Author Topic: Fast debug  (Read 1512 times)

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Offline Spoon

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A while ago, I received a fast debug WoD build from the mighty and swift Swifty, this build has debug mode that runs at a butter smooth 60fps.
So I was kind of suprised to see that with the latest nightly, the debug is still choppy slow and crashy.
Why/how has this amazing advancement not found its way into recent builds yet?
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline AdmiralRalwood

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A while ago, I received a fast debug WoD build from the mighty and swift Swifty, this build has debug mode that runs at a butter smooth 60fps.
So I was kind of suprised to see that with the latest nightly, the debug is still choppy slow and crashy.
Why/how has this amazing advancement not found its way into recent builds yet?
Because the way it gets that speed is by enabling compiler optimizations, and there are plenty of reasons to not want optimization in debug builds (particularly related to trying to track down certain bugs). However, there are also plenty of reasons to want an optimized build with debug code enabled, so it's likely that you may see "fast debug" introduced as a third category of build at some point.

In the meantime, if you want a fast debug build of some specific branch/revision, it's not actually that hard to just swap the _DEBUG and NDEBUG preprocessor definitions in the Release configuration; you can either compile it yourself, or just ask somebody to do it for you.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

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"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline Spoon

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I have been enlightend on the subject,
Thanks!
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline mjn.mixael

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 :eek:

Fast Debug? Yes Please. Do Want. The More You Know.
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