I am debugging a crash and I noticed as a step through the debugger, this
pointer changes its value and after 3 steps it finally get the value 0x00000001 and application crashes.
Now the 0x00000001 value is obviously wrong but should I really expect this
value to change as I step through the debugger?
Below is the constructor I am debugging where it crashes. I have included the value of this
pointer in comments with each step and as you can see it jumps around quite a bit.
CADOCommand::CADOCommand(CADODatabase* pAdoDatabase, CString strCommandText, int nCommandType)
{
m_pCommand = NULL;
m_pCommand.CreateInstance(__uuidof(Command)); // this = 0x515f9d10
m_strCommandText = strCommandText; // this = 0x2c0c0ee8
m_pCommand->CommandText = m_strCommandText.AllocSysString(); // this = 0x515f9d20
m_nCommandType = nCommandType; // this = 0x70847a55
m_pCommand->CommandType = (CommandTypeEnum)m_nCommandType; // this = 0x00000001
m_pCommand->ActiveConnection = pAdoDatabase->GetActiveConnection();
m_nRecordsAffected = 0;
}
Is there any circumstances where value of this
could or should change as we step through the code in a given member function?
Update
I must add for record and in response to several comments, I was debugging release build but when I debugged the same function in debug build, the value of this
didn't change after all.
So what does that mean, is there a problem only in release build?
The comment by @drescherjm is upvoted which says in release mode the this pointer is not correct because of optimization
but what does that exactly mean by 'not correct'? That we can't trust this pointer in release build (is bogus) or that pointer value is correct but release build is broken because of optimizations?
Depending on the debugger, it may be normal to see the value of this
change between hitting the function and entering it.
hitting S::f()
entering S::f()
However, once you've entered the function, the value of this
shouldn't change1. If it does, it probably means that you have some sort of buffer overrun and are overwriting your stack.
Figuring out the problem can be tricky. You can try putting memory breakpoints on this
to see when it changes or commenting out code until the problem disappears. This should help you narrow it down. Note that the culprit might not even be in that particular function: memory corruption is notorious for causing havoc in unrelated places.
You also seem to be looking at this using an optimized build. Be very wary of relying on a debugger when optimizations were used: variables can disappear from your code, giving you the impression that their value is wrong. If you can reproduce the problem, I'd try logging this
somewhere instead of looking at it through a debugger. This whole thing might actually be a red herring.
1However, this
can change when you're calling another member function across a hierarchy, especially when virtual bases are involved.
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