Breakpoints and debug in release mode - c++

This is the first time that I use the release mode in VS, I always used the debug mode and I'm really impressed by how the code can be optimized in release configuration!
But anyway I was surprised that I could still use the "Local Windows Debugger" even in the release configuration, especially because it seems that debug in release mode is not obvious (while in my case I didn't change any option). So my questions are:
Is that normal that the "Debug Information Format" in release mode is set to /ZI? I noticed that if I disable this information no breakpoints work anymore, so maybe I changed it unintentionally.
The code execution in Local Windows Debugger (F5) in release mode is slower is slower "Start without debugging" (CTRL+F5)?

1) Without any debug information, breakpoints just can't work as there is no way to associate a specific code line with an address in the binary.
(Actually, placing a break point on a specific instruction in the binary will still work, only mapping it back to the source code won't.)
If you lower the debug information format from /ZI to /Zi, further optimizations will be enabled, but in return certain debug features like live editing variable contents already become unavailable. See also https://msdn.microsoft.com/en-us/library/958x11bc.aspx for more details.
2) No, just spawning the debugger usually has no impact on performance.
This is unless actually using break- and trace points, in which at most the first 4 breakpoints are handled in hardware, and all following ones bring an overhead.
Tracing and profiling always causes overhead.

Related

Why the installed version of the program runs different from the one in debug mode?

I created a program that sends a bunch of text in to the COM port on the speed 9600. In debug mode the program sends all the data and than the COM port is closed. Bit if I create a installer project and than install it on the same machine it doesn't send the last symbols. It closes the port earlier than all data is transmitted. So my question is: Is the debug exe file slower or is it somehow slowed down by the IDE (Visual Studio)?
Also adding a Sleep(100); between the last transition command and the port closing line the problem disappeared.
Your observations correspond with a program written incorrectly, showing signs of a bug that is currently only detectable with a release build.
Release builds tend to run faster, as they are created at an enhanced optimisation level and with various debugging utilities turned off. They are designed for maximum production performance at the expense of development-time debuggability. Creating an installation package evidently created a release build (which makes sense).
This increased performance in turn affects the timing of your program. If you were accidentally relying on there being a long duration before the port was closed, giving your program enough time to transmit all its data only by chance, then when this process speeds up your bug becomes observable. There is no longer enough time for the data to get through. Adding a Sleep simulates the slower execution of the debug build, thus almost certainly confirming the existence of a timing bug.
This is good news! You have strong evidence of where the bug is and the form it takes. Now all you have to do is fix it!

How to write loggings to the Visual Studio output window?

I'd like to extend my application with a kind of logging, where one can choose to log to a file and/or to log to the "Visual Studio" "output" window.
For the latter, it seems that the function OutputDebugString() is doing the trick, but only for "Debug" builds, and I'd wish to have this also for "Release" builds, so I came up with the idea of using tracepoints (at least, I think that tracepoints are also writing to the "output" window for "release" builds), but here I have a rather frustrating problem:
Tracepoints are a special kind of breakpoints and seem to be written to *.suo files, being present in <project directory>\.vs\<project name>\v15 directory (see Where are Visual Studio breakpoints saved?., thank you, Max).
My idea was to write a postbuild event, adding a tracepoint to every line in the *.suo file where a log() operation was called.
This, however, is not possible, for the simple reason that the *.suo files are binary :-(
Does anybody know of another way to add tracepoints to an application at build-time or how to write (with a "Debug"/"Release" switch) to the "output" window of Visual Studio?
Thanks in advance
OutputDebugString() should work in Release builds - if there is anything to consume the output (such as WinDbg.) Debugging Tools for Windows (WinDbg, KD, CDB, NTSD)
As to why it's not - probably want to look into that, as it's possible your application isn't building quite the way you expect otherwise.
As I understand it, Tracepoints only work in a debugger (Debug or Release) - but the way I believe this works is, the debugger will, on application load/startup, (or during a run) actually replace instructions with a BRK and when the application triggers the break, the debugger catches it, substitutesthe original instruction back in, before performing whatever task it should (whether that be pause, increment a counter, etc.) - but I think Tracepoints will only work with an attached debugger, as otherwise there's nothing to perform the replace, catch and substitute operations, and the code runs uninterrupted.
However, if I read your intentions correctly, you might actually want to use something like Event Tracing* instead. This should output what you want to see to a standard windows log file, will work in debug or release, inside or outside of a debugger. However it won't output to the VS output window. For that, OutputDebugString() should the be correct operation.
*Disclaimer - not used them myself, as we use VS output and WinDbg for now - but it looks like a better way for deployed applications, going forwards.

application verifier DEBUG or RELEASE mode?

I have a corruption memory heap with my application. I would like to use Application Verifier in order to find the bug.
I have some difficulties to find a tutorial on how use Application Verifier.
One of the first question I'm wondering is should I use my application in DEBUG or RELEASE mode ?
Thanks
Typically, in debug mode with a debugger attached will be your first stop. This provides full run-time checks, more validation, and more accurate information on what is going wrong. Application Verifier can also signal the debugger to break and will output error information, so having a debugger attached is very useful.
After that, as Simon Richter noted, you'll want to run most of it again in release. Release builds typically don't have the same checks and don't watch for errors, so things are very likely to surface that weren't an issue in the debug build. There is some use for a sort of manual-debug or hybrid build, where you perform some of the checks and logging to make sure things don't go too far afield.
To use Application Verifier, you really just need to start it, add an application and enable to desired tests. When you run, it will create a log and send messages/breaks to a debugger if one is around.
With the necessary experience in debugging, "Both" would be the right answer, as the differences between Debug and Release builds also give good hints about the source of the problem.
If you do not want to dive that deep into the inner workings of the compiler, then use the Debug version if the error appears there reliably.
usually debug versions run the application verifier to find the bugs in the app.

Debugging workflow aspects of Visual Studio development vs. "Linux" development?

OK, so there are numerous questions around, asking for a "Visual Studio equivalent on Linux" or a variation of this question. (here, here, here, ...)
I would like to focus on one aspect and ask how the debugging workflow possibly differs on different systems, specifically the full-integrated-IDE approach used by Visual Studio (like) systems and a possibly more "separate" toolchain oriented approach.
To this end, let me present what I consider a short description of the "Visual Studio Debugging Workflow":
Given an existing project
I open up the project (one single step from a user perspective)
I navigate to the code I want to debug (possibly by searching of my project files, which is simply done by opening the Find in Files dialog box.)
I put a breakpoint at line (a), simply by putting the cursor on the line and hitting F9
I put a "tracepoint" at line (b), by adding a breakpoint there and then changing the breakpoint properties so that the debugger doesn't stop, but instead traces the value of a local variable.
I hit F5, which automatically compiles my executable, starts it under the debugger and then I wait until the prg stops at (a), meanwhile monitoring the trace window for output of (b)
When the debugger finally stops at (a), my screen automatically shows me the following information in (one-time preconfigured windows) side-by-side at the same time:
Current call stack
values of the most recently changed local variables
loaded modules (DLLs)
a list of all active breakpoints with their locations
a watch window with the last watch expressions I entered
A memory window to examine raw memory contents
a small window displaying current register values
Plus/minus some features, this is what I would expect under Eclipse/CDT under Linux also.
How would this workflow and presented information be retrieved when developing with VIM, Emacs, gdb/DDD and the likes?
This question isn't really about if some tool has one feature or not, it's about seeing that development/debugging work is using a combination of features and having a multitude of options available at your fingertips and how you access this information when not using a fully integrated IDE.
I think your answer isn't just about which software you use, but also what methodology you use. I use Emacs and depends on TDD for most of my debugging. When I see something fail, I usually write tests filling in the gap which I (obviously) have missed, and checks every expectation that way. So it goes far between each time I use the debugger.
When I do run into problems I have several options. In some cases I use valgrind first, it can tell me if there is some memory related problems right away, eliminating the need for the debugger. It will point straight to the line where i overwrite or delete memory that should be left alone. If I suspect a race condition valgrind is pretty good at that to.
When I use the debugger I often use it right in emacs, through GUD mode. It will give me a view with stack, local variables, the source code, breakpoints and a window where I can command the debugger. It usually involves setting a couple of breakpoints, watching some memory or some evaluation, and stepping through the code. It is pretty much like using the debugger in an IDE. The GDB debugger is a powerful beast, but my problems has never been large enough to need to invoke its power.

Visual Studio application running extremely slow with debug

I have a native C++ program which runs more than 20 times slower when started with Debug (F5), but runs at normal speed when using start without debug (Ctrl + F5).
It does not matter whether I use a debug or release build. Also if I use WinDbg the program is a magnitude slower.
Is there some setting I did choose wrong or something?
Set the _NO_DEBUG_HEAP environment variable to 1 (as seen on http://preshing.com/20110717/the-windows-heap-is-slow-when-launched-from-the-debugger).
This can be done from inside Visual Studio, too.
Now this is just a workaround, and I'm curious to know how to refactor a program which suffers from this kind of problem. Do you have many std::map's, shared_ptr, or any other big indirections by any chance?
This is of course not caused by having the _DEBUG symbol defined or compiling the code in the debug configuration. The added debugging code runs whether or not the debugger is attached to the program.
The debugger doesn't normally affect code execution, it stays out of the way by calling WaitForDebugEvent. Which blocks it, until the operating system tells it that something noteworthy happened. That can trigger a bunch of code in the debugger that can slow down your program. You can see the events listed in the DEBUG_EVENT structure documentation.
Annotating them a bit beyond the documentation: the debugger steps in and can slow down your program when:
The program loads or unloads a DLL. Lots of stuff happens during load, the debugger goes hunting for a debug symbol file (.pdb). It may contact a symbol server to download it. Any breakpoints that were set in the DLL source code will get activated. This can be quite slow, but the effect is temporary and generally only slows down the startup. You can see the load/unload notification in the Output window.
The program raises an exception. This activates the debugger at the moment the exception is raised, a "first chance notification". Which can be very helpful, you can use the Debug + Exception, Thrown checkbox to make the debugger stop when the exception is raised. You can see the notification message in the Output window. This does slow down code that raises and catches exceptions tremendously and is quite likely the source of your slowdown. Never use exceptions for flow control.
A thread starts running or terminates. Again, a notification message is printed to the Output window. You'd have to create a lot of threads to make this slow down your program.
When your program uses OutputDebugString() for tracing purposes. Visible in the Output window. Another good candidate for a slow down, output falls in the bit bucket if no debugger is attached. You shouldn't have any trouble diagnosing this as the cause, the obvious side-effect is seeing a lot of messages in the Output window.
When the program hits a breakpoint. Not a lot of reasons to be stumped by that one. But you can set breakpoints that slow down the program a lot yet don't cause a debugger break. Particularly the Conditional breakpoint, Hit counter, Filter and the When Hit operation will be slow. Use Debug + Windows + Breakpoints to review the breakpoints that are defined.
When a process is created under the debugger, the operating system by default uses the debug heap. The debug heap does more verification of your memory, especially at de-alloc.
There are several possible options in order to disable the use of the Debug Heap:
Attach to the process soon after startup. This will allow you to speed up performance in debug mode knowingly so and being fully aware of the mode in which you are running.
Add the environment variable setting _NO_DEBUG_HEAP=1.
This can be set either globally for the machine or for a specific instance of Visual Studio.
a. Globally you would set an environment variable through the Control Panel → System → Advanced system settings → Environment Variables, and there add the variable _NO_DEBUG_HEAP=1.
Note: This will have an affect on EVERY application you debug.
b. For an instance of Visual Studio you can open a command prompt, setting the environment variable _NO_DEBUG_HEAP=1 and then open visual studio from inside that command prompt. This will influence only the processes created from
that instance of Visual Studio will inherit the environment
variable.
Append the behavior of the debugger, this is possible for VS2015. There are 2 ways to override this:
a. To modify for a specific project, go to the project properties Configuration Properties → Debugging and change the Environment property _NO_DEBUG_HEAP to 1
b. To modify for every project in Visual Studio, go to Tools → Options → Debugging and check the option: “Enable Windows debug heap allocator (Native only)”.
Note: f the _NO_DEBUG_HEAP environment variable mentioned in the 'a' is set in a project level it will override this global setting.
For me the difference in performance between debug mode and release mode is about a factor 40. After some digging, it appears several things contribute to the difference in performance, but there is one compiler option that quadruples my debug performance almost for free.
Namely, changing /ZI into /Zi. For a description, see the MSDN page.
I don't use the edit and continue feature anyway.
No one has mentioned closing unused source windows.
After closing 20+ unused windows, debug source stepping went from ~5s back down to ~.2s. This unusually slow project loads a DLL dynamically and that DLL was also the one being stepped through (and having source windows open) so it seems likely related. However this was C# (headline and tags are non-specific).
There are several things that are different if you run the debug build outside the IDE. One is that the IDE takes a while to load symbols, and if you depend on a lot of libraries then that startup time can be significant.
If you are using a symbol server (including the Microsoft public symbol server) then this may add to the startup time, so ensure you have a local symbol cache in your _NT_SYMBOL_PATH variable if that is the case.
Also the IDE runs with the debug heap enabled, but I don't think this happens if you run outside the IDE.
Debugging Visual C++ comes with lots and lots of overhead, especially in the STL. Try not defining _DEBUG, and define NDEBUG.