Visual Leak Detector (Version 0.9f)
Enhanced Memory Leak Detection for Visual C++
About Visual Leak Detector:
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This memory leak detector is superior, in a number of ways, to the memory
leak detection provided natively by MFC or the Microsoft C runtime library.
First, built-in leak detection for non-MFC applications is not enabled by
default. It can be enabled, but implementing it is not very intuitive and
(for Visual C++ 6.0 at least) it doesn't work correctly unless you fix a
couple of bugs in the C runtime library yourself. And even when it is working
correctly its capabilities are somewhat limited. Here is a short list of
capabilities that Visual Leak Detector provides that the built-in leak detection
does not:
+ Provides a complete stack trace for each leaked block, including source
file and line number information when available.
+ Provides complete data dumps (in hex and ASCII) of leaked blocks.
+ Customizable level of detail in the memory leak report via preprocessor
macro definitions.
Okay, but how is Visual Leak Detector better than the dozens of other after-
market leak detectors out there?
+ Visual Leak Detector is now packaged as an easy-to-use library. Just copy
the library to the appropriate directory and include a single header.
Because the library is already built, you don't need to worry about things
like installing the Platform SDK or Debugging Tools for Windows.
+ In addition to providing stack traces with source files, line numbers
and function names, Visual Leak Detector also provides data dumps.
+ It works with both C and C++ programs (compatible with both malloc/free
and new/delete).
+ The full source code to the library is included and it is well documented,
so it is easy to customize it to suit your needs.
How To Use Visual Leak Detector:
--------------------------------
Earlier versions of Visual Leak Detector (VLD) had a design that required
absolutely no modification of the source files being debugged. But to acheive
this, VLD had to be compiled into your program from source. It turned out that
building VLD from source was, for most people, the hardest part about using it.
So to make life easier, VLD is now packaged as a library. This means that there
is no longer a need to build VLD from source. But it also means that there is
now a single header file that needs to be included in one of your own source
files that tells your program to link with the VLD library. But beyond that, you
don't need to make any other changes to your sources. In the end, this is a much
easier way to use VLD because it eliminates all of the complexity involved with
building VLD from source.
To use VLD with your project, follow these simple steps:
1) Copy the VLD library (*.lib) files to your Visual C++ installation's "lib"
subdirectory.
2) Copy the VLD header (vld.h) file to your Visual C++ installation's
"include" subdirectory.
3) In one of your source files -- preferably the one with your program's main
entry point -- add the line "#include <vld.h>". It's probably best to add
this #include before any of the other #includes in your file (with one
important exception), but is not absolutely necessary. In most cases, the
specific order will not matter. The one exception is "stdafx.h". If your
file includes stdafx.h, then vld.h should be included just after it.
4) Windows 2000 users will also need to copy dbghelp.dll to the directory
where the executable being debugged resides. This would also apply to users
of earlier versions of Windows, but I can't guarantee that VLD even works
on versions prior to Windows 2000.
When you build debug versions of your program, by including the vld.h header
file, your program will be linked with VLD. When you run your program under the
Visual C++ debugger, VLD will display a memory leak report in the debugger's
output window when your program quits.
If memory leaks were detected, double-clicking on a source file/line number
within the memory leak report will jump to that line of source in the editor
window. In this way, you can easily navigate the code that led up to the memory
allocation that resulted in a memory leak.
When you build release versions of your program, VLD will not be linked into
the executable. So it is safe to leave the #include <vld.h> in your source file
when doing release builds.
Configuring Visual Leak Detector:
---------------------------------
There are a few optional preprocessor macros that you can define to contol
the level of detail provided in memory leak reports.
+ VLD_MAX_TRACE_FRAMES: By default, Visual Leak Detector will trace back
as far as possible the call stack for each block that is allocated.
Each frame traced adds additional overhead (in CPU time and memory use)
to your debug executable. If you'd like to limit this overhead, you
can define this macro to an integer value. The stack trace will stop
when it has traced this number of frames. The frame count includes the
"useless" frames which, by default, are not displayed in the debug
output window (see VLD_SHOW_USELESS_FRAMES below). Usually, there will
be about 5 or 6 "useless" frames at the beginning of the call stack.
Keep this in mind when using this macro, or you may not see the number
of frames you expect.
+ VLD_MAX_DATA_DUMP: Define this macro to an integer value to limit the
amount of data displayed in memory block data dumps. When this number of
bytes of data has been dumped, the dump will stop. This can be useful if
any of the leaked blocks are very large and the debug output window
becomes too cluttered. You can define this macro to 0 (zero) if you want
to suppress the data dumps altogether.
+ VLD_SHOW_USELESS_FRAMES: By default, only "useful" frames are printed in
the call stacks. Frames that are internal to the heap or Visual Leak
Detector are not shown. Define this to force all frames of the call
stacks to be printed. This macro might be useful if you need to debug
Visual Leak Detector itself or if you want to customize it.
Caveats:
--------
In order to be successful at detecting leaks, VLD's code must run before any of
the code being debugged. Most often this will happen without a hitch. However,
there is one rare instances where this might not happen: if any global objects
in the program have been placed in the "compiler" initialization area. However,
user global objects are never placed in this area by default. They must be
manually placed there by using the "#pragma init_seg(compiler)" directive. As
long as you are not using this directive then VLD will not have any problem
running before your code. If you are using it, then you should take whatever
measures are necessary to ensure that objects from the VLD library are
constructed before your first global object is constructed. If this situation
applies to you, but you are not concerned about the possibility of memory leaks
in your global objects' constructors, then it will not be a problem if your
global objects are consructed before VLD's objects.
Building Visual Leak Detector From Source:
------------------------------------------
Because Visual Leak Detector is open source, the library can be built from
source if you want to tweak it to your liking. The hardest part about building
the VLD libraries from source is getting your build environment correctly set
up. But if you follow these instructions carefully, the process should be
fairly painless.
1) Visual Leak Detector depends on the Debug Help Library (dbghelp.dll)
version 5.1 or later. Various versions of this DLL are shipped with the
Windows operating systems. The latest version is always included with
Debugging Tools for Windows. Version 6.3 of the DLL is included with
VLD.
* Windows XP users should already have a new enough version of dbghelp.dll
in WINDOWS\system32. So, if you're running Windows XP, you don't need to
do anything with the dbghelp.dll included with VLD.
* Windows 2000 shipped with an older version of dbghelp.dll. To build VLD
on Windows 2000, you must use a newer version (5.1 or newer). The best
way is to use the copy of dbghelp.dll included with VLD (version 6.3).
Place the included copy of the DLL in the directory where the executable
you are debugging resides.
* Windows Server 2003 users also should already have a new enough version
of dbghelp.dll in WINDOWS\system32. So, if you're running Windows Server
2003, you don't need to do anything with the dbghelp.dll included with
VLD.
2) VLD also depends on the Debug Help Library header file (dbghelp.h). This
header file won't exist unless you have a recent Platform SDK installed. I
recommend installing the Windows XP SP2 Platform SDK. This SDK is
compatible with Windows XP, Windows 2000, and Windows Server 2003. If
you're debugging an application for Windows Server 2003, the Windows Server
2003 Platform SDK will probably work as well, but I haven't tried it myself
so I can't guarantee it will work. Both of these SDKs can be downloaded
from Platform SDK Update.
3) Once you have the Platform SDK installed, you'll need to make Visual C++
aware of where it can find the Debug Help Library header file. To do this,
add the "include" subdirectory from the Platform SDK installation directory
to the include search path in Visual C++:
* Visual C++ 7: Go to Project Properties -> C/C++ -> General -> Additional
Include Directories and add the "include" subdirectory from the Platform
SDK. Make sure it's at the top of the list.
* Visual C++ 6: Go to Tools -> Options -> Directories. Select "Include
files" from the "Show Directories For" drop-down menu. Add the "include"
subdirectory from the Platform SDK. Make sure it's at the top of the
list.
4) VLD also depends on one other header file (dbgint.h) that will only be
installed if you elected to install the CRT source files when you installed
Visual C++. If you didn't install the CRT sources, you'll need to re-run
the Visual C++ installer and install them. If you are not sure whether you
installed the CRT sources when you installed Visual C++, check to see if
dbgint.h exists in the CRT\src subdirectory of your Visual C++ installation
directory. If those files are missing, or you don't have a CRT\src
directory, then chances are you need to re-install Visual C++ with the CRT
sources selected.
5) Make sure that your Visual C++ installation's CRT\src subdirectory is
in the include search path. Refer to step 3 for instructions on how to
add directories to the include search path. The CRT\src subdirectory should
go after the default include directory. To summarize, your include search
path should look like this:
C:\Program Files\Microsoft Platform SDK for Windows XP SP2\Include
C:\Program Files\Microsoft Visual Studio\VCx\Include
C:\Program Files\Microsoft Visual Studio\CRT\src
In the above example, "VCx" would be "VC7" for Visual Studio .NET 2003 or
"VC98" for Visual Studio 6.0. Also, the name of your Platform SDK
directory might be different from the example depending on which version of
the Platform SDK you have installed.
Once you've completed all of the above steps, your build environment should be
ready. To build VLD, just open the vld.dsp project and do a batch build to
build all six of the configurations:
* The three debug configurations are for building versions of the library that
have debugging information so that VLD itself can be conveniently debugged.
* The three release configurations build the library for use in debugging
other programs.
* There are three configurations each: one for each method of linking with the
C runtime library (single-threaded, multithreaded, and DLL). When linking
the VLD library against a program, the vld.h header file detects how the
program is linking to the C runtime library and selects the appropriate VLD
library from the three possible choices.
The "release" builds of the VLD libraries are not like typical release builds.
Despite the "release" name, they are actually meant to be linked only to debug
builds of your own programs. When doing release builds of your programs, VLD
will not be linked to them at all. In the context of VLD, "release" simply
means the versions that are optimized and have the symbols stripped from them
(to make the libraries smaller). They are the versions of the libraries that
are included in the release of VLD itself (hence the "release" name). So when
you are building the release libraries, you're really building the same
libraries that are included in the main VLD distribution. The "debug" builds of
VLD are strictly for debugging VLD itself (e.g. if you want to modify it or if
you need to fix a bug in it).
Frequently Asked Questions:
---------------------------
Q: Is Visual Leak Detector compatible with non-Microsoft platforms?
No. It is designed specifically for use with Visual C++, and it depends on
heap debugging functions found only in Microsoft's C runtime library. It's
called "Visual" Leak Detector for a reason.
Q: when running my program with VLD linked to it I get an error message saying,
"the procedure entry point SymFromAddr could not be located in the dynamic
link library dbghelp.dll".
This typically only happens on Windows 2000 clients. It will happen if the
Debug Help Library is out-of-date. Copy the included version of dbghelp.dll
(version 6.3) to the directory where the executable you are debugging
resides. If dbghelp.dll is missing for some reason, you can get it by
installing Debugging Tools for Windows. I recommend installing version 6.3.
Q: When building VLD from source, I get the fatal error "C1189: #error : ERROR:
Use of C runtime library internal header file." in either the file stdio.h
or in the file assert.h (or possibly in some other standard header file).
Visual C++ is including the wrong copies of the standard headers. Be sure
that the CRT\src subdirectory of your Visual C++ installation directory
is listed AFTER the default include directory in Visual C++'s include
search path.
Q: When building VLD from source, I get Compile Error C1083: "Cannot open
include file: 'dbgint.h': No such file or directory"
This will happen if the CRT source files are not installed. These are an
optional part of the installation when you first install Visual C++. Re-run
the Visual C++ installation, if needed, to install them. If the CRT sources
are already installed, make sure the CRT\src subdirectory of the Visual C++
installation directory is in Visual C++'s include search path.
Q: When building VLD from source, I get Compile Error C2059: "syntax error :..."
and a whole bunch of other compiler errors when compiling dbghelp.h.
Visual C++ is including the wrong copy of dbghelp.h. Be sure that the
Platform SDK "include" subdirectory is the first directory in Visual C++'s
include search path.
License:
--------
Visual Leak Detector is distributed under the terms of the GNU Lesser General
Public License. See the COPYING.txt file for details.
The Debug Help Library (dbghelp.dll) distributed with this software is not part
of Visual Leak Detector and is not covered under the terms of the GNU Lesser
General Public License. It is a separately copyrighted work of Microsoft
Corporation. Microsoft reserves all its rights to its copyright in the Debug
Help Library. Neither your use of the Visual Leak Detector software, nor your
license under the GNU Lesser General Public license grant you any rights to use
the Debug Help Library in ANY WAY (for example, redistributing it) that would
infringe upon Microsoft Corporation's copyright in the Debug Help Library.
Contacting The author:
----------------------
Please forward any bug reports, questions, comments or suggestions to me at
dmoulding@gmail.com.
Copyright (c) 2005 Dan Moulding