- wxHashTable table(wxKEY_STRING);
-
- // Index all class infos by their class name
- wxClassInfo *info = first;
- while (info)
- {
- if (info->className)
- table.Put(info->className, (wxObject *)info);
- info = info->next;
- }
-
- // Set base pointers for each wxClassInfo
- info = first;
- while (info)
- {
- if (info->GetBaseClassName1())
- info->baseInfo1 = (wxClassInfo *)table.Get(info->GetBaseClassName1());
- if (info->GetBaseClassName2())
- info->baseInfo2 = (wxClassInfo *)table.Get(info->GetBaseClassName2());
- info = info->next;
- }
+ // using IMPLEMENT_DYNAMIC_CLASS() macro twice (which may happen if you
+ // link any object module twice mistakenly) will break this function
+ // because it will enter an infinite loop and eventually die with "out of
+ // memory" - as this is quite hard to detect if you're unaware of this,
+ // try to do some checks here
+#ifdef __WXDEBUG__
+ // more classes than we'll ever have
+ static const size_t nMaxClasses = 10000;
+ size_t nClass = 0;
+#endif // Debug
+
+ wxClassInfo::sm_classTable = new wxHashTable(wxKEY_STRING);
+
+ // Index all class infos by their class name
+ wxClassInfo *info = sm_first;
+ while (info)
+ {
+ if (info->m_className)
+ {
+ wxASSERT_MSG( ++nClass < nMaxClasses,
+ _T("an infinite loop detected - have you used "
+ "IMPLEMENT_DYNAMIC_CLASS() twice (may be by "
+ "linking some object module(s) twice)?") );
+
+ sm_classTable->Put(info->m_className, (wxObject *)info);
+ }
+
+ info = info->m_next;
+ }
+
+ // Set base pointers for each wxClassInfo
+ info = sm_first;
+ while (info)
+ {
+ if (info->GetBaseClassName1())
+ info->m_baseInfo1 = (wxClassInfo *)sm_classTable->Get(info->GetBaseClassName1());
+ if (info->GetBaseClassName2())
+ info->m_baseInfo2 = (wxClassInfo *)sm_classTable->Get(info->GetBaseClassName2());
+ info = info->m_next;
+ }