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Breakpoints do not work in Thread #2446
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debugging only works on the main thread, thread debugging will be On Mon, Sep 7, 2015 at 10:30 AM, ret80 [email protected] wrote:
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as soon as it is when? and a version? |
soon to me is 2.1 likely (it's on my list for that version), early next year On Mon, Sep 7, 2015 at 12:29 PM, ret80 [email protected] wrote:
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This is a very long time, given that the possibility of debugging is the most important feature. |
Generally, I manage feature priorities according to amount of users On Mon, Sep 7, 2015 at 12:41 PM, ret80 [email protected] wrote:
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I was looking a bit that users ask for. They ask, "Unreal". But it already exists! Here is a link "https://www.unrealengine.com/blog". And to be honest, very surprised why no one is asking what really facilitate the work of programmers. I was just wondering how to "okamstudio" debug game? With prints ?! It's a nightmare. Today I was setting on all code print and watched what was going on there for me. And it's just hell. |
Dude just be patient and wait a few months, Godot development is already On Mon, Sep 7, 2015 at 5:09 PM, ret80 [email protected] wrote:
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I can not say to people that make a project that you need to wait until next year. Most of all, I just have to change the engine. It takes less time. I will follow the developments. |
It's a shame that Godot does not currently provide a feature you need and On Mon, Sep 7, 2015 at 5:49 PM, ret80 [email protected] wrote:
OkamStudio |
I think very few people use threads, that's why it's not a very requested On 7 September 2015 at 23:05, Okam Studio [email protected] wrote:
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sorry, you are pretty bad at reporting bugs. I really wish you added more On Tue, Sep 8, 2015 at 9:42 AM, ret80 [email protected] wrote:
OkamStudio |
Not critical for the upcoming 2.1, so moving to the next milestone. |
Working with threads and TCP here, please bump this feature request. I can't program in C++ so I will not be able to contribute in this one. |
I never bothered to say anything, but after seeing how long this issue has been around, I decided to write in just to let developers know there are people who care about this issue greatly (But may not have been vocal about it). I think we can all agree that multi-threading in applications is notoriously tricky, even in the best of times. Not having proper debug/breakpoints just makes it that much more difficult to work with. Sure you can add "print" statements everywhere, but it won't help you if you can't easily inspect variables at runtime, or if for some reason your "print" doesn't render because something else is causing a problem and blocking it. Essentially the only workaround we have right now is to just add "prints", wait until it doesn't render anymore, and then try to look at the lines which are causing it to die. And if you want to inspect variables or objects, cram them all out to console before your code dies. |
Should make the debugger multithreaded.. I guess it does need to be done..
will add to todo list for 3.1
…On Apr 25, 2017 5:29 PM, "supercom32" ***@***.***> wrote:
I never bothered to say anything, but after seeing how long this issue has
been around, I decided to write in just to let developers know there are
people who care about this issue greatly (But may not have been vocal about
it).
I think we can all agree that multi-threading in applications is
notoriously tricky, even in the best of times. Not having proper
debug/breakpoints just makes it that much more difficult to work with. Sure
you can add "print" statements everywhere, but it won't help you if you
can't easily inspect variables at runtime, or if for some reason your
"print" doesn't render because something else is causing a problem and
blocking it.
Essentially the only workaround we have right now is to just add "prints",
wait until it doesn't render anymore, and then try to look at the lines
which are causing it to die. And if you want to inspect variables or
objects, cram them all out to console before your code dies.
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I dunno if this is the same issue or not, but I also noted that if your thread has an exception, such as you misspelt a method name, it just quietly does nothing and doesn't give you an error. It took a lot of "prints" to find out where it was getting killed. :-) |
@supercom32 It's the same issue. |
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Is this going to be implemented anytime soon? This feature request has been open for 5 years now. I can't properly debug my scripts because we use multi-threading to avoid bogging up the main thread with http requests. Please do consider making this a priority feature considering multi-threading is supported by GDSCript. |
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@Rriik This might be attempted for 4.0, but I can't make any guarantees about it. |
It really would be nice to see. Debugging is such a critical feature for any programmer. Many times have I run into issues and only figured out the issue in a timely manner because of debugging. Multi-threading is becoming more and more common, especially for games that utilize web services and can't afford to allow the main thread to be blocked. Being unable to debug threads means that Godot isn't going to see as much growth in this regard. |
I just wasted hours trying to debug my threaded code until I asked myself "is debugging threads even supported?" Well, now I know it isn't! the ability to debug threaded code is super important, please ensure this is added to 4.0. |
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@lord-tomorrow Please don't bump issues without contributing significant new information. Use the 👍 reaction button on the first post instead. |
The notice is duplicated to make it harder to miss. See godotengine/godot#2446.
See godotengine#2446. (cherry picked from commit dec2088)
See godotengine#2446. (cherry picked from commit dec2088)
Breakpoints do not work in Thread!
Moreover if you are running a Thread that does not not work Breakpoints
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