Author Topic: Possible Faster Debug  (Read 2771 times)

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Offline AdmiralRalwood

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Re: Possible Faster Debug
Edit and Continue, as far as I understand, requires Visual Studio and the source code of FSO to use, and therefore anyone who actually needs it is perfectly capable of building their own FSO binary with it enabled. I don't see why everyone else should take a performance hit by having it enabled in binary downloads.
Anyone who isn't going to be building their own binary would just use Fast Debug instead.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
Re: Possible Faster Debug
To me this sounds like a pretty good case for only having one, fast debug build.
The good Christian should beware of mathematicians, and all those who make empty prophecies. The danger already exists that the mathematicians have made a covenant with the devil to darken the spirit and to confine man in the bonds of Hell.

 

Online m!m

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Re: Possible Faster Debug
Fast debug is not useful for actual debugging because it optimizes a lot of stuff that is needed for stepping through the code with a debugger. The debug builds will not be needed for the nightlies but the configuration will continue to be used.

 
Re: Possible Faster Debug
If you're stepping through the code with a debugger you're able to compile the code with debug symbols enabled.
The good Christian should beware of mathematicians, and all those who make empty prophecies. The danger already exists that the mathematicians have made a covenant with the devil to darken the spirit and to confine man in the bonds of Hell.

 

Online m!m

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Re: Possible Faster Debug
:wtf: Of course you would compile the code using the debug symbols. That's what the Debug configuration is for. However, the binaries provided in the release and nightlies only need to be compiled for the Release and Fast Debug configurations.

 
Re: Possible Faster Debug
Oh OK, I thought we were still talking about what binaries go on the download page. Yeah, obviously I see why we still need a full debug config.
The good Christian should beware of mathematicians, and all those who make empty prophecies. The danger already exists that the mathematicians have made a covenant with the devil to darken the spirit and to confine man in the bonds of Hell.

 

Offline chief1983

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Re: Possible Faster Debug
I always wondered if the right course of action isn't having a separate debug build that isn't really a debug build, but to see if the mod checks that people use debug builds for could be toggled in a release build via a command line switch.  Then those checks themselves could be present in both debug and release builds.  But I'm not sure how technically feasible that is.  It would probably require an overhaul of our usage of the Assertion macro.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
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iamzack:  lays

 

Offline AdmiralRalwood

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Re: Possible Faster Debug
I always wondered if the right course of action isn't having a separate debug build that isn't really a debug build, but to see if the mod checks that people use debug builds for could be toggled in a release build via a command line switch.  Then those checks themselves could be present in both debug and release builds.  But I'm not sure how technically feasible that is.  It would probably require an overhaul of our usage of the Assertion macro.
I don't see why; Assertion should only be used to check for coding errors, not bad mod data.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline chief1983

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Re: Possible Faster Debug
Guess I got confused for a second and I'm thinking of the Warning system.  Perhaps it could be modified to be sensitive to a command line option instead of a debug flag.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Goober5000

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Re: Possible Faster Debug
Technically, it could, but then you would lose some efficiency in release builds.

Look, we can pretty easily organize the debug builds by the type of people who will use them.  I agree with AdmiralRalwood.  For Nightly Builds, we need only provide Release and Fast Debug.  Developers who want Edit & Continue can simply toggle that option in their local projects.  It's only a minor inconvenience.