Thread overview
Program address <-> Function name
Jun 21, 2006
Jeremy
Jun 21, 2006
Yossarian
Jun 21, 2006
Jeremy
Jun 21, 2006
Yossarian
Jun 21, 2006
Jeremy
June 21, 2006
OK, my game locks up at some random point (eep!) Using "windbg" and halting it when it locks up, I can view the disassembly and call stack at which point it locked up. How do I use these address hex values to determine which function it is locking up in? The disassembly doesn't seem to show me the symbol names, and I can't objdump it because the executable isn't compatible with MinGW, and Walter's dumpobj doesn't seem to work on Win32 (I couldn't get it to work.. looks just like a linux tool). Thank you for your help!

- jeremy


June 21, 2006
Jeremy napsal(a):
> OK, my game locks up at some random point (eep!) Using "windbg" and halting it
> when it locks up, I can view the disassembly and call stack at which point it
> locked up. How do I use these address hex values to determine which function it
> is locking up in? The disassembly doesn't seem to show me the symbol names, and
> I can't objdump it because the executable isn't compatible with MinGW, and
> Walter's dumpobj doesn't seem to work on Win32 (I couldn't get it to work..
> looks just like a linux tool). Thank you for your help!
> 
> - jeremy
> 
> 
hm, why dont you try compile also debug-information? (-g switch).
i dont use windbg, but i think that it would at least write mangled names.
June 21, 2006
In article <e7c4iu$hp6$1@digitaldaemon.com>, Yossarian says...
>
>Jeremy napsal(a):
>> OK, my game locks up at some random point (eep!) Using "windbg" and halting it when it locks up, I can view the disassembly and call stack at which point it locked up. How do I use these address hex values to determine which function it is locking up in? The disassembly doesn't seem to show me the symbol names, and I can't objdump it because the executable isn't compatible with MinGW, and Walter's dumpobj doesn't seem to work on Win32 (I couldn't get it to work.. looks just like a linux tool). Thank you for your help!
>> 
>> - jeremy
>> 
>> 
>hm, why dont you try compile also debug-information? (-g switch).
>i dont use windbg, but i think that it would at least write mangled names.

Yeah, I do compile with the -g option, but I can't figure out how to get those mangled names from windbg :( Do you use GDC / objdump / GDB etc.?


June 21, 2006
Jeremy napsal(a):
> In article <e7c4iu$hp6$1@digitaldaemon.com>, Yossarian says...
> 
>>Jeremy napsal(a):
>>
>>>OK, my game locks up at some random point (eep!) Using "windbg" and halting it
>>>when it locks up, I can view the disassembly and call stack at which point it
>>>locked up. How do I use these address hex values to determine which function it
>>>is locking up in? The disassembly doesn't seem to show me the symbol names, and
>>>I can't objdump it because the executable isn't compatible with MinGW, and
>>>Walter's dumpobj doesn't seem to work on Win32 (I couldn't get it to work..
>>>looks just like a linux tool). Thank you for your help!
>>>
>>>- jeremy
>>>
>>>
>>
>>hm, why dont you try compile also debug-information? (-g switch).
>>i dont use windbg, but i think that it would at least write mangled names.
> 
> 
> Yeah, I do compile with the -g option, but I can't figure out how to get those
> mangled names from windbg :( Do you use GDC / objdump / GDB etc.?
> 
> 
i use dmd compiler + gdb compiled with d-gdb patch.
using of gdb is pretty hard for me, as i used to debug with msvc, but at least it could do correct backtrace.
June 21, 2006
In article <e7cch1$sqv$1@digitaldaemon.com>, Yossarian says...
>
>Jeremy napsal(a):
>> In article <e7c4iu$hp6$1@digitaldaemon.com>, Yossarian says...
>> 
>>>Jeremy napsal(a):
>>>
>>>>OK, my game locks up at some random point (eep!) Using "windbg" and halting it when it locks up, I can view the disassembly and call stack at which point it locked up. How do I use these address hex values to determine which function it is locking up in? The disassembly doesn't seem to show me the symbol names, and I can't objdump it because the executable isn't compatible with MinGW, and Walter's dumpobj doesn't seem to work on Win32 (I couldn't get it to work.. looks just like a linux tool). Thank you for your help!
>>>>
>>>>- jeremy
>>>>
>>>>
>>>
>>>hm, why dont you try compile also debug-information? (-g switch).
>>>i dont use windbg, but i think that it would at least write mangled names.
>> 
>> 
>> Yeah, I do compile with the -g option, but I can't figure out how to get those mangled names from windbg :( Do you use GDC / objdump / GDB etc.?
>> 
>> 
>i use dmd compiler + gdb compiled with d-gdb patch.
>using of gdb is pretty hard for me, as i used to debug with msvc, but at
>least it could do correct backtrace.

Yeah, debugging doesn't seem so hot with D currently.

I just figured out my problem using "windbg" and the .map file generated by the DMD compiler (which has the function names and their respective addresses in the binary) -- very ugly and painful however! :)