Exception during running custom clang Frontend tool on some input files - c++11

I have written a custom clang Frontend tool according to the following link.
http://clang.llvm.org/docs/RAVFrontendAction.html
Now I am giving clang source code itself to my frontend tool for static analysis.
My tool is throwing an exception for this test case
https://llvm.org/svn/llvm-project/cfe/trunk/test/CXX/expr/expr.const/p2-0x.cpp
From the documentation of this test case, It is written for undefined behavior.
And while running ClangTool on this test it throws stackoverflow exception even before the control comes in HandleTranslationUnit.
As clang can generate AST for the above test case, I assume the exception might be coming during compilation. Now the question is can't I continue visiting AST nodes for such files as I don't care about the semantics of input source files. I am only interested in static analysis.
Is this the expected behavior? Then how to traverse the generated AST and visit the nodes. I am really stuck at this moment and have no clue how to proceed.
Would you please help me to fix this issue.
Thanks in advance!
Thanks,
Hemant Bhagat

I found the answer. There is problem with system recursion depth. On Windows default recursion depth limit is 512. So in the case of test case mentioned in question, stack is getting overflowed even before reaching recursion limit. Hence decreasing the recursion depth limit to 27 avoided stack overflow exception.
Similar is the case with template depth.

Related

is there any efficient way to solve the runtime error?

In competitive programming your code should be error free. The runtime error is common when you go for writing a code. So can anyone help me to find why this error occur.
There's no one fix way to solve run time error. This is because runtime errors are caused by a bunch of reasons. Some common reasons are :
Division by zero.
Trying to access or modify Invalid or out of bounds array/vector/string index.
Very large memory allocation.
Data type mismatch errors
Most of these require you to correct them in different way through debugging process and checking your code. There's no fix one stop solution for it.

What does call stack results in error reports mean?

I am trying to understand the Go 1.13 error handling from https://pkg.go.dev/github.com/pkg/errors?tab=doc#pkg-overview but could not get the meaning of the following description:
which when applied recursively up the call stack results in error reports without context or debugging information
Could someone please provide an example in corresponding to sentence above.
What is the advantage of error in Go 1.13 in comparing to old style error handling?
Reading the next section on the page could potentially enlighten you.
The "err" being returned recursively, is the error being propagated to the caller, ultimately reaching the top level caller (main for instance), this is what this means.
Now if the cause or detail of the error is not specified, it is going to be very hard to know how to fix it. Providing context, ensures that the emitter of the error can be easily identified.

How to find out what implicit(s) are used in my scala code

Problem statement:
I read in multiple sources/articles that implicits drive up scala compilation time
I want to remove/reduce them to minimum possible to see what compilation time without them will look like (codebase is around 1000 files of various complexity based on scalaz & akka & slick)
I don't really know what kind of static analysis I can perform. Any liks/references to already existing tooling highly appreciated.
It is true that implicits can degrade compilation speed, especially for code that uses them for type-level computations. It is definitely worth it to measure their impact. Unfortunately it can be difficult to track down the culprits. There are tools that can help though:
Run scalac with -Ystatistics:typer to see how many tree nodes are processed during type-checking. E.g. you can check the number of ApplyToImplicitArgs and ApplyImplicitView relative to the total (and maybe compare this to another code base).
There is currently an effort by the Scala Center to improve the status quo hosted at scalacenter/scalac-profiling. It includes an sbt plugin that should be able to give you an idea about implicit search times, but it's still in its infancy (not published yet at the time of writing). I haven't tested it myself but you can still give it a try.
You can also compile with -Xlog-implicits, pipe the output to a file and analyse the logs. It will show a message for each implicit candidate that was considered but failed, complete with source position, search type and reason for the failure. Such failed searches are expensive. You can write a simple script with your favourite scripting language (why not Scala?) to summarize the data and even plot it with some nice graphics.
Aside: How to resolve a specific implicit instance?
Just use reify and good ol' println debugging:
import scala.collection.SortedSet
import scala.reflect.runtime.universe._
println(showCode(reify { SortedSet(1,2,3) }.tree))
// => SortedSet.apply(1, 2, 3)(Ordering.Int)
There is scalac profiling being done by scala center now: https://scalacenter.github.io/scalac-profiling/

More specific OpenGL error information

Is there a way to retrieve more detailed error information when OpenGL has flagged an error? I know there isn't in core OpenGL, but is there perhaps some common extension or platform- or driver-dependent way or anything at all?
My basic problem is that I have a game (written in Java with JOGL), and when people have trouble with it, which they do on certain hardware/software configurations, it can be quite hard to trace down where the root of the problem lies. For performance reasons, I can't keep calling glGetError for each command but only do so at a few points in the program, so it's kind of hard to even find what command even flagged the error to begin with. Even if I could, however, the extremely general error codes that OpenGL have don't really tell me all that much about what happened (seeing as how the manpages on the commands even describe how the various error codes are reused for sometimes quite many different actual error conditions).
It would be tremendously helpful if there were a way to find out what OpenGL command actually flagged the error, and also more details about the error that was flagged (like, if I get GL_INVALID_VALUE, what value to what argument was invalid and why?).
It seems a bit strange that drivers wouldn't provide this information, even if in a completely custom way, but looked as I have, I sure haven't found any way to find it. If it really is that they don't, is there any good reason for why that is so?
Actually, there is a feature in core OpenGL that will give you detailed debug information. But you are going to have to set your minimum version requirement pretty high to have this as a core feature.
Nevertheless, see this article -- even though it only went core in OpenGL 4.3, it existed in extension form for quite some time and it does not require any special hardware feature. So for the most part all you really need is a recent driver from NV or AMD.
I have an example of how to use this extension in an answer I wrote a while back, complete with a few utility functions to make the output easier to read. It is written in C, so I do not know how helpful it will be, but you might find something useful.
Here is the sort of output you can expect from this extension (AMD Catalyst):
OpenGL Error:
=============
Object ID: 102
Severity: Medium
Type: Performance
Source: API
Message: glDrawElements uses element index type 'GL_UNSIGNED_BYTE' that is not
optimal for the current hardware configuration; consider using
'GL_UNSIGNED_SHORT' instead.
Not only will it give you error information, but it will even give you things like performance warnings for doing something silly like using 8-bit vertex indices (which desktop GPUs do not like).
To answer another one of your questions, if you set the debug output to synchronous and install a breakpoint in your debug callback you can easily make any debugger break on an OpenGL error. If you examine the callstack you should be able to quickly identify exactly what API call generated most errors.
Here are some suggestions.
According to the man pages, glGetError returns the value of the error flag and then resets it to GL_NO_ERROR. I would use this property to track down your bug - if nothing else you can switch up where you call it and do a binary search to find where the error occurs.
I doubt calling glGetError will give you a performance hit. All it does is read back an error flag.
If you don't have the ability to test this on the specific hardware/software configurations those people have, it may be tricky. OpenGL drivers are implemented for specific devices, after all.
glGetError is good for basically saying that the previous line screwed up. That should give you a good starting point - you can look up in the man pages why that function will throw the error, rather than trying to figure it out based on its enum name.
There are other specific error functions to call, such as glGetProgramiv, and glGetFramebufferStatus, that you may want to check, as glGetError doesn't check for every type of error. IE Just because it reads clean doesn't mean another error didn't happen.

What helps to you improve your ability to find a bug?

I want to know if there are method to quickly find bugs in the program.
It seems that the more you master the architecture of your software, the more quickly
you can locate the bugs.
How the programmers improve their ability to find a bug?
Logging, and unit tests. The more information you have about what happened, the easier it is to reproduce it. The more modular you can make your code, the easier it is to check that it really is misbehaving where you think it is, and then check that your fix solves the problem.
Divide and conquer. Whenever you are debugging, you should be thinking about cutting down the possible locations of the problem. Every time you run the app, you should be trying to eliminate a possible source and zero in on the actual location. This can be done with logging, with a debugger, assertions, etc.
Here's a prophylactic method after you have found a bug: I find it really helpful to take a minute and think about the bug.
What was the bug exactly in essence.
Why did it occur.
Could you have found it earlier, easier.
Anything else you learned from the bug.
I find taking a minute to think about these things will make it far less likely that you will produce the same bug in the future.
I will assume you mean logic bugs. The best way I have found to capture logic bugs is to implement some sort of testing scheme. Check out jUnit as the standard. Pretty much you define a set of accepted outputs of your methods. Every time you compile your system it checks all of your test cases. If you have introduced new logic that breaks your tests, you will know about it instantly and know exactly what you have to fix.
Test driven design is a pretty big movement in programming right now. You will be hard pressed to find a language that doesn't support some kind of testing. Even JavaScript has a multitude of test suites.
Experience makes you a better debugger. Pay close attention to the bugs that you AND others commonly make. Try to figure out if/how these bugs apply to ALL code that affects you, not the single instance of where the bug was seen.
Raymond Chen is famous for his powers of psychic debugging.
Most of what looks like psychic
debugging is really just knowing what
people tend to get wrong.
That means that you don't necessarily have to be intimately familiar with the architecture / system. You just need enough knowledge to understand the types of bugs that apply and are easy to make.
I personally take the approach of thinking about where the bug may be in the code before actually opening up the code and taking a look. When you first start with this approach, it may not actually work very well, especially if you are pretty unfamiliar with the code base. However, over time someone will be able to tell you the behavior they are experiencing and you'll have a good idea where the problem is located or you may even know what to fix in the code to remedy the problem before even looking at the code.
I was on a project for several years that maintained by a vendor. They were not very good debuggers and most of the time it was up to us to point them to an area of the code that had the problem. What made our problem worse was that we didn't have a nice way to view the source code, so a lot of our "debugging" was just feeling.
Error checking and reporting. The #1 newbie coder debugging mistake is to turn off error reporting, avoid checking for whether what's going on makes sense, etc etc. In general, people feel like if they can't see anything going wrong then nothing is going wrong. Which of course could not be further from the case.
Instead, your code should be chock full of error conditions that will make lots of noise, with detailed reporting, someplace you will see it. (This doesn't mean inside a production web page.) Then, instead of having to trace an error all over the place because it got passed through sixteen layers of execution before it finally got someplace that broke, your errors start happening proximately to the actual issue.
It seems that the more you master the
architecture of your software ,the
more quickly you can locate the bugs.
After understanding the architecture, one's ability to find bugs in the application increases with their ability to identify and write extensive tests.
Know your tools.
Make sure that you know how to use conditional breakpoints and watches in your debugger.
Use static analysis tools as well - they can point out the more obvious issues.
Sleep and rest.
Use programming methods that produce fewer bugs in the first place.
If to implement a single stand-alone functional requirement it takes N separate point-edits to source code, the number of bugs put into the code is roughly proportional to N, so find programming methods that minimize N. Ways to do this: DRY (don't repeat yourself), code generation, and DSL (domain-specific-language).
Where bugs are likely, have unit tests.
Obviously.IMHO, the best unit tests are monte-carlo.
Make intermediate results visible.
For example, compilers have intermediate representations, in the form of 4-tuples. If there is a bug, the intermediate code can be examined. That tells if the bug is in the first or second half of the compiler.
P.S. Most programmers are not aware that they have a choice of how much data structure to use. The less data structure you use, the less are the chances for bugs (and performance issues) caused by it.
I find tracepoints to be an invaluable debugging tool. They are a bit like logging, except you create them during a debugging session to solve a particular issue, like breakpoints.
Printing the stacktrace in a tracepoint can be especially useful. For example, you can print the hash code and stacktrace in the constructor of an object, and then later on when the object is used again you can search for its hashcode to see which client code created it. Same for seeing who disposed it or called a certain method etc.
They are also great for debugging issues related to window focus changes etc, where the debugger would interfere if you drop in break mode.
Static code tools like FindBugs
Assertions, assertions, and assertions.
Some areas of our code has 4 or 5 assertions for each line of real code. When we get a bug report the first thing that happens is that the customer data is processed in our debug build 99 times out a hundred an assert will fire near the cause of the bug.
Additionally our debug build perform redundant calculations to ensure that an optimized algorithm is returning the correct result, and also debug functions are used to examine the sanity of data structures.
The hardest thing new developers have to contend with is getting their code to survive the assertions of the code gthey are calling.
Additionally we do not allow any code to be putback to toplevel that causes any integration or unit test to fail.
Stepping through the code, examining flow/state where unexpected behavior is occurring. (Then develop a test for it, of course).
Writing Debug.Write(message) in your code and using DebugView is another option. And then run your application find out what is going on.
"Architecture" in software means something like:
Several components
The components interact across clearly-defined interfaces
Each component has a well-defined responsibility
The responsibility of one component is unlike the responsibilities of other components
So, as you said, the better the architecture the easier it is to find bugs.
First: knowing the bug, you can decide which functionality is broken, and therefore know which component implements that functionality. For example, if the bug is that something isn't being logged properly, therefore this bug should be in one of 3 places:
In the component that's responsible for logging (your logging library)
Or, above that in the application code which is using this library
Or, below that in the system code which this library is using
Second: examine the data transfered across the interfaces between components. To continue the previous example above:
Set a debugger breakpoint on the application code which invokes the logger API, to verify whether the logger API is being used correctly (e.g. whether it's being invoked at all, whether parameters are as-expected, etc.).
Doing this tells you whether the bug is in the component above this interface, or in the component that's below this interface.
Repeat (perhaps using binary search if the call stack is very deep) until you've found which component is at fault.
When you come to the point that you think there must be a bug in the OS, check your assertions -- and put them into the code with "assert" statements.
Conversely, as you are writing the code, think of the range of valid inputs for your algorithms and put in assertions to make sure you have what you think you have. Same goes for output: Check that you produced what you think you produced.
E.g. if you expect a non-empty list:
l = getList(input)
assert l, "List was empty for input: %s" % str(input)
I'm part of the QA team # work, and knowing anything about the product and how it is developed, helps a lot in finding bugs, also when I make new QA tools I pass it to our dev team to test it, finding bugs in your own code is just plain hard!
Some people say programmers are tainted, so we cannot see bugs in their own product; we are not talking about code here, we are beyond that, usability and functionality itself.
Meanwhile unit testing seams to be a nice solution to find bugs in your own code, its totally pointless if you're wrong even before writing the unit test, how are you going to find the bugs then? you don't!, let your co-worker find them, hire a QA guy.
Scientific debugging is what I always used, and it greatly helps.
Basically, if you can replicate a bug, you can track its origin. You should then experiment some tests, observe the results, and infer hypotheses on why the bug happens.
Writing about all your hypotheses, attempts, expected results and observed results can help you track down the bugs, particularly if they're nasty.
There are automated tools that can help you with that process, particularly git-bisect (and similar bisection tools on other revision systems) to quickly find which change introduced the bug, unit testing to reproduce a bug and prevent regressions in your code (can be used in combination with bisect), and delta debugging to find the culprit in your code (similar to git-bisect but whereas git-bisect works on the code history, delta debugging works on the code directly).
But whatever the tools you are using, the most important benefit is in the scientific methodology, as this is the formalization of what most experienced debuggers do.

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