11. Debugging
GPS is also a graphical front-end for text-based debuggers such as GDB.
A knowledge of the basics of the underlying debugger used by GPS will help
understanding how GPS works and what kind of functionalities it provides.
Please refer to the debugger-specific documentation -
e.g. the GDB documentation
(gdb.html)
- for more details.
Debugging is tightly integrated with the other components of GPS. For
example, it is possible to edit files and navigate through your sources
while debugging.
To start a debug session, go to the menu Debug->Initialize, and choose
either the name of your executable, if you have specified the name of
your main program(s) in the project properties, or start an empty debug
session using the <no main file> item. It is then possible to load
any file to debug, by using the menu Debug->Debug->Load File...
After the debugger has been initialized, you have access to two new windows:
the data window (in the top of the working area), and the debugger console
(in a new page, after the Messages and Shell windows).
All the menus under Debugger
are now also accessible, and you also have access to additional contextual
menus, in particular in the source editor where it is possible to easily
display variables, set breakpoints, and get automatic display
(via tool tips) of object values.
When you want to quit the debugger without quitting GPS, go to the menu
Debug->Terminate, which will terminate your debug session.
11.1 The Debug Menu
The Debug entry in the menu bar provides operations that act at a
global level. Key shortcuts are available for the most common operations, and
are displayed in the menus themselves.
Here is a detailed list of the menu items that can be found in the menu bar:
- Run...
-
Opens a dialog window allowing you to specify the arguments to pass to the
program to be debugged, and whether this program should be stopped at the
beginning of the main subprogram. If you confirm by clicking on the OK
button, the program will be launched according to the arguments entered.
- Step
-
Execute the program until it reaches a different source line.
- Step Instruction
-
Execute the program for one machine instruction only.
- Next
-
Execute the program until it reaches the next source line,
stepping over subroutine calls.
- Next Instruction
-
Execute the program until it reaches the next machine instruction,
stepping over subroutine calls.
- Finish
-
Continue execution until selected stack frame returns.
- Continue
-
Continue execution of the program being debugged.
- Interrupt
-
Asynchronously interrupt the program being debugged. Note that depending on
the state of the program, you may stop it in low-level system code that does
not have debug information, or in some cases, not even a coherent state. Use
of breakpoints is preferable to interrupting programs. Interrupting programs
is nevertheless indispensable in some situations, for example when the
program appears to be in an infinite (or at least very time-consuming) loop.
- Terminate
-
Terminate your debug session, by closing the data window and the debugger
console, as well as terminating the underlying debugger (e.g
gdb) used
to handle the low level debugging.
11.1.1 Debug
- Connect to Board...
-
Opens a simple dialog to connect to a remote board. This option is only
relevant to cross debuggers.
- Load File...
-
Opens a file selection dialog that allows you to choose a program to
debug. The program to debug is either an executable for native debugging, or
a partially linked module for cross environments (e.g VxWorks).
- Add Symbols...
-
Add the symbols from a given file/module. This corresponds to the gdb
command add-symbol-file. This menu is particularly useful under VxWorks
targets, where the modules can be loaded independently of the debugger.
For instance, if a module is independently loaded on the target (e.g. using
windshell), it is absolutely required to use this functionality,
otherwise the debugger won't work properly.
- Attach...
-
Instead of starting a program to debug, you can instead attach to an
already running process. To do so, you need to specify the process id
of the process you want to debug. The process might be busy in an
infinite loop, or waiting for event processing. Note that as for
core files, you need to specify an executable before attaching to a
process.
- Detach
-
Detaches the currently debugged process from the underlying debugger.
This means that the executable will continue to run independently. You can use
the Attach To Process menu later to re-attach to this process.
- Debug Core File...
-
This will open a file selection dialog that allows you to debug a core file
instead of debugging a running process. Note that you must first specify an
executable to debug before loading a core file.
- Kill
-
Kills the process being debugged.
11.1.2 Data
Note that most items in this menu need to access the underlying debugger
when the process is stopped, not when it is running. This means that you first
need to stop the process on a breakpoint or interrupt it, before using
the following commands. Failing to do so will result in blank windows.
- Call Stack
-
Displays the Call Stack window.
See 11.2 The Call Stack Window for more details.
- Threads
-
Opens a new window containing the list of threads currently present in
the executable as reported by the underlying debugger. For each thread,
it will give information such as internal identifier, name and status.
This information is language- and debugger-dependent. You should refer to
the underlying debugger's documentation for more details.
As indicated above, the process being debugged needs to be stopped
before using this command, otherwise a blank list will be displayed.
When supported by the underlying debugger, clicking on a thread will
change the context (variables, call stack, source file) displayed,
allowing you to inspect the stack of the selected thread.
- Tasks
-
For GDB only, this will open a new window containing the list of Ada
tasks currently present in the executable. Similarly to the thread
window, you can switch to a selected task context by clicking on it, if
supported by GDB. See the GDB documentation for the list of
items displayed for each task.
As for the thread window, the process being debugged needs to be stopped
before using this window.
- Protection Domains
-
For VxWorks AE only, this will open a new window containing the
list of available protection domains in the target. To change to a
different protection domain, simply click on it. A
indicates the current protection domain.
- Assembly
-
Opens a new window displaying an assembly dump of the current code
being executed.
See 11.7 The Assembly Window for more details.
- Edit Breakpoints
-
Opens an advanced window to create and modify any kind of breakpoint
(see 11.4 The Breakpoint Editor).
For simple breakpoint creation, see the description of the source window.
- Examine Memory
-
Opens a memory viewer/editor. See 11.5 The Memory Window for more
details.
- Command History
-
Opens a dialog with the list of commands executed in the current session.
You can select any number of items in this list and replay the selection
automatically.
- Display Local Variables
-
Opens an item in the Data Window containing all the local variables
for the current frame.
- Display Arguments
-
Opens an item in the Data Window containing the arguments
for the current frame.
- Display Registers
-
Opens an item in the Data Window containing the machine registers
for the current frame.
- Display Any Expression...
-
Opens a small dialog letting you specify an arbitrary expression
in the Data Window. This expression can be a variable name, or a
more complex expression, following the syntax of the underlying debugger.
See the documentation of e.g gdb for more details on the syntax.
The check button Expression is a subprogram call should be enabled
if the expression is actually a debugger
command (e.g
p/x var) or a procedure call in the program being
debugged (e.g call my_proc).
- Refresh
-
Refreshes all the items displayed in the Data Window.
11.2 The Call Stack Window
The call stack window gives a list of frames corresponding to the current
execution stack for the current thread/task.
The bottom frame corresponds to the outermost frame where the thread is
currently stopped. This frame corresponds to the first function
executed by the current thread (e.g main if the main thread is in C).
You can click on any frame to switch to the caller's context, this will
update the display in the source window. See also the up and down
buttons in the tool bar to go up and down one frame in the call stack.
The contextual menu (right mouse button) allows you to choose which
information you want to display in the call stack window (via check buttons):
- Frame number: the debugger frame number (usually starts at 0 or 1)
- Program Counter: the low level address corresponding to the
function's entry point.
- Subprogram Name: the name of the subprogram in a given frame
- Parameters: the parameters of the subprogram
- File Location: the filename and line number information.
By default, only the subprogram name is displayed.
You can hide the call stack window by closing it, as for other windows, and
show it again using the menu Data->Call Stack.
11.3 The Data Window
11.3.1 Description
The data window contains all the graphic boxes that can be accessed
using the Data->Display menu items, or the data window
Display Expression... contextual menu, or the source window
Display contextual menu items, or finally the
graph command in the debugger console.
For each of these commands, a box is displayed in the data window
with the following information:
- A title bar containing:
- The number of this expression: this is a positive number starting
from 1 and incremented for each new box displayed. It represents the
internal identifier of the box.
- The name of the expression: this is the expression or variable
specified when creating the box.
- An icon representing either a flash light, or a lock.
This is a click-able icon that will change the state of the box from
automatically updated (the flash light icon) to frozen (the lock
icon).
When frozen, the value is grayed, and will not change until you change
the state. When updated, the value of the box will be recomputed each
time an execution command is sent to the debugger (e.g step, next).
- An icon representing an 'X'.
You can click on this icon to close/delete any box.
- A main area.
The main area will display the data value hierarchically
in a language-sensitive manner. The canvas knows about data structures
of various languages (e.g
C, Ada, C++) and will
organize them accordingly.
For example, each field of a record/struct/class, or each item of an
array will be displayed separately. For each subcomponent, a thin box
is displayed to distinguish it from the other components.
A contextual menu, that takes into account the current component selected
by the mouse, gives access to the following capabilities:
- Close component
- Closes the selected item.
- Hide all component
-
Hides all subcomponents of the selected item. To select a particular field
or item in a record/array, move your mouse over the name of this
component, not over the box containing the values for this item.
- Show all component
-
Shows all subcomponents of the selected item.
- Clone component
-
Clones the selected component into a new, independent item.
- View memory at address of component
-
Brings up the memory view dialog and explore memory at the address of the
component.
- Set value of component
- Sets the value of a selected component. This will open an entry box
where you can enter the new value of a variable/component. Note that
GDB does not perform any type or range checking on the value entered.
- Update Value
-
Refreshes the value displayed in the selected item.
- Show Value
-
Shows only the value of the item.
- Show Type
-
Shows only the type of each field for the item.
- Show Value+Type
- Shows both the value and the type of the item.
- Auto refresh
-
Enables or disables the automatic refreshing of the item upon program execution
(e.g step, next).
A contextual menu can be accessed in the canvas itself (point the mouse to
an empty area in the canvas, and click on the right mouse button) with the
following entries:
- Display Expression...
-
Open a small dialog letting you specify an arbitrary expression
in the Data Window. This expression can be a variable name, or a
more complex expression, following the syntax of the current language and
underlying debugger.
See the documentation of e.g gdb for more details on the syntax.
The check button Expression is a subprogram call should be enabled
if the expression is actually not an expression but rather a debugger
command (e.g
p/x var) or a procedure call in the program being
debugged (e.g call my_proc).
- Align On Grid
-
Enables or disables alignment of items on the grid.
- Detect Aliases
-
Enables or disables the automatic detection of shared data structures.
Each time you display an item or dereference a pointer, all
the items already displayed on the canvas are considered and their addresses
are compared with the address of the new item to display. If they match,
(for example if you tried to dereference a pointer to an object already
displayed) instead of creating a new item a link will be displayed.
- Zoom in
-
Redisplays the items in the data window with a bigger font
- Zoom out
-
Displays the items in the data window with smaller fonts and pixmaps. This
can be used when you have several items in the window and you can't see all
of them at the same time (for instance if you are displaying a tree and
want to clearly see its structure).
- Zoom
-
Allows you to choose the zoom level directly from a menu.
11.3.2 Manipulating items
11.3.2.1 Moving items
All the items on the canvas have some common behavior and can be fully
manipulated with the mouse.
They can be moved freely anywhere on the canvas, simply by clicking on
them and then dragging the mouse. Note that if you are trying to move
an item outside of the visible area of the data window, the latter will
be scrolled so as to make the new position visible.
Automatic scrolling is also provided if you move the mouse while dragging
an item near the borders of the data window. As long as the mouse
remains close to the border and the button is pressed on the item,
the data window is scrolled and the item is moved. This provides an
easy way to move an item a long distance from its initial position.
11.3.2.2 Colors
Most of the items are displayed using several colors, each
conveying a special meaning. Here is the meaning assigned to all colors
(note that the exact color can be changed through the preferences
dialog; these are the default colors):
- black
- This is the default color used to print the value of variables or
expressions.
- blue
-
This color is used for C pointers (or Ada access values), i.e. all the variables
and fields that are memory addresses that denote some other value in
memory.
You can easily dereference these (that is to say see the value pointed to)
by double-clicking on the blue text itself.
- red
- This color is used for variables and fields whose value has changed since
the data window was last displayed. For instance, if you display an array
in the data window and then select the Next button in the tool bar, then
the elements of the array whose value has just changed will appear in red.
As another example, if you choose to display the value of local variables in
the data window (Display->Display Local Variables), then only the
variables whose value has changed are highlighted, the others are left in
black.
11.3.2.3 Icons
Several different icons can be used in the display of items. They also
convey special meanings.
- trash bin icon
- This icon indicates that the debugger could not get the value of the
variable or expression. There might be several reasons, for instance the
variable is currently not in scope (and thus does not exist), or it might
have been optimized away by the compiler. In all cases, the display will be
updated as soon as the variable becomes visible again.
- package icon
- This icon indicates that part of a complex structure is currently hidden.
Manipulating huge items in the data window (for instance if the variable
is an array of hundreds of complex elements) might not be very helpful. As a
result, you can shrink part of the value to save some screen space and make it
easier to visualize the interesting parts of these variables.
Double-clicking on this icon will expand the hidden part, and clicking on
any sub-rectangle in the display of the variable will hide that part and
replace it with that icon.
See also the description of the contextual menu to automatically show or hide
all the contents of an item. Note also that one alternative to hiding
subcomponents is to clone them in a separate item (see the contextual menu
again).
11.4 The Breakpoint Editor
The breakpoint editor can be accessed from the menu
Data->Edit Breakpoints. It gives access to the different kind of
breakpoints: on source location, subprogram, address, variables, exceptions.
The top area provides an interface to easily create the different kinds of
breakpoints, while the bottom area lists the existing breakpoints and
their characteristics.
It is possible to access to advanced breakpoint characteristics by clicking
on the Advanced button, which will display a new area on the right of the
window, where you can specify commands to run automatically after a breakpoint
is hit, or specify how many times a selected breakpoint will be ignored.
If running VxWorks AE, you can also change the Scope and Action
of breakpoints.
11.4.1 Scope/Action Settings for VxWorks AE
In VxWorks AE breakpoints have two extra properties:
- Scope:
which task(s) can hit a given breakpoint. Possible Scope values are:
- task:
the breakpoint can only be hit by the task that was active when the
breakpoint was set. If the breakpoint is set before the program is
run, the breakpoint will affect the environment task
- pd:
any task in the current protection domain can hit that breakpoint
- any:
any task in any protection domain can hit that breakpoint. This
setting is only allowed for tasks in the Kernel domain.
- Action:
when a task hits a breakpoints, which tasks are stopped:
- task:
stop only the task that hit the breakpoint.
- pd:
stop all tasks in the current protection domain
- all:
stop all breakable tasks in the system
These two properties can be set/changed through the advanced breakpoints
characteristics by clicking on the Advanced button. There are two
ways of setting these properties:
- Per breakpoint settings:
after setting a breakpoint (the default Scope/Action values will be
task/task), select the Scope/Action tab in the Advanced settings.
To change these settings on a given breakpoint, select it from
the breakpoints list, select the desired values of Scope and Action and click
on the Update button.
- Default session settings:
select the Scope/Action tab in the
Advanced settings. Select the desired Scope and Action settings, check
the Set as session defaults check box below and click the Close
button. From now on, every new breakpoint will have the selected values
for Scope and Action.
11.5 The Memory Window
The memory window allows you to display the contents of memory by
specifying either an address, or a variable name.
To display memory contents, enter the address using the C hexadecimal notation:
0xabcd, or the name of a variable, e.g foo, in the Location text entry.
In the latter case, its address is computed automatically. Then either press
Enter or click on the View button. This will display the memory with
the corresponding addresses in the bottom text area.
You can also specify the unit size (Byte, Halfword or Word),
the format (Hexadecimal, Decimal, Octal or ASCII), and you
can display the corresponding ASCII value at the same time.
The up and down arrows as well as the Page up and Page down
keys in the memory text area allows you to walk through the memory in
order of ascending/descending addresses respectively.
Finally, you can modify a memory area by simply clicking on the location
you want to modify, and by entering the new values. Modified values will
appear in a different color (red by default) and will only be taken into
account (i.e written to the target) when you click on the Submit changes
button. Clicking on the Undo changes or going up/down in the memory
will undo your editing.
Clicking on Close will close the memory window, canceling your last
pending changes, if any.
11.6 Using the Source Editor when Debugging
When debugging, the left area of each source editor provides the
following information:
- Lines with code
- In this area, blue dots are present next to lines for which the debugger
has debug information, in other words, lines that have been compiled with
debug information and for which the compiler has generated some code.
Currently, there is no check when you try to set a breakpoint on a non dotted
line: this will simply send the breakpoint command to the underlying
debugger, and usually (e.g in the case of gdb) result in setting a
breakpoint at the closest location that matches the file and line that you
specified.
- Current line executed
-
This is a green arrow showing the line about to be executed.
- Lines with breakpoints
-
For lines where breakpoints have been set, a red mark is displayed on top
of the blue dot for the line. You can add and delete
breakpoints by clicking on this area (the first click will set a breakpoint,
the second click will remove it).
The second area in the source window is a text window on the right that
displays the source files, with syntax highlighting.
If you leave the cursor over a variable, a tooltip will
appear showing the value of this variable. Automatic tooltips can be
disabled in the preferences menu.
See preferences dialog.
When the debugger is active, the contextual menu of the source window
contains a sub menu called Debug providing the following entries.
Note that these entries are dynamic: they will apply to the entity
found under the cursor when the menu is displayed (depending on the current
language). In addition, if a selection has been made in the source window the
text of the selection will be used instead. This allows you to display
more complex expressions easily (for example by adding some comments to your
code with the complex expressions you want to be able to display in the
debugger).
- Print selection
-
Prints the selection (or by default the name under the cursor) in the
debugger console.
- Display selection
-
Displays the selection (or by default the name under the cursor) in the
data window. The value will be automatically refreshed each time the process
state changes (e.g after a step or a next command). To freeze the display
in the canvas, you can either click on the corresponding icon in the data
window, or use the contextual menu for the specific item (see
11.3 The Data Window for more information).
- Print selection.all
- Dereferences the selection (or by default the name under the cursor) and
prints the value in the debugger console.
- Display selection.all
- Dereferences the selection (or by default the name under the cursor) and
displays the value in the data window.
- View memory at address of selection
-
Brings up the memory view dialog and explores memory at the address of the
selection.
- Set Breakpoint on Line xx
-
Sets a breakpoint on the line under the cursor, in the current file.
- Set Breakpoint on selection
- Sets a breakpoint at the beginning of the subprogram named selection
- Continue Until Line xx
-
Continues execution (the program must have been started previously) until
it reaches the specified line.
- Show Current Location
-
Jumps to the current line of execution. This is particularly useful after
navigating through your source code.
11.7 The Assembly Window
It is sometimes convenient to look at the assembly code for the subprogram
or source line you are currently debugging.
You can open the assembly window by using the menu Debug->Data->Assembly.
The current assembly instruction is highlighted with a green
arrow on its left. The instructions corresponding to the current source
line are highlighted in red by default. This allows you to easily see
where the program counter will point to, once you have pressed the "Next"
button on the tool bar.
Moving to the next assembly instruction is done through the "Nexti"
(next instruction) button in the tool bar. If you choose "Stepi"
instead (step instruction), this will also jump to the subprogram
being called.
For efficiency reasons, only a small part of the assembly code around the
current instruction is displayed.
You can specify in the preferences dialog how many instructions
are displayed by default. Also, you can easily
display the instructions immediately preceding or following the
currently displayed instructions by pressing one of the Page up or
Page down keys, or by using the contextual menu in the assembly
window.
A convenient complement when debugging at the assembly level is the
ability of displaying the contents of machine registers.
When the debugger supports it (as gdb does), you can select the
Data->Display Registers menu to get an item in the canvas that will
show the current contents of each machine register, and that will be updated
every time one of them changes.
You might also choose to look at a single register.
With gdb, select the Data->Display Any Expression, entering
something like
in the field, and selecting the toggle button "Expression is a subprogram
call". This will create a new canvas item that will be refreshed every
time the value of the register (in this case eax) changes.
11.8 The Debugger Console
This is the text window located at the bottom of the main window.
In this console, you have direct access to the underlying debugger,
and can send commands (you need to refer to the underlying debugger's
documentation, but usually typing help will give you an overview of
the commands available).
If the underlying debugger allows it, pressing Tab in this
window will provide completion for the command that is being typed (or for
its arguments).
There are also additional commands defined to provide a simple
text interface to some graphical features.
Here is the complete list of such commands. The arguments between square
brackets are optional and can be omitted.
graph (print|display) expression [dependent on display_num] [link_name name]
-
This command creates a new item in the canvas, that shows the value of
Expression. Expression should be the name of a variable, or one
of its fields, that is in the current scope for the debugger.
The command graph print will create a frozen item, that is not
automatically refreshed when the debugger stops, whereas graph display
displays an automatically refreshed item.
The new item is associated with a number, that is visible in its title bar.
These numbers can be used to create links between the items, using the
second argument to the command, dependent on. The link itself (i.e. the
line) can be given a name that is automatically displayed, using the third
argument.
graph (print|display) `command`
- This command is similar to the one above, except it should be used to
display the result of a debugger command in the canvas.
For instance, if you want to display the value of a variable in hexadecimal
rather than the default decimal with gdb, you should use a command like:
| | graph display `print /x my_variable`
|
This will evaluate the command between back-quotes every time the debugger
stops, and display this in the canvas. The lines that have changed will
be automatically highlighted (in red by default).
This command is the one used by default to display the value of registers
for instance.
graph (enable|disable) display display_num [display_num ...]
-
This command will change the refresh status of items in the canvas. As
explained above, items are associated with a number visible in their title
bar.
Using the graph enable command will force the item to be automatically
refreshed every time the debugger stops, whereas the graph disable
command will freeze the item.
graph undisplay display_num
-
This command will remove an item from the canvas
view (source|asm|source_asm)
-
This command indicates what should be displayed in the source window.
The first option indicates that only the source code should be visible,
the second one specifies that only the assembly code should be visible,
and the last one indicates that both should be displayed.
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