>code</i> itself.
 
<dt>finish(<i>result</i>) <i>(future plan)</i>
<dd>Pop this frame (and any younger frames) from the stack as if this frame had completed. <i>Result</i> is a value of the sort that the <code>interrupt</code> hook might return, indicating how execution should be prepared to continue.
 
Note that this does <i>not</i> resume the debuggee's execution; it merely adjusts the debuggee's state to what it would be if this frame's execution had completed. You must return <code>true</code> from the hook function to resume execution in that state.
 
This cannot remove any <code>"host"</code> frames (calls through C++) from the stack. (We might be able to make this work eventually, but it will take some cleverness.)
 
<dt>restart(<i>function</i>, <i>this</i>, <i>arguments</i>) <i>(future plan)</i>
<dd>Pop any younger frames from the stack, and then turn this frame into a frame about to begin executing <i>function</i>, with the given <i>this</i> value and <i>arguments</i>. <i>This</i> should be a debuggee value, or <code>{ asConstructor: true }</code> to invoke <i>function</i> as a constructor, in which case SpiderMonkey provides an appropriate <code>this</code> value itself. <i>Arguments</i> should be an array of debuggee values. This frame must be a <code>"call"</code> frame.
 
Note that this does <i>not</i> resume the debuggee's execution; it merely adjusts the debuggee's state to what it would be if this frame were about to make this call. You must return <code>true</code> from the hook function to resume execution in that state.
 
Like <code>finish</code>, this cannot remove <code>"host"</code> frames from the stack.
</dl>
 
===Generator Frames===
 
SpiderMonkey supports generator-iterator objects, which produce a series of values by repeatedly suspending the execution of a function or expression. For example, calling a function that uses <code>yield</code> produces a generator-iterator object, as does evaluating a generator expression.
 
A generator-iterator object refers to a stack frame with no fixed continuation frame. While the generator's code is running, its continuation is whatever frame called its <code>next</code> method; while the generator is suspended, it has no particular continuation frame; and when it resumes again, the continuation frame for that resumption could be different from that of the previous resumption.
 
When you use the <code>Debug</code> object to inspect a program that is running a generator frame, that frame appears on the stack like any other call frame, except that its <code>generator</code> property is <code>true</code>. Such a frame will disappear from the stack when it is suspended, and reappear (possibly with a different <code>older</code> frame and <code>depth</code> value) each time it is resumed.
 
==Debug.Script==
 
weak reference
 
== Debug.Object==
 
strong reference
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