Note
The long term goal for LLRT is to become Winter CG compliant. Not every API from Node.js will be supported.
Everything else inherited from Uint8Array
Warning
spawn
uses native streams that is not 100% compatible with the Node.js Streams API.
Available globally
Important
There are some differences with the WHATWG standard. Mainly browser specific behavior is removed:
keepalive
is always truebody
can only bestring
,Array
,ArrayBuffer
orUint8Array
mode
,credentials
,referrerPolicy
,priority
,cache
is not available/applicable
export function encode(value:string|Array|ArrayBuffer|Uint8Array):string
export function decode(value:string):Uint8Array
Note
require
is available from esm modules natively. This function is just for compatibility
Also available globally
Important
Supported encodings: hex, base64, utf8, iso88591.
Supported methods: encode
& decode
export const NIL:string
export function v1():string
export function v3(name:string, namespace:Array|Uint8Array|String):string
export function v4():string
export function v5(name:string, namespace:Array|Uint8Array|String):string
export function parse(value:string):Uint8Array
export function stringify(arr:Array|Uint8Array):string
export function validate(arr:string):boolean
export function version(arr:Array|Uint8Array):number
A lightweight and fast XML parser
type XmlParserOptions = {
ignoreAttributes?: boolean;
attributeNamePrefix?: string;
textNodeName?: string;
attributeValueProcessor?: (attrName: string, attrValue: string, jpath: string) => unknown;
tagValueProcessor?: (attrName: string, attrValue: string, jpath: string, hasAttributes: boolean) => unknown;
}
export class XMLParser(options?: XmlParserOptions){
parse(xml:string):object
}
Warning
These APIs uses native streams that is not 100% compatible with the Node.js Streams API. Server APIs like createSever
provides limited functionality useful for testing purposes. Serverless applications typically don't expose servers. Some server options are not supported:
highWaterMark
, pauseOnConnect
, keepAlive
, noDelay
, keepAliveInitialDelay