• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
harshman_chris

Debugging Memory Leaks in Visual Studio 2010 (c++)

7 posts in this topic

I am trying to debug memory leaks in my game application, which consists of a executable and a dynamic-link library.

 

This is the code I have added following some msdn pages. 

 

#define _CRTDBG_MAP_ALLOC
#include <stdlib.h>
#include <crtdbg.h>

#define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
#define new DEBUG_NEW

int WINAPI WinMain(HINSTANCE hInstance,
					HINSTANCE hPrevInstance,
					LPSTR lpCmdLine,
					int nCmdShow)
{
	_CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
	_CrtSetReportMode( _CRT_ERROR, _CRTDBG_MODE_DEBUG );

	init();

	int result = loop();

	deInit();

	return result;
}

 

 

My Output looks like this though:

 

Detected memory leaks!
Dumping objects ->
{298045} normal block at 0x0B0AB5F0, 32 bytes long.
 Data: <Threshold: 0.800> 54 68 72 65 73 68 6F 6C 64 3A 20 30 2E 38 30 30 
{298037} normal block at 0x0B0A3B30, 8 bytes long.
 Data: <        > 10 B3 0A 0B 00 00 00 00 
{298020} normal block at 0x0B0AB0E8, 32 bytes long.
 Data: <Middle Grey: 0.1> 4D 69 64 64 6C 65 20 47 72 65 79 3A 20 30 2E 31 
{298012} normal block at 0x0B0A3C60, 8 bytes long.
 Data: <        > C0 AF 0A 0B 00 00 00 00

 

 

As far as I know I should be getting file and line numbers at this point, I did fine something earlier on gamedev that talked about this, but it didn't seem to resolve my issue and the post was quite old.

 

So how can I get better information about debugging these memory leaks?

0

Share this post


Link to post
Share on other sites

If there's always a leak reported at the same request number (e.g. 298012), you can define a custom allocation callback function to give you more information on the leak (you register these with _CrtSetAllocHook()).

 

If you then break on a specific request, the call stack will show you exactly where the leak occurred.

 

_CrtSetAllocHook(crtDebugMemAllocHook);

 

 

static int crtDebugMemAllocHook(int allocType, void *userData, size_t size, int blockType, long requestIndex, const unsigned char *fileName, int lineIndex){
 
   if(requestIndex == 298012) //break;
 
   return true;
}
0

Share this post


Link to post
Share on other sites
I like to output the pointers of anything that could potentially have a memory leak, and then match it up with the CRT output.

For example, my log file may have something like this:
[3/31/2013 13:10:10:461] --------------- pWindow: 004BD750
[3/31/2013 13:10:10:461] --------------- pController: 004754B8
[3/31/2013 13:10:10:461] --------------- pMouse: 004BD6C0
[3/31/2013 13:10:10:461] --------------- pKeyboard: 004C08E8
and if CRT says 004BD750 has a memory leak, then I know where to go to fix it.
0

Share this post


Link to post
Share on other sites


Something you might want to try instead of MSVC's built in leak detector functions is Visual Leak Detector.

 
Tried it and I like I seem, it is still hard to understand what some of the leaks mean though.


VLD should take you directly to the allocation that isn't being freed. That's the best anything can do for you.

Are you not using smart pointers?
0

Share this post


Link to post
Share on other sites

I use this type of implementation for this: http://www.flipcode.com/archives/How_To_Find_Memory_Leaks.shtml

Doesn't work on malloc etc.

 

It will make your code really slow, but the awesome thing is.. you can add some extra functionality:

-Record when the memory block was allocated.

-Reset you memory-track-table

-Output the table when you like to a file

-etc.

Edited by Vlad86
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0