Debugger

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Revision as of 21:25, 28 March 2011 by Jimb (talk | contribs) (→‎Properties: Make method properties writable.)
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This draft is being discussed in bug 636907. The interface it describes is not stable.

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.

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.

General Conventions

Properties

The objects comprising the Debug interface and the objects that interface creates to present the debuggee's state to the debugger follow some conventions:

  • Properties described here are configurable. This applies to both "own" and prototype properties, and to both methods and data properties. (Leaving these properties open to redefinition will hopefully make it easier for JavaScript debugger code to cope with bugs, bug fixes, and changes in the interface over time.)
  • Data properties are non-writable, unless stated otherwise. Since they are configurable, they can be made writable, but assigning to them has no effect on the debuggee unless stated otherwise.
  • Method properties are writable.
  • Instances and prototypes are extensible; you can add your own properties and methods to them.

Debuggee Values

The Debug interface follows some 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. Objects received from the debuggee (including host objects like DOM elements) are fronted in the debugger by Debug.Object instances, which provide reflection-oriented methods for inspecting their referents; see Debug.Object, below.

Of the debugger's objects, only Debug.Object instances may be passed to the debuggee: when this occurs, the debuggee receives the Debug.Object's referent, not the Debug.Object instance itself.

In the descriptions below, the term "debuggee value" means either a primitive value or a Debug.Object instance; it is a value that might be received from the debuggee, or that could be passed to the debuggee.

Completion Values

When a debuggee stack frame completes its execution, or when some sort of debuggee call initiated by the debugger finishes, the Debug interface provides a value describing how the code completed; these are called completion values. A completion value has one of the following forms:

{ return: value }
The code completed normally, yielding value. Value is a debuggee value.
{ throw: value }
The code threw value as an exception. Value is a debuggee value.
null
The code was terminated, as if by the "slow script" dialog box.

Resumption Values

As the debuggee runs, the Debug interface calls various debugger-provided handler functions to report the debuggee's behavior. Some of these calls can return a value indicating how the debuggee's execution should continue; these are called resumption values. A resumption value has one of the following forms:

true
The debuggee should continue execution normally.
{ return: value }
Return value immediately as the current value of the function. Value must be a debuggee value. (Most handler functions support this, except those whose descriptions say otherwise.)
{ throw: value }
Throw value as an execption from the current bytecode instruction. Value must be a debuggee value.
null
Terminate the debuggee, as if it had been cancelled by the "slow script" dialog box.

Beginning to Debug

To begin debugging another compartment's code, create a Debug object for the debuggee compartment. You can use this object to install hook functions, set breakpoints, and so on.

Debug(object)
Create a debugger object debugging object's compartment. Object is typically a global object, but can be any JavaScript object from the debuggee's compartment. This debugger object is initially enabled; see the enabled property, below. The object must be in a different compartment than the calling code, and debugger/debuggee compartments may not form a cycle. Object's compartment must not be in use by another thread while this call runs.

Properties of Debug instances

enabled
A boolean value indicating whether this Debug instance's hooks, breakpoints, and watchpoints are currently enabled. It is an accessor property with a getter and setter: assigning to it enables or disables this Debug instance; reading it produces true if the instance is enabled, or false otherwise. This property gives debugger code a single point of control for disentangling itself from the debuggee, regardless of what sort of events or hooks or "points" we add to the interface.

Properties of the Debug Prototype Object

The functions described below may only be called with a this value referring to a Debug instance; they may not be used as methods of other kinds of objects.

setHooks(hooks)
Use the functions in hooks to handle events occurring in this debuggee. Hooks 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 hooks are in force. Thus, a call like setHooks({}) 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. Rather than keeping a reference to the hooks object and consulting it when each event occurs, this function copies the hook functions present in the hooks object, and stores them internally. Once the call to setHooks has returned, changes to the hooks object have no effect on the debugger hooks in force. Note that if the debugger object is disabled, hook functions are not called; see the enabled property.
getHooks()
Return an object holding all the event hooks currently in force. The returned object is suitable for use with setHooks.
setBreakpoint(script, offset, handler)
Set a breakpoint at the bytecode instruction at offset in script, reporting hits to the function handler. This call replaces any existing breakpoint at the given location. When execution reaches the given instruction, SpiderMonkey calls handler, passing a Debug.Frame instance representing the currently executing stack frame. The handler method's return value should be a resumption value, determining how execution should continue. Breakpoint handler calls are cross-compartment, intra-thread calls: handler must be a function in the debugger's compartment (and thus calls to it take place in the debugger's compartment), and the call takes place in the same thread that hit the breakpoint. The new breakpoint belongs to this Debug instance; disabling the Debug instance disables this breakpoint. (While a typical design would have debugger objects that represent breakpoints and handler functions whose behavior is driven by those objects, it seems practical in JavaScript to have the handler function play both roles, since it is itself an object. Other code can access function objects' properties, and the function's own code can find them by referring to the its own name, as in function f() { ... f.x ... }.)
clearBreakpoint(script, offset)
Remove any breakpoint set at offset in script.
clearAllBreakpoints([script])
Remove all breakpoints set using this Debug instance. If script is present and refers to a Debug.Script instance, remove all breakpoints set in that script.
setPropertyWatchpoint(object, name, handler) (future plan)
Set a watchpoint on the own property named name of the referent of the Debug.Object instance object, reporting events by calling handler's methods. Handler may have the following methods, called under the given circumstances:
add(frame, descriptor)
A property named name has been added to object's referent. Descriptor is a property descriptor of the sort accepted by Object.defineProperty, giving the newly added property's attributes.
delete(frame)
A property named name has been deleted from object's referent.
change(frame, oldDescriptor, newDescriptor)
The existing property named name on object's referent has had its attributes changed from those given by oldDescriptor to those given by newDescriptor.
set(frame, value)
The property named name is about to have value assigned to it. The assignment has not yet taken place, so the debugger can use getOwnPropertyDescriptor to find the property's pre-assignment value (assuming it is not an accessor property). This call takes place whether the property is a data or accessor property, even if the property is not writable or lacks a setter. This call takes place even if the property is a value property and value is identical to its current value. If this call includes a value property, whose value is a debuggee value newValue, in the resumption value it returns, the assignment stores newValue instead of value.
get(frame)
The property named name is about to be read. This call takes place whether the property is a data or accessor property, even if the property lacks a getter.

In all cases, the method's frame argument is the current stack frame, whose code is about to perform the operation on the object being reported. Methods should return resumption values; however, watchpoint handler methods may not return return resumption values.

If a given method is absent from handler, then events of the given sort are ignored. The watchpoint retains a reference to the handler object itself, and consults its properties each time an event occurs, so adding methods to or removing methods from handler after setting the watchpoint enables or disables reporting of the corresponding events.

Values passed to handler's methods are debuggee values. Descriptors passed to handler's methods are ordinary objects in the debugger's compartment, except for value, get, and set properties in descriptors, which are debuggee values.

Watchpoint handler calls are cross-compartment, intra-thread calls: handler must be a function in the debugger's compartment (and thus calls to it take place in the debugger's compartment), and the call takes place in the same thread that changed the property.

The new watchpoint belongs to this Debug instance; disabling the Debug instance disables this watchpoint.

clearPropertyWatchpoint(object, name) (future plan)
Remove any watchpoint set on the own property named name of the referent of the Debug.Object instance object.
clearAllWatchpoints() (future plan)
Clear all watchpoints owned by this Debug instance.

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.

interrupt(frame)
A bytecode instruction is about to execute in the stack frame represented by frame, a Debug.Frame instance. Naturally, frame is the youngest debuggee frame. This hook function should return a resumption value specifying how the debuggee's execution should proceed. Some notes about the interrupt hook:
  • If a script object has not had its singleStepMode flag set, SpiderMonkey may not call the interrupt hook function when running the script.
  • Depending on whether the code has been compiled or is being run by the bytecode interpreter, SpiderMonkey may not call the interrupt on every bytecode instruction. However, it will call the interrupt at least every time the source code line and JavaScript statement associated with the current bytecode changes. (That is, multi-line statements may only receive a single interrupt, not one interrupt for each line the statement occupies.)
newScript(script, [function])
New code, represented by the Debug.Script instance script, has been loaded into the debuggee's compartment. If the new code is part of a function, function is a Debug.Object reference to the function object. (Not all code is part of a function; for example, the code appearing in a <script> tag that is outside of any functions defined in that tag would be passed to newScript without an accompanying function argument.) Note that script may be a temporary script, created for a call to eval and destroyed when its execution is complete. This hook's return value is ignored.
destroyScript(script)
SpiderMonkey has determined that script 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 eval has finished executing the script, and is about to destroy it. In any case, operations on script after this hook function returns will throw an error. This hook's return value is ignored.
debuggerHandler(frame)
The debuggee has executed a debugger statement in frame. This hook function should return a resumption value specifying how the debuggee's execution should proceed.
sourceHandler(ASuffusionOfYellow)
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.
enterFrame(frame, call)
The stack frame frame is about to begin executing code. (Naturally, frame is currently the youngest debuggee frame.) If call is true, it is a function call; if call is false, it is global or eval code. This hook function should return either null or a function. If it returns a function f, SpiderMonkey will call f when execution of frame completes, passing a completion value as its argument. This call takes place just before the frame is popped from the stack.
throw(frame, value)
The code running in frame is about to throw value as an exception. This hook function should return a resumption value specifying how the debuggee's execution should proceed.
error(frame, report)
SpiderMonkey is about to report an error in frame. Report is an object describing the error, with the following properties:
message
The fully formatted error message.
file
If present, the source file name, URL, etc. (If this property is present, the line property will be too, and vice versa.)
line
If present, the source line number at which the error occurred.
lineText
If present, this is the source code of the offending line.
offset
The index of the character within lineText at which the error occurred.
warning
Present and true if this is a warning; absent otherwise.
strict
Present and true if this error or warning is due to the strict option (not to be confused with ES strict mode)
exception
Present and true if an exception will be thrown; absent otherwise.
arguments
An array of strings, representing the arguments substituted into the error message.

This hook's return value is ignored.

Debug.Frame

A Debug.Frame instance represents a debuggee stack frame. Given a Debug.Frame 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 Debug.Frame 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 older property. SpiderMonkey creates only one Debug.Frame 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 == to decide whether two expressions refer to the same frame, and so on.

A Debug.Frame instance is a weak reference to the frame; once the debuggee destroys the frame (by returning from the function, completing the eval call, freeing the generator-iterator object, or taking some similar action), the Debug.Frame instance becomes inactive: its live property becomes false, its properties become undefined, and calls to its methods throw exceptions. (Note that this means that debugger code can be affected by the garbage collector, since debugger code can notice when Debug.Frame instances die.)

Properties of Debug.Frame instances

A Debug.Frame instance has the following properties:

type
A string describing what sort of frame this is:
  • "call": a frame running a function call.
  • "eval": a frame running code passed to eval.
  • "global": a frame running global code (JavaScript that is neither of the above)
  • "host": a frame for a call to a host function (I'm not sure if we can obtain these)
  • "debugger": a frame for a call to user code invoked by the debugger (see the eval method below)
  • "dummy": a frame pushed for stupid people (rather—I don't know what this is)
older
The next-older frame, in which control will resume when this frame completes.
depth
The depth of this frame, counting from oldest to youngest; the oldest frame has a depth of zero.
callee
The function whose application created this frame. Present only on "call" and "host" frames.
generator
True if this frame is a generator frame, false otherwise. Present only on frames whose type is "call".
constructing
True if this frame is for a function called as a constructor, false otherwise. Present on "call" and "host" frames.
script
The script being executed in this frame (a Debug.Script instance). Present on "call", "eval", and "global" frames. On "call" frames, this is equal to callee.script.
offset
The offset of the bytecode instruction currently being executed in script. Present when script is. This is an accessor property with a getter, but no setter.
environment
The lexical environment within which evaluation is taking place (a Debug.Object instance). Present on "call", "eval", and "global" frames.
this
The value of this for the current frame (a debuggee value). Present on "call", "eval", and "host" frames. This is an accessor property with a getter, but no setter.
arguments
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 "call", "eval", and "host" frames.
live
True if the frame this Debug.Frame instance refers to still exists in the debuggee; false if it has been destroyed.

Properties of the Debug.Frame Prototype Object

The functions described below may only be called with a this value referring to a Debug.Frame instance; they may not be used as methods of other kinds of objects.

eval(code)
Begin evaluating code in the scope of this frame. Code is a string. This pushes a "debugger" frame on the debuggee's stack, evaluates code, and returns a completion value. All extant hook functions, breakpoints, watchpoints, and so on remain active during the call. 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 "debugger" frame. The next younger frame is an "eval" frame running code itself.
evalWithBindings(code, bindings)
Like eval, but evaluate code in the scope of this frame, extended with bindings from the object bindings. For each enumerable data property of bindings named name whose value is value, include a variable in the environment in which code is evaluated named name, whose value is value. Each value must be a debuggee value. (This is not like a with statement: code may access, assign to, and delete the introduced bindings without having any effect on the bindings object.) This method allows debugger code to introduce temporary bindings that are visible to the given debuggee code and which refer to debugger-held debuggee values, without mutating any existing debuggee scope.
finish() (future plan)
Pop this frame (and any younger frames) from the stack as if this frame had completed. Note that this does not resume the debuggee's execution; it merely adjusts the debuggee's state to what it would be if this frame's execution had completed. The resumption value you return from the hook function determines how execution proceeds. This cannot remove any "host" frames (calls through C++) from the stack. (We might be able to make this work eventually, but it will take some cleverness.)
restart(function, this, arguments) (future plan)
Pop any younger frames from the stack, and then change this frame into a frame for a call to function, with the given this value and arguments. This should be a debuggee value, or { asConstructor: true } to invoke function as a constructor, in which case SpiderMonkey provides an appropriate this value itself. Arguments should be an array of debuggee values. This frame must be a "call" frame. This can be used as a primitive in implementing some forms of a "patch and continue" debugger feature. Note that this does not 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. The resumption value you return from the hook function determines how execution proceeds. Like finish, this cannot remove "host" frames from the stack.

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 yield produces a generator-iterator object, as does evaluating a generator expression like (i*i for each (i in [1,2,3])).

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 next 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 Debug 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 generator property is true. Such a frame will disappear from the stack when it is suspended, and reappear (possibly with a different older frame and depth value) each time it is resumed.

Debug.Script

A Debug.Script instance refers to a sequence of bytecode in the debuggee; it is the JavaScript-level presentation of a JSAPI JSScript object. Each of the following is represented by single JSScript object:

  • The body of a function—that is, all the code in the function that is not contained within some nested function.
  • The code passed to a single call to eval, excluding the bodies of any functions that code defines.
  • The contents of a <script> element.
  • A DOM event handler, whether embedded in HTML or attached to the element by other JavaScript code.
  • Code appearing in a javascript: URL.

The Debug interface constructs Debug.Script objects as script objects are uncovered by the debugger: via the newScript hook; via Debug.Frame's script properties; via the functionScript method of Debug.Object instances; and so on. It constructs exactly one Debug.Script instance for each underlying script object; debugger code can add its own properties to a script object and expect to find them later, use == to decide whether two expressions refer to the same script, and so on.

A Debug.Script instance is a weak reference to a JSScript object; it does not protect the script it refers to from being freed or garbage collected. When SpiderMonkey decides to free the script, it calls the destroyScript debugger hook function to let the debugger know. Once that call has returned, the Debug.Script object's live property becomes false, its properties become undefined, and calls to its methods throw exceptions. (Note that this means that debugger code can be affected by the garbage collector, since debugger code can notice when Debug.Script instances die.)

The lifetime of a script depends on its origin. A function script is shared by all closures produced for that function, and lives as long as there are live closures referring to it. An eval script lives until the call to eval completes. Debuggers should avoid depending on scripts' lifetimes after the stack frames, functions, and so on that own them have been destroyed.

Properties of Debug.Script instances

url
The filename or URL from which this script's code was loaded.
startLine
The number of the line at which this script's code starts, within the file or document named by url.
length
The number of lines this script's code occupies, within the file or document named by url.
singleStepMode
True if executing this script will produce calls to the Debug instance's interrupt hook for each source line. This is an accessor property with a getter and setter; assigning a true value to this property enables single stepping mode for this script. The property reads true if single step mode mode is set, or false otherwise.
live
True if the script this Debug.Script instance refers to still exists in the debuggee; false if it has been destroyed.

Properties of the Debug.Script Prototype Object

The functions described below may only be called with a this value referring to a Debug.Script instance; they may not be used as methods of other kinds of objects.

decompile([pretty])
Return a string containing JavaScript source code equivalent to this script in its effect and result. If pretty is present and true, produce indented code with line breaks. (Note that Debug.Object instances referring to functions also have a decompile method, whose result includes the function header and parameter names, so it is probably better to write f.decompile() than to write f.getFunctionScript().decompile().)
getAllOffsets()
Return an array L describing the relationship between bytecode instruction offsets and source code positions in this script. L is sparse, and indexed by source line number. If a source line number line has no code, then L has no line property. If there is code for line, then L[line] is an array of offsets of byte code instructions that are entry points to that line. For example, suppose we have a script for the following source code: a=[] for (i=1; i < 10; i++) // It's hip to be square. a[i] = i*i; Calling getAllOffsets() on that code might yield an array like this: [[0], [5, 20], , [10]] This array indicates that:
  • the first line's code starts at offset 0 in the script;
  • the for statement head has two entry points at offsets 5 and 20 (for the initialization, which is performed only once, and the loop test, which is performed at the start of each iteration);
  • the third line has no code;
  • and the fourth line begins at offset 10.
getLineOffsets(line)
Return an array of bytecode instruction offsets representing the entry points to source line line. If the script contains no executable code at that line, the array returned is empty.
getOffsetLine(offset)
Return the source code line responsible for the bytecode at offset in this script.

Debug.Object

A Debug.Object instance represents an object in the debuggee. Debugger code never accesses debuggee objects directly; instead, it operates on Debug.Object instances that refer to the debuggee objects. SpiderMonkey's compartment system ensures that this separation is respected.

A Debug.Object instance has reflection-oriented methods to inspect and modify its referent. The referent's properties do not appear directly as properties of the Debug.Object instance; the debugger can access them only through methods like Debug.Object.prototype.getOwnPropertyDescriptor and Debug.Object.prototype.defineProperty, ensuring that the debugger will not inadvertently invoke the referent's getters and setters.

SpiderMonkey creates exactly one Debug.Object instance for each debuggee object it presents to the debugger: if the debugger encounters the same object through two different routes (perhaps two functions are called on the same object), SpiderMonkey presents the same Debug.Object instance to the debugger each time. This means that the debugger can use the == operator to recognize when two Debug.Object instances refer to the same debuggee object, and place its own properties on a Debug.Object instance to store metadata about particular debuggee objects.

While most Debug.Object instances are created by SpiderMonkey in the process of exposing debuggee's behavior and state to the debugger, the debugger can apply the Debug.Object constructor to its own objects, to copy them into the debuggee; see the description of the Debug.Object constructor below.

Debug.Object instances protect their referents from the garbage collector; as long as the Debug.Object instance is live, the referent remains live. Garbage collection has no debugger-visible effect on Debug.Object instances.

The Debug.Object constructor

When called via a new expression, the Debug.Object constructor takes one argument, an object in the debugger's compartment, and applies the HTML5 "structured cloning" algorithm to copy the object into the debuggee's compartment. It then returns a Debug.Object instance referring to the copy. It is an error to apply Debug.Object to a primitive value via a new expression.

When applied as a function, Debug.Object behaves as above, except that primitive values are returned unchanged (although possibly wrapped, in an ordinary cross-compartment wrapper). This allows the debugger to use Debug.Object as a generic "debugger value to debuggee value" conversion function.

Properties of the Debug.Object constructor

create(prototype, [properties])
Create a new object in the debuggee's compartment, and return a Debug.Object referring to it. The new object's prototype is prototype; prototype must be an object. The new object's properties are as given by properties, as if it were passed to the standard Object.defineProperties function.

Properties of the Debug.Object prototype

The functions described below may only be called with a this value referring to a Debug.Object instance; they may not be used as methods of other kinds of objects. The descriptions use "referent" to mean "the referent of this Debug.Object instance".

getPrototype()
Return the referent's prototype (as a new Debug.Object instance), or null if it has no prototype.
getClass()
Return a string naming the ECMAScript [[Class]] of the referent.
hasOwnProperty(name)
Return true if the referent has an own property named name.
getOwnPropertyDescriptor(name)
Return a property descriptor for the property named name of the referent. (This function behaves like the standard Object.getOwnPropertyDescriptor function, except that the object being inspected is implicit; the property descriptor returned is in the debugger's compartment; and its value, get, and set properties, if present, are debuggee values.)
getOwnPropertyNames()
Return an array of strings naming all the referent's own properties, as if Object.getOwnPropertyNames(referent) had been called in the debuggee, and the result copied to the debugger's compartment.
defineProperty(name, attributes)
Define a property on the referent named name, as described by the property descriptor descriptor. Any value, get, and set properties of attributes must be debuggee values. (This function behaves like Object.defineProperty, except that the target object is implicit, and in a different compartment from the function and descriptor.)
defineProperties(properties)
Add the properties given by properties to the referent. (This function behaves like Object.defineProperties, except that the target object is implicit, and in a different compartment from the properties argument.)
deleteProperty(name)
Remove the referent's property named name. Return true if the property was successfully removed, or if the referent has no such property. Return false if the property is non-configurable.
seal()
Prevent properties from being added to or deleted from the referent. Return this Debug.Object instance. (This function behaves like the standard Object.seal function, except that the object to be sealed is implicit and in a different compartment from the caller.)
freeze()
Prevent properties from being added to or deleted from the referent, and mark each property as non-writable. Return this Debug.Object instance. (This function behaves like the standard Object.freeze function, except that the object to be sealed is implicit and in a different compartment from the caller.)
preventExtensions()
Prevent properties from being added to the referent. (This function behaves like the standard Object.preventExtensions function, except that the object to operate on is implicit and in a different compartment from the caller.)
isSealed()
Return true if the referent is sealed—that is, if it is not extensible, and all its properties have been marked as non-configurable. (This function behaves like the standard Object.isSealed function, except that the object inspected is implicit and in a different compartment from the caller.)
isFrozen()
Return true if the referent is frozen—that is, if it is not extensible, and all its properties have been marked as non-configurable and read-only. (This function behaves like the standard Object.isFrozen function, except that the object inspected is implicit and in a different compartment from the caller.)
isExtensible()
Return true if the referent is extensible—that is, if it can have new properties defined on it. (This function behaves like the standard Object.isExtensible function, except that the object inspected is implicit and in a different compartment from the caller.)
isFunction()
Return true if the referent has a [[Call]] internal method.
getFunctionName()
If the referent is a named function, return its name. If the referent is an anonymous function, return null. If the referent is not a function, throw a TypeError.
getFunctionParameterNames()
If the referent is a function, return the names of its parameters as an array of strings. If the referent is not a function, throw a TypeError.
getFunctionScript()
If the referent is a function, return its script, as a Debug.Script instance. If the referent is not a function, throw a TypeError.
getFunctionScope()
If the referent is a function, return a Debug.Object instance referring to the lexical environment enclosing the function when it was created. If the referent is not a function, throw a TypeError.
decompile([pretty])
If the referent is a function, return the source code for a JavaScript function definition equivalent to this function in its effect and result, as a string. If the referent is not a function, throw a TypeError. If pretty is present and true, produce indented code with line breaks.
call(this, argument, ...)
If the referent is a function,
  • push a "debugger" frame on the debuggee's stack,
  • call the referent with the given this value and argument values,
  • pop the "debugger" frame, and
  • return a completion value describing how the call completed.

This and argument must be debuggee values. All extant hook functions, breakpoints, watchpoints, and so on remain active during the call. If the referent is not a function, throw a TypeError.

apply(function, this, arguments)
If the referent is a function,
  • push a "debugger" frame on the debuggee's stack,
  • call the referent with the given this value and argument values in arguments,
  • pop the "debugger" frame, and
  • return a completion value describing how the call completed.

This must be a debuggee value, and arguments must be an array (in the debugger) of debuggee values. All extant hook functions, breakpoints, watchpoints, and so on remain active during the call. If the referent is not a function, throw a TypeError.

outerEnvironment()
If the referent is a lexical environment, return a Debug.Object instance referring to its enclosing lexical environment, or null if it is the outermost environment. If the referent is not a lexical environment, throw a TypeError.
referentToString()
Return a string representing the referent, showing its class and any other useful information, without invoking its toString or toSource methods, or running any other debuggee code. The specific string returned is unspecified. (It is better to add functions to Debug.Object.prototype that retrieve the information you need about the object than to depend on details of safeToString's behavior.) (Note that simply calling the toString method of a Debug.Object instance applies to the instance itself, not its referent, and thus returns something like "[object Debug.Object]".)