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[Closed] Fast way to debug plugin with sdk

Hi,
I’m starting to play with 3ds max 2014 sdk. How can I speed up the debugging of my plugin? I use Hybrid mode and when I run my code max starts about 4-5 times slower than normal start, the same thing with attaching to process – it also takes about a minute or two. So my question is how to deal with it? For now the fastest method that I found is to use Release mode and restarting max manually after each rebuild of my plugin, but to be honest I don’t belive I can create anything that way.

6 Replies

but the only way to actually debug a plugin, that is to step through the code line by line, observe the stack frame etc, is to build as Hybrid and start max remotely from VS. If you are talking about the development process, for the most part, it’s a different philosophy to say mxs where you can use an “incremental” script approach. You tend to code the whole thing first then test. But that’s not to say there aren’t plugin unloading methods that can be used to speed up the development.

 lo1

For me ‘attach to process’ after 3dsmax has finished loading takes no more than 3-4 seconds, I’m not sure why it’s slow for you.
What does it say it’s doing?

other stuff that can help the debugging process is…


#include "maxscrpt/Listener.h"

the_listener->edit_stream->printf(....) // sames as standard c printf
the_listener->edit_stream->flush(); 

will print to the MAXScript Listener window… doesn’t help with the load times but gives you a reporting facility in release mode.

It’s “Loading symbols for (…)” taking that long.
I’ve also realized that when I use “Attach to process” I can’t debug with VS, can’t set any breakpoints or anything, because it says “No symbols are loaded for this document”.

1 Reply
 lo1
(@lo1)
Joined: 11 months ago

Posts: 0

What is it loading symbols for? Your data or other stuff?

Are you generating debug info at all?

It’s just whole bunch of .dll libraries from 3ds max folder. I have “Generate Debug Info” set to YES (/DEBUG).