Debugging tools/methodology for tclsh8.5 - debugging

I've been attempting to debug some issues I'm having with calling a vendor specific TCL API. Needless to say, the API crashes at a certain point and the stderr output leaves something to be desired. Also, nothing of note in the standard /var/log/* areas either. Is there a good debugger for TCL that can perhaps give me more information on the issue? This is running on FC14, and I'm aware of the trace command provided by TCL, wanted to know if there were more options out there...

Lots of suggestions here http://wiki.tcl.tk/473. Unfortunately I can't really recommend anything as I've never found a need for a TCL debugger, but then again I havent' been in your position with a vendor API. Feel free to ask for further help!

Related

What kind of anti-debugging technique doesn't allow attaching with usermode debugger?

I'm currently in the process of learning different techniques malware use to prevent debugging, and I came across an issue I can't seem to really understand. This piece of malware that I am currently trying to figure out and debug uses some kind of anti-debugging technique that doesn't allow me to attach a debugger in the first place.
I have tried using things such as Scylla-hide, I've also tried manually going in and hooking common anti-debugging API calls to see what is going on, but no luck so far. I also tried with WinDbg hoping it would give me some error message I can go off of, and it gave me this:
WinDbg output when trying to debug program
So this got me thinking that it was doing something to prevent a thread being started and that is what is causing any debugger from being able to attach. I also tried injecting a DLL with the typical LoadLibrary CreateRemoteThreadEx technique and seems it doesn't allow me to create a thread that way either. I've looked at as much as possible on anti-debugging and can't seem to find an answer to this. Any nudge in the right direction would be greatly appreciated.
I'm hoping to be able to circumvent this in user-mode, as I'm trying to understand what exactly it is doing to stop me from debugging rather than simply bypassing it. This is my first time asking a question so sorry if anything was hard to understand.
This is the defacto antidebug reference by Peter Ferrie, it's an amazing resource: https://anti-reversing.com/Downloads/Anti-Reversing/The_Ultimate_Anti-Reversing_Reference.pdf
It contains almost every known anti-debug method, you can use this reference and tick each method off your list until you find the ones that are implemented, the book should also help you easily mitigate each method as well.
Per our conversation in the comments, the answer to your question was that the process was hooking both DbgBreakPoint and DbgUiRemoteBreakig. Patching them enabled you to then attach a debugger.

Debugging Tcl/tk application for Windows

Does it possible debug Tcl/tk application for Windows, without the source code? The application have no support and there is no source code available. There is error shown during one of operation. Is it possible to find what cause an error and whether error can be fixed by patching code?
It's very difficult without the source code, as it is at the level of the source code where you'd need to make the patch. If the code is exposing itself via the send command mechanism (or the comm package) you can probably make a bit of progress (as there's quite good introspection capabilities in Tcl by default, so info commands, info vars and info body may help, along with many other info commands and some introspectors that are elsewhere too), but it's still really difficult, particularly if you don't understand the internal structure of the code. OTOH, I wouldn't expect a production application to expose itself this way; typically you disable that sort of thing when outside development.
A standard debugger like gdb won't help, especially with the Tcl 8.6 non-recursive runtime. (Tcl applications in that environment just tend to show up as effectively “doing stuff”; there's nothing to really indicate how it hangs together.)
But the first thing to check is whether you actually have the source code. It's possible that the code has just been packaged together as a Starpack and that you can use a tool like sdx to extract the things you need to make changes in. But you aren't guaranteed to succeed at that; if the code was compiled/obscured with a commercial tool like the TDK, you really don't have the source and can't really do much about it. (By the same general principles that mean that DRM doesn't work well, it's possible to decompile the .tbc files that the TDK produces, but that's really a last-ditch thing to do as it is technically illegal in some jurisdictions, morally rather dodgy, and inclined to produce really awful output.) Can you contact the original author(s) of the code instead? If that works, it'll be cheaper and simpler…
If you've actually got the human-readable code, even if packaged with sdx, then you can do a lot more.

Game Boy emulator with a full debugger?

As part of the work I've been doing to answer this question about the technical workings of a glitch in Pokémon Red, I've been looking for a way to use a standard debugger to debug a Game Boy ROM. Although many of the emulators I've found have some support for debugging, nothing I've found so far has been helpful.
As a background, as of now I have tried to use the Visual Boy Advance built-in features to do debugging, but they aren't particularly useful for what I'm trying to do. VBA lacks the ability to set breakpoints, and since it steps forward at the level of frames rather than instructions I'm unable to see how the code is executing when I actually need it to. Although VBA says that it supports GDB debugging, I have been completely unable to get it working. I tried cross-compiling GDB for ARM as per the instructions, but could not get GDB to connect to the emulator (it would recognize that there was a program to connect to, but reported that the protocol had been violated). I repeated this with similar success in both Windows with Cygwin and on Ubuntu Linux. A friend and I tried to use Insight/GDB, but ran into exactly the same problems.
I also tried to use the NO$GBA debugger, but it refused to load my ROM for Pokémon Red (and then insulted me by saying that nothing I could try to do would fix it, as the file was just flat-out wrong).
Additionally, I tried downloading this version of Visual Boy Advance that claims to have a debugger in it, but for some reason I can't get it to enable the debugger. Pressing F11 as per its instructions has no effect whatsoever.
I believe that I've done my due diligence trying to get a debugger working, and I'm surprised that not a single one of them has worked. Does anyone know of a simple, straightforward way to debug Game Boy games using standard debugging techniques? I'm interested mostly in being able to put in memory write breakpoints (to see what routine is clobbering certain parts of memory). I would really appreciate it if someone with first-hand experience doing this could provide details on how to do this, as online resources on the subject seem pretty limited.
If you just want to debug your old gameboy games you can also use bgb which has several debugging options such as tracing, breakpoints, profiler and a lot more.
No$GBA is for GBA games; you want NO$GMB. Note that it's very buggy, and without a registered version (which may be impossible to get legitimately) rather crippled.
bgb is free and is very similar to No$GMB, but even buggier.
VBA is supposed to have a debugger, but there are a million different versions out there, so good luck finding the right one.
Check out the site GbaDev.org and look on the forums. This is the best spot on the web for GBA or even GBC questions. I can tell you that there are many versions of VBA and no$ out and about. The No$ you want was technically a pay for version, but Martin Korth hasn't been answering emails or anything for years now and I'm not sure of its status anymore. I can also answer some questions for you personally if you'd like or help you with the debugger.
I was able to go to the no$ main website, download the windows version of no$gmb, and use it to debug when run in B/W mode - should be sufficient for you needs. F12 opens roms, F2 toggles break points, space traces, F3 steps over, Ctrl-G takes you to an address (or symbol), and Ctrl_B allows conditional break points (by far the most powerful feature for you to use.) For instance, (3000)! would set a read/write breakpoint on address 0x3000. (0300..03003)! sets on a range. As you are looking for specific address changes, this is what you want.
VBA-M has a bunch of debugging tools under "Tools" menu, including memory & tile inspectors and a disassembler. It even has support for GDB. I didn't test with any frontends like gdbgui, or VSCode's GDB support, so YMMV, but the other built-in tools look pretty decent.
Go to the releases section for a build for your platform (arch linux also has it in AUR, for easy install in package manager.)
Here it is running some of the tools on a Mac:

What can we do about a randomly crashing app without source code?

I am trying to help a client with a problem, but I am running out of ideas. They have a custom, written in house application that runs on a schedule, but it crashes. I don't know how long it has been like this, so I don't think I can trace the crashes back to any particular software updates. The most unfortunate part is there is no longer any source code for the VB6 DLL which contains the meat of the logic.
This VB6 DLL is kicked off by 2-3 function calls from a VB Script. Obviously, I can modify the VB Script to add error logging, but I'm not having much luck getting quality information to pinpoint the source of the crash. I have put logging messages on either side of all of the function calls and determined which of the calls is causing the crash. However, nothing is ever returned in the err object because the call is crashing wscript.exe.
I'm not sure if there is anything else I can do. Any ideas?
Edit: The main reason I care, even though I don't have the source code is that there may be some external factor causing the crash (insufficient credentials, locked file, etc). I have checked the log file that is created in drwtsn32.log as a result of wscript.exe crashing, and the only information I get is an "Access Violation".
I first tend to think this is something to do with security permissions, but couldn't this also be a memory access violation?
You may consider using one of the Sysinternals tools if you truly think this is a problem with the environment such as file permissions. I once used Filemon to figure out all the files my application was touching and discovered a problem that way.
You may also want to do a quick sanity check with Dependency Walker to make sure you are actually loading the DLL files you think you are. I have seen the wrong version of the C runtime being loaded and causing a mysterious crash.
Depending on the scope of the application, your client might want to consider a rewrite. Without source code, they will eventually be forced to do so anyway when something else changes.
It's always possible to use a debugger - either directly on the PC that's running the crashing app or on a memory dump - to determine what's happening to a greater or lesser extent. In this case, where the code is VB6, that may not be very helpful because you'll only get useful information at the Win32 level.
Ultimately, if you don't have the source code then will finding out where the bug is really help? You won't be able to fix it anyway unless you can avoid that code path for ever in the calling script.
You could use the debugging tools for windows. Which might help you pinpoint the error, but without the source to fix it, won't do you much good.
A lazier way would be to call the dll from code (not a script) so you can at least see what is causing the issue and inspect the err object. You still won't be able to fix it, unless the problem is that it is being called incorrectly.
The guy of Coding The Wheel has a pretty interesting series about building an online poker bot which is full of serious technical info, a lot of which is concerned with how to get into existing applications and mess with them, which is, in some way, what you want to do.
Specifically, he has an article on using WinDbg to get at important info, one on how to bend function calls to your own code and one on injecting DLLs in other processes. These techniques might help to find and maybe work around or fix the crash, although I guess it's still a tough call.
There are a couple of tools that may be helpful. First, you can use dependency walker to do a runtime profile of your app:
http://www.dependencywalker.com/
There is a profile menu and you probably want to make sure that the follow child processes option is checked. This will do two things. First, it will allow you to see all of the lib versions that get pulled in. This can be helpful for some problems. Second, the runtime profile uses the debug memory manager when it runs the child processes. So, you will be able to see if buffers are getting overrun and a little bit of information about that.
Another useful tool is process monitor from Mark Russinovich:
http://technet.microsoft.com/en-us/sysinternals/bb896645.aspx
This tool will report all file, registry and thread operations. This will help you determine if any you are bumping into file or registry credential issues.
Process explorer gives you a lot of the same information:
http://technet.microsoft.com/en-us/sysinternals/bb896653.aspx
This is also a Russinovich tool. I find that it is a bit easier to look at some data through this tool.
Finally, using debugging tools for windows or dev studio can give you some insight into where the errors are occurring.
Access violation is almost always a memory error - all the more likely in this case because its random crashing (permissions would likely be more obviously reproducible). In the case of a dll it could be either
There's an error in the code in the dll itself - this could be something like a memory allocation error or even a simple loop boundary condition error.
There's an error when the dll tries to link out to another dll on the system. This will generally be caused by a mismatch between dll versions on the machine.
Your first step should be to try and get a reproducible crash condition. If you don't have a set of circumstances that will crash the system then you cannot know when you have fixed it.
I would then install the system on a clean machine and attempt to reproduce the error on that. Run a monitor and check precisely what other files (dlls etc) are open when the program crashes. I have seen code that crashes on a hyperthreaded Pentium but not on an earlier one - so restoring an old machine as a testbed may be a good option to cover that one. Varying the amount of ram in the machine is also worthwhile.
Hopefully these steps might give you a clue. Hopefully it will be an environment problem and so can be avoided by using the right version of windows, dlls etc. However if you're still stuck with the crash at this point with no good clues then your options are either to rewrite or attempt to hunt down the problem further by debugging the dll at assembler lever or dissassembling it. If you are not familiar with assembly code then both of these are long-shots and it's difficult to see what you will gain - and either option is likely to be a massive time-sink. Myself I have in the past, when faced with a particularly low-level high intensity problem like this advertised on one of the 'coder for hire' websites and looked for someone with specialist knowledge. Again you will need a reproducible error to be able to do this.
In the long run a dll without source code will have to be replaced. Paying a specialist with assembly skills to analyse the functions and provide you with flowcharts may well be worthwhile considering. It is good business practice to do this sooner in a controlled manner than later - like after the machine it is running on has crashed and that version of windows is no longer easily available.
You may want to try using Resource Hacker you may have luck de-compiling the in house application. it may not give you the full source code but at least maybe some more info about what the app is doing, which also may help you determine your culrpit.
Add the maximum possible RAM to the machine
This simple and cheap hack has work for me in the past. Of course YMMV.
Reverse engineering is one possibility, although a tough one.
In theory you can decompile and even debug/trace a compiled VB6 application - this is the easy part, modifying it without source, in all but the most simple cases, is the hard part.
Free compilers/decompilers:
VB decompilers
VB debuggers
Rewrite would be, in most cases, a more successful and faster way to solve the problem.

Why is debugging better in an IDE? [closed]

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I've been a software developer for over twenty years, programming in C, Perl, SQL, Java, PHP, JavaScript, and recently Python. I've never had a problem I could not debug using some careful thought, and well-placed debugging print statements.
I respect that many people say that my techniques are primitive, and using a real debugger in an IDE is much better. Yet from my observation, IDE users don't appear to debug faster or more successfully than I can, using my stone knives and bear skins. I'm sincerely open to learning the right tools, I've just never been shown a compelling advantage to using visual debuggers.
Moreover, I have never read a tutorial or book that showed how to debug effectively using an IDE, beyond the basics of how to set breakpoints and display the contents of variables.
What am I missing? What makes IDE debugging tools so much more effective than thoughtful use of diagnostic print statements?
Can you suggest resources (tutorials, books, screencasts) that show the finer techniques of IDE debugging?
Sweet answers! Thanks much to everyone for taking the time. Very illuminating. I voted up many, and voted none down.
Some notable points:
Debuggers can help me do ad hoc inspection or alteration of variables, code, or any other aspect of the runtime environment, whereas manual debugging requires me to stop, edit, and re-execute the application (possibly requiring recompilation).
Debuggers can attach to a running process or use a crash dump, whereas with manual debugging, "steps to reproduce" a defect are necessary.
Debuggers can display complex data structures, multi-threaded environments, or full runtime stacks easily and in a more readable manner.
Debuggers offer many ways to reduce the time and repetitive work to do almost any debugging tasks.
Visual debuggers and console debuggers are both useful, and have many features in common.
A visual debugger integrated into an IDE also gives you convenient access to smart editing and all the other features of the IDE, in a single integrated development environment (hence the name).
Some examples of some abilities that an IDE debugger will give you over trace messages in code:
View the call stack at any point in time, giving you a context for your current stack frame.
Step into libraries that you are not able to re-compile for the purposes of adding traces (assuming you have access to the debug symbols)
Change variable values while the program is running
Edit and continue - the ability to change code while it is running and immediately see the results of the change
Be able to watch variables, seeing when they change
Be able to skip or repeat sections of code, to see how the code will perform. This allows you to test out theoretical changes before making them.
Examine memory contents in real-time
Alert you when certain exceptions are thrown, even if they are handled by the application.
Conditional breakpointing; stopping the application only in exceptional circumstances to allow you to analyse the stack and variables.
View the thread context in multi-threaded applications, which can be difficult to achieve with tracing (as the traces from different threads will be interleaved in the output).
In summary, print statements are (generally) static and you'll need to re-compile to get additional information if your original statements weren't detailed enough. The IDE removes this static barrier, giving you a dynamic toolkit at your fingertips.
When I first started coding, I couldn't understand what the big deal with debuggers was and I thought I could achieve anything with tracing (granted, that was on unix and the debugger was GDB). But once you learn how to properly use a graphical debugger, you don't want to go back to print statements.
An IDE debugger lets you change the
values of variables at run-time.
An IDE
debugger lets you see the value of
variables you didn't know you wanted
to see when execution began.
An IDE
debugger lets you see the call stack
and examine the state of the
function passed weird values.
(think this function is called from
hundreds of places, you don't know
where these weird values are coming
from)
An IDE debugger lets you
conditionally break execution at any
point in code, based on a condition,
not a line number.
An IDE debugger will let you examine the state of the program in the case of an unhandled exception instead of just crapping out.
Here's one thing that you definitely cannot debug with "print" statement, which is when a customer brings you memory dump and says "your program crashed, can you tell me why?"
Print statements all through your code reduces readability.
Adding and removing them for debug purposes only is time consuming
Debuggers track the call stack making it easy to see where you are
Variables can be modified on the fly
Adhoc commands can be executed during a pause in execution to assist diagnosing
Can be used IN CONJUNCTION with print statements : Debug.Write("...")
I think debugging using print statements is a lost art, and very important for every developer to learn. Once you know how to do that, certain classes of bugs become much easier to debug that way than through an IDE. Programmers who know this technique also have a really good feel of what's useful information to put in a log message (not to mention you'll actually end up reading the log) for non-debugging purposes as well.
That said, you really should know how to use the step-through debugger, since for a different class of bugs it is WAY easier. I'll leave it up to the other excellent answers already posted to explain why :)
Off the top of my head:
Debugging complex objects - Debuggers allow you to step deep into an object's innards. If your object has, say, an array of array of complex objects, print statements will only get you so far.
The ability to step past code - Debuggers will also allow you to skip past code you don't want to execute. True, you could do this manually as well, but it's that much more code you have to inject.
As alternative to debug in IDE you can try great Google Chrome extension PHP Console with php library that allows to:
See errors & exception in Chrome JavaScript console & in notification popups.
Dump any type variable.
Execute PHP code remotely.
Protect access by password.
Group console logs by request.
Jump to error file:line in your text editor.
Copy error/debug data to clipboard (for testers).
I haven't been developing for nearly 20 years, but I find that using a IDE / debugger I can :
see all kinds of things I might not have thought to have included in a print statement
step through code to see if it matches the path I thought it would take
set variables to certain values to make code take certain branches
One reason to use the IDE might be that modern IDEs support more than simple breakpoints. For example, Visual Studio offers the following advanced debugging features:
define conditional breakpoints (break only if a condition is met, or only on the n-th time the statement at the breakpoint is executed)
break on an unhandled exception or whenever a (specific) ecxeption is to be thrown
change variable while debugging
repeating a piece of code by setting the next line to be executed
etc.
Also, when using the debugger, you won't have to remove all your print statements once you have finished debugging.
In my experience, simple printouts have one huge advantage that no one seems to mention.
The problem with an IDE debugger is that everything happens at real time. You halt the program at a certain time, then you step through the steps one at a time and it is impossible to go back if you suddenly want to see what happened before. This is completley at odds with how our brain works. The brain collects information, and gradually forms an oppinion. It might be necessary to iterate the events several times in doing so, but once you have stepped past a certain point, you cannot go back.
In contrast to this, a selected series of printouts/logging gives you a "spatial projection of the temporal events". It gives you a complete story of what happened, and you can go back and fourth several times very easily by just scrolling up and down. It makes it easy to answer questions like "did A occur before B happened". It can make you see patterns you wernt even looking for.
So in my experience. IDE and debuggers are fantastic tools to solve simple problems when something in one single call-stack went wrong, and explore the current state of the machine at a certain crash.
However, when we approach more difficoult problems where gradual changing of state is involved. Where for example one algorithm corrupted a data structure, that in turn caused anohter algorithm to fail. Or if we want to answer questions like "how often do this happen", "do things happen in the order and in the way as I imagine them to happen". etc. Then the "old fashined" logging/printout technique has a clear advantage.
The best things is to use either technique when it is most suitable, for example use logging/printouts to get to some bugs, and pause at a breakpoint where we need to explore the current state more in detail.
There are also hybrid approaches. For example, when you do console.log(object) you get a data-structure widget in the log that you can expand and explore more in detail.This is many times a clear advantage over a "dead" text log.
One thing that I'm surprised I haven't seen in another answer is that the 2 debugging methods are not mutually exclusive.
printf debugging can work quite nicely even if you're using a standard debugger (whether IDE based or not). In particular with a logging framework so you can leave all or most of in the released product to help with diagnosing customer problems.
As noted in pretty much all the other answers here, the key nice thing about a standard debugger is that it allows you to more easily examine (and potentially change) the details of the program state. You don't have to know up front what you might want to look at - it's all available at your fingertips (more or less).
Because debugging multi-threaded applications with print statements will drive you bananas. Yes you can still do it with print statements but you'd need a lot of them and unravelling the sequential print out of statements to emulate the multi-threaded executiong would take a long long time.
Human brains are only single-threaded unfortunately.
Since you asked for pointers to books... As far as Windows debugging goes, John Robbins has several editions of a good book on Windows debugging:
Debugging Applications for Microsoft .NET and Microsoft Windows
Note that the most recent edition (Debugging Microsoft .NET 2.0 Applications) is .NET only, so you might want an older one (like in the first link) if you want native code debugging (it covers both .NET and native).
I personally feel the answer is as simple as "A integrated debugger/IDE gives you a wealth of different information quickly without the need for punching in commands. The information tends to be there in front of you without you haven't tell it what to show you.
The ease in which the information can be retrieved is what makes them better than just command-line debugging, or "printf" debugging.
Advantages of a debugger over a printf (note not an IDE debugger but any debugger)
Can set watchpoints.
This is one of my favourite ways of finding memory corruptions
Can debug a binary that you can't recompile at the moment
Can debug a binary that takes a long time to recompile
Can change variables on the fly
Can call functions on the fly
Doesn't have the problem where debug statemenets are not flushed and hence timing issue can not be debugged acuratly
Debuggers help with core dumps, print statements dont'
This is what I use most on VS.NET debugging windows:
Call stack, which is also a great way to figure out someone else's code
Locals & Watches.
Immediate window, which is basically a C# console and also lets me change variable contents, initialize stuff etc.
The ability to skip a line, set the next statement to be executed somewhere else.
The ability to hover over variables and have a tool-tip showing me their values.
In summary, it gives me a 360 degree view of the state of my executing code, not just a small window.
Never found a book teaching this kind of stuff, but then again, it seems to be quite simple, it's pretty much WYSIWYG.
A debugger can attach to a running process
Often easier to debug threaded code from a debugger
With an IDE debugger you can see the values of ALL the variables in the current scope (all the way up the call stack) whenever you halt execution.
Print statements can be great but dumping so much information to the screen at any given place can produce a whole lot of print statements.
Also, many IDE debuggers let you type in and evaluate methods, and evaluate members while you are halted, which further increases the amount of print statements you'd have to do.
I do feel that debuggers are better for some languages than for others however...
My general opinion is that IDE debuggers are absolutely, amazingly wonderful for managed languages like Java or C#, are fairly useful for C++, and are not very useful for scripting languages like Python (but it could be that I just haven't tried a good debugger for any scripting languages yet).
I absolutely love the debugger in IntelliJ IDEA when I do Java development. I just use print statements when I use Python.
As someone said above: Debugger != IDE.
gdb and (back in the day) TurboDebugger (stand-alone) work just fine for the languages they support[ed], thank you. (or an even older technology: Clipper debugger linked into the xBase executable itself) -- none of these required an IDE
Also, though C/++ coding is more rare, printf statements sometimes mask off the very bug you are trying to find! (initialization problems in auto vars on the stack, for instance, or memory allocation/alignment)
Finally, as others stated, you can use both. Some real-time-ish problems almost require a print, or at least a judicious "*video_dbg = ( is_good ? '+' : '-');" somewhere into video memory. My age is showing, this was under DOS :-)
TMTOWTDI
In addition to much of what the other posters have said, I really like stepping through one line at a time along with the computer, as it forces me to think about one line at a time. Often I will catch the bug without even looking at variable values simply because I am forced to look at it as I click the 'next line' button. However, I don't think my answer will help you, Bill, because you probably have this skill already.
As far as learning resources go, I haven't used any -- I just explore all the menus and options.
Is this even real question from real programmer?
Anyone who spent even 5 mins debugging with print statements and debugging with IDE - it will OCCUR to him/her without even asking!
I've used both prints and IDEs for debugging and I would much rather debug using an IDE. The only time for me when that doesn't work is in time critical situations (like debugging online games) where you litter the code with print statements and then look at the log files after it has gone horribly wrong. Then if you still cannot figure it out, add more prints and repeat.
Just wanted to mention a useful feature of a console debugger vs printf and vs debugger in an IDE.
You can attach to a remote application (obvioustly, compiled in DEBUG mode) and inspect its state dumping the debugger output to a file using POSIX tee utility. Compared to printf, you can choose where to output the state in run-time.
It helped me a lot when I was debugging Adobe Flash applications deployed in an agressive environment. You just need to define some actions that print required state in each breakpoint, start the console debugger with fdb | tee output.log, and walk through some breakpoints. After that you can print the log and analyse the information by thorough comparison of the state in different breakpoints.
Unfortunatelly, this feature [logging to a file] is rarely available in GUI debuggers, making developers compare the state of objects in their head.
By the way, my opinion is that one should plan where and what to debug before staring a debugger.
Well another thing is that if you join a new old project and nobody really knows how the code is doing what it's doing, then you can't debug by echoing variables/objects/... b/c you have no idea what code is executed at all.
At my job I am facing exactly that kind of situation and visual XDebuging helps me getting an idea about what is going on and where, at all.
Best regards
Raffael
In addition to the many things that have been already mentioned, one of the most important advantages of a debugger over printf is that using printf statements assumes that you know in which function the bug resides. In many cases you don't, so you have to make a few guesses and add print statements to many other functions in order to localise it. The bug may be in framework code or somewhere far removed from where you think it is. In a debugger it is far easier to set breakpoints to examine the state in different areas of the code and at different points in time.
Also, a decent debugger will let you do printf-style debugging by attaching conditions and actions to breakpoints, so that you still retain the benefits of printf debugging, but without modifying the code.
Debugging in an IDE is invaluable in an environment where error logs and shell access are unavailable, such as a shared host. In that case, an IDE with a remote debugger is the only tool which allows you to do simple things such as view stderr or stdout.
A problem with using print statements is it makes a mess of your code. IE, you have a function with 10 parts to it and you know it crashes somewhere, but you're not sure where. So you add in 10 extra print statements to pinpoint where the bug is. Once you've found and solved your bug, you now have to clean up by removing all of those print statements. Maybe you'll do that. Maybe you'll forget and it'll end up in production and your user's console will be full of debug prints.
Wauw, do I like this question. I never dared to pose it...
It seems that people just have different ways of working.
For me what works best is:
Having a solid mind model of my code, including memory management
Using instrumentation (like print statements) to follow what's happening.
I've earned my living programming for over 40 years now, working at non-trivial technical and scientific applications in C++ and Python daily, and I have the personal experience that a debugger doesn't help me a bit.
I don't say that's good. I don't say that's bad. I just want to share it.
It's not just debugging. An IDE helps you build better software faster in a lot of ways:
refactoring tools
intellisense to make api's more discoverable, or remind of exact spelling/case of familiar items(not much use if you've used the same system for 15 years, but that's rare)
save on typing by autocompleting variable and class names
find certain kinds of errors before you even start to compile
Automatically jump to variable/method/class declarations/definitions, even if they're not in the same file or folder.
Break on unhandled and handled exceptions
I could go on.

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