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AppGameKit Classic Chat / I have problems with the debugger

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Digital Awakening
AGK Developer
21
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Joined: 27th Aug 2002
Location: Sweden
Posted: 24th Jun 2015 22:24
I have just updated from 2.0.09 to 2.0.14b. Which I did only to get access to the debugger. When I start debug I only get an empty player. The one with the agk2 logo and it says unconnected. What am I doing wrong? I really need a working debugger so I can step through my code.

Markus
Valued Member
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Joined: 10th Apr 2004
Location: Germany
Posted: 25th Jun 2015 00:58 Edited at: 25th Jun 2015 01:00
u set the device ip for debug in editor build options?
(the player show the ip.)

AGK 108 (B)19 + AppGameKit V2 Beta .. : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
Digital Awakening
AGK Developer
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Joined: 27th Aug 2002
Location: Sweden
Posted: 25th Jun 2015 09:10
I want to do a debug on the PC I am coding on. Also, the player show no IP when I do this.

BTW, my PC is currently not connected to the Internet or any network. Could that have something to do with it? I should be able to debug locally without though.

Digital Awakening
AGK Developer
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Joined: 27th Aug 2002
Location: Sweden
Posted: 25th Jun 2015 10:20
I have solved my bugs without the debugger. It turned out that I set the alpha of my sprites below 0 and that looped it up to 255. Shouldn't it be capped or give an error instead?

Still no success with the debugger. But at least I don't need it now.

Back to coding

BatVink
Moderator
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Location: Gods own County, UK
Posted: 25th Jun 2015 14:57
In Debug mode, if you hit an error before the screen displays, you see the AppGameKit Player. This is also the same if you set a breakpoint before the first Sync()

Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
Markus
Valued Member
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Location: Germany
Posted: 25th Jun 2015 15:13
i think your pc need network, without the game bytecode can not upload into player via network.

AGK 108 (B)19 + AppGameKit (Steam) V2 Beta .. : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
Digital Awakening
AGK Developer
21
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Joined: 27th Aug 2002
Location: Sweden
Posted: 25th Jun 2015 15:59
BatVink
I have no errors and I have removed all breakpoints.

BatVink
Moderator
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Location: Gods own County, UK
Posted: 25th Jun 2015 18:25
Markus is right.

I disabled my network adapter and I got the same result.
I tried to use localhost and 127.0.0.1, but these didn't work.

Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
Digital Awakening
AGK Developer
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Location: Sweden
Posted: 26th Jun 2015 12:44
It's weird to require a network to debug on the same device. It makes it hard to use on travels etc.

Markus
Valued Member
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Posted: 26th Jun 2015 12:52
i agree, ask paul for this "feature"

AGK 108 (B)19 + AppGameKit (Steam) V2 Beta .. : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
Digital Awakening
AGK Developer
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Joined: 27th Aug 2002
Location: Sweden
Posted: 26th Jun 2015 14:37
Well, I can confirm that setting up a wifi hotspot on a cellphone is enough to run the debugger.

Markus
Valued Member
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Posted: 26th Jun 2015 17:31
does this wifi hotspot work if you travels in airplane with flightmode?

AGK 108 (B)19 + AppGameKit (Steam) V2 Beta .. : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
Digital Awakening
AGK Developer
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Posted: 26th Jun 2015 18:34
No, it requires you to turn on WiFi on both devices.

Ched80
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 26th Jun 2015 20:13
DA - I have this problem too. I work on the train during my commute to work so I am rarely connected to a network while running AGK. Having a debugger offline is essential to me so I find it strange why AppGameKit needs a network to debug on a local machine.

Paul Johnston
TGC Developer
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Location: United Kingdom
Posted: 29th Jun 2015 18:20
When writing the debugger I had some troubles connecting to the loop back interface so it attempts to detect your IP address and connect to itself. I'll see if I can work out the problem.

It uses the network since the mobile devices use it to transfer debug information, and rather than create a separate path for transferring data on the local machine it seemed appropriate to use the same method on the desktop.

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