A Perspective on D from game industry

Paulo Pinto via Digitalmars-d digitalmars-d at puremagic.com
Fri Jun 27 05:27:00 PDT 2014


On Friday, 27 June 2014 at 02:11:50 UTC, H. S. Teoh via 
Digitalmars-d wrote:
> On Thu, Jun 26, 2014 at 09:16:27PM -0400, Nick Sabalausky via 
> Digitalmars-d wrote:
> [...]
>> Aye. Sometimes in embedded work, you're *lucky* if you can 
>> even do
>> printf at all, let alone a debugger. I've had to debug with as 
>> little
>> as one LED.  It's...umm..."interesting". And time consuming.
>> Especially when it's ASM.  (But somewhat of a 
>> proud-yet-twisted rite
>> of passage though ;) )
>
> Reminds me of time I hacked an old Apple II game's copy 
> protection by
> using a disk editor and writing in the instruction opcodes 
> directly. :-)
>
>
>> There's other times I've had to get by without debuggers too. 
>> Like, in
>> the earlier days of web dev, it was common to not have a 
>> debugger. Or
>> debugging JS problems that only manifested on Safari (I assume 
>> Safari
>> probably has JS diagnostics/debugging now, but it didn't 
>> always. That
>> was a pain.)
>
> Argh... you remind of times when I had to debug like 50kloc of
> Javascript for a single typo on IE6, when IE6 has no debugger, 
> not even
> a JS error console, or anything whatsoever that might indicate 
> something
> went wrong except for a blank screen where there should be 
> JS-rendered
> content. It wasn't so bad when the same bug showed up in 
> Firefox or
> Opera, which do have sane debuggers; but when the bug is 
> specific to IE,
> it feels like shooting a gun blindfolded in pitch darkness and 
> hoping
> you'll hit bulls-eye by pure dumb luck.
>
>
> T

IE6 had a debugger, it just wasn't installed by default.

You needed to install the debugger for Windows Scripting Host.

--
Paulo



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