Node.js variables scoping in debugger - node.js

var foo = 0, bar = 0
process.nextTick(function() {
debugger
})
Entering node REPL using node debug, and trying to print some variables, I found that foo and bar can not be accessed either: ReferenceError: foo is not defined
var foo = 0, bar = 0
process.nextTick(function() {
console.log(foo)
})
process.nextTick(function() {
debugger
})
But somehow I 'access' foo from another async callback function, it became visible, print bar still raises ReferenceError.
Is it about V8 JIT or Node implementing details?

There seems to be nothing wrong with the code, I am not sure how you used the debugger you could try the node-inspector for a better debugging experience.
You can always use the console.log to get the current scope value. Same example in browser environment.
var foo = 0, bar = 0
window.setTimeout(function() {
console.log(foo, bar);
}, 0);

Yes, this is about V8 "optimizing" the scope -- it leaves out variables that are not actually referenced by the code inside the function, even though they should be in scope.
If you want to see a variable during debug inside the function, you can add a do-nothing line of code that references the variable. That will force the V8 compiler to make the variable available in that scope.
I wonder whether there is another way?...Whether you can somehow tell V8 to keep more things in scope?

Related

duktape js - have multiple contexts with own global and reference to one common 'singleton'

We are in the process of embedding JS in our application, and we will use a few dozen scripts each assigned to an event. Inside these scripts we provide a minimal callback api,
function onevent(value)
{ // user javascript code here
}
which is called whenever that event happens. The scripts have to have their own global, since this funtion has always the same name and we access it from cpp code with
duk_get_global_string(js_context_duk, "onevent");
duk_push_number(js_context_duk, val);
if (duk_pcall(js_context_duk, 1) != 0)
{
printf("Duk error: %s\n", duk_safe_to_string(js_context_duk, -1));
}
duk_pop(js_context_duk); /* ignore result */
Then again we want to allow minimal communication between scripts, e.g.
Script 1
var a = 1;
function onevent(val)
{
log(a);
}
Script 2
function onevent(val)
{
a++;
}
Is there a way we achieve this? Maybe by introducing an own 'ueber-' global object, that is defined once and referencable everywhere? It should be possible to add properties to this 'ueber-global object' from any script like
Script 1
function onevent(val)
{
log(ueber.a);
}
Script 2
function onevent(val)
{
ueber.a=1;
}
Instead of simple JS files you could use modules. duktape comes with a code example to implement a module system (including its code isolation) like in Node.js. Having that in place you can export variables that should be sharable.
We have an approach that seems to work now. After creating the new context with
duk_push_thread_new_globalenv(master_ctx);
new_ctx = duk_require_context(master_ctx, -1);
duk_copy_element_reference(master_ctx, new_ctx, "ueber");
we issue this call sequence in for all properties/objects/functions created in the main context:
void duk_copy_element_reference(duk_context* src, duk_context* dst, const char* element)
{
duk_get_global_string(src, element);
duk_require_stack(dst, 1);
duk_xcopy_top(dst, src, 1);
duk_put_global_string(dst, element);
}
It seems to work (because everything is in the same heap and all is single threaded). Maybe someone with deeper insight into duktape can comment on this? Is this a feasible solution with no side effects?
edit: mark this as answer. works as expected, no memory leaks or other issues.

In Node.js, how do I inspect the local variables of a function?

How to see the locals of a function?
eg here, I can see that it is going to return a+b, but if its coming from a lib somewhere, then I have no idea what those things are:
fn = function() {
var a=123, b=456;
return function() { return a + b; };
}();
For comparison, here is how I would do it in Ruby:
fn = lambda do
a, b = 123, 456
lambda { a + b }
end.call
fn.binding.local_variable_get(:a) # => 123
fn.binding.local_variable_get(:b) # => 456
I'm willing to switch to io.js if it can give me this kind of ability to reflect on the system.
Edit:
It looks like Javascript isn't capable of doing this :( I don't understand how y'all figure out how to use an interface you've never seen before!
Lexical Environments and Environment Record values are purely specification mechanisms and need not correspond to any specific artefact of an ECMAScript implementation. It is impossible for an ECMAScript program to directly access or manipulate such values.
-- https://people.mozilla.org/~jorendorff/es6-draft.html#sec-lexical-environments
Although, it Looks like there is an interface to talk to the debugger. Might be able to use that to elicit information?

RequireJS and Globals

I have a number of event handlers in my page that were accessing global functions (functions defined in Script tags on the page). For instance:
<button id="ClearText" onclick="cleartb()">Clear Text Box</button>
That cleartb() function simply sits on the page:
<script>
function cleartb()
{
vm.essayText('');
return;
}
</script>
Now, vm is my page's view model (but for this question, all that matters is that it was simply a global variable available to the entire page) and I use functions and values it exposes in several event handlers, alert messages, etc.
The problem is that I've moved the definition of vm into a RequireJS AMD module called vm.js:
define(["knockout", "jquery"], function (ko, $) {
var essayText = 'Hello World!';
...
return {
essayText: essayText
}
});
When my onlick event handler runs or I refer to vm in any manner, I get a "vm undefined" error (as expected).
Question 1:
How can I give my page access to the vm variable defined in an AMD module especially if I don't want to "pollute" the global namespace? Is there a best-practice here?
Question 2:
Ultimately, I don't even want cleartb() on the page because it really is a view-model-specific operation. Although I think I can figure out what to do once I have the (an?) answer to Question 1, I would be interested to know how best to move the cleartb function into the vm AMD module so that I still can call it from my onlick event handler.
Note that I want values and function still to be exposed from a vm variable so that I can continue to use vm.cleartb() or inspect the value of vm.essayText() (it's a KO observable). (In other words, I don't want to solve the problem with a cleartb(vm) solution.)
Thank you for any help!
<script>
function cleartb()
{
vm.essayText('');
return;
}
alert(window.cleartb);
</script>
Actually, this way is already pollute the global window variable. So I think your first requirement don't make sense. And then you can do this way:
define(["knockout", "jquery"], function (ko, $) {
var essayText = 'Hello World!', varToBeExported;
...
window.varToBeExported = {
'cleartb': cleartb
};
return {
essayText: essayText
}
});
But if unnecessary, you should using requireJs way - require(['your moudle'],.... .

How to forcibly keep a Node.js process from terminating?

TL;DR
What is the best way to forcibly keep a Node.js process running, i.e., keep its event loop from running empty and hence keeping the process from terminating? The best solution I could come up with was this:
const SOME_HUGE_INTERVAL = 1 << 30;
setInterval(() => {}, SOME_HUGE_INTERVAL);
Which will keep an interval running without causing too much disturbance if you keep the interval period long enough.
Is there a better way to do it?
Long version of the question
I have a Node.js script using Edge.js to register a callback function so that it can be called from inside a DLL in .NET. This function will be called 1 time per second, sending a simple sequence number that should be printed to the console.
The Edge.js part is fine, everything is working. My only problem is that my Node.js process executes its script and after that it runs out of events to process. With its event loop empty, it just terminates, ignoring the fact that it should've kept running to be able to receive callbacks from the DLL.
My Node.js script:
var
edge = require('edge');
var foo = edge.func({
assemblyFile: 'cs.dll',
typeName: 'cs.MyClass',
methodName: 'Foo'
});
// The callback function that will be called from C# code:
function callback(sequence) {
console.info('Sequence:', sequence);
}
// Register for a callback:
foo({ callback: callback }, true);
// My hack to keep the process alive:
setInterval(function() {}, 60000);
My C# code (the DLL):
public class MyClass
{
Func<object, Task<object>> Callback;
void Bar()
{
int sequence = 1;
while (true)
{
Callback(sequence++);
Thread.Sleep(1000);
}
}
public async Task<object> Foo(dynamic input)
{
// Receives the callback function that will be used:
Callback = (Func<object, Task<object>>)input.callback;
// Starts a new thread that will call back periodically:
(new Thread(Bar)).Start();
return new object { };
}
}
The only solution I could come up with was to register a timer with a long interval to call an empty function just to keep the scheduler busy and avoid getting the event loop empty so that the process keeps running forever.
Is there any way to do this better than I did? I.e., keep the process running without having to use this kind of "hack"?
The simplest, least intrusive solution
I honestly think my approach is the least intrusive one:
setInterval(() => {}, 1 << 30);
This will set a harmless interval that will fire approximately once every 12 days, effectively doing nothing, but keeping the process running.
Originally, my solution used Number.POSITIVE_INFINITY as the period, so the timer would actually never fire, but this behavior was recently changed by the API and now it doesn't accept anything greater than 2147483647 (i.e., 2 ** 31 - 1). See docs here and here.
Comments on other solutions
For reference, here are the other two answers given so far:
Joe's (deleted since then, but perfectly valid):
require('net').createServer().listen();
Will create a "bogus listener", as he called it. A minor downside is that we'd allocate a port just for that.
Jacob's:
process.stdin.resume();
Or the equivalent:
process.stdin.on("data", () => {});
Puts stdin into "old" mode, a deprecated feature that is still present in Node.js for compatibility with scripts written prior to Node.js v0.10 (reference).
I'd advise against it. Not only it's deprecated, it also unnecessarily messes with stdin.
Use "old" Streams mode to listen for a standard input that will never come:
// Start reading from stdin so we don't exit.
process.stdin.resume();
Here is IFFE based on the accepted answer:
(function keepProcessRunning() {
setTimeout(keepProcessRunning, 1 << 30);
})();
and here is conditional exit:
let flag = true;
(function keepProcessRunning() {
setTimeout(() => flag && keepProcessRunning(), 1000);
})();
You could use a setTimeout(function() {""},1000000000000000000); command to keep your script alive without overload.
spin up a nice repl, node would do the same if it didn't receive an exit code anyway:
import("repl").then(repl=>
repl.start({prompt:"\x1b[31m"+process.versions.node+": \x1b[0m"}));
I'll throw another hack into the mix. Here's how to do it with Promise:
new Promise(_ => null);
Throw that at the bottom of your .js file and it should run forever.

Using Hypodermic with Boost.Signals2

In order to use Boost.Signals2 with Hypodermic, how would I go about connecting the slots? Would I place the connection code within the OnActivating block?
Am I right in thinking they are not duplicating each others functionality even though Hypodermic is built with Signals2?
Connecting the signal(s) in OnActivating will not "fire" the signal; that is, your signal's delegates won't be invoked.
But of course, you can do something like this to make it work:
mySignal.connect([](std::shared_ptr< Foo > foo)
{
// do some stuff with Foo being activated
});
builder.autowireType< Foo >()->onActivating(
[&mySignal](IActivatingData< Foo >& data)
{
// invoke all delegates...
mySignal(data.instance());
}
);
Hope that helps.

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