Difference between revisions of "Debugging"
(Disable ingame backtrace) |
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Latest revision as of 20:34, 28 November 2010
General
See also Coding/Debug commands.
Windows
Code::Blocks
- Compile the game in debugging mode
- To add debugging symbols in Windows use in C::B the Build target, through the build menu:
windows_debug
instead ofwindows
- To add debugging symbols in Windows use in C::B the Build target, through the build menu:
- The Code::Blocks-installation includes
gdb
. - Integrated debugging
- Use +set vid_fullscreen 0 +set vid_grabmouse 0 +set developer 1 as program arguments
- Just select the debugging option from the menu - you will get a backtrace and so on after the game crashed
- Manual debugging
- You should add the Code::Blocks installation folder to your environment path variable (most likely
C:\Code::Blocks\bin
) - To start UFO:AI in the debugger you need to enter the windows-console (Start->Execute->cmd.exe)
- Enter the UFO:AI folder and type
gdb ufo.exe
- Now you are in the debug console of
gdb
- Run the game with
run +set vid_fullscreen 0 +set vid_grabmouse 0
- or with
run +set vid_fullscreen 0 +set vid_grabmouse 0 +set developer 1
if you need the debug-messages from within the code.
- After a crash you can toggle via Alt Tab to gdb console.
- To locate the problem, type
bt full
which generates a backtrace and displays the values of local variables.
- You should add the Code::Blocks installation folder to your environment path variable (most likely
- Submit this information to the bugtracker.
Dr.MinGW
Dr.MinGW is a JIT debugger (Just-In-Time-Debugger) - see the homepage for more information about it.
gdb on Windows
Yes, gdb
also works under Windows. The usage is the same as shown in the #Linux and #Useful gdb stuff section below.
Add instructions here on how to make gdb work. It seems to be incldued in Dev-Cpp, but not in others - and even in Dev-Cpp you need to set paths.
Linux
Disable ingame backtrace
./configure --disable-execinfo
gdb
- You have to have
gdb
installed (included in the Codeblocks package). - Add the gdb.exe to your path.
- Compile the game in debugging mode (standard).
- Go to directory where
ufo
binary is located (see directory tree). - Run
gdb ufo
from the commandline. - Now you are in the debug console of
gdb
- Run the game with
run +set vid_fullscreen 0 +set vid_grabmouse 0
- or with
run +set vid_fullscreen 0 +set vid_grabmouse 0 +set developer 1
if you need the debug-messages from within the code.
- After a crash you can toggle via 'Alt Tab to gdb console.
- Type
bt full
to generate a backtrace and locate the problem. - Copy the output in the console and submit to the bugtracker.
Visit this site for a more in-depth gdb tutorial.
Generate core dumps
You can also generate core dumps from a running process - attach gdb to the process, type generate-core-file
and detach again. Now you have the core file for later debugging.
Breakpoints
There are several commands to set breakpoints via gdb:
break function
break filename:line
To remove them type:
clear function
clear filename:line
delete
- Remove all breakpoints
delete n
- Remove the ith breakpoint
Type info breakpoints
to get a list of all breakpoints
Inspect variables
You can use print i
or the abbrevation p i
to print the content of the variable i
. You can also print structures by typing ptype structureName_t
.
print
accepts some format parameters:
- o = octal
- x = hex
- d = decimal
- u = unsigned decimal
- t = binary
- f = float
- a = address
- c = char
Use them via print /x i
Other useful commands
- To find out where you currently are type the command:
where
- To print some source around the current location type:
list
step
Execute a single line in the program. If the current statement calls a function, the function is single stepped.next
Execute a single line in the program but treat function calls as a single line. This command is used to skip over function calls.- To log output to a file, start by entering
set logging file <filename>
when ready to start logging, enter
set logging on
usually you will want to enter bt full
to generate & log the backtrace.
valgrind
Use valgrind to detect and fix memory bugs. There is a script that might help you in contrib/scripts/
named valgrind.sh
. It will create a logfile in trunk of the output.
bugle
bugle can be used to trace OpenGL calls, hunt for unchecked OpenGL errors, take video shots, and do plenty of other OpenGL-related debugging.
e.g. to get a full trace of OpenGL calls:
BUGLE_CHAIN=trace LD_PRELOAD=/path/to/libbugle.so ufo +set gl_driver /path/to/libbugle.so
glibc backtrace
The glibc feature for producing stacktraces is used in UFO, too - to get meaningful output from the printed stackstrace you can use the addr2line command from the binutils package.
Useful gdb stuff
Hints
- Use tab for command and variable completion
- Ctrl C stops the program (use
c
orcontinue
to continue the execution
Commands
help [command]
- Prints information about the gdb command
list
- Prints code from current active position (useful to set breakpoints)
break
- Handle breakpoints. Type
help breakpoints
to gdb console to get information. Example: break 184 if (status == 0) - b CL_ParticleRun2 will e.g. set a breakpoint to the function CL_ParticleRun2
watch
- Sets a watchpoint. The main difference between watch and breakpoints is that a breakpoint was set for a specific line - and a watchpoint can get active on every line - it only needs it's condition to get true. Example: watch (varname > 1024)
inspect
- Prints the value of a variable to gdb console (see
print
) print
- Prints a value of a variable to gdb console (see
inspect
). If variable is a pointer you can dereferencing it by typingprint *[varname]
- like in C. You can even assign a value to a var by typing print [varname] = [value] ptype
- Prints the type (typedef or struct) of the given variable name
bt
- Prints the backtrace
c
- Continue the game execution