Re: How to Debug PlugIn???
Re: How to Debug PlugIn???
- Subject: Re: How to Debug PlugIn???
- From: Jason Molenda <email@hidden>
- Date: Fri, 12 Aug 2005 09:57:08 -0700
On Aug 12, 2005, at 9:32 AM, David Burgun wrote:
From the XCode Debug menu choose Tools -> Shared Libraries...
In the dialog that's presented use the search box to narrow the
long list to include your plugin, and then change either Current
Level or Starting Level to 'All' (depending on whether you want
the change to 'stick' for all launches). You can also change the
default for user libraries to all so that all user developed
shared libraries loaded by the app get their symbols loaded.
Note that the dialog shows the currently selected 'launch
executable' from the frontmost project - so if you have multiple
projects and/or multiple executables you may need to bring up the
dialog a few times.
I tried this and still no joy! When I looked in the dialog there
were 4 entries, all the same so I removed all but one. Now there is
one Called App (a folder) and called AppPlugIn (which is the real
executable inside the bundle). I have tried loads of things but
nothing seems to work. I know the PlugIn is running since I put a
DebugStr in it.
Andrew's approach is to override the "Load symbols lazily"
mechanism. Lazy symbol loading normally works fine, but when you
need to set a breakpoint on a static function by name (instead of
file:line breakpoint), that's a case where you need to raise the
symbol load level of the relevant dylib/bundle/framework/etc.
You can disable the lazy symbol loading mechanism altogether;
Preferences > Debugging > "Load symbols lazily". It is an
optimization on debugger start-up, and for small- to medium-sized
projects, is not a significant difference. On larger projects it's a
noticeable improvement. Your project may be small enough that you
can disable the optimization without significantly affecting debugger
startup speed.
Jason
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