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docs/debugger/c-cpp-assertions.md

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The CRTDBG.H header file defines the [_ASSERT and _ASSERTE macros](/cpp/c-runtime-library/reference/assert-asserte-assert-expr-macros) for assertion checking.
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| Macro | Result |
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|------------|-------------------------------------------------------------------------------------------------|
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| `_ASSERT` | If the specified expression evaluates to FALSE, the file name and line number of the `_ASSERT`. |
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| `_ASSERTE` | Same as `_ASSERT`, plus a string representation of the expression that was asserted. |
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| Macro | Result |
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|------------| - |
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| `_ASSERT` | If the specified expression evaluates to FALSE, the file name and line number of the `_ASSERT`. |
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| `_ASSERTE` | Same as `_ASSERT`, plus a string representation of the expression that was asserted. |
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`_ASSERTE` is more powerful because it reports the asserted expression that turned out to be FALSE. This may be enough to identify the problem without referring to the source code. However, the Debug version of your application will contain a string constant for each expression asserted using `_ASSERTE`. If you use many `_ASSERTE` macros, these string expressions take up a significant amount of memory. If that proves to be a problem, use `_ASSERT` to save memory.
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docs/debugger/debugger-overview.md

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The Visual Studio debugger allows you to observe the run-time behavior of your program and locate logic errors. The debugger works with all Visual Studio programming languages and their associated libraries. With the debugger, you can break execution to step through your code and evaluate variables in your application.
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|---------|---------|
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| ![movie camera icon for video](../install/media/video-icon.png "Watch a video") | [Watch a video](https://mva.microsoft.com/en-US/training-courses-embed/getting-started-with-visual-studio-2017-17798/Debugger-Feature-tour-of-Visual-studio-2017-sqwiwLD6D_1111787171) on debugging that shows similar steps. |
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| ![movie camera icon for video](../install/media/video-icon.png "Watch a video") | [Watch a video](https://mva.microsoft.com/en-US/training-courses-embed/getting-started-with-visual-studio-2017-17798/Debugger-Feature-tour-of-Visual-studio-2017-sqwiwLD6D_1111787171) on debugging that shows similar steps. |
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The debugger allows you to set breakpoints, inspect variables and set watches, view the call stack, debug on remote devices, debug multithreaded apps, and leverage many other features.
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docs/debugger/debugging-wpf.md

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## Related Topics
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| Title | Description |
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|----------------------------------------------------------------------------------------------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
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| [How to: Use the WPF Tree Visualizer](../debugger/how-to-use-the-wpf-tree-visualizer.md) | You can use the WPF Tree Visualizer to explore the visual tree of a WPF object and view the WPF dependency properties for the objects in that tree. This topic describes the user interface of the WPF Tree Visualizer. |
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| Title | Description |
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| - | - |
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| [How to: Use the WPF Tree Visualizer](../debugger/how-to-use-the-wpf-tree-visualizer.md) | You can use the WPF Tree Visualizer to explore the visual tree of a WPF object and view the WPF dependency properties for the objects in that tree. This topic describes the user interface of the WPF Tree Visualizer. |
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| [How to: Display WPF Trace Information](../debugger/how-to-display-wpf-trace-information.md) | [!INCLUDE[vsprvs](../code-quality/includes/vsprvs_md.md)] can receive debug trace information from WPF applications and display that information in the **Output** window. This topic describes how to enable and customize the display of WPF trace information. |
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## See Also

docs/debugger/get-started-debugging-multithreaded-apps.md

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# Get started debugging multithreaded applications in Visual Studio
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Visual Studio provides several tools and user interface elements to help you debug multithreaded applications. This tutorial shows how to use thread markers, the **Parallel Stacks** window, the **Parallel Watch** window, conditional breakpoints, and filter breakpoints . This tutorial takes only a few minutes, but completing it will familiarize you with the features for debugging multithreaded applications.
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|---------|---------|
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| ![movie camera icon for video](../install/media/video-icon.png "Watch a video") | [Watch a video](https://mva.microsoft.com/en-US/training-courses-embed/getting-started-with-visual-studio-2017-17798/Debugging-Multi-threaded-Apps-in-Visual-Studio-2017-MoZPKMD6D_111787171) on multithreaded debugging that shows similar steps. |
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| ![movie camera icon for video](../install/media/video-icon.png "Watch a video") | [Watch a video](https://mva.microsoft.com/en-US/training-courses-embed/getting-started-with-visual-studio-2017-17798/Debugging-Multi-threaded-Apps-in-Visual-Studio-2017-MoZPKMD6D_111787171) on multithreaded debugging that shows similar steps. |
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Other topics provide additional information on using other multithreaded debugging tools:
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docs/debugger/getting-started-with-the-debugger.md

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This article introduces the features of the Visual Studio debugger in a step-by-step walkthrough. If you want a higher-level view of the debugger features, see [Debugger Feature Tour](../debugger/debugger-feature-tour.md). When you *debug your app*, it usually means that you are running your application with the debugger attached. When you do this, the debugger provides many ways to see what your code is doing while it runs. You can step through your code and look at the values stored in variables, you can set watches on variables to see when values change, you can examine the execution path of your code, see whether a branch of code is running, and so on. If this is the first time that you've tried to debug code, you may want to read [Debugging for absolute beginners](../debugger/debugging-absolute-beginners.md) before going through this article.
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|---------|---------|
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| ![movie camera icon for video](../install/media/video-icon.png "Watch a video") | [Watch a video](https://mva.microsoft.com/en-US/training-courses-embed/getting-started-with-visual-studio-2017-17798/Debugger-Feature-tour-of-Visual-studio-2017-sqwiwLD6D_1111787171) on debugging that shows similar steps. |
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| ![movie camera icon for video](../install/media/video-icon.png "Watch a video") | [Watch a video](https://mva.microsoft.com/en-US/training-courses-embed/getting-started-with-visual-studio-2017-17798/Debugger-Feature-tour-of-Visual-studio-2017-sqwiwLD6D_1111787171) on debugging that shows similar steps. |
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Although the demo app is C# and C++, the features are applicable to Visual Basic, JavaScript, and other languages supported by Visual Studio (except where noted). The screenshots are in C#.
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docs/debugger/graphics/graphics-event-list.md

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To create groups and markers in Direct3D 12, use the APIs described in this section. The table below summarizes the APIs that you can use depending on whether you are marking events in a command queue or command list.
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|API Description|[ID3D12CommandQueue](/windows/desktop/api/d3d12/nn-d3d12-id3d12commandqueue)|[ID3D12GraphicsCommandList](/windows/desktop/api/d3d12/nn-d3d12-id3d12graphicscommandlist)|
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|---------------------|----------------------------------------------------------------------------|-----------------------------------------------------------------------------------|
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|---------------------| - | - |
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|Check user-defined event availability|[PIXGetStatus](https://msdn.microsoft.com/library/f7ebd985-fb5d-46d7-abec-099df4b9be0e)|[PIXGetStatus](http://msdn.microsoft.com/en-us/1046ac43-a0a3-42bf-bae8-14aa72fa7567)|
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|Begin an event group|[PIXBeginEvent](http://msdn.microsoft.com/en-us/5f51fff7-f313-4558-965b-2a443653cd7b)|[PIXBeginEvent](http://msdn.microsoft.com/en-us/4ddb3311-b9b5-449a-bbfb-7634e0d56e87)|
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|End an event group|[PIXEndEvent](http://msdn.microsoft.com/en-us/fb526bf2-c17d-4a2a-8665-3b577a0f7fba)|[PIXEndEvent](http://msdn.microsoft.com/en-us/a3cd34a9-9dd9-40e1-ae86-0214b25ff185)|
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To create groups and markers in Direct3D 11 or earlier, use the APIs described in this section. The table below summarizes the APIs that you can use for different versions of Direct3D 11 and earlier versions of Direct3D.
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|API Description|[ID3D11DeviceContext2](/windows/desktop/api/d3d11_2/nn-d3d11_2-id3d11devicecontext2) (Direct3D 11.2)|[ID3DUserDefinedAnnotation](http://go.microsoft.com/fwlink/p/?LinkID=250967) (Direct3D 11.1)|D3DPerf_ API family (Direct3D 11.0 and earlier)|
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|---------------------|---------------------------------------------------------------------------------------------------------------|----------------------------------------------------------------------------------------------------|--------------------------------------------------------|
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|---------------------| - | - | - |
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|Begin an event group|`BeginEventInt`|`BeginEvent`|`D3DPerf_BeginEvent`|
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|End an event group|`EndEventInt`|`EndEvent`|`D3DPerf_EndEvent`|
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|Create an event marker|`SetMarkerInt`|`SetMarker`|`D3DPerf_SetMarker`|
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This window allows you to view the history of the selected item in the event list. The dropdown at the top can be used to select other items to view the history of. The top half of the window contains the **Frame Setup Events**. These are the events which fall into the *Create* type category and are calls that typically initialize and create the resource. The bottom half of the window contains the **Frame Events** section. These are the normal read and write events that occur during the usage of the resource.
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| Column | Description |
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| **Type** | Shows the type of the entry, typically *Create*, *Read* and *Write*. |
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| **View** | Shows a thumbnail of the resource at that moment in time. Double-click the thumbnail to open a details view of the resource at that time. |
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| **Type** | Shows the type of the entry, typically *Create*, *Read* and *Write*. |
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| **View** | Shows a thumbnail of the resource at that moment in time. Double-click the thumbnail to open a details view of the resource at that time. |
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| **Event** | Shows the method call that occurred which generated the event. Any additional history on individual items can be viewed by selecting the watch icon ![watch icon](media/gfx_watch.png) on the appropriate line. Also, any item which is drawn in blue text, such as `m_commandList` in the screenshot above, can be selected for more details. |
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<!-- /VERSIONLESS -->

docs/debugger/graphics/graphics-frame-validation.md

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Click the **Run Validation** button at the top left corner to initiate the analysis. It may take several minutes to complete depending on the complexity of the frame. The data which appears here is a combination from two sources: the messages that D3D itself emits when [SDK Layers](/windows/desktop/direct3d11/overviews-direct3d-11-devices-layers) is enabled, and data that is collected from the tool's own internal state tracking. Once complete, you will see several columns of data:
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| Event Id | ID which maps to an entry in the [Event List](graphics-event-list.md) window. |
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| Severity | Corruption, Error, Warning, Info, or Message. |
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| Category | Application Defined, Miscellaneous, Initialization, Cleanup, Compilation, State Creation, State Setting, State Getting, Execution, Resource Manipulation, Shader, Redundant, and Unused. |
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| Message | The message associated with the event. |
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| Event | The event associated with the error or warning. |
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| Event Id | ID which maps to an entry in the [Event List](graphics-event-list.md) window. |
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| Severity | Corruption, Error, Warning, Info, or Message. |
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| Category | Application Defined, Miscellaneous, Initialization, Cleanup, Compilation, State Creation, State Setting, State Getting, Execution, Resource Manipulation, Shader, Redundant, and Unused. |
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| Message | The message associated with the event. |
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| Event | The event associated with the error or warning. |
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## See Also
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[Graphics Diagnostics (Debugging DirectX Graphics)](visual-studio-graphics-diagnostics.md)

docs/debugger/graphics/graphics-log-document.md

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Lists information about the graphics log document.
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| **Created by** | The name of the app that created the graphics log document. For example, if the capture session was initiated from [!INCLUDE[vsprvs](../../code-quality/includes/vsprvs_md.md)] (manual capture) the value of this property is [!INCLUDE[vsprvs](../../code-quality/includes/vsprvs_md.md)]. |
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| **Session Start Time** | The date and time that the capture session began. |
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| **Size** | The size of the graphics log document. |
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| **Created by** | The name of the app that created the graphics log document. For example, if the capture session was initiated from [!INCLUDE[vsprvs](../../code-quality/includes/vsprvs_md.md)] (manual capture) the value of this property is [!INCLUDE[vsprvs](../../code-quality/includes/vsprvs_md.md)]. |
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| **Session Start Time** | The date and time that the capture session began. |
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| **Size** | The size of the graphics log document. |
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[Walkthrough: Missing Objects Due to Vertex Shading](walkthrough-missing-objects-due-to-vertex-shading.md)

docs/debugger/graphics/reference-programmatic-capture.md

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## Related Articles
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| [Capturing Graphics Information](capturing-graphics-information.md) | Shows how to capture graphics information from your DirectX-based app so that you can use [!INCLUDE[vsprvs](../../code-quality/includes/vsprvs_md.md)] Graphics Diagnostics tools to diagnose rendering problems. |
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| [Overview](overview-of-visual-studio-graphics-diagnostics.md) | Shows how Graphics Diagnostics can help you debug rendering errors in DirectX games and apps. |
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| [Overview](overview-of-visual-studio-graphics-diagnostics.md) | Shows how Graphics Diagnostics can help you debug rendering errors in DirectX games and apps. |
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