Re: Debugging cocoa
Re: Debugging cocoa
- Subject: Re: Debugging cocoa
- From: tahome izwah <email@hidden>
- Date: Sun, 12 Dec 2010 19:37:22 +0100
Mine is set to /tmp and it still doesn't work... :-(
Anyway, thanks for the information.
--th
2010/12/11 Kevin Dixon <email@hidden>:
> 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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