Debugging Mechanisms
[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
Script Timing Issues
Defining Timing Dependencies
Run-time error reporting -Script Timing - list of tasks vs. debug output of the script timing -timing dependencies -Info Windows -Debug Output for Scripts The "debug" and "notify" language intrinsics