Debugging Mechanisms: Difference between revisions

From HLKitWiki
Jump to navigationJump to search
No edit summary
No edit summary
Line 14: Line 14:
*{{fl|Script Timing Issues}}
*{{fl|Script Timing Issues}}
*{{fl|Establishing Timing Dependencies}}
*{{fl|Establishing Timing Dependencies}}
==Script Timing Issues==
when to recognize a timing issue - everything looks good via info windows but the expected behavior still isn't being performed properly
list of tasks
debug output of script timing


==Defining Timing Dependencies==
==Defining Timing Dependencies==

Revision as of 13:15, 21 November 2008

[Context: HL Kit … Basic Concepts and Terminology]

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, we consider the task of fixing these problems to be a basic component of the development process. 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.

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.

Defining Timing Dependencies

naming tasks establishing before and after dependencies the timing report