What it's supposed to do: Let's say someone wants to edit a variable in your program. Well, you will be able to see the address that tampers with that variable (like maybe a mov instruction).
How I thought of doing it: I get the address of that variable, I use VirtualProtect to put a PAGE_GUARD protection on it and create a vectored exception handler that checks for EXCEPTION_GUARD_PAGE and checks if the address accessed is the one protected and if so it saves the address that last accessed that one (from the context).
Now, I started simply by just trying to make a simple handler to see if it can notify me when a change is being made, but it does not work. Firstly, whenever I try to printf the address of the variable which has the PAGE_GUARD on it I get an access exception or it just crashes if I launch it outside of Visual Studio.
I also tried setting a PAGE_NOACCESS and handling the EXCEPTION_ACCESS_VIOLATION in the vectored handler, but then nothing happens.
long __stdcall handler(EXCEPTION_POINTERS* pExceptInfo) {
if (EXCEPTION_GUARD_PAGE == pExceptInfo->ExceptionRecord->ExceptionCode)
printf("accessed by 0x%p\m", pExceptInfo->ContextRecord->Esp);
return EXCEPTION_CONTINUE_EXECUTION;
}
int main() {
int32_t nNumber = 555111222;
UINT_PTR uiNumberAddr = ReCa<UINT_PTR>(&nNumber);
DWORD dwOld(0);
VirtualProtect(reintepret_cast<void*>(uiNumberAddr), sizeof(uiNumberAddr), PAGE_GUARD, &dwOld);
AddVectoredExceptionHandler(1, handler);
for (;;) {};
getchar();
return 0;
}
Any thoughts on my idea and why it does not work?
I am trying to make a communication between two simultaneously running threads
through a global variable.
char dir='w'; //global var
UINT EditDir ( LPVOID pParam);//accepts dir from user in a loop
UINT Move ( LPVOID pParam); //processes dir (its incomplete)
int main()
{
........
........
CWinThread* pThread1 = AfxBeginThread(EditDir,(LPVOID)NULL);
CWinThread* pThread2 = AfxBeginThread(Move,(LPVOID)NULL);
WaitForSingleObject(pThread1, INFINITE);
........
........
}
UINT EditDir(LPVOID pParam)
{
bool end=false;
while (!end)
{
::dir = getchar();
Sleep(10);
if (::dir=='q')end=true;//***************************************
}
return 0;
}
UINT Move ( LPVOID pParam)
{
//process dir in a loop
return 0;
}
The if statement in while loop doesn't work its like the compiler removes the line before compilation.
after I press q the loop should end but it keeps on going.
Where am I wrong ?
Lots of things can go wrong with that code.
Compiler might optimize it so that dir is stored in a register and not reflected to the other function.
Compiler or processor might reorder statements which would result in some strange behaviour.
Write aliasing (your code write to some other variable that happens to be next to dir, and the processor optimizes the write to work with a block, effectively overwriting dir).
Out of thin air results.
Hitting low level(L1) caches that hold different values.
and much more.
You need to use thread-safe constructs. Use at least std::atomic to prevent write aliasing and a couple of other compiler optimizations that are not thread-safe.
You can also add a mutex to protect access to the variable.
Probably the best set-up is if one thread reads the char from input and pushes a copy into a producer-consumer queue or communication channel that you get from a well tested and well maintained library.
Finally, I found the mistake........
CWinThread* pThread2 = AfxBeginThread(Move,(LPVOID)NULL);// #1
WaitForSingleObject(pThread1, INFINITE); // #2
pThread is an object of a class....... not a handle and
WaitForSingleObject(HANDLE hHandle,DWORD dwMilliSeconds)// needs a handle
so what we do in between line #1 and #2 is
HANDLE hThread;
hThread=pThread->m_hThread;
and pass hThread in WaitForSingleObject(...) and not pThread.
I am working with a 3rd party C++ DLL that is running __debugbreak() in some scenario, and is not checking IsDebuggerPresent() before doing so. This results in my application "crashing" when that scenario happens outside of a debugger (e.g. end user running the application). I would like to catch this and deal with it myself, or at least ignore it.
I actually have had an unhandled exception filter in place to translate SEH to C++ exceptions for a while, so it's a little strange that it's not working.
::SetUnhandledExceptionFilter(OnUnhandledException);
I've been doing some direct testing, and the standard __try/__except works, so I could wrap every call into the DLL with this as a fallback, but seems to be that if __try/__except works, then ::SetUnhandledExceptionFilter() should also work.
__try
{
__debugbreak();
}
__except (EXCEPTION_EXECUTE_HANDLER)
{
printf("caught");
}
try/catch(...) does not work.
try
{
__debugbreak();
}
catch (...)
{
printf("caught");
}
_set_se_translator() isn't working either.
From the MSDN documentation at https://msdn.microsoft.com/en-us/library/ms679297(VS.85).aspx it states that it should function as a structured exception. I realize that is the documentation for DebugBreak() but I have tested with that as well and have the same problem, even with "catch(...)".
I am compiling with /EHa.
How can I catch the __debugbreak (asm INT 3), or at least change the behavior?
Breakpoints generate the EXCEPTION_BREAKPOINT structured exception. You cannot use try/catch to catch it because it doesn't get translated to a C++ exception, irrespective of the /EHa switch or _set_se_translator. EXCEPTION_BREAKPOINT is a special exception.
First, you should know that catch blocks and __except blocks execute only after unwinding the stack. This means that execution continues after the handler block, NOT after the call to __debugbreak(). So if you just want to skip EXCEPTION_BREAKPOINT while at the same time continue execution after the int 3 instruction. You should use a vectored exception handler. Here is an example:
// VEH is supported only on Windows XP+ and Windows Server 2003+
#define _WIN32_WINNT 0x05020000
#include <windows.h>
#include <stdio.h>
//AddVectoredExceptionHandler constants:
//CALL_FIRST means call this exception handler first;
//CALL_LAST means call this exception handler last
#define CALL_FIRST 1
#define CALL_LAST 0
LONG WINAPI
VectoredHandlerBreakPoint(
struct _EXCEPTION_POINTERS *ExceptionInfo
)
{
if (ExceptionInfo->ExceptionRecord->ExceptionCode == EXCEPTION_BREAKPOINT)
{
/*
If a debugger is attached, this will never be executed.
*/
printf("BreakPoint at 0x%x skipped.\n", ExceptionInfo->ExceptionRecord->ExceptionAddress);
PCONTEXT Context = ExceptionInfo->ContextRecord;
// The breakpoint instruction is 0xCC (int 3), just one byte in size.
// Advance to the next instruction. Otherwise, this handler will just be called ad infinitum.
#ifdef _AMD64_
Context->Rip++;
#else
Context->Eip++;
#endif
// Continue execution from the instruction at Context->Rip/Eip.
return EXCEPTION_CONTINUE_EXECUTION;
}
// IT's not a break intruction. Continue searching for an exception handler.
return EXCEPTION_CONTINUE_SEARCH;
}
void main()
{
// Register the vectored exception handler once.
PVOID hVeh = AddVectoredExceptionHandler(CALL_FIRST, VectoredHandlerBreakPoint);
if (!hVeh)
{
// AddVectoredExceptionHandler failed.
// Practically, this never happens.
}
DebugBreak();
// Unregister the handler.
if (hVeh)
RemoveVectoredExceptionHandler(hVeh);
}
In this way, the breakpoint instruction int 3 will just be skipped and the next instruction will be executed. Also if a debugger is attached, it will handle EXCEPTION_BREAKPOINT for you.
However, if you really want to unwind the stack, you have to use __except(GetExceptionCode() == EXCEPTION_BREAKPOINT ? EXCEPTION_EXECUTE_HANDLER : EXCEPTION_CONTINUE_SEARCH).
I've made this simple class to open a process and read memory from it:
The problem is when I call ReadDWORD with any memory address ReadProcessMemory fails with error code 6: ERROR_INVALID_HANDLE, The handle is invalid. And I can't figure out what I'm doing wrong.
If I put the OpenProcess part in the ReadDWORD function it works fine. Is there something wrong with how I store the handle? Why does it become invalid before I use it?
Memory.h
#ifndef MEMORY_H
#define MEMORY_H
#include <windows.h>
#include <psapi.h>
#pragma comment(lib, "psapi.lib")
#include <iostream>
class Memory
{
public:
Memory();
Memory(DWORD offset);
~Memory();
DWORD ReadDWORD(DWORD addr);
private:
HANDLE m_hProc;
DWORD m_Offset;
};
#endif
Memory.cpp
#include "Memory.h"
Memory::Memory()
{
Memory(0);
}
Memory::Memory(DWORD offset)
{
m_hProc = OpenProcess(PROCESS_VM_READ | PROCESS_QUERY_INFORMATION, false, 5444); // 5444 is the PID of a process I'm testing this with
m_Offset = offset;
}
Memory::~Memory()
{
CloseHandle(m_hProc);
}
DWORD Memory::ReadDWORD(DWORD addr)
{
// Optional memory offset
addr += m_Offset;
DWORD value = -1;
int result = ReadProcessMemory(m_hProc, (LPVOID)addr, &value, sizeof(DWORD), NULL);
if (result == 0)
std::cout << "ReadProcessMemory error: " << GetLastError() << std::endl;
return value;
}
Memory::Memory()
{
Memory(0);
}
This isn't doing what you think its doing: it's not actually calling the other constructor, instead it's creating a temporary that gets discarded. So you are opening the process, but in a separate temporary object, while this object remains uninitialized.
Safer approach is to have a separate Initialize(offset) method that you call from both ctors.
(The advice in the other answers is also good; check your return values, and where you get a E_INVALID_HANDLE, check that the handle is something that looks like a handle. Or set a breakpoint at the OpenHandle and ReadProcessMemory and check that the same value is being used in both places. C++ is often full of surprises, and there's often no substitute for just stepping through the code to make sure it's doing what you think it's doing.)
To access other processes, you often need to enable certain privileges. SeDebugPrivilege comes to mind. See here. Otherwise see the suggestion from Hans Passant (i.e. GetLastError).
You can use RtlAdjustPrivilege function to get SeDebugPrivilege.
NTSTATUS NTAPI RtlAdjustPrivilege(ULONG,BOOLEAN,BOOLEAN,PBOOLEAN); /*This is the
protoype of RtlAdjustPrivilege function.*/
Is there any sense to step-execute release code? I noticed that some lines of code are omitted, i.e. some method calls. Also variable preview doesn't show some variables and shows invalid (not real) values for some others, so it's all quite misleading.
I'm asking this question, because loading WinDbg crashdump file into Visual Studio brings the same stack and variables partial view as step-execution. Are there any way to improve crashdump analyze experience, except recompiling application without optimalizations?
Windows, Visual Studio 2005, unmanaged C++
Yes - if you have the .pdb for the build, and the .dmp file from the crash, then you can open the debugger on the exact point of failure, and examine the state of your app at that point.
As several have noted - some variables will be optimized away, but if you're mildly creative / inquisitive, you'll find ways to obtain those values.
You can build in a root crash handler for your code to generate a .dmp file automatically which works on all Windows flavors (assuming you are creating a Windows app) using something like the following:
// capture the unhandled exception hook - we will create a mini dump for ourselves
// NOTE: according to docs, if a debugger is present, this API won't succeed (ie. debug builds ignore this)
MiniDumper::Install(
true,
filename,
"Please send a copy of this file, along with a brief description of the problem, to [insert your email address here] so that we might fix this issue."
);
The above would require the MiniDumper class I wrote, below:
#pragma once
#include <dbghelp.h>
#include "DynamicLinkLibrary.h"
#include "FileName.h"
//////////////////////////////////////////////////////////////////////////
// MiniDumper
//
// Provides a mechanism whereby an application will generate its own mini dump file anytime
// it throws an unhandled exception (or at the client's request - see GenerateMiniDump, below).
//
// Warning: the C-runtime will NOT invoke our unhandled handler if you are running a debugger
// due to the way that the SetUnhandledExceptionFilter() API works (q.v.)
//
// To use this facility, simply call MiniDumper::Install - for example, during CWinApp initialization.
//
// Once this has been installed, all current and future threads in this process will be covered.
// This is unlike the StructuredException and CRTInvalidParameter classes, which must be installed for
// for each thread for which you wish to use their services.
//
class MiniDumper
{
public:
// install the mini dumper (and optionally, hook the unhandled exception filter chain)
// #param filename is the mini dump filename to use (please include a path)
// #return success or failure
// NOTE: we can be called more than once to change our options (unhook unhandled, change the filename)
static bool Install(bool bHookUnhandledExceptionFilter, const CFilename & filenameMiniDump, const CString & strCustomizedMessage, DWORD dwMiniDumpType = MiniDumpNormal)
{
return GetSingleton().Initialize(bHookUnhandledExceptionFilter, filenameMiniDump, strCustomizedMessage, dwMiniDumpType);
}
// returns true if we've been initialized (but doesn't indicate if we have hooked the unhandled exception filter or not)
static bool IsInitialized() { return g_bInstalled; }
// returns true if we've been setup to intercept unhandled exceptions
static bool IsUnhandledExceptionHooked() { return g_bInstalled && GetSingleton().m_bHookedUnhandledExceptionFilter; }
// returns the filename we've been configured to write to if we're requested to generate a mini dump
static CFilename GetMiniDumpFilename() { return g_bInstalled ? GetSingleton().m_filenameMiniDump : ""; }
// you may use this wherever you have a valid EXCEPTION_POINTERS in order to generate a mini dump of whatever exception just occurred
// use the GetExceptionInformation() intrinsic to obtain the EXCEPTION_POINTERS in an __except(filter) context
// returns success or failure
// DO NOT hand the result of GenerateMiniDump to your __except(filter) - instead use a proper disposition value (q.v. __except)
// NOTE: you *must* have already installed MiniDumper or this will only error
static bool GenerateMiniDump(EXCEPTION_POINTERS * pExceptionPointers);
private:
// based on dbghelp.h
typedef BOOL (WINAPI * MINIDUMPWRITEDUMP_FUNC_PTR)(
HANDLE hProcess,
DWORD dwPid,
HANDLE hFile,
MINIDUMP_TYPE DumpType,
CONST PMINIDUMP_EXCEPTION_INFORMATION ExceptionParam,
CONST PMINIDUMP_USER_STREAM_INFORMATION UserStreamParam,
CONST PMINIDUMP_CALLBACK_INFORMATION CallbackParam
);
// data we need to pass to our mini dump thread
struct ExceptionThreadData
{
ExceptionThreadData(EXCEPTION_POINTERS * exceptionPointers, bool bUnhandled, DWORD threadID = ::GetCurrentThreadId())
: pExceptionPointers(exceptionPointers)
, dwThreadID(threadID)
, bUnhandledException(bUnhandled)
{
}
EXCEPTION_POINTERS * pExceptionPointers;
DWORD dwThreadID;
bool bUnhandledException;
};
// our unhandled exception filter (called automatically by the run time if we've been installed to do so)
static LONG CALLBACK UnhandledExceptionFilter(EXCEPTION_POINTERS * pExceptionPointers);
// creates a new thread in which to generate our mini dump (so we don't run out of stack)
static bool ExecuteMiniDumpThread(EXCEPTION_POINTERS * pExceptionPointers, bool bUnhandledException);
// thread entry point for generating a mini dump file
static DWORD WINAPI MiniDumpThreadProc(LPVOID lpParam);
// obtains the one and only instance
static MiniDumper & GetSingleton();
// flag to indicate if we're installed or not
static bool g_bInstalled;
// create us
MiniDumper()
: m_pPreviousFilter(NULL)
, m_pWriteMiniDumpFunction(NULL)
, m_bHookedUnhandledExceptionFilter(false)
{
}
// install our unhandled exception filter
bool Initialize(bool bHookUnhandledExceptionFilter, const CFilename & filenameMiniDump, const CString & strCustomizedMessage, DWORD dwMiniDumpType);
// generates a mini dump file
bool GenerateMiniDumpFile(ExceptionThreadData * pData);
// handle an unhandled exception
bool HandleUnhandledException(ExceptionThreadData * pData);
bool m_bHookedUnhandledExceptionFilter;
CFilename m_filenameMiniDump;
CString m_strCustomizedMessage;
DWORD m_dwMiniDumpType;
MINIDUMPWRITEDUMP_FUNC_PTR m_pWriteMiniDumpFunction;
LPTOP_LEVEL_EXCEPTION_FILTER m_pPreviousFilter;
};
And its implementation:
#include "StdAfx.h"
#include "MiniDumper.h"
using namespace Toolbox;
//////////////////////////////////////////////////////////////////////////
// Static Members
bool MiniDumper::g_bInstalled = false;
// returns true if we were able to create a mini dump for this exception
bool MiniDumper::GenerateMiniDump(EXCEPTION_POINTERS * pExceptionPointers)
{
// obtain the mini dump in a new thread context (which will have its own stack)
return ExecuteMiniDumpThread(pExceptionPointers, false);
}
// this is called from the run time if we were installed to hook the unhandled exception filter
LONG CALLBACK MiniDumper::UnhandledExceptionFilter(EXCEPTION_POINTERS * pExceptionPointers)
{
// attempt to generate the mini dump (use a separate thread to ensure this one is frozen & we have a fresh stack to work with)
ExecuteMiniDumpThread(pExceptionPointers, true);
// terminate this process, now
::TerminateProcess(GetCurrentProcess(), 0xFFFFFFFF);
// carry on as normal (we should never get here due to TerminateProcess, above)
return EXCEPTION_CONTINUE_SEARCH;
}
bool MiniDumper::ExecuteMiniDumpThread(EXCEPTION_POINTERS * pExceptionPointers, bool bUnhandledException)
{
// because this may have been created by a stack overflow
// we may be very very low on stack space
// so we'll create a new, temporary stack to work with until we fix this situation
ExceptionThreadData data(pExceptionPointers, bUnhandledException);
DWORD dwScratch;
HANDLE hMiniDumpThread = ::CreateThread(NULL, 0, MiniDumpThreadProc, &data, 0, &dwScratch);
if (hMiniDumpThread)
{
VERIFY(::WaitForSingleObject(hMiniDumpThread, INFINITE) == WAIT_OBJECT_0);
VERIFY(::GetExitCodeThread(hMiniDumpThread, &dwScratch));
VERIFY(::CloseHandle(hMiniDumpThread));
return AsBool(dwScratch);
}
return false;
}
DWORD WINAPI MiniDumper::MiniDumpThreadProc(LPVOID lpParam)
{
// retrieve our exception context from our creator
ExceptionThreadData * pData = (ExceptionThreadData *)lpParam;
// generate the actual mini dump file in this thread context - with our own stack
if (pData->bUnhandledException)
return GetSingleton().HandleUnhandledException(pData);
else
return GetSingleton().GenerateMiniDumpFile(pData);
}
bool MiniDumper::HandleUnhandledException(ExceptionThreadData * pData)
{
// generate the actual mini dump file first - hopefully we get this even if the following errors
const bool bMiniDumpSucceeded = GenerateMiniDumpFile(pData);
// try to inform the user of what's happened
CString strMessage = FString("An Unhandled Exception occurred in %s\n\nUnfortunately, this requires that the application be terminated.", CFilename::GetModuleFilename());
// create the mini dump file
if (bMiniDumpSucceeded)
{
// let user know about the mini dump
strMessage.AppendFormat("\n\nOn a higher note, we have saved some diagnostic information in %s", m_filenameMiniDump.c_str());
}
// append any custom message(s)
if (!IsEmpty(m_strCustomizedMessage))
strMessage.AppendFormat("\n\n%s", m_strCustomizedMessage);
// cap it off with an apology
strMessage.Append("\n\nThis application must be terminated now. All unsaved data will be lost. We are deeply sorry for the inconvenience.");
// let the user know that things have gone terribly wrong
::MessageBox(GetAppWindow(), strMessage, "Internal Error - Unhandled Exception", MB_ICONERROR);
// indicate success or not
return bMiniDumpSucceeded;
}
//////////////////////////////////////////////////////////////////////////
// Instance Members
MiniDumper & MiniDumper::GetSingleton()
{
static std::auto_ptr<MiniDumper> g_pSingleton(new MiniDumper);
return *g_pSingleton.get();
}
bool MiniDumper::Initialize(bool bHookUnhandledExceptionFilter, const CFilename & filenameMiniDump, const CString & strCustomizedMessage, DWORD dwMiniDumpType)
{
// check if we need to link to the the mini dump function
if (!m_pWriteMiniDumpFunction)
{
try
{
// attempt to load the debug helper DLL
DynamicLinkLibrary dll("DBGHelp.dll", true);
// get the function address we need
m_pWriteMiniDumpFunction = (MINIDUMPWRITEDUMP_FUNC_PTR)dll.GetProcAddress("MiniDumpWriteDump", false);
}
catch (CCustomException &)
{
// we failed to load the dll, or the function didn't exist
// either way, m_pWriteMiniDumpFunction will be NULL
ASSERT(m_pWriteMiniDumpFunction == NULL);
// there is nothing functional about the mini dumper if we have no mini dump function pointer
return false;
}
}
// record the filename to write our mini dumps to (NOTE: we don't do error checking on the filename provided!)
if (!IsEmpty(filenameMiniDump))
m_filenameMiniDump = filenameMiniDump;
// record the custom message to tell the user on an unhandled exception
m_strCustomizedMessage = strCustomizedMessage;
// check if they're updating the unhandled filter chain
if (bHookUnhandledExceptionFilter && !m_bHookedUnhandledExceptionFilter)
{
// we need to hook the unhandled exception filter chain
m_pPreviousFilter = ::SetUnhandledExceptionFilter(&MiniDumper::UnhandledExceptionFilter);
}
else if (!bHookUnhandledExceptionFilter && m_bHookedUnhandledExceptionFilter)
{
// we need to un-hook the unhandled exception filter chain
VERIFY(&MiniDumper::UnhandledExceptionFilter == ::SetUnhandledExceptionFilter(m_pPreviousFilter));
}
// set type of mini dump to generate
m_dwMiniDumpType = dwMiniDumpType;
// record that we've been installed
g_bInstalled = true;
// if we got here, we must have been successful
return true;
}
bool MiniDumper::GenerateMiniDumpFile(ExceptionThreadData * pData)
{
// NOTE: we don't check this before now because this allows us to generate an exception in a different thread context (rather than an exception while processing an exception in the main thread)
ASSERT(g_bInstalled);
if (!g_bInstalled)
return false;
HANDLE hFile = ::CreateFile(m_filenameMiniDump.c_str(), GENERIC_WRITE, FILE_SHARE_READ, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL);
if (hFile == INVALID_HANDLE_VALUE)
{
// indicate failure
return false;
}
else
{
// NOTE: don't use exception_info - its a #define!!!
Initialized<_MINIDUMP_EXCEPTION_INFORMATION> ex_info;
ex_info.ThreadId = pData->dwThreadID;
ex_info.ExceptionPointers = pData->pExceptionPointers;
// generate our mini dump
bool bStatus = FALSE != ((*m_pWriteMiniDumpFunction)(GetCurrentProcess(), GetCurrentProcessId(), hFile, (MINIDUMP_TYPE)m_dwMiniDumpType, &ex_info, NULL, NULL));
// close the mini dump file
::CloseHandle(hFile);
return bStatus;
}
}
I apologize for the fact that this is not a drop-in solution. There are dependencies on other parts of my Toolbox library. But I think it would go a long way towards giving you the right idea as to how to build-in "capture a crash mini-dump" automatically from your code, which you can then combine with your .dsp files that you can make a normal part of your development cycle - so that when a .dmp comes in - you can fire up the debugger on it with your saved .pdb from your release build (which you don't distribute!) and you can debug the crash conditions quite easily.
The above code is an amalgam of many different sources - code snippets from debugging books, from MSDN documentation, etc., etc. If I have left out attribution I mean no harm. However, I do no believe that any of the above code is significantly created by anyone but myself.
Recompile just the file of interest without optimisations :)
In general:
Switch to interleaved disassembly mode. Single-stepping through the disassembly will enable you to step into function calls that would otherwise be skipped over, and make inlined code more evident.
Look for alternative ways of getting at values in variables the debugger is not able to directly show you. If they were passed in as arguments, look up the callstack - you will often find they are visible in the caller. If they were retrieved via getters from some object, examine that object; glance over the assembly generated by the code that calculates them to work out where they were stored; etc. If all else fails and disabling optimisations / adding a printf() distorts timings sufficiently to affect debugging, add a dummy global variable and set it to the value of interest on entry to the section of interest.
At least is not a IA64 dump...
There really isn't much you can do beyond having full dump and private symbols. Modern compilers have a field day with your code and is barely recognisable, specially if you add something like LTCG.
There are two things I found usefull:
Walk up the stack until you get a good anchor on what 'this' really points to. Most times when you are in an object method frame 'this' is unreliable because of registry optmizations. Usually several calls up the stack you get an object that has the correct address and you can navigate, member reference by member reference, until your crash point and have a correct value for 'this'
uf (Windbg's unassembly function command). This little helper can list a function dissasembly in a more manageable form than the normal dissasembly view. Because it follows jumps and code re-arranges, is easier to follow the logic of uf output.
The most important thing is to have the symbol files (*.pdb). You can generate them for release builds, by default they are not active.
Then you have to know that because of optimizations, code might get re-ordered, so debugging could look a bit jerky. Also some intermediate variables might have got optimized away. Generally speaking the behaviour and visibility of data might have some restrictions.
With Visual Studio C++ 2008 you can automatically debug the *.dmp files. I believe it also works for VS 2005. For older compilers I am afraid you´ll have to use WinDbg... (Also specify of course the *.pdb files for WinDbg, otherwise the info will be quite limited)