Exe builds from Visual Studio also open a terminal - visual-studio

When building and running an OpenGL Solution, it opens the OpenGl window and a terminal. My question is how do I set it so that this terminal appear in my debug build but not my final build?
I'm using Visual Studio 2017.

Set the Debug configuration to use the CONSOLE subsystem and WINDOWS for Release.
Don't forget to adapt your entry-point (main() vs WinMain()) if your application framework (if any) doesn't handle that internally. SDL2 for example handles that for you via some #ifdef logic.

Related

On Visual Studio 2019, how to debug pure C++ and CLI C++ in a C++ Debug program?

I want to debug a C++ MFC/CLI program developped on Visual Studio 2019.
Until now, I can debug C++ native (MFC) code.
DebugType in Debug panel is set to Auto.
All breakpoints in C++/CLI modules are flagged as inactive (a red circle with an interrogation character in a yellow triangle).
After having changed DebugType from Auto to 'Mixed (.Net Framework), Visual Studio, when starting a debug session, is displaying following warning box.
But my build is in DEBUG mode !
What is happening ?
What must I do to debug pure C++ AND CLI C++ code ?
PS: I have also tried to debug in only C++/CLI code, but Visual Studio 2019 is displaying same message !
On Visual Studio 2019, how to debug pure C++ and CLI C++ in a C++
Debug program?
Since I do not have your project and cannot troubleshoot the issue quickly unless you provide a sample.
You can try the following suggestions:
Suggestions
1) try to reset all settings by Tools-->Import and Export Settings-->Reset All Settings
2) disable any third party extensions under Extensions-->Manage Extensions in case one of them causes the behavior.
3) check Use Managed Compatibility Mode option, Enable .NET Framework source stepping option and Suppress JIT optimization on module load (Managed only) option under Tools-->Options-->Debugging-->General.
4) close VS, delete .vs hidden folder, Debug folder from the solution folder and also Debug folder in the project folder. Then restart your project to test again.
I'm putting this here because it might help someone in the future, and because it's completely nuts.
I've followed all instructions I could find, including the ones on this question, reinstalled VS twice, with different versions, and nothing.
What solved for me was to simply delete the lines of code and write them again.
Yes.
I know.

Assign executable file name for debug session (Visual Studio 2019)

We have a legacy Visual Studio 2003.NET C++ DLL project. Still works with VS2003 on Windows 10 but we're looking to migrate to VS2019.
In VS2003 when you debug (F5), the box Executable for Debugging Session pops up. In the Executable file name box you select Browse... and navigate to the .EXE which will consume your DLL. Great!
But how to do the same in VS2019? Whenever I debug, Visual Studio thinks I'm using the Local Windows Debugger and I get the error "[PATH][PROJECT].dll is not a valid Win32 application". The Debug > Attach to Process... option is not right either because my target executable is not running yet.
If I'm understanding the problem correctly, I think you want to select the Debugging section of your DLL project's property pages. There you can choose which debugger to use and you can even set the executable you want to launch.

Debugging Makefile project (mingw-gcc) on Visual Studio

I installed MinGW and created a makefile project on Visual Studio Community 2015 today and got it working for compilation.
Still two things are bugging me:
Interface
I can't tell Visual Studio to prevent closing the console window after running the program. Even Start Without Debugging closes the window and the project properties are not the same as a normal VS project, so I don't know how to configure this.
Debugging
Setting breakpoints is hopeless. Apparently the debugger won't understand debug info from files compiled with other compilers. I get Module was built without symbols..
I've tried setting up gdb according to this answer, but then starting the debugger lead me to this window:
which indicates that the executable has indeed debugging symbols (I'm compiling with -g)
I can feel I'm getting pretty close. What am I missing?
mingw-gcc generates DWARF format debugging information in its
executables. The Visual Studio debugger expects separate PDB
debugging files as produced by Microsoft's compilers. It can't
recognize DWARF.
You can debug MinGW executables either with
the gdb console, as you have almost started to do, or for
"visual" debugging you can do it in an IDE that supports gdb,
on Windows, such as CodeLite, Eclipse-CDT, CodeBlocks. If you
are wedded to Visual Studio you might try your luck with
Microsoft's open sourced Visual Studio MI Debug Engine ,
which according to its blurb "enables debugging with debuggers that support the gdb Machine Interface ("MI") specification such as GDB, LLDB, and CLRDBG".
I know nothing more about it

Debugging in Unity (C#) + Visual Studio Code Work on OS X?

I really like the idea of working with Visual Studio, C# and Unity on OS X.
Has anyone made debugging with C# in Unity work with Visual Studio Code on OS X?
Yes it works absolutely fine. Unity is C#, JavaScript or Boo. So, you don't need .NET for it. Unity uses Mono runtime. So, an existing VS project can be opened in Unity for Mac OS X.
EDIT
Here is a link that helps you to attach a debugger to the VS endpoint.
http://www.yunspace.com/2015/01/19/integrating-visualstudio-with-unity3d-on-mac-using-vstools/
You can try VS Tools for Unity too.
http://unityvs.com
UPDATE
There is this awesome Unity Plugin by dotBunny that solves the problem and integrates Code with Unity tools.
Hi the solution is https://github.com/dotBunny/VSCode This plugin works on both MacOS and Windows and gives you the following capabilities:
•An option to enable VS Code integration (Editor –> Assets –> Enable Integration), this updates your solution files and (more importantly) keeps them in sync. This also sets the preferred external tool editor in the Unity preferences.
*Note, the old “Sync MonoDevelop” option is now gone in the Unity editor from V5.2
•It writes out the necessary (and sometimes hard to find) VS Code configuration files, including the ability to hide “non-code” files in the editor (hides things like .sln, .csproj and the ever present unity .meta files)
There are a couple of other settings in there to help speed up the integration.
•Automatically launches VS Code direct to your project folder, EVERY-TIME. no longer do you have to worry about keeping that window open, or switching around if you work on multiple projects
One thing to be aware of, once you enable the VSCode integration, changing your preferred code editor in the External Tools preferences will have no effect as the plugin takes over opening code files. If you want to use another editor, you’ll have to disable the integration first.
These are just the main highlights as there are more features in there as well.
Currently you need to download the plugin files from GitHub
An existing Visual Studio solution can be build and debugged with Visual Studio Code on the Mac with Mono. You have to use the launch.json and tasks.json files.
I described it on my blog: Compile and Debug
To build Unity in Visual Studio Code, you can hook up Mono xbuild compiler as a task runner, so you don't even have to leave IDE to have errors and warnings.
See https://twitter.com/_eppz/status/846859856787259392 for more.
It's a little unstable. But it's possible from recent VSC version.
1) Install this VSC Unity plugin-in.
https://github.com/dotBunny/VSCode/
2) Follow these commands. (Step 1, 2 and 3)
https://code.visualstudio.com/Docs/runtimes/unity
3) After you complete the settings, launch the VSC using Unity menu.
Assets/Open C# Project in Code
4) Play the Unity project.
You can see the debug port number on the unity console.
And the project's launch.json file will be renewed automatically.
To open launch.json, click option icons.
the file exists in this folder.
.vscode/launch.json
sample.
{
"version":"0.1.0",
"configurations":[
{
"name":"Unity",
"type":"mono",
"address":"localhost",
"port":56621
}
]
}
5) Start debug in VSC debug tab.
That's it. Hope this help.
Update, 2016 - the petition was popular enough that some VS Code extensions have been written for it: https://marketplace.visualstudio.com/search?term=unity&target=VSCode&sortBy=Relevance
Petition for it on the Visual Studio UserVoice page: http://visualstudio.uservoice.com/forums/293070-visual-studio-code/suggestions/7752702-unity-integration
[Feb 2017] It is now possible to do this without the dotBunny plugin.
i.e. Support is built into Unity natively.
Just to repeat, you don't need to fiddle with Unity, just VSCode.
Instructions here
Instructions are incomplete though, and I didn't take screenshots (please do!), but basically what I did was:
(...and please improve these instructions as you go, I'm working from memory...)
I deleted/renamed my .vscode/Launch.json file, as per the link.
Double-click on some file to bring up the project in VSCode (maybe first make sure that in Unity's settings you have selected VSCode as your default code editor)
clicking the bug icon then the cogwheel, as per the link.
I had to install that vscode-unity-debug plugin in VSCode, just filtering the search with 'unity' found it.
I then had to press the green 'play' triangle.
I set a breakpoint in my code.
Now over to unity and press play, and the breakpoint gets hit.
The Unity Debugger for Visual Studio Code is working, but doesn't work well enough when doing any kind of serious work for now. I really hope they will improve it in the future as I prefer VS Code over VS.
Current problems I encountered
-Sometimes I cannot step in a function, the debugger will hang until you detach
-no local variable, you have to watch everything
-some more complex variable have no support, so you can't see what is inside
-A bit overall unstable with unexpected behaviours.
What I love about it,
Attaching & Detaching is a breeze. Just press a button, allowing to attach and detach quickly as needed. e.g. At the beginning of the program I work on, there will be an bunch of exception. I can detach and attach quickly to skip the exceptions.
The problems with it are too constraining as it currently stands, I had to go back to the classic Visual Studio.

Can std::cout be redirected to output view in Visual Studio 2010 C++ out-of-the-box?

I want to know if this can be done in the latest version of VS by a simple setting somewhere that causes VS to behave in a way that is equivalent to "ContextMenu">run "a_Java_src_file_with_main" in the Eclipse IDE. I'm using the trial version of VS 2010 Pro on a new W7 platform. Even the minimal helloworld cpp source file added to a project generated from the "empty" template redirects into a command window.
Same question 3 years ago:
Capturing cout in Visual Studio 2005 output window?
And 9 months ago:
How to redirect stdout to output window from visual studio
I'm aware of using OutputDebugString(...) and of redirecting the stream to a file as alternatives.
Capture console output for debugging in VS?
Simple way to do this is to "suppress the console window" by building an executable with a WinMain entry point on windows instead of main.
This can usually be done by editing the project settings, but if you use cmake, like me, these settings are overwritten every time you call the cmake build. So, in this case you need to add WIN32 to executable target in CMakeList.txt or set CMAKE_WIN32_EXECUTABLE to true for cmake configure command.

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