Path: chuka.playstation.co.uk!news From: "Steve Dunn" Newsgroups: scee.yaroze.programming.codewarrior Subject: Re: 5 minutes and counting ! Date: Sat, 21 Feb 1998 11:02:11 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 49 Message-ID: <6cmcbj$ao4@chuka.playstation.co.uk> References: <6ci19m$ar1@chuka.playstation.co.uk> NNTP-Posting-Host: userm340.uk.uudial.com X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Thanks Joel, I'll do that Regards Steve Dunn >In article <6ci19m$ar1@chuka.playstation.co.uk>, "Steve Dunn" > wrote: > >>I have the following code in a class >> >> m_lIndex = 0 ; >> >> for ( u_long l = 0 ; l < MAX_OBJECTS ; l++ ) >> objectTable[ l ] = 0 ; >> >> othWorld[0].length = ORDERING_TABLE_LENGTH; >> >>By the way, MAX_OBJECTS = 248000. >> >>I step to the line that sais objectTable[ l ]=0, then 'step over' that line. >[snip] > >>On a twin P2 300 machine, the debugger took over 5 minutes to come back, and >>when it did, the cursor was on the othWorld[0].length = ... line. >> >>Is this by design ? > >Uh, well... Umm.. Not intentionally. ;-) The single step algorithm sets a >breakpoint, runs, and waits for a breakpoint. The Net Yaroze debugger's >algorithm is (as you have seen) very slow when stepping over source lines >that contain loops. (it's only looking ahead one branch and thus it is >doing the run/breakpoint cycle MAX_OBJECTS times). As you can see, there >is room for improvement. > >One thing I might suggest is to use alt-click to step over multiple >instructions. You can alt-click on a tick mark and the debugger will >interpret that as a "run until". > >-Joel > >-- >PlayStation Development Tools Dude >Metrowerks