• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
gasto

Double or more statements in one line, how does the debugger behave?

11 posts in this topic

n+=2; Func(n);

If two statements are typed in the same line, how does this affect the debugger? Since the debugger
picks line numbers apparently(in GDB and the Visual Stuido debugger)
1

Share this post


Link to post
Share on other sites
function call results are used as parameters

Do you mean actual parameters(AKA arguments)?

0

Share this post


Link to post
Share on other sites
You can always drop down the assembly level if you specifically need to break in between the two statements, in case it matters. Debuggers don't actually work with source code or care in the least about it. It's just the UIs (be it a CLI or GUI interface) that interface with the code and take the concepts you as a programmer mostly deal with (lines in files) and map those to assembly instructions. Likewise, you can debug binaries without debug information, it's just (often significantly) harder because you're stuck manually correlating things in the assembly to the original source.
2

Share this post


Link to post
Share on other sites

This causes me to think, is there a standard for debuggers?

Searching a while at stackOverflow.com seemed to throw no meaningful results.

Edited by gasto
0

Share this post


Link to post
Share on other sites

This causes me to think, is there a standard for debuggers?
Searching a while at stackOverflow.com seemed to throw no meaningful results.


Standard for _what_ in debuggers?

Different OSes expose different debugging-relevant features in different ways. Different hardware exposes debugging features in different ways. Different executable formats encode their debug-symbol information in different ways. Different programming languages and runtimes have different semantics that can be debugged and different ways of being hooked into by a debugger.
0

Share this post


Link to post
Share on other sites

 

This causes me to think, is there a standard for debuggers?
Searching a while at stackOverflow.com seemed to throw no meaningful results.


Standard for _what_ in debuggers?

Different OSes expose different debugging-relevant features in different ways. Different hardware exposes debugging features in different ways. Different executable formats encode their debug-symbol information in different ways. Different programming languages and runtimes have different semantics that can be debugged and different ways of being hooked into by a debugger.

 

Hence the question, why do programming languages possess a standard but debuggers don't?

0

Share this post


Link to post
Share on other sites
Because there is no need for portability, and because if they did add something to ensure portability it would come at a cost that most would be unwilling to pay.

Note that all this debugger talk is explicitly against "debug" builds. These builds are mostly unoptimized and usually quite slow. When you attempt to debug an optimized build the debugger may jump back and forth between lines many times, and will also frequently jump off out regions of assembly that the debugger has no idea where the C++ equivalent is.

There is no need, no desire, and whatever standardization were recommended would likely be ignored.
2

Share this post


Link to post
Share on other sites

This causes me to think, is there a standard for debuggers?

Searching a while at stackOverflow.com seemed to throw no meaningful results.

There is standard format for debug information: DWARF. MSVC has it's own format that it uses. There is also a slew of front end features that are expected from people using debuggers, mostly based on gdb.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0