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git-svn-id: svn+ssh://svn.gna.org/svn/gnustep/libs/base/trunk@38774 72102866-910b-0410-8b05-ffd578937521
318 lines
12 KiB
Objective-C
318 lines
12 KiB
Objective-C
/* Interface to debugging utilities for GNUStep and OpenStep
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Copyright (C) 1997,1999 Free Software Foundation, Inc.
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Written by: Richard Frith-Macdonald <richard@brainstorm.co.uk>
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Date: August 1997
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Extended by: Nicola Pero <n.pero@mi.flashnet.it>
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Date: December 2000, April 2001
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This file is part of the GNUstep Base Library.
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Library General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free
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Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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Boston, MA 02111 USA.
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*/
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#ifndef __NSDebug_h_GNUSTEP_BASE_INCLUDE
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#define __NSDebug_h_GNUSTEP_BASE_INCLUDE
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#import <GNUstepBase/GSVersionMacros.h>
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#include <errno.h>
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#if !NO_GNUSTEP
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# if defined(GNUSTEP_BASE_INTERNAL)
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# import "Foundation/NSObject.h"
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# import "GNUstepBase/NSDebug+GNUstepBase.h"
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# else
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# import <Foundation/NSObject.h>
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# import <GNUstepBase/NSDebug+GNUstepBase.h>
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# endif
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#endif
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#if defined(__cplusplus)
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extern "C" {
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#endif
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/*
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* Functions for debugging object allocation/deallocation
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*
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* Internal functions:
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* GSDebugAllocationAdd() is used by NSAllocateObject()
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* GSDebugAllocationRemove() is used by NSDeallocateObject()
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*
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* Public functions:
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* GSDebugAllocationActive()
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* GSDebugAllocationCount()
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* GSDebugAllocationTotal()
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* GSDebugAllocationPeak()
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* GSDebugAllocationClassList()
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* GSDebugAllocationList()
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* GSDebugAllocationListAll()
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*
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* GSSetDebugAllocationFunctions()
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*
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* When the previous functions have allowed you to find a memory leak,
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* and you know that you are leaking objects of class XXX, but you are
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* hopeless about actually finding out where the leak is, the
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* following functions could come handy as they allow you to find
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* exactly *what* objects you are leaking (warning! these functions
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* could slow down your system appreciably - use them only temporarily
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* and only in debugging systems):
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*
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* GSDebugAllocationRecordObjects()
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* GSDebugAllocationListRecordedObjects()
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* GSDebugAllocationTagRecordedObject()
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*/
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#ifndef NDEBUG
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/**
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* Used internally by NSAllocateObject() ... you probably don't need this.
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*/
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GS_EXPORT void GSDebugAllocationAdd(Class c, id o);
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/**
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* Used internally by NSDeallocateObject() ... you probably don't need this.
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*/
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GS_EXPORT void GSDebugAllocationRemove(Class c, id o);
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/**
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* This function activates or deactivates object allocation debugging.<br />
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* Returns the previous state.<br />
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* You should call this function to activate
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* allocation debugging before using any of the other allocation
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* debugging functions such as GSDebugAllocationList() or
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* GSDebugAllocationTotal().<br />
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* Object allocation debugging
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* should not affect performance too much, and is very useful
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* as it allows you to monitor how many objects of each class
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* your application has allocated.
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*/
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GS_EXPORT BOOL GSDebugAllocationActive(BOOL active);
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/**
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* <p>
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* Returns the number
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* of instances of the specified class which are currently
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* allocated. This number is very important to detect memory
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* leaks. If you notice that this number is constantly
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* increasing without apparent reason, it is very likely a
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* memory leak - you need to check that you are correctly
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* releasing objects of this class, otherwise when your
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* application runs for a long time, it will eventually
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* allocate so many objects as to eat up all your system's
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* memory ...
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* </p>
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* <p>
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* This function, like the ones below, returns the number of
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* objects allocated/released from the time when
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* GSDebugAllocationActive() was first called. A negative
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* number means that in total, there are less objects of this
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* class allocated now than there were when you called
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* GSDebugAllocationActive(); a positive one means there are
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* more.
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* </p>
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*/
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GS_EXPORT int GSDebugAllocationCount(Class c);
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/**
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* Returns the peak
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* number of instances of the specified class which have been
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* concurrently allocated. If this number is very high, it
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* means at some point in time you had a situation with a
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* huge number of objects of this class allocated - this is
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* an indicator that probably at some point in time your
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* application was using a lot of memory - so you might want
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* to investigate whether you can prevent this problem by
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* inserting autorelease pools in your application's
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* processing loops.
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*/
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GS_EXPORT int GSDebugAllocationPeak(Class c);
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/**
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* Returns the total
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* number of instances of the specified class c which have been
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* allocated - basically the number of times you have
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* allocated an object of this class. If this number is very
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* high, it means you are creating a lot of objects of this
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* class; even if you are releasing them correctly, you must
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* not forget that allocating and deallocating objects is
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* usually one of the slowest things you can do, so you might
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* want to consider whether you can reduce the number of
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* allocations and deallocations that you are doing - for
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* example, by recycling objects of this class, uniquing
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* them, and/or using some sort of flyweight pattern. It
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* might also be possible that you are unnecessarily creating
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* too many objects of this class. Well - of course some times
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* there is nothing you can do about it.
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*/
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GS_EXPORT int GSDebugAllocationTotal(Class c);
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/**
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* This function returns a NULL
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* terminated array listing all the classes for which
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* statistical information has been collected. Usually, you
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* call this function, and then loop on all the classes returned,
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* and for each one you get current, peak and total count by
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* using GSDebugAllocationCount(), GSDebugAllocationPeak() and
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* GSDebugAllocationTotal().
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*/
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GS_EXPORT Class* GSDebugAllocationClassList(void);
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/**
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* This function returns a newline separated list of the classes
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* which have instances allocated, and the instance counts.
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* If the 'changeFlag' argument is YES then the list gives the number
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* of instances allocated/deallocated since the function was
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* last called with that setting. This function only returns the
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* current count of instances (not the peak or total count), but its
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* output is ready to be displayed or logged.
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*/
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GS_EXPORT const char* GSDebugAllocationList(BOOL changeFlag);
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/**
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* This function returns a newline
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* separated list of the classes which have had instances
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* allocated at any point, and the total count of the number
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* of instances allocated for each class. The difference with
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* GSDebugAllocationList() is that this function returns also
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* classes which have no objects allocated at the moment, but
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* which had in the past.
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*/
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GS_EXPORT const char* GSDebugAllocationListAll(void);
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/**
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* DEPRECATED ... use GSDebugAllocationRecordObjects instead.
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*/
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GS_EXPORT void GSDebugAllocationActiveRecordingObjects(Class c);
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/**
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* This function activates (or deactivates) tracking all allocated
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* instances of the specified class c.<br />
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* Turning on tracking implicitly turns on memory debug (counts)
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* for all classes (GSAllocationActive()).<br />
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* Deactivation of tracking releases all currently tracked instances
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* of the class (but deactivation of general counting does not).<br />
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* The previous tracking state as reported as the return value of
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* this function.<br />
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* This tracking can slow your application down, so you should use it
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* only when you are into serious debugging.
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* Usually, you will monitor your application by using the functions
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* GSDebugAllocationList() and similar, which do not slow things down
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* much and return * the number of allocated instances; when
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* (if) by studying the reports generated by these functions
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* you have found a leak of objects of a certain class, and
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* if you can't figure out how to fix it by looking at the
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* code, you can use this function to start tracking
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* allocated instances of that class, and the following one
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* can sometime allow you to list the leaked objects directly.
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*/
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GS_EXPORT BOOL GSDebugAllocationRecordObjects(Class c, BOOL newState);
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/**
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* This function returns an array
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* containing all the allocated objects of a certain class
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* which have been recorded ... to start the recording, you need
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* to invoke GSDebugAllocationRecordObjects().
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* Presumably, you will immediately call [NSObject-description] on them
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* to find out the objects you are leaking. The objects are
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* returned in an autoreleased array, so until the array is deallocated,
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* the objects are not released.
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*/
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GS_EXPORT NSArray *GSDebugAllocationListRecordedObjects(Class c);
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/**
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* This function associates the supplied tag with a recorded
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* object and returns the tag which was previously associated
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* with it (if any).<br />
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* If the object was not recorded, the method returns nil<br />
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* The tag is retained while it is associated with the object.<br />
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* If the tagged object is deallocated, the tag is released
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* (so you can track the lifetime of the object by having the tag
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* perform some operation when it is released).<br />
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* See also the NSDebugFRLog() and NSDebugMRLog() macros.
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*/
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GS_EXPORT id GSDebugAllocationTagRecordedObject(id object, id tag);
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/**
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* This functions allows to set own function callbacks for debugging allocation
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* of objects. Useful if you intend to write your own object allocation code.
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*/
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GS_EXPORT void GSSetDebugAllocationFunctions(
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void (*newAddObjectFunc)(Class c, id o),
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void (*newRemoveObjectFunc)(Class c, id o));
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#endif
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/**
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* Enable/disable zombies.
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* <p>When an object is deallocated, its isa pointer is normally modified
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* to the hexadecimal value 0xdeadface, so that any attempt to send a
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* message to the deallocated object will cause a crash, and examination
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* of the object within the debugger will show the 0xdeadface value ...
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* making it obvious why the program crashed.
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* </p>
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* <p>Turning on zombies changes this behavior so that the isa pointer
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* is modified to be that of the NSZombie class. When messages are
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* sent to the object, instead of crashing, NSZombie will use NSLog() to
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* produce an error message. By default the memory used by the object
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* will not really be freed, so error messages will continue to
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* be generated whenever a message is sent to the object, and the object
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* instance variables will remain available for examination by the debugger.
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* </p>
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* The default value of this boolean is NO, but this can be controlled
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* by the NSZombieEnabled environment variable.
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*/
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GS_EXPORT BOOL NSZombieEnabled;
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/**
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* Enable/disable object deallocation.
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* <p>If zombies are enabled, objects are by default <em>not</em>
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* deallocated, and memory leaks. The NSDeallocateZombies variable
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* lets you say that the the memory used by zombies should be freed.
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* </p>
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* <p>Doing this makes the behavior of zombies similar to that when zombies
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* are not enabled ... the memory occupied by the zombie may be re-used for
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* other purposes, at which time the isa pointer may be overwritten and the
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* zombie behavior will cease.
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* </p>
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* The default value of this boolean is NO, but this can be controlled
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* by the NSDeallocateZombies environment variable.
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*/
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GS_EXPORT BOOL NSDeallocateZombies;
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/**
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* Retrieve stack information. Use caution: uses built-in gcc functions
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* and currently only works up to 100 frames.
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*/
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GS_EXPORT void *NSFrameAddress(NSUInteger offset);
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/**
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* Retrieve stack information. Use caution: uses built-in gcc functions
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* and currently only works up to 100 frames.
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*/
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GS_EXPORT void *NSReturnAddress(NSUInteger offset);
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/**
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* Retrieve stack information. Use caution: uses built-in gcc functions
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* and currently only works up to 100 frames.
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*/
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GS_EXPORT NSUInteger NSCountFrames(void);
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#if defined(__cplusplus)
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}
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#endif
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#endif
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