Xcode always show variables - xcode

I'm very new to xcode.
I need to know what my variables all look like. I'm writing a program for homework that constantly takes in user input in a while loop.
During a normal breakpoint the variables are visible, however when I get into an fgets call the variable viewer window is empty while it waits for the input.
I need to know what my variables look like but I don't need a breakpoint because I need to keep passing in input. How do I do that?
Edit: guys my homework is getting due soon and I'm having trouble fixing this. I need to know the answer to this question because I'm having trouble debugging my program and Google searches haven't helped me at all

Related

Can WriteProcessMemory fail but report that it didn't?

I'm trying to use Rust's Windows WriteProcessMemory in a project of mine in order to replicate the process hollowing technique. Although I use it in nearly exactly the same way in another place in the project, I'm having trouble getting this one to work. It looks to me like the whole buffer isn't getting copied to the location I enter, and/or the u8 integers are being squished into u64s when written.
The WriteProcessMemory call returns BOOL(1), which evaluates to true, and makes me think it is running successfully. If I provide the lpnumberofbyteswritten variable, it comes back as the same size as the shellcode buffer I intended to write. But the memory doesn't look right if I read it after writing, and the shellcode doesn't run properly (whereas in the other place in my project it does). Have I made a silly mistake? If so, does anyone see where?
Thank you!

AppInventor - Why does ".initialize" not work?

In my application I want to run some code when opening a screen. AppInventor has a function ".initialize" for this, but it does not seem to work.
When I open the screen the code does not run, while the code is fine because it does work when I trigger it with something else than the ".initialize" function.
I have these code blocks: https://imgur.com/a/y0ZMqa3 as you can see the code inside is exactly the same but it doesn't run when the screen initializes while it does work when I check the checkbox.
I don't think its possible to get tiny DB values when the screen initializes. Perhaps try adding another component like a clock with a timer and then using the same blocks you have on .initialize after a certain time interval of some 500 milliseconds. Since as you say it doesnt work on the .initialize block but does work when the checkbox is changed.
What's the code?
You have to give us an idea of what it is your working with for us to be able to try and help you. Trust me man the chances of your question getting answered here are slim even if you pit it perfectly.
This is way too vague for somebody to even attempt to answer.
Next time make sure you ask with specifics.

XCode Debugging - how to observe a certain object without breakpoint

Let's say there is some object I want to keep an eye on, meaning I want to know the current values of the member fields of this object while I use my app - can I do that somehow without having to set a breakpoint within some routine that has a reference to this object?
for Example, is it somehow possible breaking with the debugger in the moment the object is created, but then somehow keep an open view to this particular object within the debugger to see how variables change?
I know it's possible to set Watchpoints that will break whenever a variable changes, but that becomes very difficult to work with for variables that change very frequently - I'd rather have a live view of the objects content.
Hope the question is understandable.
Good thought. Its been a long time after the question asked.
Off course it it possible. You can use watchpoints in Xcode 5 onwards. Watchpoints will pause the program if the value is getting accessed.
You can set the watchpoints in two ways as given below.
(1) Use the following LLDB command
(lldb) w s v self->_your_variable
(2) Select the left debugging pane. select the variable you want to watch, then select on option Watch "_your_variable".
Hope this will help you.

Can I mark some code as optional while debugging in Visual Studio 2012?

I'm not sure how to really put my question into words so let me try to explain it with an example:
Let's say my program runs into some weird behavior at a specific action. I already find some code which is the cause of this weird behavior. When disabling this sequence I don't run into this behavior. Unfortunately, I need this code because something else is not working then.
So, what I gonna do next is figuring out why something is going different when that code excerpt is active.
In order to better understand what's going on I sometimes want to run the whole action including the 'bad code' and sometimes without. Then I can compare the outcome, for example what happens in the UI or what my function returns.
The first approach which comes to my mind is to run my program with the code enabled, do whatever I want, then stop my program, comment out the code, recompile and run again. Um... that sounds dumb. Especially if I then again need to turn on that code to see another time the other behavior, and then again turn off, and on, and off and so on.
It's not an option for me to use breakpoints and influence the statement order or to modify values so that I run or not run into if-statements, for-loops etc. Two examples:
I debug a timing critical behavior and when I halt the program the timing changes significantly. Thus, the first breakpoint I can set must be at the end of the action. 1
I expect a tooltip or other window to appear which is 'suppressed' when focus is given to VS. Thus, I cannot use any breakpoints at all. Neither in the beginning nor at the end of the action.1
Is there any technique in Visual Studio 2012 which allows me to mark this code to be optional and I can decide whether or not I want to run this code sequence before I execute the action? I think of something like if(true|false) on a higher level.
I'm not looking for a solution where I need to re-run my program several times. In that case I could still doing the simple approach of simply commenting out the code with #if false.
1 Note that I, of course, may set a breakpoint when I need to look into a specific variable at a certain position (if I haven't written the value into output) but will turn off breakpoints again to run the whole action in one go.
In the Visual Studio debugger you can set a breakpoint right in front of your "code in question". When the code stops at that point, you can elect to let it continue or you can right-click on any other line and select Set Next Statement.
It's kind of a weird option, but I've come to appreciate it.
The only option I can think of is to add something to your UI that only appears when debugging, giving you the option to include/exclude the operations in question.
While you're at it, you might want to enable resetting the application to a "known state" from the UI as well.
I think of something like if(true|false) on a higher level.
Why "on a higher level"? Why not use exactly this?
You want a piece of code sometimes executed, sometimes not, and the switch should be changed at run time, not at compile time - this obviously leads to
if(condition)
{
// code in stake
}
The catch here is what kind of condition you will use - maybe a variable you set to true in the release version of your code, and to false sometimes in your debug version. Maybe the value is taken from a configuration file, maybe from an environment variable, maybe calculated by some kind of logic in your program, whatever and whenever you like.
EDIT: you could also introduce a boolean variable in your code for condition, initialize it to true by default and change its value using the debugger whenever you like.
Preprocessor Directives might be what you're after. They're bits of code for the compiler to execute, identifiable by starting with a # character (and stylistically, by default they don't follow the indent pattern of your code, instead always residing firmly at the left-hand edge of the editor):
#define INCLUDE_DODGY_CODE
public void MyMethodWithDodgyBits() {
#if INCLUDE_DODGY_CODE
myDodgyMethod();
#endif
myOkMethod();
}
In this case, if #define INCLUDE_DODGY_CODE was included, the myDodgyMethod() call will be compiled into your program. Otherwise, the call will be skipped by the compiler and will simply not exist in your binary.
There are a couple of options for debugging as you ask.
Visual Studio has a number of options to directly navigate through code. You can use the Set Next Statement feature to move directly to a particular statement. You can also directly edit values through the Immediate Window the QuickWatch and the tooltip that hovers over variables while debugging.
Visual Studio also has the ability to playback the execution history. Take a look at IntelliTrace to get started. It can be helpful when you have multiple areas of concern that are interacting and generating the error condition.
You can also wrap your sections of code within conditional blocks, and set the conditional variables as appropriate. That could be while you're debugging, or you could pass parameters in through a configuration file. Using conditional checks may be easier than manually stepping through code if there are a number of statements you wish to exclude.
It sometimes depends on the version of VS and the language, but you can happily edit the code (to comment it out, or wrap it in a big #ifdef 0) then press alt+F10 and the compiler will recompile, relink and continue execution as if you'd never fiddled with it.
But while that works beautifully in VC++ (since VS v6 IIRC), C# can have issues - I find (with VS2010) that I cannot edit and continue in this way with functions containing any lambda (mainly linq) statements, and 64-bit code never used to do this too. Still, its worth experimenting with as its really useful sometimes.
I have worked on applications that have optional code used for debugging alone that should not appear in the production environment. This segment of optional code was easiest for us to control using a config file since it didn't require a re-compile to change.
Such a fix might not be the end all be all for your end result, but it might help get through it until a fix is found. If you have multiple optional sections that need to be tested in combination this style of fix could require multiple keys in the config file, which could be a downside and a pain to keep track of.
Your question isn't exactly clear, which is possibly why there are so many answers which you think are invalid. You may want to consider rewording it if no one seems able to answer the question.
With the risk of giving another non-valid answer I'll add some input on how I've dealt with the issue in the past.
The easiest way is to place any optional code within
#if DEBUG
//Optional code here
#endif
That way, when you run in debug mode the code is implemented and when you run in release mode it's not. Switching between the two requires clicking one button.
I've also solved the same problem in a similar way with a simple flag:
bool runOptionalCode = false;
then
if (runOptionalCode)
{
//Place optional code here
}
Again, switching between modes requires changing one word, so is a simple task. You mention this in your question but discount it for reasons that are unclear. As I said, it requires very little effort to switch between the two.
If you need to make changes between the code while it's running the best way is to use a UI item or a keystroke which modifies the flag mentioned in the example above. Depending on your application though this could be more effort than it's worth. In the past I've found that when I have a key listener already implemented as part of the project, having a couple of key strokes decide whether to run my debug (optional) code works best. In an application without key listeners I'd rather stick with one of the previous methods.

How to avoid debugger-only variables?

I commonly place into variables values that are only used once after assignment. I do this to make debugging more convenient later, as I'm able to hover the value on the one line where it's later used.
For example, this code doesn't let you hover the value of GetFoo():
return GetFoo();
But this code does:
var foo = GetFoo();
return foo; // your hover-foo is great
This smells very YAGNI-esque, as the functionality of the foo's assignment won't ever be used until someone needs to debug its value, which may never happen. If it weren't for the merely foreseen debugging session, the first code snippet above keeps the code simpler.
How would you write the code to best compromise between simplicity and ease of debugger use?
I don't know about other debuggers, but the integrated Visual Studio debugger will report what was returned from a function in the "Autos" window; once you step over the return statement, the return value shows up as "[function name] returned" with a value of whatever value was returned.
gdb supports the same functionality as well; the "finish" command executes the rest of the current function and prints the return value.
This being a very useful feature, I'd be surprised if most other debuggers didn't support this capability.
As for the more general "problem" of "debugger-only variables," are they really debugger-only? I tend to think that the use of well-named temporary variables can significantly improve code readability as well.
Another possibility is to learn enough assembly programming that you can read the code your compiler generates. With that skill, you can figure out where the value is being held (in a register, in memory) and see the value without having to store it in a variable.
This skill is very useful if you are ever need to debug an optimized executable. The optimizer can generate code that is significantly different from how you wrote it such that symbolic debugging is not helpful.
Another reason why you don't need intermediate variables in the Visual Studio debugger is that you can evaluate the function in the Watch Window and the Immediate window. For the watch window, just simply highlight the statement you want evaluated and drag it into the window.
I'd argue that it's not worth worrying about. Given that there's no runtime overhead in the typical case, go nuts. I think that breaking down complex statements into multiple simple statements usually increases readability.
I would leave out the assignment until it is needed. If you never happen to be in that bit of code, wanting a look at that variable, you haven't cluttered up your code unnecessarily. When you run across the need, put it in (it should be a trivial Extract Variable refactoring). And when you're done with that debugging session, get rid of it (Inline Variable). If you find yourself debugging so much - and so much at that particular point - that you're weary of refactoring back and forth, then think about ways to avoid the need; maybe more unit tests would help.

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