Hey, look, software!

Grant T  —  5 days, 2 hours ago


It's out (download's here on hmn!); I don't have sales reports, but let us assume hotcakes! Let me know about bugs, questions, etc!
#13245 Jeroen van Rijn  —  5 days ago
Is champers indicated, do you think?
Congrats on the release!
#13251 Simon Anciaux  —  4 days, 15 hours ago
Thanks for answering my questions.

I'm not trying to convince you to use Visual Studio (or any other debugger) but maybe you're missing on some useful tools:
- steps would be VS breakpoints with the addition of the different step possibilities (step a line, step to cursor, step out, conditional breakpoints...), with the code context and you can stop anywhere you want;
- variable declaration, scan and print are VS watch window (or autos window or locals window), without declaration (you can see any variable), they are updated and displayed when you step and you can see any "valid" variable (global, memory address, or in the current stack frame. You can also go up or down stack frames);
- calling a function can be done in the watch window of VS without declaration;
- seashell_print is OutputDebugString in VS;

And all that without compiling or restarting the program.

As for the way you are pausing the execution (busy waiting), would it work on a single core system (would slow everything) or multi threaded applications ? The Wikipedia article suggests alternatives.
#13256 drjeats  —  4 days, 3 hours ago
This project is pretty cool :)

Calling C++ member and overloaded functions sounds like a lot of work, but would be pretty rad.

What exactly would dedecl do? I think I might want, but I guess I still need to try out Seashell for realsies before I grok where I'd need it. If it would be to handle shadowing and recursive calls, then for sure I'd be into that.

Although this does replicate a lot of the features of a more standard debugger setup, I like that it's something that can run outside of the debugger. E.g. you could put this into a game build you take to a convention and have a cheat key to open it up to debug really hairy things on the spot. I can't adequately describe how demoralizing it is to have your game get into some unplayable state at a con with no way to look at what's going on inside.

In continuing with the "like a debugger" train of thought, have you thought about letting people compose commands together? The command line interface and memory printing functions sort of remind me of GDB scripting, which is powerful but annoying. I know you don't want to have a full interpreter in there, but being able to make aliases for sequences of commands could be a big usability improvement. Apologies if this is already a thing!

:+1:

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