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=======================
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Duktape bytecode format
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=======================
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Overview
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========
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Duktape has API functions to dump a compiled function into bytecode and load
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(reinstantiate) a function from a bytecode dump. Bytecode dump/load allows
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code to be compiled offline, compiled code to be cached and reused, compiled
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code to be moved from one Duktape heap to another, etc. However, Duktape
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bytecode format is version specific so it is *not* a version neutral code
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distribution format like Java bytecode. (The term "bytecode" is used here
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and in other Duktape documentation even though it's a bit inaccurate: the
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serialization format includes many other fields besides bytecode
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instructions.)
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Duktape bytecode is **version specific** and (potentially) **config option
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specific**, and may change arbitrarily even in minor releases (but is
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guaranteed not to change in a patch release, as long as config options are
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kept the same). In other words, the bytecode format is not part of the
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ordinary versioning guarantees. If you compile code into bytecode offline,
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you must ensure such code is recompiled whenever Duktape source is updated.
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In this sense Duktape bytecode differs fundamentally from e.g. Java bytecode
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which is used as a version neutral distribution format.
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Duktape bytecode is **unvalidated** which means that loading untrusted or
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broken bytecode may cause a crash or other memory unsafe behavior, leading
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to potentially exploitable vulnerabilities. Calling code is responsible for
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ensuring that bytecode for a different Duktape version is not loaded, and that
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the bytecode input is not truncated or corrupted. (Validating bytecode is
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quite difficult, because one would also need to validate the actual bytecode
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which might otherwise refer to non-existent registers or constants, jump out
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of bounds, etc.)
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The bytecode format is **platform neutral**, so that it's possible to compile
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the bytecode on one platform and load it on another, even if the platforms
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have different byte order. This is useful to support offline compilation in
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cross compilation.
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There are a few limitations on what kind of functions can be dumped into
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bytecode, and what information is lost in the process. See separate section
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on limitations below. The following API test case provides concrete examples
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on usage and current limitations:
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* ``api-testcases/test-dump-load-basic.c``
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Working with bytecode
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=====================
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The ``duk_dump_function()`` API call is used to convert a function into a
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buffer containing bytecode::
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duk_eval_string(ctx, "(function myfunc() { print('hello world'); })");
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duk_dump_function(ctx);
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/* -> stack top contains bytecode for 'myfunc' */
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The ``duk_load_function()`` API call does the reverse, converting a buffer
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containing bytecode into a function object::
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/* ... push bytecode to value stack top */
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duk_load_function(ctx);
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/* -> stack top contains function */
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The Duktape command line tool "duk" can also be used to compile a file
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into bytecode::
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./duk -c /tmp/program.bin program.js
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The input source is compiled as an Ecmascript program and the bytecode
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will be for the "program function". The command line tool doesn't support
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compiling individual functions, and is mostly useful for playing with
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bytecode.
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The command line tool can also execute bytecode functions; it will just load
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a function and call it without arguments, as if a program function was being
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executed::
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./duk /tmp/program.bin
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When to use bytecode dump/load
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==============================
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There are two main motivations for using bytecode dump/load:
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* Performance
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* Obfuscation
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Performance
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-----------
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Whenever compilation performance is *not* an issue, it is nearly always
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preferable to compile functions from source rather than using bytecode
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dump/load. Compiling from source is memory safe, version compatible,
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and has no semantic limitations like bytecode.
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There are some applications where compilation is a performance issue.
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For example, a certain function may be compiled and executed over and
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over again in short lived Duktape global contexts or even separate
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Duktape heaps (which prevents reusing a single function object). Caching
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the compiled function bytecode and instantiating the function by loading
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the bytecode is much faster than recompiling it for every execution.
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Obfuscation
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-----------
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Obfuscation is another common reason to use bytecode: it's more difficult
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to reverse engineer source code from bytecode than e.g. minified code.
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However, when doing so, you should note the following:
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* Some minifiers support obfuscation which may be good enough and avoids
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the bytecode limitations and downsides.
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* For some targets source code encryption may be a better option than
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relying on bytecode for obfuscation.
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* Although Duktape bytecode doesn't currently store source code, it does
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store all variable names (``_Varmap``) and formal argument names
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(``_Formals``) which are needed in some functions. It may also be
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possible source code is included in bytecode at some point to support
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debugging. In other words, **obfuscation is not a design goal for the
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bytecode format**.
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That said, concrete issues to consider when using bytecode for obfuscation:
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* Variable names in the ``_Varmap`` property: this cannot be easily avoided
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in general but a minifier may be able to rename variables.
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* Function name in the ``name`` property: this can be deleted or changed
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before dumping a function, but note that some functions (such as
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self-recursive functions) may depend on the property being present and
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correct.
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* Function filename in the ``fileName`` property: this can also be deleted
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or changed before dumping a function. You can avoid introducing a filename
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at all by using ``duk_compile()`` (rather than e.g. ``duk_eval_string()``)
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to compile the function.
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* Line number information in the ``_Pc2line`` property: this can be deleted or
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changed, or you can configure Duktape not to store this information in the
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first place (using option ``DUK_USE_PC2LINE``). Without line information
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tracebacks will of course be less useful.
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When not to use bytecode dump/load
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==================================
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Duktape bytecode is **not** a good match for:
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* Distributing code
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* Minimizing code size
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Distributing code
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-----------------
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It's awkward to use a version specific bytecode format for code distribution.
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This is especially true for Ecmascript, because the language itself is
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otherwise well suited for writing backwards compatible code, detecting
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features at run-time, etc.
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It's also awkward for code distribution that the bytecode load operation
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relies on calling code to ensure the loaded bytecode is trustworthy and
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uncorrupted. In practice this means e.g. cryptographic signatures are
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needed to avoid tampering.
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Minimizing code size
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--------------------
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The bytecode format is designed to be fast to dump and load, while still
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being platform neutral. It is *not* designed to be compact (and indeed
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is not).
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For example, for a simple Mandelbrot function (``mandel()`` in
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``dist-files/mandel.js``):
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+---------------------------+----------------+----------------------+
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| Format | Size (bytes) | Gzipped size (bytes) |
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+===========================+================+======================+
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| Original source | 884 | 371 |
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+---------------------------+----------------+----------------------+
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| Bytecode dump | 809 | 504 |
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+---------------------------+----------------+----------------------+
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| UglifyJS2-minified source | 364 | 267 |
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+---------------------------+----------------+----------------------+
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For minimizing code size, using a minifier and ordinary compression is
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a much better idea than relying on compressed or uncompressed bytecode.
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Bytecode limitations
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====================
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Function lexical environment is lost
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------------------------------------
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A function loaded from bytecode always works as if it was defined in the
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global environment so that any variable lookups not bound in the function
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itself will be resolved through the global object. If you serialize ``bar``
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created as::
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function foo() {
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var myValue = 123;
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function bar() {
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// myValue will be 123, looked up from 'foo' scope
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print(myValue);
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}
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return bar;
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}
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and then load it back, it will behave as if it was originally created as::
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function bar() {
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// myValue will be read from global object
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print(myValue);
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}
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If the original function was established using a function declaration,
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the declaration itself is not restored when a function is loaded. This
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may be confusing. For example, if you serialize ``foo`` declared as::
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function foo() {
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// Prints 'function' before dump/load; 'foo' is looked up from
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// the global object.
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print(typeof foo);
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}
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and then load it back, it will behave as::
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var loadedFunc = (function() {
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// Prints 'undefined' after dump/load; 'foo' is looked up from
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// the global object. Workaround is to assign loadedFunc to
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// globalObject.foo manually before calling to simulate declaration.
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print(typeof foo);
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});
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No function name binding for function declarations
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--------------------------------------------------
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Function name binding for function expressions is supported, e.g. the
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following function would work::
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// Can dump and load this function, the reference to 'count' will
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// be resolved using the automatic function name lexical binding
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// provided for function expressions.
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var func = function count(n) { print(n); if (n > 0) { count(n - 1); } };
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However, for technical reasons functions that are established as global
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declarations work a bit differently::
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// Can dump and load this function, but the reference to 'count'
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// will lookup globalObject.count instead of automatically
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// referencing the function itself. Workaround is to assign
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// the function to globalObject.count after loading.
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function count(n) { print(n); if (n > 0) { count(n - 1); } };
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(The NAMEBINDING flag controls creation of a lexical environment which
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contains the function expression name binding. In Duktape 1.2 the flag
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is only set for function templates, not function instances; this was
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changed for Duktape 1.3 so that the NAMEBINDING flag could be detected
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when loading bytecode, and a lexical environment can then be created
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based on the flag.)
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Custom internal prototype is lost
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---------------------------------
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A custom internal prototype is lost, and ``Function.prototype`` is used
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on bytecode load.
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Custom external prototype is lost
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---------------------------------
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A custom external prototype (``.prototype`` property) is lost, and a
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default empty prototype is created on bytecode load.
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Only specific function object properties are kept
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-------------------------------------------------
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Only specific function object properties, i.e. those needed to correctly
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revive a function, are kept. These properties have type and value
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limitations:
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* .length: uint32, non-number values replaced by 0
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* .name: string required, non-string values replaced by empty string
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* .fileName: string required, non-string values replaced by empty string
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* ._Formals: internal property, value is an array of strings
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* ._Varmap: internal property, value is an object mapping identifier
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names to register numbers
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Bound functions are not supported
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---------------------------------
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Currently a ``TypeError`` is thrown when trying to serialize a bound function
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object.
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CommonJS modules don't work well with bytecode dump/load
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--------------------------------------------------------
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CommonJS modules cannot be trivially serialized because they're normally
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evaluated by embedding the module source code inside a temporary function
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wrapper (see ``modules.rst`` for details). User code does not have access
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to the temporary wrapped function. This means that:
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* If you compile and serialize the module source, the module will
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have incorrect scope semantics.
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* You could add the function wrapper and compile the wrapped function
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instead.
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* Module support for bytecode dump/load will probably need future work.
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Bytecode format
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===============
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A function is serialized into a platform neutral byte stream. Multibyte
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values are in network order (big endian), and don't have any alignment
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guarantees.
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Because the exact format is version specific, it's not documented in full
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detail here. Doing so would mean tedious documentation updates whenever
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bytecode was changed, and documentation would then easily fall out of date.
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The exact format is ultimately defined by the source code, see:
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* ``src/duk_api_bytecode.c``
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* ``tools/dump_bytecode.py``
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As a simplified summary of the bytecode format:
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* There's a two-byte header: the first byte is a 0xff marker byte (which never
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occurs in valid extended UTF-8 strings); the second byte is a bytecode version
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which is used as a crude validity check.
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* The header is followed by a serialized function. The function may contain
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inner functions which are serialized recursively (without duplicating the
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two-byte header).
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The function serialization format is tedious and best looked up directly from
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source code.
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NOTE: The top level function is a function instance, but all inner functions
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are function templates. There are some difference between the two which must
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be taken into account in bytecode serialization code.
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Security and memory safety
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==========================
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Duktape bytecode must only be loaded from a trusted source: loading broken
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or maliciously crafted bytecode may lead to memory unsafe behavior, even
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exploitable behavior.
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Because bytecode is version specific, it is generally unsafe to load bytecode
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provided by a network peer -- unless you can somehow be certain the bytecode
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is specifically compiled for your Duktape version.
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Design notes
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============
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Eval and program code
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---------------------
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Ecmascript specification recognizes three different types of code: program
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code, eval code, and function code, with slightly different scope and variable
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binding semantics. The serialization mechanism supports all three types.
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Version specific vs. version neutral
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------------------------------------
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Duktape bytecode instruction format is already version specific and can change
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between even minor releases, so it's quite natural for the serialization
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format to also be version specific.
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Providing a version neutral format would be possible when Duktape bytecode no
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longer changes in minor versions (not easy to see when this would be the case)
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or by doing some kind of recompilation for bytecode.
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Config option specific
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----------------------
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Some Duktape options may affect what function metadata is available. E.g. you
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can disable line number information (pc2line) which might then be left out of
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the bytecode dump altogether. Attempting to load such a dump in a Duktape
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environment compiled with line number information enabled might then fail due
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to a format error.
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(In the initial master merge there are no config option specific format
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differences, but there may be such differences in later Duktape versions
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if it's convenient to do so.)
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Endianness
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----------
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Network endian was chosen because it's also used elsewhere in Duktape (e.g.
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the debugger protocol) as the default, portable endianness.
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Faster bytecode dump/load could be achieved by using native endianness and
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(if necessary) padding to achieve proper alignment. This additional speed
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improvement was considered less important than portability.
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Platform neutrality
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-------------------
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Supporting cross compilation is a useful feature so that bytecode generated on
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one platform can be loaded on another, as long as they run the same Duktape
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version.
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The cost of being platform neutral is rather small. The essential features
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are normalizing endianness and avoiding alignment assumptions. Both can be
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quite easily accommodated with relatively little run-time cost.
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Bytecode header
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---------------
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The initial 0xFF byte is used because it can never appear in valid UTF-8
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(even extended UTF-8) so that using a random string accidentally as bytecode
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input will fail.
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Memory safety and bytecode validation
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-------------------------------------
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The bytecode load primitive is memory unsafe, to the extent that trying to
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load corrupted (truncated and/or modified) bytecode may lead to memory unsafe
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behavior (even exploitable behavior). To keep bytecode loading fast and simple,
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there are even no bounds checks when parsing the input bytecode.
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This might seem strange but is intentional: while it would be easy to do basic
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syntax validation for the serialized data when it is loaded, it still wouldn't
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guarantee memory safety. To do so one would also need to validate the bytecode
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opcodes, otherwise memory unsafe behavior may happen at run time.
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Consider the following example: a function being loaded has ``nregs`` 100, so
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that 100 slots are allocated from the value stack for the function. If the
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function bytecode then executed::
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LDREG 1, 999 ; read reg 999, out of bounds
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STREG 1, 999 ; write reg 999, out of bounds
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Similar issues exist for constants; if the function has 100 constants::
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LDCONST 1, 999 ; read constant 999, out of bounds
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In addition to direct out-of-bounds references there are also "indirect"
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opcodes which e.g. load a register index from another register. Validating
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these would be a lot more difficult and would need some basic control flow
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algorithm, etc.
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Overall it would be quite difficult to implement bytecode validation that
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would correctly catch broken and perhaps maliciously crafted bytecode, and
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it's not very useful to have a partial solution in place.
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Even so there is a very simple header signature for bytecode which ensures
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that obviously incorrect values are rejected early. The signature ensures
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that (1) no ordinary string data can accidentally be loaded as byte code
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(the initial byte 0xFF is invalid extended UTF-8); and (2) there is a basic
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bytecode version check. Any bytes beyond this signature is unvalidated.
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Future work
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===========
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Full value serialization
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------------------------
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Bytecode dump/load is restricted to a subset of function values. It would be
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more elegant to support generic value dump/load. However, there are several
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practical issues:
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* Arbitrary object graphs would need to be supported, which is quite
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challenging.
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* There'd have to be some mechanism to "revive" any native values on
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load. For example, for a native object representing an open file,
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|
the revive operation would reopen the file and perhaps seek the file
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|
to the correct offset.
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|
Support bound functions
|
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|
-----------------------
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|
Currently a TypeError is thrown for bound functions. As a first step, it's
|
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|
probably better to follow the bound chain and serialize the final target
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function instead, i.e. bound status would be lost during serialization.
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This is more in line with serializing with loss of some metadata rather than
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throwing an error.
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As the second step, it would be nice to serialize the bound ``this`` and
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|
argument values. However, proper generic value serialization would be needed
|
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|
to do that.
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|
Caching CommonJS modules
|
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|
|
------------------------
|
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|
Caching CommonJS modules would be very useful. Figure out how to do that
|
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|
when reworking the module mechanism.
|
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|
Figure out debugger overlap
|
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|
---------------------------
|
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|
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|
|
The debugger protocol has its own value serialization format (with somewhat
|
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|
different goals):
|
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|
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|
- Would it be sensible to share value serialization format between dump/load
|
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|
and debugger protocol?
|
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|
|
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|
|
- Should function values be serialized in the debugger protocol in the
|
|
|
|
bytecode dump/load format? Would that be useful for the debugger (not
|
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|
|
immediately apparent why)?
|