lua debug.traceback - debugging

I want to call the lua function debug.traceback() in c++ to get the trackback information in c++, so I added the function in c++ like this:
int luaErrorHandler(lua_State *m_state) {
if (!lua_isstring(m_state, 1))
return 1;
lua_getfield(m_state, LUA_GLOBALSINDEX, "debug");
if (!lua_istable(m_state, -1)) {
lua_pop(m_state, 1);
return 1;
}
lua_getfield(m_state, -1, "traceback");
if (!lua_isfunction(m_state, -1)) {
lua_pop(m_state, 2);
return 1;
}
lua_pushvalue(m_state, 1); /* pass error message */
lua_pushinteger(m_state, 2);
lua_call(m_state, 2, 1); /* call debug.traceback */
return 1;
}
and then I use lua_pushcfunction(L, luaErrorHandler) to push it into the stack , and use lua_insert() to move the function to the bottom, then lua_pcall(L, nArgs, 1, errIndex) to call the lua function. The stack should be like this at this time: ..luaErrorHandler , func, arg1 , arg2....
The problem is when I called the function, somehow the function changed the stack inside itself( I think..) , so I get the error "attempt to call a number value", and it goes correctly when I was not using the error handler function.
Is there any advise on how to use debug.traceback() correctly? Or how can I debug this problem cause I totally have no idea how it goes wrong.

C functions registered with a lua_State should return the number of return values they are pushing to the stack. Your function is not returning anything (to the Lua stack), but is telling Lua that it pushed a single value. As a result Lua will pop a value after your function finished and pass it to the caller. Probably the value that is popped is what you intended to call, but instead ended up calling the next thing on the stack - a number.
Try replacing the appropriate return 1 statements with return 0 and think carefully about the stack contents before each return to make sure you don't pop something.

Related

Why this is an infinite loop

i have declared a map below using stl and inserted some values in it.
#include<bits/stdc++.h>
int main()
{
map<int,int> m;
m[1]=1;
m[2]=1;
m[3]=1;
m[4]=1;
m[5]=1;
m[6]=1;
for(auto it=m.begin();it!=m.end();)
{
cout<<it->first<<" "<<it->second<<endl;
it=it++;
}
return 0;
}
When i executed the above written code it ended up in an infinite loop. Can someone tell me why it does so?
I am incrementing the value of iterator it and then it gets stored in it which should get incremented next time the loop is executed and eventually it should terminate normally.Am i wrong?
The bad line is it = it++;. It is undefined behavior! Because it is not defined, when it is increased, in your case it is increased before the assingment to itsself again, that the value of it before it is increased is assigned to it again and so it keeps at the first position. The correct line would be it = ++it; or only ++it;/it++;, because it changes itsself.
Edit
That is only undefined with the builtin types, but in here that is defined by the source-code of the map in the stl.
If you try doing something similar with an int, you'll get a warning:
int nums[] = { 1, 2, 3, 4, 5 };
for (int i = 0; i < sizeof nums / sizeof *nums; ) {
cout << nums[i] << '\n';
i = i++;
}
warning: operation on 'i' may be undefined [-Wsequence-point]
However, when you're using a class (std::map::iterator) which has operator overloading, the compiler probably isn't smart enought to detect this.
In other words, what you're doing is a sequence point violation, so the behavior is undefined behavior.
The post-increment operation would behave like this:
iterator operator ++ (int) {
auto copy = *this;
++*this;
return copy;
}
So, what happens to your increment step is that iterator it would get overwritten by the copy of its original value. If the map isn't empty, your loop would remain stuck on the first element.

Why does the debugger have to jump "back and forth" before it sets my tuple value?

I've actually fixed this problem already (while documenting it for this post), but I still want to know is why it is happening, so that I can understand what I did and hopefully avoid wasting time with it in the future.
In a Swift project, I have a function that parses out a string that I know will be presented in a specific format and uses it to fill in some instance variables.
There is a helper function that is passed the string, a starting index, and a divider character and spits out a tuple made up of the next string and the index from which to continue. Just in case a poorly formatted string gets passed in, I define a return type of (String, Int)? and return nil if the divider character isn't found.
The helper function looks, in relevant part, like this:
func nextChunk(stringArray: Array<Character>, startIndex: Int, divider: Character) -> (String, Int)?
{
[...]
var returnValue: (String, Int)? = (returnString, i)
return returnValue
}
So far, so good. I set a breakpoint, and just before the function returns, I see that all is as it should be:
(lldb) po returnValue
(0 = "21三體綜合症", 1 = 7)
{
0 = "21三體綜合症"
1 = 7
}
That's what I expected to see: the correct string value, and the correct index.
However, when I go back to the init() function that called the helper in the first place, and put a breakpoint immediately after the call:
var returnedValue = self.nextChunk(stringArray, startIndex: stringArrayIndex, divider: " ")
I get a completely different value for returnedValue than I had for returnValue:
(lldb) po returnedValue
(0 = "I", 1 = 48)
{
0 = "I"
1 = 48
}
Now here's the really weird part. After I get the return value, I want to test to see if it's nil, and if it's not, I want to use the values I fetched to set a couple of instance variables:
if(returnedValue == nil)
{
return
}
else
{
self.traditionalCharacter = returnedValue!.0
stringArrayIndex = returnedValue!.1
}
If I comment out both of the lines in the "else" brackets:
else
{
// self.traditionalCharacter = returnedValue!.0
// stringArrayIndex = returnedValue!.1
}
then my original breakpoint gives the expected value for the returned tuple:
(lldb) po returnedValue
(0 = "21三體綜合症", 1 = 7)
{
0 = "21三體綜合症"
1 = 7
}
Again: the breakpoint is set before this if/else statement, so I'm taking the value before any of this code has had the chance to execute.
After banging my head against this for a few hours, I realize that...there isn't actually a problem. If I press the "step over" button in the debugger, the execution pointer jumps back from the if() line to the call to nextChunk. Pressing it again sends it forward to "if" again, and sets the values properly.
This extra double-jump only happens if the assignment code is active, consistently and reproducibly. As I know, since I reproduced it for hours trying to figure out what was wrong before even trying stepping forward and noticing that it "fixed itself."
So my question is: why? Is this a bug in the debugger, or am I using breakpoints wrong? It happens just the same whether I put the breakpoint between the function call and the if() or on the if() line. Can someone explain why the debugger is jumping back and forth and when the value I need is actually getting set?

modify captured array c++11 lambda function

I'm writing an Windows phone application with C++/CX. The function tries to copy input array to output array asynchronously:
IAsyncAction CopyAsync(const Platform::Array<byte, 1>^ input, Platform::WriteOnlyArray<byte, 1>^ output)
{
byte *inputData = input->Data;
byte *outputData = output->Data;
int byteCount = input->Length;
// if I put it here, there is no error
//memcpy_s(outputData, byteCount, inputData, byteCount);
return concurrency::create_async([&]() -> void {
memcpy_s(outputData, byteCount, inputData, byteCount); // access violation exception
return;
});
}
This function compiles but cannot run correctly and produces an "Access violation exception". How can I modify values in the output array?
This is Undefined Behaviour: by the time you use your 3 captured (by reference) variables inputData/outputData/byteCount in the lambda, you already returned from CopyAsync and the stack has been trashed.
It's really the same issue as if you returned a reference to a local variable from a function (which we know is evil), except that here the references are hidden inside the lambda so it's a bit harder to see at first glance.
If you are sure that input and output won't change and will still be reachable between the moment you call CopyAsync and the moment you run the asynchronous action, you can capture your variables by value instead of by reference:
return concurrency::create_async([=]() -> void {
// ^ here
memcpy_s(outputData, byteCount, inputData, byteCount);
return;
});
Since they're only pointers (and an int), you won't be copying the pointed-to data, only the pointers themselves.
Or you could just capture input and output by value: since they're garbage-collected pointers this will at least make sure the objects are still reachable by the time you run the lambda:
return concurrency::create_async([=]() -> void {
memcpy_s(output->Data, input->Length, input->Data, input->Length);
return;
});
I for one prefer this second solution, it provides more guarantees (namely, object reachability) than the first one.

how to rb_protect everything in ruby

I want to call ruby code from my own C code. In case an exception gets raised, I have to rb_protect the ruby code I call. rb_protect looks like this:
VALUE rb_protect(VALUE (* proc) (VALUE), VALUE data, int * state)
So proc has to be a function which takes VALUE arguments and returns VALUE. I have to call a lot of functions which do not work that way. How can I rb_protect them from raising exceptions?
I have thought of using Data_Make_Struct to wrap everything into one ruby object and call methods on it. Data_Make_Struct could itself raise an exception. How do I rb_protect Data_Make_Struct?
To use rb_protect in a flexible way (e.g., to call a Ruby function with an arbitrary numbers of arguments), pass a small dispatch function to rb_protect. Ruby requires that sizeof(VALUE) == sizeof(void*), and rb_protect blindly passes the VALUE-typed data to the dispatch function without inspecting it or modifying it. This means that you can pass whatever data you want to the dispatch function, let it unpack the data and call the appropriate Ruby method(s).
For example, to rb_protect a call to a Ruby method, you might use something like this:
#define MAX_ARGS 16
struct my_callback_stuff {
VALUE obj;
ID method_id;
int nargs;
VALUE args[MAX_ARGS];
};
VALUE my_callback_dispatch(VALUE rdata)
{
struct my_callback_stuff* data = (struct my_callback_stuff*) rdata;
return rb_funcall2(data->obj, data->method_id, data->nargs, data->args);
}
... in some other function ...
{
/* need to call Ruby */
struct my_callback_stuff stuff;
stuff.obj = the_object_to_call;
stuff.method_id = rb_intern("the_method_id");
stuff.nargs = 3;
stuff.args[0] = INT2FIX(1);
stuff.args[1] = INT2FIX(2);
stuff.args[2] = INT2FIX(3);
int state = 0;
VALUE ret = rb_protect(my_callback_dispatch, (VALUE)(&stuff), &state);
if (state) {
/* ... error processing happens here ... */
}
}
Also, keep in mind that rb_rescue or rb_ensure may be a better approach for some problems.

Is it able to setup a "data breakpoint" on return value

The scenario is: there is a deep call hierarchy and each call will return HRESULT. If something bad happens, function will return S_FALSE or S_ERROR, and if a call return error, the caller will directly return the error code. normally all function will return S_OK.
So when debug an issue, I need to do many trials, see which call returns !S_OK, and go deeper, and go on... until I found the ultimate place which cause a error.
I am wondering is it able to create a "data breakpoint" on return value (eax?) So when return value changed or return value equal to some value, the program can stop ...
Why not just assign the return value to a variable, set a break on the variable whenever it equals a certain value (this is known as a conditional breakpoint), and just return the variable instead of returning S_FALSE/S_ERROR/S_OK,etc.?
ex:
public long yourFunc() {
long ret = S_OK;
if (someCondition) {
ret = S_ERROR;
}
return ret; // set a conditional breakpoint here, and put in
// a condition where ret != S_OK
}
EDIT
If you don't want to/can't change the code, you may want to check out this thread:
Is it possible to set a conditional breakpoint at the end of a function based on what the function is about to return?

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