Re: Debugging cocoa
Re: Debugging cocoa
- Subject: Re: Debugging cocoa
- From: Kevin Dixon <email@hidden>
- Date: Sat, 11 Dec 2010 09:33:19 -0800
Following Sophia's steps, I just got this working, wow its so much
better than using a log file!
-Kevin
On Mon, Dec 6, 2010 at 8:38 AM, tahome izwah <email@hidden> wrote:
> 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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