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v8世界探险(3) - v8的抽象语法树结构
阅读量:6990 次
发布时间:2019-06-27

本文共 15897 字,大约阅读时间需要 52 分钟。

v8世界探险(3) - v8的抽象语法树结构

AST的结构

首先,我们还是先来看一下地图:

AST_

基于Zone的内存分配

AST对象都是基于Zone进行内存管理的,Zone是多次分配临时块对象,然后可以一次性释放掉。

我们看一下Zone的定义,在src/zone.h中:

// The Zone supports very fast allocation of small chunks of// memory. The chunks cannot be deallocated individually, but instead// the Zone supports deallocating all chunks in one fast// operation. The Zone is used to hold temporary data structures like// the abstract syntax tree, which is deallocated after compilation.//// Note: There is no need to initialize the Zone; the first time an// allocation is attempted, a segment of memory will be requested// through a call to malloc().//// Note: The implementation is inherently not thread safe. Do not use// from multi-threaded code.class Zone final { public:  Zone();  ~Zone();  // Allocate 'size' bytes of memory in the Zone; expands the Zone by  // allocating new segments of memory on demand using malloc().  void* New(size_t size);  template 
T* NewArray(size_t length) { DCHECK_LT(length, std::numeric_limits
::max() / sizeof(T)); return static_cast
(New(length * sizeof(T))); } // Deletes all objects and free all memory allocated in the Zone. Keeps one // small (size <= kMaximumKeptSegmentSize) segment around if it finds one. void DeleteAll(); // Deletes the last small segment kept around by DeleteAll(). You // may no longer allocate in the Zone after a call to this method. void DeleteKeptSegment(); // Returns true if more memory has been allocated in zones than // the limit allows. bool excess_allocation() const { return segment_bytes_allocated_ > kExcessLimit; } size_t allocation_size() const { return allocation_size_; } private: // All pointers returned from New() have this alignment. In addition, if the // object being allocated has a size that is divisible by 8 then its alignment // will be 8. ASan requires 8-byte alignment.#ifdef V8_USE_ADDRESS_SANITIZER static const size_t kAlignment = 8; STATIC_ASSERT(kPointerSize <= 8);#else static const size_t kAlignment = kPointerSize;#endif // Never allocate segments smaller than this size in bytes. static const size_t kMinimumSegmentSize = 8 * KB; // Never allocate segments larger than this size in bytes. static const size_t kMaximumSegmentSize = 1 * MB; // Never keep segments larger than this size in bytes around. static const size_t kMaximumKeptSegmentSize = 64 * KB; // Report zone excess when allocation exceeds this limit. static const size_t kExcessLimit = 256 * MB; // The number of bytes allocated in this zone so far. size_t allocation_size_; // The number of bytes allocated in segments. Note that this number // includes memory allocated from the OS but not yet allocated from // the zone. size_t segment_bytes_allocated_; // Expand the Zone to hold at least 'size' more bytes and allocate // the bytes. Returns the address of the newly allocated chunk of // memory in the Zone. Should only be called if there isn't enough // room in the Zone already. Address NewExpand(size_t size); // Creates a new segment, sets it size, and pushes it to the front // of the segment chain. Returns the new segment. inline Segment* NewSegment(size_t size); // Deletes the given segment. Does not touch the segment chain. inline void DeleteSegment(Segment* segment, size_t size); // The free region in the current (front) segment is represented as // the half-open interval [position, limit). The 'position' variable // is guaranteed to be aligned as dictated by kAlignment. Address position_; Address limit_; Segment* segment_head_;};

ZoneObject

基于Zone分配,v8封装了ZoneObject来作为AST对象的基类。

// ZoneObject is an abstraction that helps define classes of objects// allocated in the Zone. Use it as a base class; see ast.h.class ZoneObject { public:  // Allocate a new ZoneObject of 'size' bytes in the Zone.  void* operator new(size_t size, Zone* zone) { return zone->New(size); }  // Ideally, the delete operator should be private instead of  // public, but unfortunately the compiler sometimes synthesizes  // (unused) destructors for classes derived from ZoneObject, which  // require the operator to be visible. MSVC requires the delete  // operator to be public.  // ZoneObjects should never be deleted individually; use  // Zone::DeleteAll() to delete all zone objects in one go.  void operator delete(void*, size_t) { UNREACHABLE(); }  void operator delete(void* pointer, Zone* zone) { UNREACHABLE(); }};

AstNode

AstNode继承自ZoneObject,是所有的语句、表达式和声明的基类。

class AstNode: public ZoneObject { public:#define DECLARE_TYPE_ENUM(type) k##type,  enum NodeType {    AST_NODE_LIST(DECLARE_TYPE_ENUM)    kInvalid = -1  };#undef DECLARE_TYPE_ENUM  void* operator new(size_t size, Zone* zone) { return zone->New(size); }  explicit AstNode(int position): position_(position) {}  virtual ~AstNode() {}  virtual void Accept(AstVisitor* v) = 0;  virtual NodeType node_type() const = 0;  int position() const { return position_; }  // Type testing & conversion functions overridden by concrete subclasses.#define DECLARE_NODE_FUNCTIONS(type) \  bool Is##type() const { return node_type() == AstNode::k##type; } \  type* As##type() { \    return Is##type() ? reinterpret_cast
(this) : NULL; \ } \ const type* As##type() const { \ return Is##type() ? reinterpret_cast
(this) : NULL; \ } AST_NODE_LIST(DECLARE_NODE_FUNCTIONS)#undef DECLARE_NODE_FUNCTIONS virtual BreakableStatement* AsBreakableStatement() { return NULL; } virtual IterationStatement* AsIterationStatement() { return NULL; } virtual MaterializedLiteral* AsMaterializedLiteral() { return NULL; } // The interface for feedback slots, with default no-op implementations for // node types which don't actually have this. Note that this is conceptually // not really nice, but multiple inheritance would introduce yet another // vtable entry per node, something we don't want for space reasons. virtual void AssignFeedbackVectorSlots(Isolate* isolate, FeedbackVectorSpec* spec, FeedbackVectorSlotCache* cache) {} private: // Hidden to prevent accidental usage. It would have to load the // current zone from the TLS. void* operator new(size_t size); friend class CaseClause; // Generates AST IDs. int position_;};

AstNode的子类有4个大类:

  • Statement: 语句
  • Expression: 表达式
  • Declaration: 声明
  • Module: ES6新增的模块

我们来一张AstNode的图,大家加深一下印象:

ZoneObject

声明

Declaration是AstNode4大类中最简单的,它只有四个直接子类:

  • VariableDeclaration: 变量声明
  • FunctionDeclaration: 函数声明
  • ImportDeclaration: 引用其它模块声明
  • ExportDeclaration: 导出声明
class Declaration : public AstNode { public:  VariableProxy* proxy() const { return proxy_; }  VariableMode mode() const { return mode_; }  Scope* scope() const { return scope_; }  virtual InitializationFlag initialization() const = 0;  virtual bool IsInlineable() const; protected:  Declaration(Zone* zone, VariableProxy* proxy, VariableMode mode, Scope* scope,              int pos)      : AstNode(pos), mode_(mode), proxy_(proxy), scope_(scope) {    DCHECK(IsDeclaredVariableMode(mode));  } private:  VariableMode mode_;  VariableProxy* proxy_;  // Nested scope from which the declaration originated.  Scope* scope_;};
变量声明
class VariableDeclaration final : public Declaration { public:  DECLARE_NODE_TYPE(VariableDeclaration)  InitializationFlag initialization() const override {    return mode() == VAR ? kCreatedInitialized : kNeedsInitialization;  }  bool is_class_declaration() const { return is_class_declaration_; }...  int declaration_group_start() const { return declaration_group_start_; } protected:  VariableDeclaration(Zone* zone, VariableProxy* proxy, VariableMode mode,                      Scope* scope, int pos, bool is_class_declaration = false,                      int declaration_group_start = -1)      : Declaration(zone, proxy, mode, scope, pos),        is_class_declaration_(is_class_declaration),        declaration_group_start_(declaration_group_start) {}  bool is_class_declaration_;  int declaration_group_start_;};
函数声明

函数声明的最主要结构就是有一个FunctionLiteral函数文本的指针。

class FunctionDeclaration final : public Declaration { public:  DECLARE_NODE_TYPE(FunctionDeclaration)  FunctionLiteral* fun() const { return fun_; }  void set_fun(FunctionLiteral* f) { fun_ = f; }  InitializationFlag initialization() const override {    return kCreatedInitialized;  }  bool IsInlineable() const override; protected:  FunctionDeclaration(Zone* zone,                      VariableProxy* proxy,                      VariableMode mode,                      FunctionLiteral* fun,                      Scope* scope,                      int pos)      : Declaration(zone, proxy, mode, scope, pos),        fun_(fun) {    DCHECK(mode == VAR || mode == LET || mode == CONST);    DCHECK(fun != NULL);  } private:  FunctionLiteral* fun_;};
引用模块声明

引用的模块名,保存在两个AstRawString指针中。

class ImportDeclaration final : public Declaration { public:  DECLARE_NODE_TYPE(ImportDeclaration)  const AstRawString* import_name() const { return import_name_; }  const AstRawString* module_specifier() const { return module_specifier_; }  void set_module_specifier(const AstRawString* module_specifier) {    DCHECK(module_specifier_ == NULL);    module_specifier_ = module_specifier;  }  InitializationFlag initialization() const override {    return kNeedsInitialization;  } protected:  ImportDeclaration(Zone* zone, VariableProxy* proxy,                    const AstRawString* import_name,                    const AstRawString* module_specifier, Scope* scope, int pos)      : Declaration(zone, proxy, IMPORT, scope, pos),        import_name_(import_name),        module_specifier_(module_specifier) {} private:  const AstRawString* import_name_;  const AstRawString* module_specifier_;};
导出声明

导出声明是ES6引入的Module的功能,可以导出变量,也可以导出函数,例:

//导出常量export const sqrt = Math.sqrt;//导出函数export function square(x) {    return x * x;}

导出声明的类定义如下:

class ExportDeclaration final : public Declaration { public:  DECLARE_NODE_TYPE(ExportDeclaration)  InitializationFlag initialization() const override {    return kCreatedInitialized;  } protected:  ExportDeclaration(Zone* zone, VariableProxy* proxy, Scope* scope, int pos)      : Declaration(zone, proxy, LET, scope, pos) {}};

这其中通过一个宏DECLARE_NODE_TYPE来输出导出的类型. 不禁让人联想起了MFC中著名的DECLARE_MESSAGE_MAP宏,不知道v8这部分的作者是不是有MFC的经历,哈哈

#define DECLARE_NODE_TYPE(type)                                          \  void Accept(AstVisitor* v) override;                                   \  AstNode::NodeType node_type() const final { return AstNode::k##type; } \  friend class AstNodeFactory;

Statement

Statement表示语句。毕竟JavaScript还是语句式为主的,表达式是为语句服务的,所以Statement对应了js程序的每一个基本执行元素。

class Statement : public AstNode { public:  explicit Statement(Zone* zone, int position) : AstNode(position) {}  bool IsEmpty() { return AsEmptyStatement() != NULL; }  virtual bool IsJump() const { return false; }  virtual void MarkTail() {}};

语句有对于流程的控制,所以定义了IsJump和MarkTail两个函数。

IsJump用于控制是否是跳转型的指令。JumpStatement就是专为跳转而生的,所以JumpStatement的定义就一条有用的,IsJump返回true:

class JumpStatement : public Statement { public:  bool IsJump() const final { return true; } protected:  explicit JumpStatement(Zone* zone, int pos) : Statement(zone, pos) {}};

MarkTail是用来标识语句结束的,比如我们看看Block的MarkTail的实现:

void MarkTail() override {    if (!statements_.is_empty()) statements_.last()->MarkTail();  }

如果语句列表不为空,那么语句列表中最后一条就标识为尾巴。

语句的定义很简单,下面的子类却不少:

  • BreakableStatement: 所有流程中可以退出和跳转的语句

    • Block:块语句当然是BreakableStatement,一个块也是流程的控制结构
    • IterationStatement: 循环语句是可中断的啊,有两种中断方法:break和continue

      • DoWhileStatement: do while循环语句
      • WhileStatement: while循环语句
      • ForStatement: for循环语句
      • ForEachStatement: for each型循环,适用于集合遍历的循环形式

        • ForInStatement: for in循环语句
        • ForOfStatement: ES6新增,使用迭代器的for of循环
      • SwitchStatement: switch语句
  • ExpressionStatement: 表达式语句,整条语句由一条表达式构成
  • JumpStatement: 流程跳转型指令

    • ContinueStatement: continue语句
    • BreakStatement: break语句
    • ReturnStatement: return语句
  • WithStatement: with语句
  • IfStatement: if语句
  • TryStatement: try语句

    • TryCatchStatement: try catch语句
    • TryFinallyStatement: try finally语句
  • DebuggerStatement: 调试用途,我暂时也不知道它是做什么的
  • EmptyStatement: 空语句
  • SloppyBlockFunctionStatement: ES2016 Annex B3.3定义的可被覆盖的其它语句的代理

我们也画一张图来加深一下对于Statement的印象:

AstNode

IterationStatement

循环类语句的特点是要支持continue语句的落脚点,就是要记录,执行continue的时候该回到哪里。

break就不用考虑了,跳到结尾就好了么。

class IterationStatement : public BreakableStatement { public:  // Type testing & conversion.  IterationStatement* AsIterationStatement() final { return this; }  Statement* body() const { return body_; }  void set_body(Statement* s) { body_ = s; }  static int num_ids() { return parent_num_ids() + 1; }  BailoutId OsrEntryId() const { return BailoutId(local_id(0)); }  virtual BailoutId ContinueId() const = 0;  virtual BailoutId StackCheckId() const = 0;  // Code generation  Label* continue_target()  { return &continue_target_; } protected:  IterationStatement(Zone* zone, ZoneList
* labels, int pos) : BreakableStatement(zone, labels, TARGET_FOR_ANONYMOUS, pos), body_(NULL) {} static int parent_num_ids() { return BreakableStatement::num_ids(); } void Initialize(Statement* body) { body_ = body; } private: int local_id(int n) const { return base_id() + parent_num_ids() + n; } Statement* body_; Label continue_target_;};
DoWhileStatement

DoWhileStatement比普通的IterationStatement多了一个while时的表达式。

class DoWhileStatement final : public IterationStatement { public:  DECLARE_NODE_TYPE(DoWhileStatement)  void Initialize(Expression* cond, Statement* body) {    IterationStatement::Initialize(body);    cond_ = cond;  }  Expression* cond() const { return cond_; }  void set_cond(Expression* e) { cond_ = e; }  static int num_ids() { return parent_num_ids() + 2; }  BailoutId ContinueId() const override { return BailoutId(local_id(0)); }  BailoutId StackCheckId() const override { return BackEdgeId(); }  BailoutId BackEdgeId() const { return BailoutId(local_id(1)); } protected:  DoWhileStatement(Zone* zone, ZoneList
* labels, int pos) : IterationStatement(zone, labels, pos), cond_(NULL) {} static int parent_num_ids() { return IterationStatement::num_ids(); } private: int local_id(int n) const { return base_id() + parent_num_ids() + n; } Expression* cond_;};
WhileStatement

WhileStatement对应了while循环,其实除了表达式的判断位置不同,它与DoWhileStatement的结构是基本一样的:

class WhileStatement final : public IterationStatement { public:  DECLARE_NODE_TYPE(WhileStatement)  void Initialize(Expression* cond, Statement* body) {    IterationStatement::Initialize(body);    cond_ = cond;  }  Expression* cond() const { return cond_; }  void set_cond(Expression* e) { cond_ = e; }  static int num_ids() { return parent_num_ids() + 1; }  BailoutId ContinueId() const override { return EntryId(); }  BailoutId StackCheckId() const override { return BodyId(); }  BailoutId BodyId() const { return BailoutId(local_id(0)); } protected:  WhileStatement(Zone* zone, ZoneList
* labels, int pos) : IterationStatement(zone, labels, pos), cond_(NULL) {} static int parent_num_ids() { return IterationStatement::num_ids(); } private: int local_id(int n) const { return base_id() + parent_num_ids() + n; } Expression* cond_;};
ForStatement

前面大家已经被代码轰炸得差不多了,下面就不重复贴完整代码,只贴干货。

for循环的特点是有三个表达式,分别对应:初始条件,结束条件和下一个的处理三种操作,对应到代码中是这样的:

Statement* init_;  Expression* cond_;  Statement* next_;

IfStatement

if语句有两个分支,所以有两个尾巴:

void MarkTail() override {    then_statement_->MarkTail();    else_statement_->MarkTail();  }

if有一个条件判断,外加then和else两个执行块:

Expression* condition_;  Statement* then_statement_;  Statement* else_statement_;

Expression

表达式解释一向都是语法分析的重点,后面我们再详细展开介绍,这里我们先看下表达式分类图:

v8_expression

表达式包括对于对象、类、函数、数组、正则表达式等字面量的表示,一元,二元,比较等运算等操作。

针对于字面和表达式,v8还提供了AstVisitor工具类集来帮助访问和修改。

其它

像变量、AstString等组件并不属于AstNode,而是直接从ZoneObject派生出来的。后面用到的时候我们再详细介绍。

小结

v8的语法分析,最终会生成一棵抽象语法树AST。这些声明、语句、表达式和模块都以AstNode的形式来保存。

AstNode和变量,AstString等对象都是基于Zone方式多次分配,一次性回收来进行内存管理的。
Statement是语句,主要对应分支、循环、跳转、异常处理等流程控制上的操作。
Expression是表达式,构成了语句的组成部分,相对比较复杂。

转载地址:http://wykvl.baihongyu.com/

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