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Search - "hacky-debugging"
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My JS app can crash IE11. Totally reproducable.
Had a fun debugging session to find out how this is triggered. Happens inside a deeply recursive call in a library I'm using which redraws the DOM.
Found a hacky workaround to avoid that as I see no real solution. It's not like I'm responsible for fixing IE. These are the days where I'm happy I'm mainly a backend dev...4 -
Isn't it fun when you are given a library or framework and that in order to debug it you have to use some hacky way of hooking the code to a special instance of the project?
Even more fun: the developers by default don't debug the project with tools, but rather with logic. Ok, that's a good way to debug but it shouldn't be the only way to debug. I don't want to go back to the age of coding on paper. At least give me a stacktrace that's halfway clear on what's happening there. Even worse is when the framework doesn't document its own problems! stacktrace.someMagicalMethodNoOneKnowsWhatItDoes(). Having to read the even more mystic and overly verbose documentation! You're just left there trying and guessing shit, even for the senior devs!
And do you know what's more fucked up?! Fucking using println() to debug!! And they take this shit seriously! I don't understand how these people call themselves programmers. No breakpoints? What the fuck, man!
Just give me Visual Studio for fuck's sake. I don't want to code in a broken IDE with a broken framework. Development on its own is already hard enough, so don't make it harder by giving me crappy frameworks and crappy IDE's that only work half the time.
Debugging without a debugger, with broken IDE's, with broken frameworks, I'm sorry but that's just not for me. And then the framework dares advertise that it 'lets the developer focus on business code!' (how many times have you heard this crap before?). Right, the only thing I focus on constantly is trying to figure out why their broken framework doesn't work.
Arghhh. -
So I was wondering if any of you know if any good ways to inject additional functionality into a function in CPP. My use case is injecting a counter into an OpenGL draw function to see how many times per frame it's called. I know I can do this using assembly Inca more hacky manner as you might do for cheats in games(code caves), but I'm more interested in adding is for debugging/statistics for the game engine I'm working on. Basically im looking for a portable stable way of doing it that when I compile as a debug build, the code gets added to various functions, and when I compile under release, it doesn't.
Example:
glDraw();
Would call
glDraw() {
drawCount++; //some debug stuff
glDraw(); //call the real one internally
}
I should mention with code caves you can do this by saving the original address of the function, patching the vTable to point to your new function that has the same parameters etc, then all calls to that function are redirected to yours instead and then you simply call the original function with the address of the function you originally saved. That said, I'm not sure how to access vTable, etc the "normal" way...2 -
I hate libraries and frameworks that make it extremely difficult to use them, making it so that you have to hook into them in a hacky number of ways..
Yuck, just give me a regular library that I can use.