Difference between revisions of "Debugging Mechanisms"

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[[Category:Basic Concepts and Terminology]]
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{{context|Kit Reference}}
[Context: [[Home|HL Kit]] … [[Basic Concepts and Terminology]]]
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==Overview==
 
==Overview==
  
The development of a fully functional set of data files for a game system involves a great many steps and there are bound to be a few problems along the way. As a result, the task of fixing these problems is considered a basic part of the development process. To facilitate the fixing of problems much smooth as possible, there are a variety of mechanisms built into HL that can be leveraged when issues arise. Since errors in software are traditionally called "bugs", we refer to these mechanisms as "debugging" aids.
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The development of a fully functional set of data files for a game system involves a great many steps and there are bound to be a few problems along the way. To handle this, the Kit provides a variety of mechanisms to help you quickly identify problems and diagnose how to fix them. In order to facilitate the resolution of problems, HL includes a variety of built-in mechanisms that can be leveraged when issues arise. Since errors in software are traditionally called "bugs", we refer to these mechanisms as "debugging" aids and the overall process is commonly referred to as "debugging" your data files.
  
The topics below outline a number of incredibly useful tools and techniques for quickly figuring out what is going wrong within your data files. Familiarize yourself with these debugging mechanisms now, since you will find yourself putting them to use throughout the development process.
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==Topics==
  
==Run-Time Error Reporting==
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The topics below outline a number of incredibly useful tools and techniques for quickly figuring out what is going wrong within your data files. Familiarize yourself with these debugging mechanisms now, since you will find yourself putting them to use at various points in the development process.
  
==Info Windows==
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*{{fl|Using Info Windows}}
 
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*{{fl|Debug Output Via Scripts}}
==Debug Output Via Scripts==
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*{{fl|Script Timing Issues}}
 
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*{{fl|Establishing Timing Dependencies}}
==Script Timing Issues==
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==Defining Timing Dependencies==
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Run-time error reporting
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-Script Timing - list of tasks vs. debug output of the script timing
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-timing dependencies
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-Info Windows
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-Debug Output for Scripts
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The "debug" and "notify" language intrinsics
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Latest revision as of 16:21, 4 December 2008

Context: HL KitKit Reference 

Overview

The development of a fully functional set of data files for a game system involves a great many steps and there are bound to be a few problems along the way. To handle this, the Kit provides a variety of mechanisms to help you quickly identify problems and diagnose how to fix them. In order to facilitate the resolution of problems, HL includes a variety of built-in mechanisms that can be leveraged when issues arise. Since errors in software are traditionally called "bugs", we refer to these mechanisms as "debugging" aids and the overall process is commonly referred to as "debugging" your data files.

Topics

The topics below outline a number of incredibly useful tools and techniques for quickly figuring out what is going wrong within your data files. Familiarize yourself with these debugging mechanisms now, since you will find yourself putting them to use at various points in the development process.