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|ID||Category||Severity||Reproducibility||Date Submitted||Last Update|
|0006427||[Squeak] Tools||feature||N/A||04-18-07 15:13||04-09-09 18:13|
|Summary||0006427: Debug recursion detector?|
being tired from debug window popping again and again.
Is there are any elegant solution to prevent such behahior?
What if place mark on a process like 'under debug' so, exceptions must be handled in same window.
(0010578 - 94 - 106 - 106 - 106 - 106 - 106)
Can you come up with a simple way to reproduce such a problem in a fresh image?
(0010584 - 667 - 709 - 709 - 709 - 709 - 709)
well, it depends..
a recursive error may be happen when debugger creates/draws UI.
this spawns another debugger, then another and another..
it really depends where the bug is.
I am currently trying to substitute a Display with my own class, which redirects all drawings to OpenGL.
And i can't find a graceful solution how to debug my classes, because Debugger uses morphs, which leads to use my classes to draw them.
Is there a way to forcibly tell Debugger to use different DisplayScreen or canvas instance for displaying own UI?
Is this possible at all when many Morphs have direct references to Display global var and/or BitBlt instead of using canvases?
(0010585 - 474 - 575 - 575 - 575 - 575 - 575)
edited on: 04-19-07 06:31
another solution is to remove a Display global var and if morph needs DisplayScreen instance, use something like "self myWorld currentDisplay" or just "self currentDisplay" instead referencing global Display.
I know, this leads to large code refactoring but in my opinition this is the better way to go..
But currently, to illustrate how easy to screw things up, just add
in AlignedMorph following code:
self error: 'oopsie'.
and accept it.
|04-18-07 15:13||sig||New Issue|
|04-18-07 20:31||wiz||Note Added: 0010578|
|04-19-07 03:34||sig||Note Added: 0010584|
|04-19-07 03:48||sig||Note Added: 0010585|
|04-19-07 06:31||sig||Note Edited: 0010585|
|04-09-09 18:13||KenCausey||Category||Debugger => Tools|
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