A Perspective on D from game industry
Kapps via Digitalmars-d
digitalmars-d at puremagic.com
Wed Jun 18 22:51:51 PDT 2014
On Thursday, 19 June 2014 at 05:35:06 UTC, Nick Sabalausky wrote:
> That's why I inadvertently learned to love printf debugging. I
> get to see the whole "chart" at one. Granted, it's in a bit of
> a "The Matrix"-style "only comprehensible if you know what
> you're looking at" kind of way. Actual GUI graphs would
> certainly be nice. But all the data's there at once, so no
> need for constant fast-fowarding and rewindi...oh wait, that's
> right, debuggers can't rewind either. ;)
>
> Honestly, I *have* used and loved debuggers, and I still
> appreciate them. I do think they're great tools. But...I rarely
> use them anymore: After several years of being forced into
> printf-debugging (or worse!!) for various reasons, every time I
> go back to a debugger I feel like I'm debugging with my hands
> tied behind my back. Or rather, finding a needle in a haystack
> using only a microscope that's stuck on max magnification and
> can only ever move to the right. And it's exactly because of
> the debugger's "temporal blinders" - the inability to ever see
> more than one *instant* at a time.
There's a time for both. Being able to step into each method with
a debugger, execute code, inspect variables, etc, is very very
useful in certain situations. However in some situations
(particularly multi-threaded ones I find), printf debugging is
simply easier as you don't have to stop your program to examine
state and can easily interact with the program still. C# / Visual
Studio 2012 has IntelliTrace, which in theory could be promising
for these situations, but in reality I've never even tried.
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