Support and document debugging with gdbgui#887
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TheJJ
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Hi! Thanks for your additions.
I wouldn't add the .gdbinit file. I would instead write a code block in the debugging documentation that this could be done. If ever, we should put that file to etc/gdbinit, but it will outdate there once the linenumbers change.
The best place is a "recommendation" in the debug.md.
We create a run executable which is a compiled version of run.py, which also embeds the interpreter. This allows to easily run gdb -ex 'set breakpoint pending on' -ex 'b openage::run_game' -ex run --args run game (which could be the recommended command line in the debug.md file or a -x command file).
-> I think it's better do not commit the .gdbinit file
Do you have other suggestions?
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Thanks for the review I agree with you and will do some changes. I have also tried to use python3-dbg instead of python3 to be able to do this: But this looks not very useful, and I am currently blocked by the '_imaging' module of python3-pil. I tried also on a dummy Cython project: I would be nice to debug Cython code, but it looks to be a difficult task on a real project |
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TheJJ
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Thanks :)
I fear you need to do a quick rebase to solve the conflict in copying.md.
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In my setup I can debug cython and python code. My setup is mainly this (I wrote large parts of the article): https://wiki.gentoo.org/wiki/Debugging So I have (relevant for openage): Most importantly, python is built with debug infos and source files are provided. I've never used My debugging setup uses |
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Thanks for your reply, I rebased my branch. I was not aware of voltron it looks to be a great tool. |
I figured out how to debug libopenage with gdbgui. It is a browser-based frontend to gdb built with Python and JavaScript.
gdbgui: https://github.com/cs01/gdbgui
This PR: