I highly recommend trying them. They are fantastically useful. Oftentimes I see something changing in a bug repro, but there's no convenient place to put a breakpoint or there dozens of places a thing can change. The data breakpoint takes me there instantaneously.
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Replying to @RyanAlban1 @sdelang_asu and
I've used them a few times to help track down memory corruption issues. You can get the exact place and instant where your variable is being stomped by the errant code!
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Replying to @UnrealDrMcCoy @RyanAlban1 and
Data breakpoints are useful when you want to know if a specific thing changes, but fast watch window is much better in most circumstances so you can just see _everything_ that changes as you step, without having to guess in advance.
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Replying to @UnrealDrMcCoy @RyanAlban1 and
But even if data breakpoints are your thing, Remedy's data breakpoints are _fifteen times faster_ than Visual Studios, so, I could have done that as a demo of how bad Visual Studio sucks as well :)
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Replying to @cmuratori @UnrealDrMcCoy and
I just watched your original video and there is always an exactly 12 frame delay between stepping and updating the watch window, which makes me suspect updating the watch window is actually as fast as it used to be, but then they threw in a sleep(0.2) for some reason
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Replying to @tblodt @UnrealDrMcCoy and
You are not wrong. Did you look at the description of the video? I mentioned one of the ridiculous aspects of this there.
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Replying to @cmuratori @UnrealDrMcCoy and
of course the default should not be to sleep for any amount of time before responding to your input. this is officially my pet peeve now
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I am not sure, but it may be slightly more complicated than that, too, I have no idea. It could be that it's a thread that doesn't wake up to check for stepping except on the task switch boundary, etc. I haven't looked at it.
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