/usr/include/GNUstep/Foundation/NSDebug.h is in libgnustep-base-dev 1.25.1-2ubuntu3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 | /* 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
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