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Re: Debugging cocoa
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Re: Debugging cocoa


  • Subject: Re: Debugging cocoa
  • From: tahome izwah <email@hidden>
  • Date: Mon, 6 Dec 2010 17:38:07 +0100

Has there been a solution to this, because I suddenly find myself
confronted with the same problem...! :-O

Thanks!

2009/2/22 john smith <email@hidden>:
>
>
> Thanks for the help Sophia, but... what you are talking about is a question
> about whether I have to copy the bundle manually or not, whereas my problem
> is that breakpoints are not triggered in the obj-c code (but they *are*
> triggered in the c++ code of the same AU).
>
> Or did I miss something? Probably ;-)
>
>
> Thanks,
>
> Michael Olsen
>
>
>> Date: Sun, 22 Feb 2009 04:13:23 -0500
>> From: email@hidden
>> To: email@hidden
>> Subject: Re: Debugging cocoa
>>
>> Still too complicated. :) Replace steps 1-3 with the following:
>>
>> 1) Enable the build options Deployment Location and Deployment
>> Postprocessessing, and set Installation Build Products Location to /
>>
>> When you do that, then the Installation Settings build directory actually
>> works. Why these are not default settings in Xcode is beyond me (it is so
>> counterintuitive and against anyone's expectations how it currently works,
>> and I've seen countless numbers of people confused by this).
>>
>> Sophia
>>
>>
>>
>> On Fri, 20 Feb 2009 tahome izwah wrote:
>>
>> > Wow, that is way too complicated, IMHO. This is how I do debugging:
>> >
>> > (1) In your AU project, right click the "Targets" headline in the left
>> > pane of the Xcode window ("Groups&Files").
>> >
>> > (2) Choose "Add" -> ""New Build Phase" -> "New Run Script Build Phase"
>> >
>> > (3) In the inspector add the line
>> >
>> > cp -r $BUILT_PRODUCTS_DIR/$PRODUCT ~/Library/Audio/Plug-Ins/Components/
>> >
>> > into the "script" field.
>> >
>> > (4) Now, in the "Groups&Files" pane right click "Targets" and choose
>> > "Add" -> "New custom executable".
>> > (5) in the inspector choose /Developer/Applications/Audio/AU Lab.app
>> > as the executable path and click on "Finish"
>> >
>> > That's all there is to it. If you hit "Build" the AU will be compiled
>> > and placed in the correct directory on your system for AULab to find
>> > it. If you hit the "Debug" key you'll automatically start up AULab. If
>> > you now load your AU and hit the breakpoint you should jump back into
>> > the debugger.
>> >
>> > HTH,
>> > --th
>> >
>> > 2009/2/20 john smith <email@hidden>:
>> >>
>> >> Thanks for the reply.
>> >> I didn't "set up" the project, I'm simply compiling the XCode template,
>> >> with
>> >> the only modifications being that I set AULab as my "custom
>> >> executable".
>> >> I have to copy it manually to the components folder (the project
>> >> appears to
>> >> be set up to do this, but it doesn't work).
>> >>
>> >> So, this is what I do:
>> >> 1: Create AU cocoa view template in XCode
>> >> 2: Compile and link (debug mode)
>> >> 3: Setup AULab as executable
>> >> 4: Set breakpoints in the cocoaview code
>> >> 5: Open debugger window and run.
>> >> 6: Load the plug-in in AULab (which automatically shows view). No
>> >> breakpoints are activated.
>> >>
>> >> Thanks again,
>> >> Michael Olsen
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