If you debug optimized C or C++ code and are sick of "Variable was optimized away" messages, try C++ Dynamic Debugging. You get the performance of optimized code, but the debuggability of unoptimized code.
Check out my talk to see how we implemented it!
We have just released a new CppCon 2025 Video!
MSVC C++ Dynamic Debugging: How We Enabled Full Debuggability of Optimized Code - by @ericbrumer- CppCon 2025
https://t.co/6kErFzhzLC
#Coding#Cplusplus#Cpp#Programming#cppcon
CppCon 2025 SESSION ANNOUNCEMENT: MSVC C++ Dynamic Debugging: How We Enabled Full Debuggability of Optimized Code by Eric Brumer
https://t.co/9e5kJfGhQf
Register now: https://t.co/A9Xq2fMpll
#cpp#cplusplus#coding#programming
〰️ Visual Studio 2022 v17.14 Release Party 〰️
Explore the new C++ dynamic debugging now in Visual Studio 2022 v17.14
🎉 Learn what's new in our blog: https://t.co/ry6tfenYDY
🎥 Streaming LIVE in just 4 hours on Visual Studio Toolbox. https://t.co/0FJ6y4DyJs
🌟Supercharge your development process with @VisualStudio's newest feature: C++ Dynamic Debugging
It deoptimizes code that you set breakpoints on or step into, giving you the performance of optimized code with the debugging experience of unoptimized code. #GDC2025
🔗Learn more: https://t.co/1e066dMecO
Tired of debugging optimized code with missing variables and inlined functions?
@VisualStudio preview now has Dynamic Debugging which automatically unoptimizes functions you step into while debugging 👀
Available in UE 5.6, or with a simple cherry pick:
https://t.co/lr4CANsJ2W
Visual Studio 2022 version 17.2 contains improvements to the C++ backend: new features, new and improved optimizations, build throughput improvements, and better security. Learn more: https://t.co/7OTEYrvLlH #VS2022
The site now supports execution on Windows platforms! Huge thanks to our friends at MS who support, code and run the infrastructure that makes this possible! -mg
@rharter@alenz316 Bad news: none of us have the old ink_rendering.cpp code. We have a copy of the published sources, but we completely removed the guts of the ink code for IP concerns. And none of us seem to have a backup anyways. Sorry!
@rharter@alenz316 We never 'removed' points, but rather 'moved' them. This was patented, and I've been advised against publishing the sources for the specifics there: https://t.co/5xKAinn1p7
I'm still digging for sources though, maybe something will be useful for you.
@alenz316@rharter The original (MSFT internal) source server is gone, codeplex is gone, and I can't find the sources on my machines... I'm asking my teammates if they have it.
@rharter can you expand on "reduce input points so splines work"? I'll do my best to answer
@alenz316@rharter That brings back great memories! I had a ton of fun working on that project. I see codeplex is offline... Let me dig around to see if I still have the code around.
Caveat: we patented some of the ink work, but I'll see what I can publish.
We continue to invest in bringing fuzzing to every developer at Microsoft, and making it easier for everyone to continuously fuzz. We're searching for two engineers to join the team that builds OneFuzz.
https://t.co/LYENdpYglP