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SimpleScript
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Fabulous Adventures In Coding
SimpleScript Part Seven: Binder Skeleton
Posted
over 8 years ago
by
Eric Lippert
17
Comments
In Part Five I was discussing modules: there is a "global module" and any number of additional modules. Each module is associated with a named item, and the only module which is associated with more than one named item is the global module. This means...
Fabulous Adventures In Coding
invoke.cpp
Posted
over 8 years ago
by
Eric Lippert
0
Comments
#include "headers.h" HRESULT InvokeDispatch(IDispatch * pdisp, DISPID dispid, REFIID riid, LCID lcid, WORD flags, DISPPARAMS * pDispParams, VARIANT * pvarResult, EXCEPINFO * pExcepInfo, UINT * pError) { AssertReadPtr(pdisp); HRESULT hr; // We...
Fabulous Adventures In Coding
invoke.h
Posted
over 8 years ago
by
Eric Lippert
0
Comments
#ifndef INVOKE_H // { #define INVOKE_H extern HRESULT InvokeDispatch(IDispatch * pdisp, DISPID dispid, REFIID riid, LCID lcid, WORD flags, DISPPARAMS * pDispParams, VARIANT * pvarResult, EXCEPINFO * pExcepInfo, UINT * pError); extern BOOL IsValidDispatch...
Fabulous Adventures In Coding
binder.cpp
Posted
over 8 years ago
by
Eric Lippert
1
Comments
#include "headers.h" Binder::Binder() { DLLAddRef(); this->m_cref = 1; this->m_thread = GetCurrentThreadId(); } Binder::~Binder(void) { DLLRelease(); } HRESULT Binder::Create(Binder * * ppBinder) { AssertOutPtr(ppBinder); *ppBinder ...
Fabulous Adventures In Coding
binder.h
Posted
over 8 years ago
by
Eric Lippert
0
Comments
#ifndef BINDER_H // { #define BINDER_H class Binder : public IDispatch { protected: class Name { public: Name(); ~Name(); HRESULT SetValue(VARIANTARG * pvar); HRESULT GetValue(VARIANT * pvar); BOOL IsFunction(void); HRESULT ExecuteFunction...
Fabulous Adventures In Coding
SimpleScript Part Six: Threading Technicalities
Posted
over 8 years ago
by
Eric Lippert
20
Comments
Refresher Course Before you read this, you might want to take a quick refresher on my original posting on the script engine threading model. That was a somewhat simplified (!) description of the actual script engine contract. Let me just sum...
Fabulous Adventures In Coding
SimpleScript Part Five: Named Items and Modules
Posted
over 8 years ago
by
Eric Lippert
16
Comments
Named Items "Named items" are what we call the "top level" objects of the host provided object model. WScript in WSH, window in Internet Explorer, Response in ASP, are all named items. A host tells an initialized script engine about named items...
Fabulous Adventures In Coding
nameditemlist.h
Posted
over 8 years ago
by
Eric Lippert
0
Comments
#ifndef NAMEDITEMLIST_H // { #define NAMEDITEMLIST_H class NamedItemList { private: class NamedItem { private: NamedItem(); public: ~NamedItem(); static HRESULT Create(const WCHAR * pszName, NamedItem * * ppNamedItem); NamedItem * m_pNext;...
Fabulous Adventures In Coding
nameditemlist.cpp
Posted
over 8 years ago
by
Eric Lippert
2
Comments
#include "headers.h" NamedItemList::NamedItemList() { this->m_cBuckets = 0; this->m_Buckets = NULL; this->m_pMutex = NULL; } NamedItemList::~NamedItemList() { this->Clear(); if (NULL != this->m_Buckets) delete[] this->m_Buckets;...
Fabulous Adventures In Coding
mutex.cpp
Posted
over 8 years ago
by
Eric Lippert
0
Comments
#include "headers.h" Mutex::Mutex() { m_fInitialized = FALSE; } HRESULT Mutex::Create(Mutex * * ppMutex) { AssertOutPtr(ppMutex); HRESULT hr; BOOL fSuccess; DWORD error; Mutex * pMutex = NULL; pMutex = new Mutex(); if (NULL == pMutex) { hr...
Fabulous Adventures In Coding
mutex.h
Posted
over 8 years ago
by
Eric Lippert
0
Comments
#ifndef MUTEX_H // { #define MUTEX_H class Mutex { private: CRITICAL_SECTION m_criticalsection; BOOL m_fInitialized; Mutex(); public: static HRESULT Create(Mutex * * ppMutex); ~Mutex(); void Enter(void); void Leave(void); }; #endif ...
Fabulous Adventures In Coding
hash.h
Posted
over 8 years ago
by
Eric Lippert
0
Comments
#ifndef HASH_H // { #define HASH_H extern ULONG ComputeHash(const WCHAR * psz); #endif // HASH_H }
Fabulous Adventures In Coding
hash.cpp
Posted
over 8 years ago
by
Eric Lippert
0
Comments
#include "headers.h" ULONG ComputeHash(const WCHAR * psz) { AssertReadString(psz); ULONG hash = 0; while (*psz != '\0') { hash = 17 * hash + *psz; ++psz; } return hash; }
Fabulous Adventures In Coding
SimpleScript Part Four: Finite State Machines and Script Engines
Posted
over 8 years ago
by
Eric Lippert
11
Comments
Last time I said that I'd discuss finite state machines (also sometimes called finite state automata, same thing.) The FSM is a fundamental idea in theoretical computer science because it models computing machinery in a very simple, abstract and general...
Fabulous Adventures In Coding
SimpleScript Part Three: Engine Skeleton
Posted
over 8 years ago
by
Eric Lippert
3
Comments
Before I get into today's topic I want to quickly address a minor defect that Raymond Chen (who apparently spends his holiday in Sweden doing remote code-reviews, oddly enough) was good enough to point out to me. It is legal to unload a DLL if the only...
Fabulous Adventures In Coding
engine.h
Posted
over 8 years ago
by
Eric Lippert
0
Comments
#ifndef ENGINE_H // { #define ENGINE_H const DWORD threadNone = 0xFFFFFFFF; // The error has been reported to the host via IActiveScriptSite::OnScriptError const HRESULT SCRIPT_E_REPORTED = 0x80020101L; class ScriptEngine : public IActiveScript...
Fabulous Adventures In Coding
engine.cpp
Posted
over 8 years ago
by
Eric Lippert
1
Comments
#include "headers.h" ScriptEngine::ScriptEngine() { DLLAddRef(); this->m_cref = 1; this->m_thread = threadNone; this->m_state = SCRIPTSTATE_UNINITIALIZED; this->m_psite = NULL; this->m_pNamedItemList = NULL; } ScriptEngine::~ScriptEngine...
Fabulous Adventures In Coding
SimpleScript Part Two: Class Factories Are Also Boring
Posted
over 8 years ago
by
Eric Lippert
7
Comments
Before I get into it, a Lambda poster pointed me at the NullScript project, which is a very interesting illustration of how reverse engineering works. It's an implementation of a "null" script engine -- an engine with no language -- in ATL, which the...
Fabulous Adventures In Coding
classfac.h
Posted
over 8 years ago
by
Eric Lippert
0
Comments
#ifndef CLASSFAC_H #define CLASSFAC_H class ClassFactory : public IClassFactory { private: long m_cref; ClassFactory(); ~ClassFactory(); public: static HRESULT Create(ClassFactory * * ppFactory); // IUnknown STDMETHODIMP QueryInterface...
Fabulous Adventures In Coding
dllmain.h
Posted
over 8 years ago
by
Eric Lippert
1
Comments
#ifndef DLLMAIN_H // { #define DLLMAIN_H extern void DLLAddRef(void); extern void DLLRelease(void); extern void DLLAddLock(void); extern void DLLReleaseLock(void); #endif // DLLMAIN_H }
Fabulous Adventures In Coding
classfac.cpp
Posted
over 8 years ago
by
Eric Lippert
0
Comments
#include "headers.h" // ClassFactory ClassFactory::ClassFactory() { m_cref = 1; } ClassFactory::~ClassFactory() { } HRESULT ClassFactory::Create(ClassFactory * * ppFactory) { AssertOutPtr(ppFactory); *ppFactory = new ClassFactory(); if (NULL...
Fabulous Adventures In Coding
SimpleScript Part One: DllMain is Boring
Posted
over 8 years ago
by
Eric Lippert
21
Comments
In talking with our support engineer it's just become more muddled. I'm pretty sure now actually that the customer does not want to build a script engine, but whether they want to build a script editor, a script host or a script debugger is unclear. ...
Fabulous Adventures In Coding
dllmain.cpp
Posted
over 8 years ago
by
Eric Lippert
3
Comments
#include "headers.h" // // Helper methods // static long g_cReferences = 0; static long g_cLocks = 0; static HMODULE g_hmodule = NULL; static const WCHAR * pszEngineName = L"SimpleScript"; static const WCHAR * pszOLEScript = L"OLEScript"; static...
Fabulous Adventures In Coding
assert.cpp
Posted
over 8 years ago
by
Eric Lippert
5
Comments
#include "headers.h" static BOOL IsGoodPtr(void * pv, ULONG cb, DWORD dwFlags) { DWORD dwSize; MEMORY_BASIC_INFORMATION meminfo; if (NULL == pv) return FALSE; memset(&meminfo, 0x00, sizeof meminfo); dwSize = VirtualQuery(pv, &meminfo...
Fabulous Adventures In Coding
assert.h
Posted
over 8 years ago
by
Eric Lippert
0
Comments
#ifndef ASSERT_H // { #define ASSERT_H extern BOOL Debugger(); extern BOOL AssertProc(const char *pszFile, long lwLine, const char *pszMsg); extern BOOL IsValidReadString(const WCHAR * psz); extern BOOL IsValidReadStringN(const WCHAR * psz); extern BOOL...
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