Changes to WXDLLEXPORT keyword position for VC++ 6.0; changed
wxTrace to wxDebugLog in memory.cpp and also app.cpp (please check this works on wxGTK!) git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@1020 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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@@ -125,6 +125,11 @@ bool wxApp::Initialize()
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#endif // debug build under MS VC++
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*/
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// 22/11/98: we're converting to wxLogDebug instead of wxTrace,
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// so these are now obsolete.
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#if 0
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#if (defined(__WXDEBUG__) && wxUSE_MEMORY_TRACING) || wxUSE_DEBUG_CONTEXT
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#if defined(_WINDLL)
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streambuf* sBuf = NULL;
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@@ -135,6 +140,7 @@ bool wxApp::Initialize()
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ostream* oStr = new ostream(sBuf) ;
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wxDebugContext::SetStream(oStr, sBuf);
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#endif // wxUSE_MEMORY_TRACING
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#endif
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wxClassInfo::InitializeClasses();
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@@ -494,6 +500,23 @@ void wxApp::CleanUp()
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wxClassInfo::CleanUpClasses();
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delete wxTheApp;
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wxTheApp = NULL;
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#if (defined(__WXDEBUG__) && wxUSE_MEMORY_TRACING) || wxUSE_DEBUG_CONTEXT
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// At this point we want to check if there are any memory
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// blocks that aren't part of the wxDebugContext itself,
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// as a special case. Then when dumping we need to ignore
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// wxDebugContext, too.
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if (wxDebugContext::CountObjectsLeft() > 0)
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{
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wxLogDebug("There were memory leaks.");
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wxDebugContext::Dump();
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wxDebugContext::PrintStatistics();
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}
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// wxDebugContext::SetStream(NULL, NULL);
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#endif
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// do it as the very last thing because everything else can log messages
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wxLog::DontCreateOnDemand();
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delete wxLog::SetActiveTarget(NULL);
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@@ -577,23 +600,6 @@ int wxEntry(WXHINSTANCE hInstance,
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wxApp::CleanUp();
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delete wxTheApp;
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wxTheApp = NULL;
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#if (defined(__WXDEBUG__) && wxUSE_MEMORY_TRACING) || wxUSE_DEBUG_CONTEXT
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// At this point we want to check if there are any memory
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// blocks that aren't part of the wxDebugContext itself,
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// as a special case. Then when dumping we need to ignore
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// wxDebugContext, too.
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if (wxDebugContext::CountObjectsLeft() > 0)
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{
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wxTrace("There were memory leaks.\n");
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wxDebugContext::Dump();
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wxDebugContext::PrintStatistics();
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}
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wxDebugContext::SetStream(NULL, NULL);
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#endif
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return retValue;
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#ifndef __WXDEBUG__ // catch exceptions only in release build
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}
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