I have opend tools, compiler options, settings linker and yet Generate debugging information to YES. If you would like to refer to this comment somewhere else in this project, copy and paste the following link.
- Dev C You Have Not Enabled Debugging Info Software
- You Have Not Enabled Debugging Info (-g) And/or Stripped Dev C++
Hi,
Currently I am using Notepad as my editor, and Dev-C++ for compiling purposes only. However, I noticed that Dev-C++ can be used as an editor as well. I find it much easier to read the code on Dev-C++ due to the various color displays representing different functions, comments etc.
However, when I attempt to debug the codes, I am unable to use breakpoint debugging. I wish to use breakpoint debugging, and the watch function to check for changes in a variable's value within a loop.
I read through some tutorials on forums on the net and was unable to find an answer to this. If I cannot be able to perform breakpoint debugging on Dev-C++, I was thinking of setting up Quincy as my primary editor/ compiler.
Any tips on how to perform breakpoint debugging on Dev-C++?
Thanks,
Thileepan
We recommend that you use the debug layer to debug your apps to ensure that they are clean of errors and warnings. The debug layer helps you write Direct3D code. In addition, your productivity can increase when you use the debug layer because you can immediately see the causes of obscure rendering errors or even black screens at their source. The debug layer provides warnings for many issues. For example, the debug layer provides warnings for these issues:
Dev C You Have Not Enabled Debugging Info Software
- Forgot to set a texture but read from it in your pixel shader
- Output depth but have no depth-stencil state bound
- Texture creation failed with INVALIDARG
Here we talk about how to enable the debug layer and some of the issues that you can prevent by using the debug layer.
![Dev Dev](/uploads/1/2/5/7/125707508/950394750.png)
- Preventing errors in your app with the debug layer
Enabling the debug layer
To enable the debug layer, specify the D3D11_CREATE_DEVICE_DEBUG flag in the Flags parameter when you call the D3D11CreateDevice function to create the rendering device. This example code shows how to enable the debug layer when your Microsoft Visual Studio project is in a debug build:
Preventing errors in your app with the debug layer
If you misuse the Direct3D 11 API or pass bad parameters, the debug output of the debug layer reports an error or a warning. You can then correct your mistake. Next, we look at some coding issues that can cause undefined behavior or even the operating system to crash. You can catch and prevent these issues by using the debug layer.
Don't pass NULL pointers to Map
If you pass NULL to the pResource or pMappedResource parameter of the ID3D11DeviceContext::Map method, the behavior of Map is undefined. If you created a device that just supports the core layer, invalid parameters to Map can crash the operating system. If you created a device that supports the debug layer, the debug output reports an error on this invalid Map call.
Confine source box within source and destination resources
In a call to the ID3D11DeviceContext::CopySubresourceRegion method, the source box must be within the source resource. The destination offsets, (x, y, and z) allow the source box to be offset when writing into the destination resource, but the dimensions of the source box and the offsets must be within the size of the resource. If you try to copy outside the destination resource or specify a source box that is larger than the source resource, the behavior of CopySubresourceRegion is undefined. If you created a device that supports the debug layer, the debug output reports an error on this invalid CopySubresourceRegion call. Invalid parameters to CopySubresourceRegion cause undefined behavior and might result in incorrect rendering, clipping, no copy, or even the removal of the rendering device.
Don't drop DiscardResource or DiscardView
The runtime drops a call to ID3D11DeviceContext1::DiscardResource or ID3D11DeviceContext1::DiscardView unless you correctly create the resource.
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You Have Not Enabled Debugging Info (-g) And/or Stripped Dev C++
The resource that you pass to ID3D11DeviceContext1::DiscardResource must have been created by using D3D11_USAGE_DEFAULT or D3D11_USAGE_DYNAMIC, otherwise the runtime drops the call to DiscardResource.
The resource that underlies the view that you pass to ID3D11DeviceContext1::DiscardView must have been created using D3D11_USAGE_DEFAULT or D3D11_USAGE_DYNAMIC, otherwise the runtime drops the call to DiscardView.
If you created a device that supports the debug layer, the debug output reports an error regarding the dropped call.