Hi Paul,
Loving the debugger, including the debug log output window which picked up a couple of errors waiting to happen that I've now fixed.
I'm nearing the end of my Manic Miner remake, and I use various bit settings/flags within an int.
I have a wish list for you please
1) Add the ability to view watch variables as Binary, HEX, Octal, ASCII CHARS as well as decimal please. Debugging 32 bits of state information using calculator is painful.
2) Add context to the watch variables COPY/PASTE
3) Add the ability to modify variables from the watch window/on the fly, this helps with debugging.
4) Displaying Arrays, it would be better to view a list of each element within the array on a separate line
currently I see something like
g_iLevelBaseSprites { [0]=10017, [1]=10018, [2]=10023 ... }
It would be better to provide the data as follows
g_iLevelBaseSprites (Add a triangle so it can be collapsed)
g_iLevelBaseSprites[0] 10017
g_iLevelBaseSprites[1] 10018
g_iLevelBaseSprites[2] 10023
...
5) types, if I define a type and add that to the watch window, I am unable to see all the elements within the type.
i.e.
toInsert as mySprites
toInsert.spriteID = spriteID
toInsert.xBlock = 0
toInsert.yBlock = 0
toInsert.xPos = GetSpriteX(spriteID)
toInsert.yPos = GetSpriteY(spriteID)
toinsert.ignoreB = ignoreFlag
If I add
toInsert to the watch window I get an
<Invalid Expression>
6) add the ability to modify the type data.
7) Conditional Breakpoint evaluation. (Advanced debugging) break when variable x = y, or x > y, etc (i.e. add expression evaluation).
8) add buttons to the tool bar for stepping/step over, step in, execute to line etc (All the features were familiar with XCode, Visual Studio/ Eclipse)
9) Memblocks, Add the ability to view/modify memblock data.
10) When an Image or Sprite is defined, an additional window which shows the image data. Especially if you are creating sprites on the fly, or trying to establish which sprites were not released from memory.
Ok, that's my starter for 10
I'm sure others on the forum have a view.
But excellent work getting the debugger to where it is today.
Thank you
Muckypaws.
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