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Lines Matching defs:debugger

267   // Debugger statement always calls debugger. No need to modify it.
284 // Debugger statement always calls debugger. No need to modify it.
302 // Debugger statement always calls debugger. No need to modify it.
327 // Debugger statement always calls debugger. No need to modify it.
467 // shutting down the debugger as it will leave the break point information in
550 // Default call debugger on uncaught exception.
594 Debugger::OnScriptCollected(collected_scripts_[i]);
703 // Execute the boilerplate function in the debugger context.
728 // Return if debugger is already loaded.
732 // JavaScript source code for the debugger.
733 if (Debugger::compiling_natives() || Debugger::is_loading_debugger())
735 Debugger::set_loading_debugger(true);
738 // debugger scripts including the context creation code.
742 // Create the debugger context.
749 // Use the debugger context.
753 // Expose the builtins object in the debugger context.
758 // Compile the JavaScript for the debugger in the debugger context.
759 Debugger::set_compiling_natives(true);
763 Debugger::set_compiling_natives(false);
765 // Make sure we mark the debugger as not loading before we might
767 Debugger::set_loading_debugger(false);
772 // Debugger loaded.
780 // Return debugger is not loaded.
788 // Clear debugger context global handle.
814 // Just continue if breaks are disabled or debugger cannot be loaded.
820 // Enter the debugger.
821 EnterDebugger debugger;
822 if (debugger.FailedToEnter()) {
865 // Notify debugger if a real break point is triggered or if performing
872 Debugger::OnDebugBreak(break_points_hit, false);
1128 // be the case when calling unknown functions and having the debugger stopped
1288 // Check whether the current debug break should be reported to the debugger. It
1289 // is used to have step next and step in only report break back to the debugger
1293 // steps before reporting break back to the debugger.
1741 Mutex* Debugger::debugger_access_ = OS::CreateMutex();
1742 Handle<Object> Debugger::event_listener_ = Handle<Object>();
1743 Handle<Object> Debugger::event_listener_data_ = Handle<Object>();
1744 bool Debugger::compiling_natives_ = false;
1745 bool Debugger::is_loading_debugger_ = false;
1746 bool Debugger::never_unload_debugger_ = false;
1747 v8::Debug::MessageHandler2 Debugger::message_handler_ = NULL;
1748 bool Debugger::debugger_unload_pending_ = false;
1749 v8::Debug::HostDispatchHandler Debugger::host_dispatch_handler_ = NULL;
1750 Mutex* Debugger::dispatch_handler_access_ = OS::CreateMutex();
1752 Debugger::debug_message_dispatch_handler_ = NULL;
1753 MessageDispatchHelperThread* Debugger::message_dispatch_helper_thread_ = NULL;
1754 int Debugger::host_dispatch_micros_ = 100 * 1000;
1755 DebuggerAgent* Debugger::agent_ = NULL;
1756 LockingCommandMessageQueue Debugger::command_queue_(kQueueInitialSize);
1757 Semaphore* Debugger::command_received_ = OS::CreateSemaphore(0);
1760 Handle<Object> Debugger::MakeJSObject(Vector<const char> constructor_name,
1781 Handle<Object> Debugger::MakeExecutionState(bool* caught_exception) {
1791 Handle<Object> Debugger::MakeBreakEvent(Handle<Object> exec_state,
1805 Handle<Object> Debugger::MakeExceptionEvent(Handle<Object> exec_state,
1820 Handle<Object> Debugger::MakeNewFunctionEvent(Handle<Object> function,
1830 Handle<Object> Debugger::MakeCompileEvent(Handle<Script> script,
1849 Handle<Object> Debugger::MakeScriptCollectedEvent(int id,
1864 void Debugger::OnException(Handle<Object> exception, bool uncaught) {
1869 if (!Debugger::EventActive(v8::Exception)) return;
1881 // Enter the debugger.
1882 EnterDebugger debugger;
1883 if (debugger.FailedToEnter()) return;
1895 // Bail out and don't call debugger if exception.
1906 void Debugger::OnDebugBreak(Handle<Object> break_points_hit,
1910 // Debugger has already been entered by caller.
1914 if (!Debugger::EventActive(v8::Break)) return;
1916 // Debugger must be entered in advance.
1927 // Bail out and don't call debugger if exception.
1939 void Debugger::OnBeforeCompile(Handle<Script> script) {
1947 // Enter the debugger.
1948 EnterDebugger debugger;
1949 if (debugger.FailedToEnter()) return;
1954 debugger if exception.
1966 // Handle debugger actions when a new script is compiled.
1967 void Debugger::OnAfterCompile(Handle<Script> script, Handle<JSFunction> fun) {
1979 // Store whether in debugger before entering debugger.
1982 // Enter the debugger.
1983 EnterDebugger debugger;
1984 if (debugger.FailedToEnter()) return;
1989 // Get the function UpdateScriptBreakPoints (defined in debug-debugger.js).
2015 if (!Debugger::EventActive(v8::AfterCompile)) return;
2021 // Bail out and don't call debugger if exception.
2032 void Debugger::OnNewFunction(Handle<JSFunction> function) {
2039 if (!Debugger::EventActive(v8::NewFunction)) return;
2041 // Enter the debugger.
2042 EnterDebugger debugger;
2043 if (debugger.FailedToEnter()) return;
2048 // Bail out and don't call debugger if exception.
2057 void Debugger::OnScriptCollected(int id) {
2062 if (!Debugger::EventActive(v8::ScriptCollected)) return;
2064 // Enter the debugger.
2065 EnterDebugger debugger;
2066 if (debugger.FailedToEnter()) return;
2072 // Bail out and don't call debugger if exception.
2084 void Debugger::ProcessDebugEvent(v8::DebugEvent event,
2138 void Debugger::UnloadDebugger() {
2142 // Unload the debugger if feasible.
2147 // Clear the flag indicating that the debugger should be unloaded.
2152 void Debugger::NotifyMessageHandler(v8::DebugEvent event,
2185 // debugger.
2189 // Notify the debugger that a debug event has occurred unless auto continue is
2233 // Process requests from the debugger.
2236 if (Debugger::host_dispatch_handler_) {
2240 Debugger::host_dispatch_handler_();
2251 if (!Debugger::IsDebuggerActive()) {
2322 void Debugger::SetEventListener(Handle<Object> callback,
2353 void Debugger::SetMessageHandler(v8::Debug::MessageHandler2 handler) {
2359 // Send an empty command to the debugger if in a break to make JavaScript
2360 // run again if the debugger is closed.
2368 void Debugger::ListenersChanged() {
2370 // Disable the compilation cache when the debugger is active.
2375 // Unload the debugger if event listener and message handler cleared.
2382 void Debugger::SetHostDispatchHandler(v8::Debug::HostDispatchHandler handler,
2389 void Debugger::SetDebugMessageDispatchHandler(
2403 void Debugger::InvokeMessageHandler(MessageImpl message) {
2413 // a copy of the command string managed by the debugger. Up to this
2416 void Debugger::ProcessCommand(Vector<const uint16_t> command,
2446 bool Debugger::HasCommands() {
2451 bool Debugger::IsDebuggerActive() {
2458 Handle<Object> Debugger::Call(Handle<JSFunction> fun,
2461 // When calling functions in the debugger prevent it from beeing unloaded.
2462 Debugger::never_unload_debugger_ = true;
2464 // Enter the debugger.
2465 EnterDebugger debugger;
2466 if (debugger.FailedToEnter() || !debugger.HasJavaScriptFrames()) {
2490 bool Debugger::StartAgent(const char* name, int port,
2498 // debugger connects and issues "continue" command.
2499 Debugger::message_handler_ = StubMessageHandler2;
2513 void Debugger::StopAgent() {
2523 void Debugger::WaitForAgent() {
2529 void Debugger::CallMessageDispatchHandler() {
2533 handler = Debugger::debug_message_dispatch_handler_;
2795 Debugger::CallMessageDispatchHandler();