SUGGESTION: restricting text in debugging feature

Started by Kinoko, Fri 04/11/2005 03:53:02

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Kinoko

I -just- remembered this one and I've been meaning to post it for awhile.

Occasionally I'll want to use the debugging feature that shows the current script processes (can't remember the name right now), but this became obsolete for me ever since I implimented a `clock` feature in my game. Because this timer counts every second in repeately_execute_always, that and a few other scripts keep the text in the debugging feature constantly scrolling and I'm unable to read it.

I'm not sure what the solution would be, but perhaps to enable a feature that allows you decide whether repeatedly_execute_always functions are displayed...

I'm really not sure, but anyway, I thought I'd mention it.

SSH

Well, personally, I'd love to see a whole lot of debugging features added. Maybe something like an on_debug function that is run before every script line and could implement breakpoints, etc. This could be in the plugin API if necessary.

You can single-step the script line debugger, though by using the Shift keys. I foudn this quite handy debugging the Credits module.

Or, alternately, just stop writing bugs in your code  :=
12

Kinoko

Yeah, whoops, you're right. Silly me :P

I didn't know about the shift-key deal, I'll check that out, thanks!

SSH

IIRC Left shift pauses execution and single-steps, right shift starts free running again. Or maybe the other way around.
12

Pumaman

SSH, there already is a Debug hook that plugins can use to hook into each single step line of code.

I'd like to improve the debugging in AGS a lot -- ideally the editor would be the debugger and would function like Visual Studio where you can set breakpoints, single-step, etc ... but whether I ever have the time to do this is quite another question.

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