Thomas Sampson

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Emitting Visual Studio Build Messages

Line below can be used to write to build output during build…

#pragma message("Fix this!")

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Linking Debug Traces to Source Code

Today I discovered a nice little feature involving the Microsoft Visual Studio output window.

When emitting debug trace information from your application (using OutputDebugString), you can format your output string in such a way that when it is double-clicked in the output window, it jumps your code editor to the spot where it originated. The format which supports this feature is as follows:


So for example:

“C:/TextureManager.cpp(50): [TextureManager] Texture loaded!”

I often find myself copying a line from the output window and using CTRL+SHIFT+F (Find In File) to locate it’s origin. This is a nice way to get around that long winded process and provide a direct link to the file and line. You can of-course use the __FILE__ and __LINE__ pre-processor macros here to automatically format all your debug traces in this way.

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Visual Studio Post Build Events

I am currently working on a Visual Studio solution that has multiple projects each building an exe or library to a different directory. My aim was to copy some of the output files all into the same folder as the main application is dependent on the other projects residing in the same directory.

Previously, if I had updated and rebuilt one of the projects in the solution I would manually locate the output file and drag it into the right place. However today I discovered the post build events area in Visual studio (right click solution > Build events). Here you can input your own DOS commands and utilise a bunch of VS environmental macros/variables to create a simple batch script which is automatically executed every time you build/rebuild your solution. Any output from your DOS commands (echo) is printed into the ouput window inline with all the other build information Visual Studio provides during the build process.

Here is a simple example which solved my problem but there are much more advanced techniques you could use with this feature.

echo Copying pre loader application to build directory
copy "$(SolutionDir)cwpl_app\bin\Debug\CwplApp.exe" "$(OutDir)"
echo Launching pre loader tool

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Debugging full screen DirectX Applications

Today I was trying to step through some code for intialising a vertex buffer, as something was going drastically wrong along the way. However my application needed to be tested in full screen mode which made debugging through VS impossible as the application I was trying to debug takes full control of the screen.

There seem to be two solutions in this scenario;

  1. Modify your code to run in windowed mode (easy enough to do, just change your window class registration and DirectX initialisation routines)
  2. Use multiple monitors –> Goto control panel, choose DirectX, Goto DirectDraw tab, choose Advanced and enable Multiple Monitor Debugging.