#define ANNOTATE(property) __attribute__((tag(property))) namespace js { namespace gc { struct Cell { int f; } ANNOTATE("GC Thing"); } } struct Bogon { }; struct JustACell : public js::gc::Cell { bool iHaveNoDataMembers() { return true; } }; struct JSObject : public js::gc::Cell, public Bogon { int g; }; struct SpecialObject : public JSObject { int z; }; struct ErrorResult { bool hasObj; JSObject *obj; void trace() {} } ANNOTATE("Suppressed GC Pointer"); struct OkContainer { ErrorResult res; bool happy; }; struct UnrootedPointer { JSObject *obj; }; template class Rooted { T data; } ANNOTATE("Rooted Pointer"); extern void js_GC() ANNOTATE("GC Call") ANNOTATE("Slow"); void js_GC() {} void root_arg(JSObject *obj, JSObject *random) { // Use all these types so they get included in the output. SpecialObject so; UnrootedPointer up; Bogon b; OkContainer okc; Rooted ro; Rooted rso; obj = random; JSObject *other1 = obj; js_GC(); float MARKER1 = 0; JSObject *other2 = obj; other1->f = 1; other2->f = -1; unsigned int u1 = 1; unsigned int u2 = -1; }