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?