libs-base/Source/NSDebug.m
CaS c4b038113d Tidyups
git-svn-id: svn+ssh://svn.gna.org/svn/gnustep/libs/base/trunk@17804 72102866-910b-0410-8b05-ffd578937521
2003-10-08 16:26:59 +00:00

1017 lines
27 KiB
Objective-C

/** Debugging utilities for GNUStep and OpenStep
Copyright (C) 1997,1999,2000,2001 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 Library 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 Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111 USA.
<title>NSDebug utilities reference</title>
$Date$ $Revision$
*/
#include "config.h"
#include <stdio.h>
#include "Foundation/NSData.h"
#include "Foundation/NSDebug.h"
#include "Foundation/NSString.h"
#include "Foundation/NSLock.h"
#include "Foundation/NSNotificationQueue.h"
#include "Foundation/NSThread.h"
typedef struct {
Class class;
/* The following are used for statistical info */
unsigned int count;
unsigned int lastc;
unsigned int total;
unsigned int peak;
/* The following are used to record actual objects */
BOOL is_recording;
id *recorded_objects;
id *recorded_tags;
unsigned int num_recorded_objects;
unsigned int stack_size;
} table_entry;
static unsigned int num_classes = 0;
static unsigned int table_size = 0;
static table_entry* the_table = 0;
static BOOL debug_allocation = NO;
static NSLock *uniqueLock;
static const char* _GSDebugAllocationList(BOOL difference);
static const char* _GSDebugAllocationListAll(void);
void _GSDebugAllocationAdd(Class c, id o);
void _GSDebugAllocationRemove(Class c, id o);
void (*_GSDebugAllocationAddFunc)(Class c, id o) = _GSDebugAllocationAdd;
void (*_GSDebugAllocationRemoveFunc)(Class c, id o) = _GSDebugAllocationRemove;
@interface GSDebugAlloc : NSObject
+ (void) initialize;
+ (void) _becomeThreaded: (NSNotification*)notification;
@end
@implementation GSDebugAlloc
+ (void) initialize
{
if ([NSThread isMultiThreaded])
{
[self _becomeThreaded: nil];
}
else
{
[[NSNotificationCenter defaultCenter]
addObserver: self
selector: @selector(_becomeThreaded:)
name: NSWillBecomeMultiThreadedNotification
object: nil];
}
}
+ (void) _becomeThreaded: (NSNotification*)notification
{
uniqueLock = [NSRecursiveLock new];
}
@end
/**
* This functions allows to set own function backcalls for debugging allocation
* of objects. Useful if you intend to write your own objectalloc.
*/
void
GSSetDebugAllocationFunctions(void (*newAddObjectFunc)(Class c, id o),
void (*newRemoveObjectFunc)(Class c, id o))
{
if (uniqueLock != nil)
{
[uniqueLock lock];
}
if (newAddObjectFunc && newRemoveObjectFunc)
{
_GSDebugAllocationAddFunc = newAddObjectFunc;
_GSDebugAllocationRemoveFunc = newRemoveObjectFunc;
}
else
{
// Back to default
_GSDebugAllocationAddFunc = _GSDebugAllocationAdd;
_GSDebugAllocationRemoveFunc = _GSDebugAllocationRemove;
}
if (uniqueLock != nil)
{
[uniqueLock unlock];
}
}
/**
* 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.
*/
BOOL
GSDebugAllocationActive(BOOL active)
{
BOOL old = debug_allocation;
[GSDebugAlloc class]; /* Ensure thread support is working */
debug_allocation = active;
return old;
}
/**
* This function activates tracking all allocated instances of
* the specified class c.<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.
*/
void
GSDebugAllocationActiveRecordingObjects(Class c)
{
unsigned int i;
GSDebugAllocationActive(YES);
for (i = 0; i < num_classes; i++)
{
if (the_table[i].class == c)
{
if (uniqueLock != nil)
[uniqueLock lock];
the_table[i].is_recording = YES;
if (uniqueLock != nil)
[uniqueLock unlock];
return;
}
}
if (uniqueLock != nil)
[uniqueLock lock];
if (num_classes >= table_size)
{
int more = table_size + 128;
table_entry *tmp;
tmp = NSZoneMalloc(NSDefaultMallocZone(), more * sizeof(table_entry));
if (tmp == 0)
{
if (uniqueLock != nil)
[uniqueLock unlock];
return;
}
if (the_table)
{
memcpy(tmp, the_table, num_classes * sizeof(table_entry));
NSZoneFree(NSDefaultMallocZone(), the_table);
}
the_table = tmp;
table_size = more;
}
the_table[num_classes].class = c;
the_table[num_classes].count = 0;
the_table[num_classes].lastc = 0;
the_table[num_classes].total = 0;
the_table[num_classes].peak = 0;
the_table[num_classes].is_recording = YES;
the_table[num_classes].recorded_objects = NULL;
the_table[num_classes].recorded_tags = NULL;
the_table[num_classes].num_recorded_objects = 0;
the_table[num_classes].stack_size = 0;
num_classes++;
if (uniqueLock != nil)
[uniqueLock unlock];
}
void
GSDebugAllocationAdd(Class c, id o)
{
(*_GSDebugAllocationAddFunc)(c,o);
}
void
_GSDebugAllocationAdd(Class c, id o)
{
if (debug_allocation)
{
unsigned int i;
for (i = 0; i < num_classes; i++)
{
if (the_table[i].class == c)
{
if (uniqueLock != nil)
[uniqueLock lock];
the_table[i].count++;
the_table[i].total++;
if (the_table[i].count > the_table[i].peak)
{
the_table[i].peak = the_table[i].count;
}
if (the_table[i].is_recording == YES)
{
if (the_table[i].num_recorded_objects
>= the_table[i].stack_size)
{
int more = the_table[i].stack_size + 128;
id *tmp;
id *tmp1;
tmp = NSZoneMalloc(NSDefaultMallocZone(),
more * sizeof(id));
if (tmp == 0)
{
if (uniqueLock != nil)
[uniqueLock unlock];
return;
}
tmp1 = NSZoneMalloc(NSDefaultMallocZone(),
more * sizeof(id));
if (tmp1 == 0)
{
NSZoneFree(NSDefaultMallocZone(), tmp);
if (uniqueLock != nil)
[uniqueLock unlock];
return;
}
if (the_table[i].recorded_objects != NULL)
{
memcpy(tmp, the_table[i].recorded_objects,
the_table[i].num_recorded_objects
* sizeof(id));
NSZoneFree(NSDefaultMallocZone(),
the_table[i].recorded_objects);
memcpy(tmp1, the_table[i].recorded_tags,
the_table[i].num_recorded_objects
* sizeof(id));
NSZoneFree(NSDefaultMallocZone(),
the_table[i].recorded_tags);
}
the_table[i].recorded_objects = tmp;
the_table[i].recorded_tags = tmp1;
the_table[i].stack_size = more;
}
(the_table[i].recorded_objects)
[the_table[i].num_recorded_objects] = o;
(the_table[i].recorded_tags)
[the_table[i].num_recorded_objects] = nil;
the_table[i].num_recorded_objects++;
}
if (uniqueLock != nil)
[uniqueLock unlock];
return;
}
}
if (uniqueLock != nil)
[uniqueLock lock];
if (num_classes >= table_size)
{
unsigned int more = table_size + 128;
table_entry *tmp;
tmp = NSZoneMalloc(NSDefaultMallocZone(), more * sizeof(table_entry));
if (tmp == 0)
{
if (uniqueLock != nil)
[uniqueLock unlock];
return; /* Argh */
}
if (the_table)
{
memcpy(tmp, the_table, num_classes * sizeof(table_entry));
NSZoneFree(NSDefaultMallocZone(), the_table);
}
the_table = tmp;
table_size = more;
}
the_table[num_classes].class = c;
the_table[num_classes].count = 1;
the_table[num_classes].lastc = 0;
the_table[num_classes].total = 1;
the_table[num_classes].peak = 1;
the_table[num_classes].is_recording = NO;
the_table[num_classes].recorded_objects = NULL;
the_table[num_classes].recorded_tags = NULL;
the_table[num_classes].num_recorded_objects = 0;
the_table[num_classes].stack_size = 0;
num_classes++;
if (uniqueLock != nil)
[uniqueLock unlock];
}
}
/**
* <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>
*/
int
GSDebugAllocationCount(Class c)
{
unsigned int i;
for (i = 0; i < num_classes; i++)
{
if (the_table[i].class == c)
{
return the_table[i].count;
}
}
return 0;
}
/**
* 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.
*/
int
GSDebugAllocationTotal(Class c)
{
unsigned int i;
for (i = 0; i < num_classes; i++)
{
if (the_table[i].class == c)
{
return the_table[i].total;
}
}
return 0;
}
/**
* 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.
*/
int
GSDebugAllocationPeak(Class c)
{
unsigned int i;
for (i = 0; i < num_classes; i++)
{
if (the_table[i].class == c)
{
return the_table[i].peak;
}
}
return 0;
}
/**
* 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().
*/
Class *
GSDebugAllocationClassList()
{
Class *ans;
size_t siz;
unsigned int i;
if (uniqueLock != nil)
[uniqueLock lock];
siz = sizeof(Class) * (num_classes + 1);
ans = NSZoneMalloc(NSDefaultMallocZone(), siz);
for (i = 0; i < num_classes; i++)
{
ans[i] = the_table[i].class;
}
ans[num_classes] = NULL;
if (uniqueLock != nil)
[uniqueLock unlock];
return ans;
}
/**
* 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. 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.
*/
const char*
GSDebugAllocationList(BOOL changeFlag)
{
const char *ans;
NSData *d;
if (debug_allocation == NO)
{
return "Debug allocation system is not active!\n";
}
if (uniqueLock != nil)
{
[uniqueLock lock];
}
ans = _GSDebugAllocationList(changeFlag);
d = [NSData dataWithBytes: ans length: strlen(ans) + 1];
if (uniqueLock != nil)
{
[uniqueLock unlock];
}
return (const char*)[d bytes];
}
static const char*
_GSDebugAllocationList(BOOL difference)
{
unsigned int pos = 0;
unsigned int i;
static unsigned int siz = 0;
static char *buf = 0;
for (i = 0; i < num_classes; i++)
{
int val = the_table[i].count;
if (difference)
{
val -= the_table[i].lastc;
}
if (val != 0)
{
pos += 11 + strlen(the_table[i].class->name);
}
}
if (pos == 0)
{
if (difference)
{
return "There are NO newly allocated or deallocated object!\n";
}
else
{
return "I can find NO allocated object!\n";
}
}
pos++;
if (pos > siz)
{
if (pos & 0xff)
{
pos = ((pos >> 8) + 1) << 8;
}
siz = pos;
if (buf)
{
NSZoneFree(NSDefaultMallocZone(), buf);
}
buf = NSZoneMalloc(NSDefaultMallocZone(), siz);
}
if (buf)
{
pos = 0;
for (i = 0; i < num_classes; i++)
{
int val = the_table[i].count;
if (difference)
{
val -= the_table[i].lastc;
}
the_table[i].lastc = the_table[i].count;
if (val != 0)
{
sprintf(&buf[pos], "%d\t%s\n", val, the_table[i].class->name);
pos += strlen(&buf[pos]);
}
}
}
return buf;
}
/**
* 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.
*/
const char*
GSDebugAllocationListAll()
{
const char *ans;
NSData *d;
if (debug_allocation == NO)
{
return "Debug allocation system is not active!\n";
}
if (uniqueLock != nil)
{
[uniqueLock lock];
}
ans = _GSDebugAllocationListAll();
d = [NSData dataWithBytes: ans length: strlen(ans)+1];
if (uniqueLock != nil)
{
[uniqueLock unlock];
}
return (const char*)[d bytes];
}
static const char*
_GSDebugAllocationListAll(void)
{
unsigned int pos = 0;
unsigned int i;
static unsigned int siz = 0;
static char *buf = 0;
for (i = 0; i < num_classes; i++)
{
int val = the_table[i].total;
if (val != 0)
{
pos += 11 + strlen(the_table[i].class->name);
}
}
if (pos == 0)
{
return "I can find NO allocated object!\n";
}
pos++;
if (pos > siz)
{
if (pos & 0xff)
{
pos = ((pos >> 8) + 1) << 8;
}
siz = pos;
if (buf)
{
NSZoneFree(NSDefaultMallocZone(), buf);
}
buf = NSZoneMalloc(NSDefaultMallocZone(), siz);
}
if (buf)
{
pos = 0;
for (i = 0; i < num_classes; i++)
{
int val = the_table[i].total;
if (val != 0)
{
sprintf(&buf[pos], "%d\t%s\n", val, the_table[i].class->name);
pos += strlen(&buf[pos]);
}
}
}
return buf;
}
void
GSDebugAllocationRemove(Class c, id o)
{
(*_GSDebugAllocationRemoveFunc)(c,o);
}
void
_GSDebugAllocationRemove(Class c, id o)
{
if (debug_allocation)
{
unsigned int i;
for (i = 0; i < num_classes; i++)
{
if (the_table[i].class == c)
{
id tag = nil;
if (uniqueLock != nil)
[uniqueLock lock];
the_table[i].count--;
if (the_table[i].is_recording)
{
unsigned j, k;
for (j = 0; j < the_table[i].num_recorded_objects; j++)
{
if ((the_table[i].recorded_objects)[j] == o)
{
tag = (the_table[i].recorded_tags)[j];
break;
}
}
if (j < the_table[i].num_recorded_objects)
{
for (k = j;
k + 1 < the_table[i].num_recorded_objects;
k++)
{
(the_table[i].recorded_objects)[k] =
(the_table[i].recorded_objects)[k + 1];
(the_table[i].recorded_tags)[k] =
(the_table[i].recorded_tags)[k + 1];
}
the_table[i].num_recorded_objects--;
}
else
{
/* Not found - no problem - this happens if the
object was allocated before we started
recording */
;
}
}
if (uniqueLock != nil)
[uniqueLock unlock];
RELEASE(tag);
return;
}
}
}
}
/**
* 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.
*/
id
GSDebugAllocationTagRecordedObject(id object, id tag)
{
Class c = [object class];
id o = nil;
int i;
int j;
if (debug_allocation == NO)
{
return nil;
}
if (uniqueLock != nil)
[uniqueLock lock];
for (i = 0; i < num_classes; i++)
{
if (the_table[i].class == c)
{
break;
}
}
if (i == num_classes
|| the_table[i].is_recording == NO
|| the_table[i].num_recorded_objects == 0)
{
if (uniqueLock != nil)
[uniqueLock unlock];
return nil;
}
for (j = 0; j < the_table[i].num_recorded_objects; j++)
{
if (the_table[i].recorded_objects[j] == object)
{
o = the_table[i].recorded_tags[j];
the_table[i].recorded_tags[j] = RETAIN(tag);
break;
}
}
if (uniqueLock != nil)
[uniqueLock unlock];
return AUTORELEASE(o);
}
/**
* 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 GSDebugAllocationActiveRecordingObjects().
* Presumably, you will immediately call [NSObject-description] on them
* to find out the objects you are leaking. The objects are
* returned in an array, so until the array is autoreleased,
* the objects are not released.
*/
NSArray *
GSDebugAllocationListRecordedObjects(Class c)
{
NSArray *answer;
unsigned int i, k;
id *tmp;
if (debug_allocation == NO)
{
return nil;
}
if (uniqueLock != nil)
[uniqueLock lock];
for (i = 0; i < num_classes; i++)
{
if (the_table[i].class == c)
{
break;
}
}
if (i == num_classes)
{
if (uniqueLock != nil)
[uniqueLock unlock];
return nil;
}
if (the_table[i].is_recording == NO)
{
if (uniqueLock != nil)
[uniqueLock unlock];
return nil;
}
if (the_table[i].num_recorded_objects == 0)
{
if (uniqueLock != nil)
[uniqueLock unlock];
return [NSArray array];
}
tmp = NSZoneMalloc(NSDefaultMallocZone(),
the_table[i].num_recorded_objects * sizeof(id));
if (tmp == 0)
{
if (uniqueLock != nil)
[uniqueLock unlock];
return nil;
}
/* First, we copy the objects into a temporary buffer */
memcpy(tmp, the_table[i].recorded_objects,
the_table[i].num_recorded_objects * sizeof(id));
/* Retain all the objects - NB: if retaining one of the objects as a
side effect releases another one of them , we are broken ... */
for (k = 0; k < the_table[i].num_recorded_objects; k++)
{
RETAIN (tmp[k]);
}
/* Then, we bravely unlock the lock */
if (uniqueLock != nil)
[uniqueLock unlock];
/* Only then we create an array with them - this is now safe as we
have copied the objects out, unlocked, and retained them. */
answer = [NSArray arrayWithObjects: tmp
count: the_table[i].num_recorded_objects];
/* Now we release all the objects to balance the retain */
for (k = 0; k < the_table[i].num_recorded_objects; k++)
{
RELEASE (tmp[k]);
}
/* And free the space used by them */
NSZoneFree(NSDefaultMallocZone(), tmp);
return answer;
}
NSString*
GSDebugFunctionMsg(const char *func, const char *file, int line, NSString *fmt)
{
NSString *message;
message = [NSString stringWithFormat: @"File %s: %d. In %s %@",
file, line, func, fmt];
return message;
}
NSString*
GSDebugMethodMsg(id obj, SEL sel, const char *file, int line, NSString *fmt)
{
NSString *message;
Class cls = (Class)obj;
char c = '+';
if ([obj isInstance] == YES)
{
c = '-';
cls = [obj class];
}
message = [NSString stringWithFormat: @"File %s: %d. In [%@ %c%@] %@",
file, line, NSStringFromClass(cls), c, NSStringFromSelector(sel), fmt];
return message;
}
// static void *_frameOffsets[100];
#define _NS_FRAME_HACK(a) case a: return __builtin_frame_address(a + 1)
#define _NS_RETURN_HACK(a) case a: return __builtin_return_address(a + 1)
void *NSFrameAddress(int offset)
{
switch (offset) {
_NS_FRAME_HACK( 0); _NS_FRAME_HACK( 1); _NS_FRAME_HACK( 2);
_NS_FRAME_HACK( 3); _NS_FRAME_HACK( 4); _NS_FRAME_HACK( 5);
_NS_FRAME_HACK( 6); _NS_FRAME_HACK( 7); _NS_FRAME_HACK( 8);
_NS_FRAME_HACK( 9); _NS_FRAME_HACK(10); _NS_FRAME_HACK(11);
_NS_FRAME_HACK(12); _NS_FRAME_HACK(13); _NS_FRAME_HACK(14);
_NS_FRAME_HACK(15); _NS_FRAME_HACK(16); _NS_FRAME_HACK(17);
_NS_FRAME_HACK(18); _NS_FRAME_HACK(19); _NS_FRAME_HACK(20);
_NS_FRAME_HACK(21); _NS_FRAME_HACK(22); _NS_FRAME_HACK(23);
_NS_FRAME_HACK(24); _NS_FRAME_HACK(25); _NS_FRAME_HACK(26);
_NS_FRAME_HACK(27); _NS_FRAME_HACK(28); _NS_FRAME_HACK(29);
_NS_FRAME_HACK(30); _NS_FRAME_HACK(31); _NS_FRAME_HACK(32);
_NS_FRAME_HACK(33); _NS_FRAME_HACK(34); _NS_FRAME_HACK(35);
_NS_FRAME_HACK(36); _NS_FRAME_HACK(37); _NS_FRAME_HACK(38);
_NS_FRAME_HACK(39); _NS_FRAME_HACK(40); _NS_FRAME_HACK(41);
_NS_FRAME_HACK(42); _NS_FRAME_HACK(43); _NS_FRAME_HACK(44);
_NS_FRAME_HACK(45); _NS_FRAME_HACK(46); _NS_FRAME_HACK(47);
_NS_FRAME_HACK(48); _NS_FRAME_HACK(49); _NS_FRAME_HACK(50);
_NS_FRAME_HACK(51); _NS_FRAME_HACK(52); _NS_FRAME_HACK(53);
_NS_FRAME_HACK(54); _NS_FRAME_HACK(55); _NS_FRAME_HACK(56);
_NS_FRAME_HACK(57); _NS_FRAME_HACK(58); _NS_FRAME_HACK(59);
_NS_FRAME_HACK(60); _NS_FRAME_HACK(61); _NS_FRAME_HACK(62);
_NS_FRAME_HACK(63); _NS_FRAME_HACK(64); _NS_FRAME_HACK(65);
_NS_FRAME_HACK(66); _NS_FRAME_HACK(67); _NS_FRAME_HACK(68);
_NS_FRAME_HACK(69); _NS_FRAME_HACK(70); _NS_FRAME_HACK(71);
_NS_FRAME_HACK(72); _NS_FRAME_HACK(73); _NS_FRAME_HACK(74);
_NS_FRAME_HACK(75); _NS_FRAME_HACK(76); _NS_FRAME_HACK(77);
_NS_FRAME_HACK(78); _NS_FRAME_HACK(79); _NS_FRAME_HACK(80);
_NS_FRAME_HACK(81); _NS_FRAME_HACK(82); _NS_FRAME_HACK(83);
_NS_FRAME_HACK(84); _NS_FRAME_HACK(85); _NS_FRAME_HACK(86);
_NS_FRAME_HACK(87); _NS_FRAME_HACK(88); _NS_FRAME_HACK(89);
_NS_FRAME_HACK(90); _NS_FRAME_HACK(91); _NS_FRAME_HACK(92);
_NS_FRAME_HACK(93); _NS_FRAME_HACK(94); _NS_FRAME_HACK(95);
_NS_FRAME_HACK(96); _NS_FRAME_HACK(97); _NS_FRAME_HACK(98);
_NS_FRAME_HACK(99);
}
return NULL;
}
unsigned NSCountFrames(void)
{
unsigned x = 0;
while (NSFrameAddress(x + 1)) x++;
return x;
}
void *NSReturnAddress(int offset)
{
switch (offset) {
_NS_RETURN_HACK( 0); _NS_RETURN_HACK( 1); _NS_RETURN_HACK( 2);
_NS_RETURN_HACK( 3); _NS_RETURN_HACK( 4); _NS_RETURN_HACK( 5);
_NS_RETURN_HACK( 6); _NS_RETURN_HACK( 7); _NS_RETURN_HACK( 8);
_NS_RETURN_HACK( 9); _NS_RETURN_HACK(10); _NS_RETURN_HACK(11);
_NS_RETURN_HACK(12); _NS_RETURN_HACK(13); _NS_RETURN_HACK(14);
_NS_RETURN_HACK(15); _NS_RETURN_HACK(16); _NS_RETURN_HACK(17);
_NS_RETURN_HACK(18); _NS_RETURN_HACK(19); _NS_RETURN_HACK(20);
_NS_RETURN_HACK(21); _NS_RETURN_HACK(22); _NS_RETURN_HACK(23);
_NS_RETURN_HACK(24); _NS_RETURN_HACK(25); _NS_RETURN_HACK(26);
_NS_RETURN_HACK(27); _NS_RETURN_HACK(28); _NS_RETURN_HACK(29);
_NS_RETURN_HACK(30); _NS_RETURN_HACK(31); _NS_RETURN_HACK(32);
_NS_RETURN_HACK(33); _NS_RETURN_HACK(34); _NS_RETURN_HACK(35);
_NS_RETURN_HACK(36); _NS_RETURN_HACK(37); _NS_RETURN_HACK(38);
_NS_RETURN_HACK(39); _NS_RETURN_HACK(40); _NS_RETURN_HACK(41);
_NS_RETURN_HACK(42); _NS_RETURN_HACK(43); _NS_RETURN_HACK(44);
_NS_RETURN_HACK(45); _NS_RETURN_HACK(46); _NS_RETURN_HACK(47);
_NS_RETURN_HACK(48); _NS_RETURN_HACK(49); _NS_RETURN_HACK(50);
_NS_RETURN_HACK(51); _NS_RETURN_HACK(52); _NS_RETURN_HACK(53);
_NS_RETURN_HACK(54); _NS_RETURN_HACK(55); _NS_RETURN_HACK(56);
_NS_RETURN_HACK(57); _NS_RETURN_HACK(58); _NS_RETURN_HACK(59);
_NS_RETURN_HACK(60); _NS_RETURN_HACK(61); _NS_RETURN_HACK(62);
_NS_RETURN_HACK(63); _NS_RETURN_HACK(64); _NS_RETURN_HACK(65);
_NS_RETURN_HACK(66); _NS_RETURN_HACK(67); _NS_RETURN_HACK(68);
_NS_RETURN_HACK(69); _NS_RETURN_HACK(70); _NS_RETURN_HACK(71);
_NS_RETURN_HACK(72); _NS_RETURN_HACK(73); _NS_RETURN_HACK(74);
_NS_RETURN_HACK(75); _NS_RETURN_HACK(76); _NS_RETURN_HACK(77);
_NS_RETURN_HACK(78); _NS_RETURN_HACK(79); _NS_RETURN_HACK(80);
_NS_RETURN_HACK(81); _NS_RETURN_HACK(82); _NS_RETURN_HACK(83);
_NS_RETURN_HACK(84); _NS_RETURN_HACK(85); _NS_RETURN_HACK(86);
_NS_RETURN_HACK(87); _NS_RETURN_HACK(88); _NS_RETURN_HACK(89);
_NS_RETURN_HACK(90); _NS_RETURN_HACK(91); _NS_RETURN_HACK(92);
_NS_RETURN_HACK(93); _NS_RETURN_HACK(94); _NS_RETURN_HACK(95);
_NS_RETURN_HACK(96); _NS_RETURN_HACK(97); _NS_RETURN_HACK(98);
_NS_RETURN_HACK(99);
}
return NULL;
}
const char *_NSPrintForDebugger(id object)
{
if (object && [object respondsToSelector: @selector(description)])
return [[object description] cString];
return NULL;
}