Executable suddenly stopped working: silent exit, no errors, no nothing - c++

I am facing a rather peculiar issue: I have a Qt C++ application that used to work fine. Now, suddenly I cannot start it anymore. No error is thrown, no nothing.
Some more information:
Last line of output when application is started in debug mode with Visual Studio 2012:
The program '[4456] App.exe' has exited with code -1 (0xffffffff).
Actual application code (= first line in main()) is never called or at least no breakpoints are triggered, so debugging is not possible.
The executable process for a few seconds appears in the process list and then disappears again.
Win 7 x64 with latest Windows updates.
The issues simultaneously appeared on two separate machines.
Application was originally built with Qt 5.2.1. Today I test-wise switched to Qt 5.4.1. But as expected no change.
No changes to source code were made. The issue also applies to existing builds of the application.
Running DependencyWalker did not yield anything of interest from my point of view.
I am flat out of ideas. Any pointers on what to try or look at? How can an executable suddenly stop working at all with no error?

I eventually found the reason for this behavior...sort of. The coding (e. g. my singletons) were never the problem (as I expected since the code always worked). Instead an external library (SAP RFC SDK) caused the troubles.
This library depends on the ICU Unicode libraries and apparently specific versions at that. Since I wasn't aware of that fact, I only had the ICU libraries that my currently used Qt version needs in my application directory. The ICU libraries for the SAP RFC SDK must have been loaded from a standard windows path so far.
In the end some software changes (Windows updates, manual application uninstalls, etc.) must have removed those libraries which resulted in that described silent fail. Simply copying the required ICU library version DLLs into my application folder, solved the issue.
The only thing I am not quite sure about, is why this was not visible when tracing the loaded DLLs via DependencyWalker.

"Actual application code (= first line in main()) is never called. So debugging is not possible."
You probably have some static storage initialization failing, that's applied before main() is called.
Do you use any interdependent singletons in your code? Consolidate them to a single singleton if so (remember, there shouldn't be more than one singleton).
Also note, debugging still is possible well for such situation, the trap is ,- for such case as described in my answer -, main()'s bodies' first line is set as the first break point as default, when you start up your program in the debugger.
Nothing hinders you to set breakpoints, that are hit before starting up the code reaches main() actually.
As for your clarification from comments:
"I do use a few singletons ..."
As mentioned above, if you are really sure you need to use a singleton, use actually a single one.
Otherwise you may end up, struggling with undefined order of initialization of static storage.
Anyway, it doesn't matter that much if static storage data depends on each other, provide a single access point to it throughout your code, to avoid cluttering it with heavy coupling to a variety of instances.
Coupling with a single instance, makes it easier to refactor the code to go with an interface, if it turns out singleton wasn't one.

Related

How do you ascertain that you are running the latest executable?

Every so often I (re)compile some C (or C++) file I am working on -- which by the way succeeds without any warnings -- and then I execute my program only to realize that nothing has changed since my previous compilation. To keep things simple, let's assume that I added an instruction to my source to print out some debugging information onto the screen, so that I have a visual evidence of trouble: indeed, I compile, execute, and unexpectedly nothing is printed onto the screen.
This happened me once when I had a buggy code (I ran out of the bounds of a static array). Of course, if your code has some kind of hidden bug (What are all the common undefined behaviours that a C++ programmer should know about?) the compiled code can be pretty much anything.
This happened me twice when I used some ridiculously slow network hard drive which -- I guess -- simply did not update my executable file after compilation, and I kept running-and-running the old version, despite the updated source. I just speculate here, and feel free to correct me, if such a phenomenon is impossible, but I suspect it has had to do something with certain processes waiting for IO.
Well, such things could of course happen (and they indeed do), when you execute an old version in the wrong directory (that is: you execute something similar, but actually completely unrelated to your source).
It is happening again, and it annoys me enough to ask: how do you make sure that your executable is matching the source you are working on? Should I compare the date strings of the source and the executable in the main function? Should I delete the executable prior compilation? I guess people might do something similar by means of version control.
Note: I was warned that this might be a subjective topic likely doomed to be closed.
Just use ol' good version control possibilities
In easy case you can just add (any) visible version-id in the code and check it (hash, revision-id, timestamp)
If your project have a lot of dependent files and you suspect older version, than "latest", in produced code, you can (except, obvioulsly, good makefile-rules) monitor also version of every file, used for building code (VCS-dependent, but not so heavy trick)
Check the timestamp of your executable. That should give you a hint regarding whether or not it is recent/up-to-date.
Alternatively, calculate a checksum for your executable and display it on startup, then you have a clue that if the csum is the same the executable was not updated.

MSVC Order in which DLLs are linked

I debug an application which links against two DLLs. When an object from one of these DLLs is instantiated the application segfaults. However, when the order of the .lib files in (VS2010) Linker->Input->Additional Dependencies is swapped then the application runs fine.
This workaround works for now but I still want to understand what caused the problem. Any hints, how can I further debug this?
While without much more information any answer is bound to be a speculation, one potential reason is the following:
in Windows, every DLL has DLLMain() function
as soon as you have two DLLs, they will have two DllMain() function calls
if there is a dependency between the two (i.e. one DLLMain() implicitly relies on an object being initialized within another one) - you have a problem.
I've seen such a problem myself (which is obviously a bad programming practice, but it does happen). However, a number of other explanations may also exist.
The way to debug this would be the way to debug any crash: start by inspecting the stack at the catch of the segfault. If the crash reproduces at debug builds, understanding the direct reason should be straightforward (the root cause usually takes some deeper investigation).
Not much can be said about the cause of the crash without viewing this stack, but it is reasonable to assume that a global resource is involved. A named event, common temporary file, perhaps some internal framework structure (which, if any, frameworks are involved in your code?) - but it must be something that crosses the individual DLL boundaries, and so is probably a resource at application scope.

C++ compilation at runtime

So I watched this video months back where Epic showcased their new Unreal Engine 4 developer features. Sorry I could not find the video but I'll try my best to explain.
The one feature that got my attention was the C++ "on the fly" modification and compilation. The guy showed how he was playing the game in editor and modified some variables in the code, saved it and the changes were immediately mirrored in game.
So I've been wondering... How does one achieve this? Currently I can think of two possible ways: either a hoax and it was only "c style"-scripting language not C++ itself OR it's shared library (read: DLL) magic.
Here's something I whipped up to try myself(simplified):
for(;;)
{
Move DLL from build directory to execution directory
Link to DLL using LoadLibrary() / dlopen() and fetch a pointer to function "foo()" from it
for(;;)
{
Call the function "foo()" found in the dll
Check the source of the dll for changes
If it has changed, attempt to compile
On succesfull compile, break
}
Unload DLL with FreeLibrary() / dlclose()
}
Now that seems to work but I can't help but wonder what other methods are there?
And how would this kind of approach compare versus using a scripting language?
edit: https://www.youtube.com/watch?v=MOvfn1p92_8&t=10m0s
Yes, "hot code modification" it's definitely a capability that many IDEs/debuggers can have to one extent or another. Here's a good article:
http://www.technochakra.com/debugging-modifying-code-at-runtime/
Here's the man page for MSVS "Edit and Continue":
http://msdn.microsoft.com/en-us/library/esaeyddf%28v=vs.80%29.aspx
Epic's Hot Reload works by having the game code compiled and loaded as a dll/.so, and this is then dynamically loaded by the engine. Runtime reloading is then simply re-compiling the library and reloading, with state stored and restored if needed.
There are alternatives. You could take a look at Runtime Compiled C++ (or see RCC++ blog and videos), or perhaps try one of the other alternatives I've listed on the wiki.
As the author of Runtime Compiled C++ I think it has some advantages - it's far faster to recompile since it only compiles the code you need, and the starting point can be a single exe, so you don't need to configure a seperate project for a dll. However it does require some learning and a bit of extra code to get this to work.
Neither C nor C++ require ahead-of-time compilation, although the usual target environments (operating systems, embedded systems, high-performance number crunching) often benefit greatly from AOT.
It's completely possible to have a C++ script interpreter. As long as it adheres to the behavior in the Standard, it IS C++, and not a "hoax" as you suggest.
Replacement of a shared library is also possible, although to make it work well you'll need a mechanism for serializing all state and reloading it under the new version.

Edit and Continue on GDB

I know that E&C is a controversial subject and some say that it encourages a wrong approach to debugging, but still - I think we can agree that there are numerous cases when it is clearly useful - experimenting with different values of some constants, redesigning GUI parameters on-the-fly to find a good look... You name it.
My question is: Are we ever going to have E&C on GDB? I understand that it is a platform-specific feature and needs some serious cooperation with the compiler, the debugger and the OS (MSVC has this one easy as the compiler and debugger always come in one package), but... It still should be doable. I've even heard something about Apple having it implemented in their version of GCC [citation needed]. And I'd say it is indeed feasible.
Knowing all the hype about MSVC's E&C (my experience says it's the first thing MSVC users mention when asked "why not switch to Eclipse and gcc/gdb"), I'm seriously surprised that after quite some years GCC/GDB still doesn't have such feature. Are there any good reasons for that? Is someone working on it as we speak?
It is a surprisingly non-trivial amount of work, encompassing many design decisions and feature tradeoffs. Consider: you are debugging. The debugee is suspended. Its image in memory contains the object code of the source, and the binary layout of objects, the heap, the stacks. The debugger is inspecting its memory image. It has loaded debug information about the symbols, types, address mappings, pc (ip) to source correspondences. It displays the call stack, data values.
Now you want to allow a particular set of possible edits to the code and/or data, without stopping the debuggee and restarting. The simplest might be to change one line of code to another. Perhaps you recompile that file or just that function or just that line. Now you have to patch the debuggee image to execute that new line of code the next time you step over it or otherwise run through it. How does that work under the hood? What happens if the code is larger than the line of code it replaced? How does it interact with compiler optimizations? Perhaps you can only do this on a specially compiled for EnC debugging target. Perhaps you will constrain possible sites it is legal to EnC. Consider: what happens if you edit a line of code in a function suspended down in the call stack. When the code returns there does it run the original version of the function or the version with your line changed? If the original version, where does that source come from?
Can you add or remove locals? What does that do to the call stack of suspended frames? Of the current function?
Can you change function signatures? Add fields to / remove fields from objects? What about existing instances? What about pending destructors or finalizers? Etc.
There are many, many functionality details to attend to to make any kind of usuable EnC work. Then there are many cross-tools integration issues necessary to provide the infrastructure to power EnC. In particular, it helps to have some kind of repository of debug information that can make available the before- and after-edit debug information and object code to the debugger. For C++, the incrementally updatable debug information in PDBs helps. Incremental linking may help too.
Looking from the MS ecosystem over into the GCC ecosystem, it is easy to imagine the complexity and integration issues across GDB/GCC/binutils, the myriad of targets, some needed EnC specific target abstractions, and the "nice to have but inessential" nature of EnC, are why it has not appeared yet in GDB/GCC.
Happy hacking!
(p.s. It is instructive and inspiring to look at what the Smalltalk-80 interactive programming environment could do. In St80 there was no concept of "restart" -- the image and its object memory were always live, if you edited any aspect of a class you still had to keep running. In such environments object versioning was not a hypothetical.)
I'm not familiar with MSVC's E&C, but GDB has some of the things you've mentioned:
http://sourceware.org/gdb/current/onlinedocs/gdb/Altering.html#Altering
17. Altering Execution
Once you think you have found an error in your program, you might want to find out for certain whether correcting the apparent error would lead to correct results in the rest of the run. You can find the answer by experiment, using the gdb features for altering execution of the program.
For example, you can store new values into variables or memory locations, give your program a signal, restart it at a different address, or even return prematurely from a function.
Assignment: Assignment to variables
Jumping: Continuing at a different address
Signaling: Giving your program a signal
Returning: Returning from a function
Calling: Calling your program's functions
Patching: Patching your program
Compiling and Injecting Code: Compiling and injecting code in GDB
This is a pretty good reference to the old Apple implementation of "fix and continue". It also references other working implementations.
http://sources.redhat.com/ml/gdb/2003-06/msg00500.html
Here is a snippet:
Fix and continue is a feature implemented by many other debuggers,
which we added to our gdb for this release. Sun Workshop, SGI ProDev
WorkShop, Microsoft's Visual Studio, HP's wdb, and Sun's Hotspot Java
VM all provide this feature in one way or another. I based our
implementation on the HP wdb Fix and Continue feature, which they
added a few years back. Although my final implementation follows the
general outlines of the approach they took, there is almost no shared
code between them. Some of this is because of the architectual
differences (both the processor and the ABI), but even more of it is
due to implementation design differences.
Note that this capability may have been removed in a later version of their toolchain.
UPDATE: Dec-21-2012
There is a GDB Roadmap PDF presentation that includes a slide describing "Fix and Continue" among other bullet points. The presentation is dated July-9-2012 so maybe there is hope to have this added at some point. The presentation was part of the GNU Tools Cauldron 2012.
Also, I get it that adding E&C to GDB or anywhere in Linux land is a tough chore with all the different components.
But I don't see E&C as controversial. I remember using it in VB5 and VB6 and it was probably there before that. Also it's been in Office VBA since way back. And it's been in Visual Studio since VS2005. VS2003 was the only one that didn't have it and I remember devs howling about it. They intended to add it back anyway and they did with VS2005 and it's been there since. It works with C#, VB, and also C and C++. It's been in MS core tools for 20+ years, almost continuous (counting VB when it was standalone), and subtracting VS2003. But you could still say they had it in Office VBA during the VS2003 period ;)
And Jetbrains recently added it too their C# tool Rider. They bragged about it (rightly so imo) in their Rider blog.

Any improvements on the GCC/Windows DLLs/C++ STL front?

Yesterday, I got bit by a rather annoying crash when using DLLs compiled with GCC under Cygwin. Basically, as soon as you run with a debugger, you may end up landing in a debugging trap caused by RtlFreeHeap() receiving an address to something it did not allocate.
This is a known bug with GCC 3.4 on Cygwin. The situation arises because the libstdc++ library includes a "clever" optimization for empty strings. I spare you the details (see the references throughout this post), but whenever you allocate memory in one DLL for an std::string object that "belongs" to another DLL, you end up giving one heap a chunk to free that came from another heap. Hence the SIGTRAP in RtlFreeHeap().
There are other problems reported when exceptions are thrown across DLL boundaries.
This makes GCC 3.4 on Windows an unacceptable solution as soon as your project is based on DLLs and the STL. I have a few options to move past this option, many of which are very time-consuming and/or annoying:
I can patch my libstdc++ or rebuild it with the --enable-fully-dynamic-string configuration option
I can use static libraries instead, which increases my link time
I cannot (yet) switch to another compiler either, because of some other tools I'm using. The comments I find from some GCC people is that "it's almost never reported, so it's probably not a problem", which annoys me even more.
Does anyone have some news about this? I can't find any clear announcement that this has been fixed (the bug is still marked as "assigned"), except one comment on the GNU Radio bug tracker.
Thanks!
The general problem you're running into is that C++ was never really meant as a component language. It was really designed to be used to create complete standalone applications. Things like shared libraries and other such mechanisms were created by vendors on their own. Think of this example: suppose you created a C++ component that returns a C++ object. How is the C++ component know that it will be used by a C++ caller? And if the caller is a C++ application, why not just use the library directly?
Of course, the above information doesn't really help you.
Instead, I would create the shared libraries/DLLs such that you follow a couple of rules:
Any object created by a component is also destroyed by the same component.
A component can be safely unloaded when all of its created objects are destroyed.
You may have to create additional APIs in your component to ensure these rules, but by following these rules, it will ensure that problems like the one described won't happen.