Debugging Mechanisms: Difference between revisions
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==Debug Output Via Scripts== | ==Debug Output Via Scripts== | ||
the "debug" language intrinsic | |||
the "notify" language intrinsic | |||
==Script Timing Issues== | ==Script Timing Issues== | ||
list of tasks | |||
debug output of script timing | |||
==Defining Timing Dependencies== | ==Defining Timing Dependencies== | ||
naming tasks | |||
establishing before and after dependencies | |||
the timing report | |||
Revision as of 10:54, 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, 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.
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.
Run-Time Error Reporting
Info Windows
Debug Output Via Scripts
the "debug" language intrinsic the "notify" language intrinsic
Script Timing Issues
list of tasks debug output of script timing
Defining Timing Dependencies
naming tasks establishing before and after dependencies the timing report