Program address <-> Function name

Jeremy Jeremy_member at pathlink.com
Wed Jun 21 14:20:57 PDT 2006


In article <e7cch1$sqv$1 at digitaldaemon.com>, Yossarian says...
>
>Jeremy napsal(a):
>> In article <e7c4iu$hp6$1 at 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! :)





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