How to determine what program is doing when it becomes non responsive? - c++

My program is becoming non responsive when it is executing a certain function. How can I see what it's doing in real time to know why it's becoming non responsive?
It's not crashing, so I can't see the reason unfortunately. How can I find out what it's doing?
What can I do? What programs are out there that are good in this type of situation for both with and without the actual source code?

You need to run in the debugger, then break execution when the slowdown occurs. The place it stops, more than likely, will be where your problem is. If you start and stop multiple times, the place execution breaks most often will probably say for sure.
Or use a profiler. Either program will work with out without source, though it is much, MUCH, easier to use them with source and debug symbols (without requires quite a bit of assembler knowledge skill on the platform you are running.)

Have a look at Process Monitor from Sysinternals http://technet.microsoft.com/en-us/sysinternals/bb896645

A. with the source code
You can attach Visual Studio to a process and press break. Afterwards have a look at the call stack. If ti is not crashing its potentially no recursion. So you should see what it is doing.
If it is a multithreaded application switch between the threads and watch the call stack.
B. without the source code
I assume this is hard. The only thing that can be found is external analysis. Like wireshark to watch Network activities or Process Monitor from Sysinternals (procmon.exe) to see registry or file access.

Related

Using struct in c++, Can't figure out the problem [duplicate]

This is intended to be a general-purpose question to assist new programmers who have a problem with a program, but who do not know how to use a debugger to diagnose the cause of the problem.
This question covers three classes of more specific question:
When I run my program, it does not produce the output I expect for the input I gave it.
When I run my program, it crashes and gives me a stack trace. I have examined the stack trace, but I still do not know the cause of the problem because the stack trace does not provide me with enough information.
When I run my program, it crashes because of a segmentation fault (SEGV).
A debugger is a program that can examine the state of your program while your program is running. The technical means it uses for doing this are not necessary for understanding the basics of using a debugger. You can use a debugger to halt the execution of your program when it reaches a particular place in your code, and then examine the values of the variables in the program. You can use a debugger to run your program very slowly, one line of code at a time (called single stepping), while you examine the values of its variables.
Using a debugger is an expected basic skill
A debugger is a very powerful tool for helping diagnose problems with programs. And debuggers are available for all practical programming languages. Therefore, being able to use a debugger is considered a basic skill of any professional or enthusiast programmer. And using a debugger yourself is considered basic work you should do yourself before asking others for help. As this site is for professional and enthusiast programmers, and not a help desk or mentoring site, if you have a question about a problem with a specific program, but have not used a debugger, your question is very likely to be closed and downvoted. If you persist with questions like that, you will eventually be blocked from posting more.
How a debugger can help you
By using a debugger you can discover whether a variable has the wrong value, and where in your program its value changed to the wrong value.
Using single stepping you can also discover whether the control flow is as you expect. For example, whether an if branch executed when you expect it ought to be.
General notes on using a debugger
The specifics of using a debugger depend on the debugger and, to a lesser degree, the programming language you are using.
You can attach a debugger to a process already running your program. You might do it if your program is stuck.
In practice it is often easier to run your program under the control of a debugger from the very start.
You indicate where your program should stop executing by indicating the source code file and line number of the line at which execution should stop, or by indicating the name of the method/function at which the program should stop (if you want to stop as soon as execution enters the method). The technical means that the debugger uses to cause your program to stop is called a breakpoint and this process is called setting a breakpoint.
Most modern debuggers are part of an IDE and provide you with a convenient GUI for examining the source code and variables of your program, with a point-and-click interface for setting breakpoints, running your program, and single stepping it.
Using a debugger can be very difficult unless your program executable or bytecode files include debugging symbol information and cross-references to your source code. You might have to compile (or recompile) your program slightly differently to ensure that information is present. If the compiler performs extensive optimizations, those cross-references can become confusing. You might therefore have to recompile your program with optimizations turned off.
I want to add that a debugger isn't always the perfect solution, and shouldn't always be the go-to solution to debugging. Here are a few cases where a debugger might not work for you:
The part of your program which fails is really large (poor modularization, perhaps?) and you're not exactly sure where to start stepping through the code. Stepping through all of it might be too time-consuming.
Your program uses a lot of callbacks and other non-linear flow control methods, which makes the debugger confused when you step through it.
Your program is multi-threaded. Or even worse, your problem is caused by a race condition.
The code that has the bug in it runs many times before it bugs out. This can be particularly problematic in main loops, or worse yet, in physics engines, where the problem could be numerical. Even setting a breakpoint, in this case, would simply have you hitting it many times, with the bug not appearing.
Your program must run in real-time. This is a big issue for programs that connect to the network. If you set up a breakpoint in your network code, the other end isn't going to wait for you to step through, it's simply going to time out. Programs that rely on the system clock, e.g. games with frameskip, aren't much better off either.
Your program performs some form of destructive actions, like writing to files or sending e-mails, and you'd like to limit the number of times you need to run through it.
You can tell that your bug is caused by incorrect values arriving at function X, but you don't know where these values come from. Having to run through the program, again and again, setting breakpoints farther and farther back, can be a huge hassle. Especially if function X is called from many places throughout the program.
In all of these cases, either having your program stop abruptly could cause the end results to differ, or stepping through manually in search of the one line where the bug is caused is too much of a hassle. This can equally happen whether your bug is incorrect behavior, or a crash. For instance, if memory corruption causes a crash, by the time the crash happens, it's too far from where the memory corruption first occurred, and no useful information is left.
So, what are the alternatives?
Simplest is simply logging and assertions. Add logs to your program at various points, and compare what you get with what you're expecting. For instance, see if the function where you think there's a bug is even called in the first place. See if the variables at the start of a method are what you think they are. Unlike breakpoints, it's okay for there to be many log lines in which nothing special happens. You can simply search through the log afterward. Once you hit a log line that's different from what you're expecting, add more in the same area. Narrow it down farther and farther, until it's small enough to be able to log every line in the bugged area.
Assertions can be used to trap incorrect values as they occur, rather than once they have an effect visible to the end-user. The quicker you catch an incorrect value, the closer you are to the line that produced it.
Refactor and unit test. If your program is too big, it might be worthwhile to test it one class or one function at a time. Give it inputs, and look at the outputs, and see which are not as you're expecting. Being able to narrow down a bug from an entire program to a single function can make a huge difference in debugging time.
In case of memory leaks or memory stomping, use appropriate tools that are able to analyze and detect these at runtime. Being able to detect where the actual corruption occurs is the first step. After this, you can use logs to work your way back to where incorrect values were introduced.
Remember that debugging is a process going backward. You have the end result - a bug - and find the cause, which preceded it. It's about working your way backward and, unfortunately, debuggers only step forwards. This is where good logging and postmortem analysis can give you much better results.

Why is the following nested loop not working as intended? [duplicate]

This is intended to be a general-purpose question to assist new programmers who have a problem with a program, but who do not know how to use a debugger to diagnose the cause of the problem.
This question covers three classes of more specific question:
When I run my program, it does not produce the output I expect for the input I gave it.
When I run my program, it crashes and gives me a stack trace. I have examined the stack trace, but I still do not know the cause of the problem because the stack trace does not provide me with enough information.
When I run my program, it crashes because of a segmentation fault (SEGV).
A debugger is a program that can examine the state of your program while your program is running. The technical means it uses for doing this are not necessary for understanding the basics of using a debugger. You can use a debugger to halt the execution of your program when it reaches a particular place in your code, and then examine the values of the variables in the program. You can use a debugger to run your program very slowly, one line of code at a time (called single stepping), while you examine the values of its variables.
Using a debugger is an expected basic skill
A debugger is a very powerful tool for helping diagnose problems with programs. And debuggers are available for all practical programming languages. Therefore, being able to use a debugger is considered a basic skill of any professional or enthusiast programmer. And using a debugger yourself is considered basic work you should do yourself before asking others for help. As this site is for professional and enthusiast programmers, and not a help desk or mentoring site, if you have a question about a problem with a specific program, but have not used a debugger, your question is very likely to be closed and downvoted. If you persist with questions like that, you will eventually be blocked from posting more.
How a debugger can help you
By using a debugger you can discover whether a variable has the wrong value, and where in your program its value changed to the wrong value.
Using single stepping you can also discover whether the control flow is as you expect. For example, whether an if branch executed when you expect it ought to be.
General notes on using a debugger
The specifics of using a debugger depend on the debugger and, to a lesser degree, the programming language you are using.
You can attach a debugger to a process already running your program. You might do it if your program is stuck.
In practice it is often easier to run your program under the control of a debugger from the very start.
You indicate where your program should stop executing by indicating the source code file and line number of the line at which execution should stop, or by indicating the name of the method/function at which the program should stop (if you want to stop as soon as execution enters the method). The technical means that the debugger uses to cause your program to stop is called a breakpoint and this process is called setting a breakpoint.
Most modern debuggers are part of an IDE and provide you with a convenient GUI for examining the source code and variables of your program, with a point-and-click interface for setting breakpoints, running your program, and single stepping it.
Using a debugger can be very difficult unless your program executable or bytecode files include debugging symbol information and cross-references to your source code. You might have to compile (or recompile) your program slightly differently to ensure that information is present. If the compiler performs extensive optimizations, those cross-references can become confusing. You might therefore have to recompile your program with optimizations turned off.
I want to add that a debugger isn't always the perfect solution, and shouldn't always be the go-to solution to debugging. Here are a few cases where a debugger might not work for you:
The part of your program which fails is really large (poor modularization, perhaps?) and you're not exactly sure where to start stepping through the code. Stepping through all of it might be too time-consuming.
Your program uses a lot of callbacks and other non-linear flow control methods, which makes the debugger confused when you step through it.
Your program is multi-threaded. Or even worse, your problem is caused by a race condition.
The code that has the bug in it runs many times before it bugs out. This can be particularly problematic in main loops, or worse yet, in physics engines, where the problem could be numerical. Even setting a breakpoint, in this case, would simply have you hitting it many times, with the bug not appearing.
Your program must run in real-time. This is a big issue for programs that connect to the network. If you set up a breakpoint in your network code, the other end isn't going to wait for you to step through, it's simply going to time out. Programs that rely on the system clock, e.g. games with frameskip, aren't much better off either.
Your program performs some form of destructive actions, like writing to files or sending e-mails, and you'd like to limit the number of times you need to run through it.
You can tell that your bug is caused by incorrect values arriving at function X, but you don't know where these values come from. Having to run through the program, again and again, setting breakpoints farther and farther back, can be a huge hassle. Especially if function X is called from many places throughout the program.
In all of these cases, either having your program stop abruptly could cause the end results to differ, or stepping through manually in search of the one line where the bug is caused is too much of a hassle. This can equally happen whether your bug is incorrect behavior, or a crash. For instance, if memory corruption causes a crash, by the time the crash happens, it's too far from where the memory corruption first occurred, and no useful information is left.
So, what are the alternatives?
Simplest is simply logging and assertions. Add logs to your program at various points, and compare what you get with what you're expecting. For instance, see if the function where you think there's a bug is even called in the first place. See if the variables at the start of a method are what you think they are. Unlike breakpoints, it's okay for there to be many log lines in which nothing special happens. You can simply search through the log afterward. Once you hit a log line that's different from what you're expecting, add more in the same area. Narrow it down farther and farther, until it's small enough to be able to log every line in the bugged area.
Assertions can be used to trap incorrect values as they occur, rather than once they have an effect visible to the end-user. The quicker you catch an incorrect value, the closer you are to the line that produced it.
Refactor and unit test. If your program is too big, it might be worthwhile to test it one class or one function at a time. Give it inputs, and look at the outputs, and see which are not as you're expecting. Being able to narrow down a bug from an entire program to a single function can make a huge difference in debugging time.
In case of memory leaks or memory stomping, use appropriate tools that are able to analyze and detect these at runtime. Being able to detect where the actual corruption occurs is the first step. After this, you can use logs to work your way back to where incorrect values were introduced.
Remember that debugging is a process going backward. You have the end result - a bug - and find the cause, which preceded it. It's about working your way backward and, unfortunately, debuggers only step forwards. This is where good logging and postmortem analysis can give you much better results.

Why this code for listing all files in a directory crashes? [duplicate]

This is intended to be a general-purpose question to assist new programmers who have a problem with a program, but who do not know how to use a debugger to diagnose the cause of the problem.
This question covers three classes of more specific question:
When I run my program, it does not produce the output I expect for the input I gave it.
When I run my program, it crashes and gives me a stack trace. I have examined the stack trace, but I still do not know the cause of the problem because the stack trace does not provide me with enough information.
When I run my program, it crashes because of a segmentation fault (SEGV).
A debugger is a program that can examine the state of your program while your program is running. The technical means it uses for doing this are not necessary for understanding the basics of using a debugger. You can use a debugger to halt the execution of your program when it reaches a particular place in your code, and then examine the values of the variables in the program. You can use a debugger to run your program very slowly, one line of code at a time (called single stepping), while you examine the values of its variables.
Using a debugger is an expected basic skill
A debugger is a very powerful tool for helping diagnose problems with programs. And debuggers are available for all practical programming languages. Therefore, being able to use a debugger is considered a basic skill of any professional or enthusiast programmer. And using a debugger yourself is considered basic work you should do yourself before asking others for help. As this site is for professional and enthusiast programmers, and not a help desk or mentoring site, if you have a question about a problem with a specific program, but have not used a debugger, your question is very likely to be closed and downvoted. If you persist with questions like that, you will eventually be blocked from posting more.
How a debugger can help you
By using a debugger you can discover whether a variable has the wrong value, and where in your program its value changed to the wrong value.
Using single stepping you can also discover whether the control flow is as you expect. For example, whether an if branch executed when you expect it ought to be.
General notes on using a debugger
The specifics of using a debugger depend on the debugger and, to a lesser degree, the programming language you are using.
You can attach a debugger to a process already running your program. You might do it if your program is stuck.
In practice it is often easier to run your program under the control of a debugger from the very start.
You indicate where your program should stop executing by indicating the source code file and line number of the line at which execution should stop, or by indicating the name of the method/function at which the program should stop (if you want to stop as soon as execution enters the method). The technical means that the debugger uses to cause your program to stop is called a breakpoint and this process is called setting a breakpoint.
Most modern debuggers are part of an IDE and provide you with a convenient GUI for examining the source code and variables of your program, with a point-and-click interface for setting breakpoints, running your program, and single stepping it.
Using a debugger can be very difficult unless your program executable or bytecode files include debugging symbol information and cross-references to your source code. You might have to compile (or recompile) your program slightly differently to ensure that information is present. If the compiler performs extensive optimizations, those cross-references can become confusing. You might therefore have to recompile your program with optimizations turned off.
I want to add that a debugger isn't always the perfect solution, and shouldn't always be the go-to solution to debugging. Here are a few cases where a debugger might not work for you:
The part of your program which fails is really large (poor modularization, perhaps?) and you're not exactly sure where to start stepping through the code. Stepping through all of it might be too time-consuming.
Your program uses a lot of callbacks and other non-linear flow control methods, which makes the debugger confused when you step through it.
Your program is multi-threaded. Or even worse, your problem is caused by a race condition.
The code that has the bug in it runs many times before it bugs out. This can be particularly problematic in main loops, or worse yet, in physics engines, where the problem could be numerical. Even setting a breakpoint, in this case, would simply have you hitting it many times, with the bug not appearing.
Your program must run in real-time. This is a big issue for programs that connect to the network. If you set up a breakpoint in your network code, the other end isn't going to wait for you to step through, it's simply going to time out. Programs that rely on the system clock, e.g. games with frameskip, aren't much better off either.
Your program performs some form of destructive actions, like writing to files or sending e-mails, and you'd like to limit the number of times you need to run through it.
You can tell that your bug is caused by incorrect values arriving at function X, but you don't know where these values come from. Having to run through the program, again and again, setting breakpoints farther and farther back, can be a huge hassle. Especially if function X is called from many places throughout the program.
In all of these cases, either having your program stop abruptly could cause the end results to differ, or stepping through manually in search of the one line where the bug is caused is too much of a hassle. This can equally happen whether your bug is incorrect behavior, or a crash. For instance, if memory corruption causes a crash, by the time the crash happens, it's too far from where the memory corruption first occurred, and no useful information is left.
So, what are the alternatives?
Simplest is simply logging and assertions. Add logs to your program at various points, and compare what you get with what you're expecting. For instance, see if the function where you think there's a bug is even called in the first place. See if the variables at the start of a method are what you think they are. Unlike breakpoints, it's okay for there to be many log lines in which nothing special happens. You can simply search through the log afterward. Once you hit a log line that's different from what you're expecting, add more in the same area. Narrow it down farther and farther, until it's small enough to be able to log every line in the bugged area.
Assertions can be used to trap incorrect values as they occur, rather than once they have an effect visible to the end-user. The quicker you catch an incorrect value, the closer you are to the line that produced it.
Refactor and unit test. If your program is too big, it might be worthwhile to test it one class or one function at a time. Give it inputs, and look at the outputs, and see which are not as you're expecting. Being able to narrow down a bug from an entire program to a single function can make a huge difference in debugging time.
In case of memory leaks or memory stomping, use appropriate tools that are able to analyze and detect these at runtime. Being able to detect where the actual corruption occurs is the first step. After this, you can use logs to work your way back to where incorrect values were introduced.
Remember that debugging is a process going backward. You have the end result - a bug - and find the cause, which preceded it. It's about working your way backward and, unfortunately, debuggers only step forwards. This is where good logging and postmortem analysis can give you much better results.

Making an Quick Sort Algorithm in C++ [duplicate]

This is intended to be a general-purpose question to assist new programmers who have a problem with a program, but who do not know how to use a debugger to diagnose the cause of the problem.
This question covers three classes of more specific question:
When I run my program, it does not produce the output I expect for the input I gave it.
When I run my program, it crashes and gives me a stack trace. I have examined the stack trace, but I still do not know the cause of the problem because the stack trace does not provide me with enough information.
When I run my program, it crashes because of a segmentation fault (SEGV).
A debugger is a program that can examine the state of your program while your program is running. The technical means it uses for doing this are not necessary for understanding the basics of using a debugger. You can use a debugger to halt the execution of your program when it reaches a particular place in your code, and then examine the values of the variables in the program. You can use a debugger to run your program very slowly, one line of code at a time (called single stepping), while you examine the values of its variables.
Using a debugger is an expected basic skill
A debugger is a very powerful tool for helping diagnose problems with programs. And debuggers are available for all practical programming languages. Therefore, being able to use a debugger is considered a basic skill of any professional or enthusiast programmer. And using a debugger yourself is considered basic work you should do yourself before asking others for help. As this site is for professional and enthusiast programmers, and not a help desk or mentoring site, if you have a question about a problem with a specific program, but have not used a debugger, your question is very likely to be closed and downvoted. If you persist with questions like that, you will eventually be blocked from posting more.
How a debugger can help you
By using a debugger you can discover whether a variable has the wrong value, and where in your program its value changed to the wrong value.
Using single stepping you can also discover whether the control flow is as you expect. For example, whether an if branch executed when you expect it ought to be.
General notes on using a debugger
The specifics of using a debugger depend on the debugger and, to a lesser degree, the programming language you are using.
You can attach a debugger to a process already running your program. You might do it if your program is stuck.
In practice it is often easier to run your program under the control of a debugger from the very start.
You indicate where your program should stop executing by indicating the source code file and line number of the line at which execution should stop, or by indicating the name of the method/function at which the program should stop (if you want to stop as soon as execution enters the method). The technical means that the debugger uses to cause your program to stop is called a breakpoint and this process is called setting a breakpoint.
Most modern debuggers are part of an IDE and provide you with a convenient GUI for examining the source code and variables of your program, with a point-and-click interface for setting breakpoints, running your program, and single stepping it.
Using a debugger can be very difficult unless your program executable or bytecode files include debugging symbol information and cross-references to your source code. You might have to compile (or recompile) your program slightly differently to ensure that information is present. If the compiler performs extensive optimizations, those cross-references can become confusing. You might therefore have to recompile your program with optimizations turned off.
I want to add that a debugger isn't always the perfect solution, and shouldn't always be the go-to solution to debugging. Here are a few cases where a debugger might not work for you:
The part of your program which fails is really large (poor modularization, perhaps?) and you're not exactly sure where to start stepping through the code. Stepping through all of it might be too time-consuming.
Your program uses a lot of callbacks and other non-linear flow control methods, which makes the debugger confused when you step through it.
Your program is multi-threaded. Or even worse, your problem is caused by a race condition.
The code that has the bug in it runs many times before it bugs out. This can be particularly problematic in main loops, or worse yet, in physics engines, where the problem could be numerical. Even setting a breakpoint, in this case, would simply have you hitting it many times, with the bug not appearing.
Your program must run in real-time. This is a big issue for programs that connect to the network. If you set up a breakpoint in your network code, the other end isn't going to wait for you to step through, it's simply going to time out. Programs that rely on the system clock, e.g. games with frameskip, aren't much better off either.
Your program performs some form of destructive actions, like writing to files or sending e-mails, and you'd like to limit the number of times you need to run through it.
You can tell that your bug is caused by incorrect values arriving at function X, but you don't know where these values come from. Having to run through the program, again and again, setting breakpoints farther and farther back, can be a huge hassle. Especially if function X is called from many places throughout the program.
In all of these cases, either having your program stop abruptly could cause the end results to differ, or stepping through manually in search of the one line where the bug is caused is too much of a hassle. This can equally happen whether your bug is incorrect behavior, or a crash. For instance, if memory corruption causes a crash, by the time the crash happens, it's too far from where the memory corruption first occurred, and no useful information is left.
So, what are the alternatives?
Simplest is simply logging and assertions. Add logs to your program at various points, and compare what you get with what you're expecting. For instance, see if the function where you think there's a bug is even called in the first place. See if the variables at the start of a method are what you think they are. Unlike breakpoints, it's okay for there to be many log lines in which nothing special happens. You can simply search through the log afterward. Once you hit a log line that's different from what you're expecting, add more in the same area. Narrow it down farther and farther, until it's small enough to be able to log every line in the bugged area.
Assertions can be used to trap incorrect values as they occur, rather than once they have an effect visible to the end-user. The quicker you catch an incorrect value, the closer you are to the line that produced it.
Refactor and unit test. If your program is too big, it might be worthwhile to test it one class or one function at a time. Give it inputs, and look at the outputs, and see which are not as you're expecting. Being able to narrow down a bug from an entire program to a single function can make a huge difference in debugging time.
In case of memory leaks or memory stomping, use appropriate tools that are able to analyze and detect these at runtime. Being able to detect where the actual corruption occurs is the first step. After this, you can use logs to work your way back to where incorrect values were introduced.
Remember that debugging is a process going backward. You have the end result - a bug - and find the cause, which preceded it. It's about working your way backward and, unfortunately, debuggers only step forwards. This is where good logging and postmortem analysis can give you much better results.

What exactly does a debugger do?

I've stumbled onto a very interesting issue where a function (has to deal with the Windows clipboard) in my app only works properly when a breakpoint is hit inside the function. This got me wondering, what exactly does the debugger do (VS2008, C++) when it hits a breakpoint?
Without directly answering your question (since I suspect the debugger's internal workings may not really be the problem), I'll offer two possible reasons this might occur that I've seen before:
First, your program does pause when it hits a breakpoint, and often that delay is enough time for something to happen (perhaps in another thread or another process) that has to happen before your function will work. One easy way to verify this is to add a pause for a few seconds beforehand and run the program normally. If that works, you'll have to look for a more reliable way of finding the problem.
Second, Visual Studio has historically (I'm not certain about 2008) over-allocated memory when running in debug mode. So, for example, if you have an array of int[10] allocated, it should, by rights, get 40 bytes of memory, but Visual Studio might give it 44 or more, presumably in case you have an out-of-bounds error. Of course, if you DO have an out-of-bounds error, this over-allocation might make it appear to be working anyway.
Typically, for software breakpoints, the debugger places an interrupt instruction at the location you set the breakpoint at. This transfers control of the program to the debugger's interrupt handler, and from there you're in a world where the debugger can decide what to do (present you with a command prompt, print the stack and continue, what have you.)
On a related note, "This works in the debugger but not when I run without a breakpoint" suggests to me that you have a race condition. So if your app is multithreaded, consider examining your locking discipline.
It might be a timing / thread synchronization issue. Do you do any multimedia or multithreading stuff in your program?
The reason your app only works properly when a breakpoint is hit might be that you have some watches with side effects still in your watch list from previous debugging sessions. When you hit the break point, the watch is executed and your program behaves differently.
http://en.wikipedia.org/wiki/Debugger
A debugger essentially allows you to step through your source code and examine how the code is working. If you set a breakpoint, and run in debug mode, your code will pause at that break point and allow you to step into the code. This has some distinct advantages. First, you can see what the status of your variables are in memory. Second, it allows you to make sure your code is doing what you expect it to do without having to do a whole ton of print statements. And, third, it let's you make sure the logic is working the way you expect it to work.
Edit: A debugger is one of the more valuable tools in my development toolbox, and I'd recommend that you learn and understand how to use the tool to improve your development process.
I'd recommend reading the Wikipedia article for more information.
The debugger just halts execution of your program when it hits a breakpoint. If your program is working okay when it hits the breakpoint, but doesn't work without the breakpoint, that would indicate to me that you have a race condition or another threading issue in your code. The breakpoint is stopping the execution of your code, perhaps allowing another process to complete normally?
It stops the program counter for your process (the one you are debugging), and shows the current value of your variables, and uses the value of your variables at the moment to calculate expressions.
You must take into account, that if you edit some variable value when you hit a breakpoint, you are altering your process state, so it may behave differently.
Debugging is possible because the compiler inserts debugging information (such as function names, variable names, etc) into your executable. Its possible not to include this information.
Debuggers sometimes change the way the program behaves in order to work properly.
I'm not sure about Visual Studio but in Eclipse for example. Java classes are not loaded the same when ran inside the IDE and when ran outside of it.
You may also be having a race condition and the debugger stops one of the threads so when you continue the program flow it's at the right conditions.
More info on the program might help.
On Windows there is another difference caused by the debugger. When your program is launched by the debugger, Windows will use a different memory manager (heap manager to be exact) for your program. Instead of the default heap manager your program will now get the debug heap manager, which differs in the following points:
it initializes allocated memory to a pattern (0xCDCDCDCD comes to mind but I could be wrong)
it fills freed memory with another pattern
it overallocates heap allocations (like a previous answer mentioned)
All in all it changes the memory use patterns of your program so if you have a memory thrashing bug somewhere its behavior might change.
Two useful tricks:
Use PageHeap to catch memory accesses beyond the end of allocated blocks
Build using the /RTCsu (older Visual C++ compilers: /GX) switch. This will initialize the memory for all your local variables to a nonzero bit pattern and will also throw a runtime error when an unitialized local variable is accessed.