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
More information about the Digitalmars-d
mailing list