Re: [GD-Windows] Call stack
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From: Alen L. <ale...@cr...> - 2005-02-09 14:58:18
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Start here: http://www.microsoft.com/msj/0497/hood/hood0497.aspx . Matt Pietrek wrote some articles and excellent examples on how to walk stack both manually and using dbghelp.dll. I prefer using manual walk and recording just the plain addresses in runtime and then later when dumping decode them to actual symbols. YMMV, Alen ----- Original Message ----- From: "Diogo de Andrade" <Dio...@ne...> To: <gam...@li...> Sent: Wednesday, February 09, 2005 13:43 Subject: [GD-Windows] Call stack > Hey all! > > This is a long shot, but is there any way to output the call stack in > MSVC 6.0? > More precisely, I'm having some problems with the recording/playback in > my engine, and I tracked it to the random number generated (when on > playback, it is being called more often than on recording, which is a > strange behavior). Anyway, I'm logging the output of the random number > generator (this is how I found out the asynch), but it would be really > helpful if I could output to the log file the call stack just to see > exactly WHO is calling the random number generator out of turn... > Is there any "simple" way of doing this (just for debug purposes)? > > Thanks in advance (and sorry if this is OT, but I'm not sure) > > Diogo de Andrade > Creative and Technical Director > Spellcaster Studios > dio...@sp... > > > > > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > |