Set breakpoints into Object Pascal code in Visual Studio Code - debugging

I installed OmniPascal and Language Pascal extensions into VSCode.
I have already installed FPC and GDB.
I already compiled the Object Pascal code and have executable file created with the FPC.
I can set breakpoints and debug C++ code within VSCode.
I can't set breakpoints into the Object Pascal code -> when clicking on the area on the left side of the line numbers, nothing happens => what should I do to be able to set the breakpoints into the Object Pascal code (and have the breakpoints used when debugging the file with GDB)?

None of these extensions have debug capabilities. According to this issue reported in OmniPascal, you could try this extension as an experimental way to debug FreePascal.

Related

VS debugger not showing some variables

I'm using VS2017, attaching to a running process (a Windows service) and breaking on a breakpoint.
When I do that, some variables that should be in scope are not recognized by the debugger - not shown in the Locals or Autos windows, no tooltip in the editor, can't add a watch or evaluate them in the Immediate window. In these cases, I'm getting an error "CS0103: The name '...' does not exist in the current context"
The executable and the referenced project where the breakpoint is placed are both built in the Debug configuration, optimization switched off. I've tried rebuilding the solution so that there's no old .pdb or such, with no effect.
Any tips what might cause this? How to make the debugger show all variables?
Solution:
Please selected one of your projects in Solution Explorer before you type the command line in Immediate Window. It will work well.

Suppress popup console in apps created using Code::Blocks IDE

I am using Code::Blocks version 13.12 with the GNU GCC Compiler. I recently installed and started using these tools on Windows 7. Although I do not believe language is a contributing factor, I use this environment to create both C and C++ applications.
After getting a clean build for either a debug or release target executable, and click on either the green "Run" or the red "Debug/Run" toolbar button, I see a console popup flicker (appear, then close) even for code that writes nothing to stdout. For example...
int main(void)
{
int a = 1;
return 0;
}
...produces a console popup.
Can anyone describe how to set the Code::Blocks IDE to suppress the console popup?
Note: I have reviewed answers related to this question here and here. These posts are related in that one is closed as a duplicate of the other, but answers for neither address this question. (i.e. Because my systems do not use Avast, Avast is completely unrelated to the issue)
You can change the settings in Code::Blocks to run as a GUI application. This will tell it to compile as such and it will not produce a console window on startup. And this is how you do so:
1. Click Project on the CodeBlocks menu.
2. Click Properties.
3. Click the second tab, Build Targets.
4. On the right, where it says Type: Console application, change it to GUI application.
5. Rebuild the project.
This is where the information was gather if you have further questions: How to get ride of console box of a GUI program compile by MinGW + Code::Block

Debugging with unity

At the current moment, what I'm doing is that I'm opening Unity, double click on one of those scripts I've written, then MonoDevelop gets opened, now I have to close unity and in MonoDevelop I do Run >> Run with >> Unity Debugger.
After this Unity gets opened and when I press the play button in unity the debugging session starts. But once only. If I stop this session in either Unity or MonoDevelop I have to repeat this whole procedure all over again, which is very tedious. I have to open Unity, close Unity, (I have to close it because next step which is Run >> Run with >> Unity Debugger will open unity and if unity is already opened I'm getting error saying that only one instance of unity can open one project at a time).
What I'm asking is:
Is there any better workflow which would free me from this tedious switching on and off Unity, and every time I stop debugging session I would just start normally without doing these tedious repetitions?
Use 'Attach' in MonoDevelop's debug menu; you should be able to attach to the running Unity process that way. (You may need to ensure that the appropriate option is turned on in Unity's preferences).
Another way to debug is by using the:
Debug.LogError("foo");
or
Debug.LogWarning("foo");
Another note is that you can actually bind objects to the Log. This will cause the editor to highlight the object is question in the event you are iterating over a list of GameObjects. i.e.:
Debug.LogWarning("this object broke", gameObject);
If you turn on "Error Pause" in the console window, the game will automatically pause when the LogError is met. But be warned, it will pause whenever an error is thrown.
I've always changed the default script editor (unity preferences -> external tools -> external script editor) to visual studio. This lets you use breakpoints and preprocessor macros to make debugging much easier. When you want to start debugging press f5 in visual studio to connect it to unity then play like normal and if a breakpoint is hit visual studio takes over.
You don't have to change anything else and you won't have to keep opening and closing things like you are now.
UnityVS is now officially part of Microsoft and is available as an add-on for vs 2010,12 and 13. Here's the MSDN blogpost linking to the various versions: http://blogs.msdn.com/b/visualstudio/archive/2014/07/29/visual-studio-tools-for-unity-1-9.aspx
Do you know about the Unity "Console" window? You should be able to open it from Menu/Windows/Console. It will act as a debugger giving you errors and warnings both while pre-compiled and at runtime. If I misunderstood the question, let me know.
Recently, Microsoft Acquired SyntaxTree, the creator of UnityVS plugin for Visual Studio, so it is going to get released for free very soon. UnityVS is a must-have plugin for every Unity3D developer, due to it's productivity and the ability or debugging of Unity3D games in Visual Studio.
http://unityvs.com/
In MonoDevelop, there's a button near the top of the window that says "attach to unity". If you do this before you play your scene, any breakpoints set in MonoDevelop will halt the main thread there.
If you're just trying to inspect values, Debug.log(message) prints data directly to unity console.
Both of these can be used while in regular play mode.
Easiest way to debug is using Debug.log("");
but this does cost you your performance so how can you debug easier?
well here is the answer:
To start debugging, press your mouse to the far left edge of the editor (next to the line number) and a red dot will appear, you would have just created a breakpoint!
This will not do anything for now, however, if you now go to Unity and press play in your editor window something great will happen…
At the very bottom of the window, if you have the locals window open (if not, Go to View > Debug Windows > Locals), you will see all of the variables that currently exist in the local instance and their values at the time of the breakpoint being hit.
To continue the applications execution, just press the “Play” button in MonoDevelop.
Your script will continue its execution (and Unity’s editor will no longer be frozen). Of course in this instance, the script will hit the breakpoint again on the next frame. So just left click the breakpoint in MonoDevelop and hit the Play button again so it doesn’t execute the breakpoint again.
You can do more things with it for example:
With breakpoints, you can make them stop the application running when certain conditions are met. For example, imagine you want to check what the values are when the fSpeed variable reaches 10. To do that, press the Stop button in MonoDevelop, and Right click on your breakpoint, then press Breakpoint Properties.
Set the condition to “Break when condition is true” and set the “Condition Expression” to “fSpeed >= 10” and then press OK.
Re-attach the editor to Unity and press the Play button in Unity, when the condition is met the breakpoint will fire and stop the application.
A note about using Condition Breakpoints: They cause performance issues as it has to validate the expression each time it is run.
this should in general be better then debug.log(""); atleast if this is what you desire.
The best way using Debug.Log() for debugging in Unity if your problem is suitable to apply this.
I'm using the plugins UnityVS, which can debug Unity projects with Visual Studio.
Very convinient.
Have a google with UnityVS
You could check out using MS Visual Studio Community and getting the Unity integration they also provide on their website. I recently tried it and it's great, you get pretty much full debugging functionality using one of the best IDE available. Paired with Unity you can get some nice productivity boosts, not just in terms of debugging capabilities, but also in terms of feature set.
In case you want to check it out, here is a link to the Community version of the IDE: https://www.visualstudio.com/en-us/products/visual-studio-community-vs.aspx
Here is also a link to the Unity integraiton I mentioned: https://www.visualstudio.com/features/unitytools-vs
Hope it helps, a fellow developer converted me from Mono and honestly I couldn't be any happier with that setup (unless some IDE integrates the "make it work" button once and for all ;) ).
With Unity 5.5 visual studio tools are built in, you can attach unity and start debugging with a single click
i.e after Edit > Preferences > External tools > External script editor > Visual studio
There are two ways of debbuging in unity once is by Log which is console basically within Unity and the other is Debugger which is VS and Mono both supporting .
Yes you are right its very awfull process to check by debug point tha what is the value of a and b etc
so here is my opinion that use only what is best suiteable for you i mean you do not need of debugging point for just know the value of a and b just log it.
and when there is need for debugging point you already know the method.
You can use the Run button (looks like a play button in the top left) to connect to the Unity Editor for debugging, but if you're not connecting to Unity successfully this way, you may want to check that the appropriate plugin is enabled in your Add-in Manager preferences.
Windows:
Tools > Add-in Manager > Unity > Mono Soft Debugger Support for Unity
OSX:
Unity > Add-in Manager > Unity > Mono Soft Debugger Support for Unity
(Select and click enable.)
use debug.log("Message"); for debugging
Something I like to do too is making shortcuts for logging useful data within the Unity Editor. For example logging the current state of all my active achievements.
[MenuItem("My Game/Runtime debug/Achievement states")]
public static void LogAchievementStates ()
{
foreach (AchievementState achievementState in Data.achievementStates)
{
Debug.Log ("Achievement " + achievementState.name + " is at " + achievementState.completion + "%");
}
}
Doing this within an editor script will display a menu button to run certain actions.
I think that what the question is after, is a way to launch a "unity built game executable" and attach the debugger to it.
Something like...
creating debugging symbols with gcc, building the application with DEBUG enabled and launching the executable program with gdb to debug it. That way you can launch debugging sessions without using an IDE. But that's in C using gcc... in C# there is no need for debugging symbols for the attached debugger to see the code and it runs over a virtual machine.
There is an open conversation about how this can be done here:
https://github.com/0xd4d/dnSpy/issues/393
Some quick notes for someone not versed in virtual machine languages. C# produces an intermediate language when compiled. Contrary to C for instance that produces machine code, executed directly by the CPU. In the case of C# this intermediate language is call Common Language (because it is common for all .NET languages like VB.NET, C#.NET and C++.NET. This intermediate language is not executed by the CPU directly but by a virtual machine instantiated once per application or process, which is called the CLR (Common Language Runtime). This means that most of the time, if the variables and methods are not replaced by gibberish (which is called obfuscating), the program can be read directly by a debugger attached to the executable.
According to the conversation, the unity engine does not use the .NET CLR but a separate (potentially modified) CLR embedded to the engine. They do describe ways to do that but, I think its safer and easier to use the Unity Editor.
Unity is built around the editor anyway! For instance, within the editor context, you can change public variables and references while playing the game, which is not a "classic" programming approach. But it is a classic debugging approach.
Lastly, there are stuff like the threads of the program that are not open sourced, so I doubt that any external tool would be able to find its way around the code. Even if, it is pure Common Language, which I seriously doubt because if it was pure CL there would be no need for a separate (potentially customized) CLR to be including in the engine.
The whole misunderstanding in my opinion, is caused by the fact that the language that Unity is using, is not exactly C#, but a unity-variant that looks like C# and it may be compatible with C# but I do not know to what degree. So, the "CLR" you are programming in Unity is actually the unity engine itself. A "CLR" focused on rendering games in many platforms and not the classic C# CLR.
About the other answers:
- MonoDevelop lets you use breakpoints and preprocessor macros just as well as any other IDE.
- As for the text debugging using the log. Of course its possible but this is what one does when "real debugging" is not available.
tried visual studio? there you can attach the scripts to unity and debug them.
First you have to attach the C# code present in monodevelop or visual studio to the Unity debugger, than press the play button in the IDE monodevelop and than in last play it on unity.
You can just put some print() or something idono
Just try to open the C# scripts with Visual Studio you want to debug Use Visual Studio 2017 for this purpose and just start the project with debugger and apply breakpoints on your desired location and run the project . I think it will solve you issue and debug the desired piece of code
Unity documentation -- Debugging C# code in Unity provides the complete methods to debug the C# code in the editor and in the player.

Why can't I debug into my C++ code on Xcode 4?

My Xcode 4 project has been working well, but from someday I can't debug into my C++ codes in a cpp file.
When I set a break point at a certain location in the C++ code, the process stops where I want to stop, and I can control the process with 'step over' or 'continue' buttons.
However, the debugger does not show any highlights on the location and I cannot access any information. In the left pane, the navigator of Xcode 4, some threads numbers are shown, but they are useless.
A message appears in the console output window :
"Warning: the current language does not match this frame"
or
"Current language: auto; currently c++ "
Debugging on Objective C/C++ code works well, though.
What should I do to debug into my C++ codes ???
Did you try reinstalling the files? Debugging c++ code on XCode 4.0 works fine for me...

Why doesn't VS2010 debugger stop at my breakpoints?

I am working on a C#.NET class library project in VS2010. In my project settings -> debug settings, I have the project set to start an external program (C:\Windows\SysWOW64\wscript.exe) which runs a very simple jscript file (test.js). The script simply creates an instance of the class and calls one of it's methods.
The problem is when I start debugging, VS2010 does not stop at any of my breakpoints. If I open up the exact same project in VS2008 it does stop at the break points. Is there a new setting somewhere that is preventing the breakpoints from being hit? Has anyone else ran into this issue?
My first check would be to disable "Just My Code"
Tools -> Options
Debugger
Uncheck "Enable Just My Code"
Try the scenario again.
To solved this problem by creating a config file for the application which is using the component to debug with the following data:
<?xml version="1.0"?>
<configuration>
<startup>
<supportedRuntime version="v2.0.50727"/>
</startup>
</configuration>
With this file you tell the debugger to use the right runtime version for debugging (it seems the debugger uses version 4.0 by default).
I have a tried a whole day to find out why I couldn't debug my visual studio 2012 console application, and the answer was embarrassing.
I was running it in "RELEASE" mode.
Sometimes the obvious is the hard to find.
Close the Visual Studio IDE and Open it. Now it will work. For me it also face the same issue. I used this way to overcome
I had a "Rebuilt" VS2013 project that I couldn't debug (no symbols). Finally, I saw Optimization was checked (Project->Properties->Build). I unchecked it and Rebuilt. Symbols loaded finally. My two cents, only use (compile) Optimization when absolutely necessary.
While I can't answer why it happens, I can provide you with workaround.
Include
using System.Diagnostics;
At the very beginning of your code (Class constructor for instance) place the following lines:
#if (DEBUG)
while(!Debugger.IsAttached);
Debugger.Break();
#endif
Start debugging.
Menu Tools→Attach to Process
Attach to your process.
breakpoint should trigger in your code.
Other breakpoints should trigger as well.
Could be a number of reasons. Usually it's because you're trying to debug against the wrong version.
These actions work about 80% of the time.
Get the latest code
Clean
Rebuild
Restart IIS
Try again
If no good, go to Debug > Windows > Modules and if the relevant dll is there, right click it and load symbols.
If it's not in the list, try running the code anyway. Sometimes even though it says the breakpoint will not be hit, it's only because the dll is not loaded until you enter a scenario that needs it. Try the scenario that depends on the dll, and it may just hit the breakpoint anyway.
Oh one more idea, restart your browser. You might have something cached from an older dll.
If the reason is wrong .NET runtime version (which was my problem), instead of creating configuration file you can simply choose the right version in the Attach to process dialog.
In the dialog, next to Attach to click on Select and switch from Automatically... to Debug these code types where you should check the right version.
If this was your problem also, then you probably had "Symbols not loaded" message on your breakpoints. Immediately after selecting the right version you should see that this error is no longer reported.
For me it was fixed by:
Open the project properties is VS2010
Goto Compile -> Advanced Compile Options
Change 'Generate debug Info' from 'None' to 'Full'
The problem could be your browser is using a cached version of the page, you are working with.
Try to add som nonsense extra querystring in your adress line of the browser f.x. add ?NONSENSE=1234
This forces the browser to use a new version of the web page since it does not know if the page should look different with this Query in the end. Next time use ?NONSENS=1235.
I had a problem with misplaced breakpoints in my native c++ code.
The reason was I had been editing the code so some line ends in the code was not \r\n. It was not possible to see in the code unless you searched for \r\n.
After inserting the proper line ends \r\n the debugger worked.
I encountered the similar issue but its in a CLR project. I had some old c++ syntax in the CLR project. For me after I enabled 'Use managed compatibility mode' in Tools>options>Debugging>General it started to hit the break points.

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