Debug at design time - visual-studio

I have a bug at design time described here, but I don't get to make Visual Studio debug at design time.
To debug at design time you need to go
to project properties on the debug tab
hit start external program and
navigate to where devenv.exe is.
On the command line arguments place the path to your project
includning the project file name:
SomeProject.vbproj
OK
Set a break point in the main program
and then hit play to open a new VS
instance
Here "then hit play to open a new VS instance" is unclear. What kind of play should I hit (Start Debugging)?
and it will load your project but you
will be debugging the project you
started it from so the code will break
even at design time.

As best I can tell, the answer to this question is really simple: The "Play" button that the instructions you found refers to is equivalent to the "Start Debugging" command. I'm not sure who wrote those instructions, because calling it the "Play button" is a truly terrible choice.
There's a walkthrough available on MSDN that's probably clearer.

Related

Why is there no way to 'break on next statement' in Visual Studio?

I have been given a project that is the biggest pile of spaghetti I have ever seen, with 0 unit tests or any obvious naming conventions.
I find it hard to believe there is still no way while running in Debug to have Visual Studio automatically break on the next executing line of solution code.
In this case, I know the code is hitting a specific 5000 line of code file - but there isn't even an easy way to just write a breakpoint to every single line!
Is there any logical reason why in 2017 (or even 2010) this functionality doesn't exist?
Or perhaps it does and I haven't found out how!
Is there any logical reason why in 2017 (or even 2010) this functionality doesn't exist?
Please Put a break point in your code -> debug, then Right click on the text editor in VS, you will see below:
You can use the "Break all" button in the visual studio (Ctrl+Alt+Break is the default shortcut).
You might need to switch between the running threads in order to see highlighted instruction within your code.
Then you can just continue debugging, as usual.
If you do not see any of those two controls, go to View->Toolbars and check both "Debug" and "Debug Location".

Is there any way to check currently executing code in visual studio?

I've been working on a C# project and I don't know the program flow. I want to know all the executing codes in a particular flow. I can press the pause button to check current executing code, but to check entire flow, I need to keep on pressing F11 or next line, which is cumbersome. BTW, I got it from here
Find out what line of code my app is currently running in Visual Studio's debug mode
I would like to know is there any way in visual studio to check currently executing code without pausing or placing break points?
I often use the VS debugging breakpoint or debug menu options like "Step Into/Out" or use the pausing button.
But if you don't want to use them, the Runtime Flow tool is a workaround I know which can help you see code that is executed:
Find out which line will be executed in Visual Studio debug mode
A feature request for VS IDE:
https://visualstudio.uservoice.com/forums/121579-visual-studio-ide/suggestions/17332198-is-there-any-way-to-check-currently-executing-code
In VS2017, debug has a new feature called "Run execution to here", I know that it doesn't really meet your requirement, but it is a better workaround if you don't want to step Into debugging one step by one step. Move your mouse to the icon and click the button, now your code will run and stop on that line the next time it is hit in your code path.
If you want this ability at debug time then consider IntelliTrace
ReSharper has a Call Tracking feature that can display incoming and outgoing calls sequenced in an interactive, graphical tree view.
See if this helps.
The issue here is that there is code running but you don't know where and you want to see what is going on. A good example is the code is stuck in a loop somewhere but you don't know where.
To break-into the running code:
Option 1: Select the 'Debug' menu item, and then select the 'Break All' menu item.
Option 2: Press keys Ctrl+Alt+Break.
This will break into the code where it is executing and you will step into debugging just as if you hit a breakpoint.
Happy debugging!

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.

Debug "Clear All" option in VS2010 IDE?

I am using Visual Studio 2010, and because of the amount of debug output I'm producing, and the difficulty of finding the beginning of the output for a new run, I have been manually using the Debug "Clear All" action (from the mouse right-click popup menu on the Debug output window). Plus I have to put some kind of break or dialog box in the beginning, just so I have a chance to do this before the debug output gets going.
Well after a couple of thousand times, this is getting very, very old (seriously, because its come up in almost every programming project I've done in the last five years). But I cannot seem to find any option or simple Debug.{method} to do this automatically for me.
This has been bugging me forever, and though its a simple question, I have never found an easy answer (short of writing my own listener) in any version of the .net VS IDE's.
Anyone know how to do this or have any ideas? thnx..
Right click the middle of the output window and turn off all but Program Output
What I do in cases like this is to use Debug View but to see the debug output in Debug view you need to detach the process from you visual studio debugger. You can do that through the Debug->Processes window.
What debug view provides is extra highlighting and coloring of different kind of debug output so that the relevant things are easily recognizable. Furthermore, you can stop receiving debug output by simply hitting a key on its toolbar.
I know that this might not answer your question but this at least gives you an option to do it otherwise.

breakpoint will not currently be hit, why not?

Sometimes I get the message that the breakpoint will not be hit, and no symbols will be loaded.
The red icon in vs.net changes color, and the debug mode just doesn't work.
what is the reason for this?
You may be running your project in Release mode. If so, then switch to Debug mode
From Visual studio debugging issue with files of the same name by Philip Carney
Do each bullet in the link below ONE AT A TIME, but repeat my steps below with each one you try.
Stop debugging (press red square icon) in Visual Studio
Clean Solution
Build Solution
Tools > Attach to Process (or start with debugging)
Start the program that you're attaching to, and run it such that your code will get hit
If attaching to nunit.exe, then open NUnit and run a test so your breakpoint will be hit
If attaching to w3wp.exe (IIS site), then open your site in the browser and go to the page that will hit your breakpoint
for manage code only - theres a good answer for this problem on the following site:
http://geekswithblogs.net/dbutscher/archive/2007/06/26/113472.aspx
for native + managed code - in the startup solution properties-> Debug tab
make sure that "enable unmanaged code debugging" check box is checked
After trying several suggested fixes for this I did the following to get it working.
Right Clicked my Project in the Solution Explorer and selected "Properties".
Went to the "Web" section and made sure "Start Action" was set to "Current Page".
Spent 3 1/2 hours on that... I'm going to go get a drink now.
I resolved this problem by selecting Automatic:Native Code for the "Attach to" field in "Attach To Process" form
Next to the "Debug/Release" dropdown list, there is another one with "Any CPU/Configuration Manager...". Click "Configuration Manager...", and you will see some of your projects might be in Release mode. Change all of them to Debug.
This can happen if the symbol fiels are different from the assembly (remote debugging), or when there is no "direct path", so the assembly hasent been load, but might be loaded using reflection and loading of the required assembly at run time.
This can also happen if the debugger is not attached to the process for whatever reason. If it's the case, you can always go to Debug - Attach to Process... and choose the right process. Your breakpoints should return to normal once VS determines it can hit them.
What does it say when you hover the mouse over the disabled breakpoint? It will usually tell you the problem. My favorite is the old 'source code is out of date', especially when I'm debugging a DLL. Another favorite is when the file you're looking at isn't the one you're debugging (a copy in another folder?). If it's a case where you can breakpoint a caller routine, but not the callee, stepping into the callee will force VS to open the 'proper' source file and you'll be able to set breakpoints. Confusing, I usually swear at VS at this point, it seems to help.
I had the same problem. Which I know is normally if the build versions are different, and something isn't matching up. I cleaned my project, rebuilt it, and then deployed and that got everything back in-sync.
I do not like to play with knives but the only thing that worked for me involved editing the .csproj file itself. So, unload the project file, edit it by cutting and pasting the three asp.net files so that they are together in the ItemGroup. However, sometimes it is necessary to go further as explained here: http://carnotaurus.tumblr.com/post/4130422114/visual-studio-debugging-issue-with-files-of-the-same - Also, I give a list of other proposed solutions that did not work for me. I hope it helps.
I have tested with both deployed application and service, what I have found out that If the deployed code is different than a code in visual studio then breakpoint will not hit. Even small changes will affect and the breakpoint will not hit. So, It is better to debug the same version which is there on vs code and also in deploy application or service.
To fix this I had to re-create the virtual directory. I'm using Asp.Net 4.7 Framework and IIS Express. Went to Web project > property page > Web tab > clicked the "Create Virtual Directory" button next to Project Url textbox.
I forgot I had clicked this button in my "Main" branch, but then had switched to my "Sprint" branch. It kept running the "Main" code until I clicked "Create Virtual Directory" on my "Sprint" branch.
For me it was giving this because I haven't started the relevant project at start of application , it worked after I added project run on start

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