More or less. It's is more powerful, as you can include <<
-separated values in the argument, so with a single argument you get something that would require a variable number of macro arguments in C. On the other hand, there is a slim chance that people will abuse it by including a semicolon in the argument. Or even encounter mistakes due to a forgotten semicolon after the call. So I'd include this in a do block:
#define DEBUG(x) do { std::cerr << x; } while (0)
I like the one above and use it quite often. My no-op usually just reads
#define DEBUG(x)
which has the same effect for optimizing compilers. Although the comment by @Tony D below is correct: this can leave some syntax errors undetected.
I sometimes include a run-time check as well, thus providing some form of a debug flag. As @Tony D reminded me, having an endl in there is often useful as well.
#define DEBUG(x) do { \
if (debugging_enabled) { std::cerr << x << std::endl; } \
} while (0)
Sometimes I also want to print the expression:
#define DEBUG2(x) do { std::cerr << #x << ": " << x << std::endl; } while (0)
In some macros, I like to include __FILE__
, __LINE__
or __func__
, but these are more often assertions and not simple debug macros.
Here's my favorite
#ifdef DEBUG
#define D(x) x
#else
#define D(x)
#endif
It's super handy and makes for clean (and importantly, fast in release mode!!) code.
Lots of #ifdef DEBUG_BUILD
blocks all over the place (to filter out debug related blocks of code) is pretty ugly, but not so bad when you wrap a few lines with a D()
.
How to use:
D(cerr << "oopsie";)
If that's still too ugly/weird/long for you,
#ifdef DEBUG
#define DEBUG_STDERR(x) (std::cerr << (x))
#define DEBUG_STDOUT(x) (std::cout << (x))
//... etc
#else
#define DEBUG_STDERR(x)
#define DEBUG_STDOUT(x)
//... etc
#endif
(I suggest not using using namespace std;
though maybe using std::cout; using std::cerr;
could be a good idea)
Note that you might want to do more things than just print to stderr when you are thinking about "debugging". Get creative, and you can build constructs that offer insight into the most complex interactions within your program, while allowing you to very quickly switch to building a super efficient version unencumbered by debug instrumentation.
For example in one of my recent projects I had a huge debug-only block which started with FILE* file = fopen("debug_graph.dot");
and proceeded to dump out a graphviz compatible graph in dot format to visualize large trees within my datastructures. What's even cooler is the OS X graphviz client will auto-read the file from disk when it changes, so the graph refreshes whenever the program is run!
I also particularly like to "extend" classes/structs with debug-only members and functions.
This opens up the possibility of implementing functionality and state that is there to help you track down bugs, and just like everything else that is wrapped in debug macros, is removed by switching a build parameter. A giant routine that painstakingly checks each corner case on every state update? Not a problem. Slap a D()
around it. Once you see it works, remove -DDEBUG
from the build script, i.e. build for release, and it's gone, ready to be re-enabled at a moment's notice for your unit-testing or what have you.
A large, somewhat complete example, to illustrate (a perhaps somewhat overzealous) use of this concept:
#ifdef DEBUG
# define D(x) x
#else
# define D(x)
#endif // DEBUG
#ifdef UNITTEST
# include <UnitTest++/UnitTest++.h>
# define U(x) x // same concept as D(x) macro.
# define N(x)
#else
# define U(x)
# define N(x) x // N(x) macro performs the opposite of U(x)
#endif
struct Component; // fwd decls
typedef std::list<Component> compList;
// represents a node in the graph. Components group GNs
// into manageable chunks (which turn into matrices which is why we want
// graph component partitioning: to minimize matrix size)
struct GraphNode {
U(Component* comp;) // this guy only exists in unit test build
std::vector<int> adj; // neighbor list: These are indices
// into the node_list buffer (used to be GN*)
uint64_t h_i; // heap index value
U(int helper;) // dangling variable for search algo to use (comp node idx)
// todo: use a more space-efficient neighbor container?
U(GraphNode(uint64_t i, Component* c, int first_edge):)
N(GraphNode(uint64_t i, int first_edge):)
h_i(i) {
U(comp = c;)
U(helper = -1;)
adj.push_back(first_edge);
}
U(GraphNode(uint64_t i, Component* c):)
N(GraphNode(uint64_t i):)
h_i(i)
{
U(comp=c;)
U(helper=-1;)
}
inline void add(int n) {
adj.push_back(n);
}
};
// A component is a ugraph component which represents a set of rows that
// can potentially be assembled into one wall.
struct Component {
#ifdef UNITTEST // is an actual real struct only when testing
int one_node; // any node! idx in node_list (used to be GN*)
Component* actual_component;
compList::iterator graph_components_iterator_for_myself; // must be init'd
// actual component refers to how merging causes a tree of comps to be
// made. This allows the determination of which component a particular
// given node belongs to a log-time operation rather than a linear one.
D(int count;) // how many nodes I (should) have
Component(): one_node(-1), actual_component(NULL) {
D(count = 0;)
}
#endif
};
#ifdef DEBUG
// a global pointer to the node list that makes it a little
// easier to reference it
std::vector<GraphNode> *node_list_ptr;
# ifdef UNITTEST
std::ostream& operator<<(std::ostream& os, const Component& c) {
os << "<s=" << c.count << ": 1_n=" << node_list_ptr->at(c.one_node).h_i;
if (c.actual_component) {
os << " ref=[" << *c.actual_component << "]";
}
os << ">";
return os;
}
# endif
#endif
Notice that for large blocks of code, I just use regular block #ifdef
conditionals because that improves readability somewhat, as for large blocks the use of extremely short macros is more of a hindrance!
The reason why the N(x)
macro must exist is to specify what to add when unit-testing is disabled.
In this part:
U(GraphNode(uint64_t i, Component* c, int first_edge):)
N(GraphNode(uint64_t i, int first_edge):)
It would be nice if we could say something like
GraphNode(uint64_t i, U(Component* c,) int first_edge):
But we cannot, because the comma is a part of preprocessor syntax. Omitting the comma produces invalid C++ syntax.
If you had some additional code for when not compiling for debug, you could use this type of corresponding inverse-debug macro.
Now this code might not be an example of "really good code" but it illustrates some of the things that you can accomplish with clever application of macros, which if you remain disciplined about, are not necessarily evil.
I came across this gem just now after wondering about the do{} while(0)
stuff, and you really do want all that fanciness in these macros as well!
Hopefully my example can provide some insight into at least some of the clever things that can be done to improve your C++ code. It is really valuable to instrument code while you write it rather than to come back to do it when you don't understand what's happening. But it is always a balance that you must strike between making it robust and getting it done on time.
I like to think of additional debug build sanity checks as a different tool in the toolbox, similar to unit tests. In my opinion, they could be even more powerful, because rather than putting your sanity check logic in unit tests and isolating them from the implementation, if they are included in the implementation and can be conjured at will, then complete tests are not as necessary because you can simply enable the checks and run things as usual, in a pinch.
For question 1] Answer is yes. It will just print the message to standard error stream.
For question 2] There are many. My Fav is
#define LOG_ERR(...) fprintf(stderr, __VA_ARGS__)
which will allow one to include arbitrary number of variables to include in the debug message.
I like to use macros with __LINE__
, __FILE__
as arguments to show where in the code the printout is from - it's not uncommon to print the same variable name in several places, so fprintf(stderr, "x=%d", x);
won't mean much if you then add another one the same ten lines further down.
I've also used macros that override certain functions and store where it was called from (e.g. memory allocations), so that later on, I can figure out which one it was that leaked. For memory allocation, that's a little harder in C++, since you tend to use new/delete, and they can't easily be replaced, but other resources such as lock/unlock operations can be very useful to trace this way [of course, if you have a locking wrapper that uses construction/destruction like a good C++ programmer, you'd add it to the constructor to add file/line to the internal structure once you have acquired the lock, and you can see where it's held elsewhere when the you can't acquire it somewhere].
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