libs-base/Headers/Foundation/NSDebug.h
rfm bd7a7fd0e4 fdix minor buglet
git-svn-id: svn+ssh://svn.gna.org/svn/gnustep/libs/base/trunk@38774 72102866-910b-0410-8b05-ffd578937521
2015-07-09 11:44:20 +00:00

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