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/****************************************************************************
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**
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** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the documentation of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** No Commercial Usage
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** This file contains pre-release code and may not be distributed.
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** You may use this file in accordance with the terms and conditions
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** contained in the Technology Preview License Agreement accompanying
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** this package.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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/*!
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\page qtscriptdebugger-manual.html
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\title Qt Script Debugger Manual
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\brief A manual describing how to use the Qt Script debugger.
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The Qt Script debugger is a tool for debugging script execution in
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Qt applications that use Qt Script. Application developers can embed
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the debugger into their application through the
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QScriptEngineDebugger class. This manual describes how to use the
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debugger. We assume that the reader is somewhat familiar with
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general debugging concepts and existing debugging tools.
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We assume that the debugger has been integrated into the application
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through the QScriptEngineDebugger::standardWindow()
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function, which provides the standard debugger configuration.
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\tableofcontents
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\section1 Getting Started
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The following image shows the debugger as created with
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\l{QScriptEngineDebugger::}{standardWindow()}:
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\image qtscript-debugger.png Running a script under the Qt Script debugger.
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The debugger will start, i.e., take control over the script's
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execution when any of these conditions are met:
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\list
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\o The \c{debugger} statement is encountered in the script.
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\o Clicking the \gui Interrupt menu item from the \gui Debug
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menu in the main window.
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\o A breakpoint is reached.
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\o An uncaught script exception is thrown.
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\endlist
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Once the debugger is started, the execution state can be inspected,
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e.g., the value of variables can be queried and the current program
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stack shown. New breakpoints can be set.
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The debugger will resume, i.e., give the control back to the script
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engine, when the user clicks \gui Continue menu item from the \gui
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Debug menu. It will be invoked again if one of the conditions
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described in the list above is met.
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\section1 Overview of Debugger Components
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The debugger's functionality is divided into a series of components,
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each being a widget that can be shown in the main window of the
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debugger. The following table describes each component and how they
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relate to each other.
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\table
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\header
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\o Component
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\o Description
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\row
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\o Console Widget
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\o The console widget provides a command-line interface to the
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debugger's functionality, and also serves as an interactive script
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interpreter. The set of commands and their syntax is inspired by
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GDB, the GNU Debugger. Commands and script variables are
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auto-completed through the TAB key.
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Any console command that causes a change in the debugger or debugger
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target's state will immediately be reflected in the other debugger
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components (e.g. breakpoints or local variables changed).
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The console provides a simple and powerful way of manipulating the
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script environment. For example, typing "x" and hitting enter will
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evaluate "x" in the current stack frame and display the result.
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Typing "x = 123" will assign the value 123 to the variable \c{x} in
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the current scope (or create a global variable \c{x} if there isn't
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one -- scripts evaluated through the console can have arbitrary side
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effects, so be careful).
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\row
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\o Stack Widget
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\o The stack widget shows a backtrace of the script execution state.
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Each row represents one frame in the stack. A row contains the
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frame index (0 being the inner-most frame), the name of the script function,
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and the location (file name and line number). To select a particular
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stack frame to inspect, click on its row.
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\row
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\o Locals Widget
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\o The locals widget shows the variables that are local to the
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currently selected stack frame; that is, the properties of the
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objects in the scope chain and the \c{this}-object. Objects can be
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expanded, so that their properties can be examined, recursively.
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Properties whose value has changed are shown in bold font.
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Properties that are not read-only can be edited. Double-click on the
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value and type in the new value; the value can be an arbitrary
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expression. The expression will be evaluated in the associated stack
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frame. While typing, you can press the TAB key to get possible
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completions for the expression.
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\row
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\o Code Widget
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\o The code widget shows the code of the currently selected script.
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The widget displays an arrow in the left margin, marking the
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code line that is being executed.
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Clicking in the margin of a line will cause a breakpoint to be
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toggled at that line. A breakpoint has to be set on a line that
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contains an actual statement in order to be useful.When an uncaught script exception occurs, the
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offending line will be shown with a red background.
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The code widget is read-only; it cannot currently be used to edit
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and (re)evaluate scripts. This is however possible from the
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command-line interface, see \l{Console Command Reference}.
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\row
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\o Scripts Widget
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\o The scripts widget shows the scripts that are currently loaded in
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the script engine. Clicking on a script will cause its code to be
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shown in the code widget. When a script is no longer referenced by
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the debugger target it is removed from the scripts widget. Code
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evaluated through QScriptEngine::evaluate() without a name specified, will be
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displayed in the widget as Anonymous.
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\row
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\o Breakpoints Widget
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\o The breakpoints widget shows all the breakpoints that are set. A
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breakpoint can be disabled or enabled by clicking the checkbox next
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to the breakpoint's ID (the ID is provided so that the breakpoint
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can be manipulated through the console widget as well).
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A condition can be associated with the breakpoint; the condition can
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be an arbitrary expression that should evaluate to true or
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false. The breakpoint will only be triggered when its location is
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reached \bold{and} the condition evaluates to true.
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Similarly, if the breakpoint's ignore-count is set to N, the
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breakpoint will be ignored the next N times it is hit.
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A new breakpoint can be set by clicking the New Breakpoint button
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and typing in a location of the form <filename>\bold{:}<linenumber>.
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The breakpoint location can refer to an already loaded script, or
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one that has not been loaded yet.
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\row
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\o Debug Output Widget
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\o The debug output widget shows messages generated by the print()
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script function. Scripts can use the special variables \c{__FILE__}
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and \c{__LINE__} to include the current location information in the
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messages.
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\row
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\o Error Log Widget
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\o The error log widget shows error messages that have been generated.
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All uncaught exceptions that occur in the engine will appear here.
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\endtable
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\section2 Resuming Script Evaluation
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Script evaluation can be resumed in one of the following ways:
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\list
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\o \bold{Continue}: Evaluation will resume normally.
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\o \bold{Step Into}: Evaluation will resume until the next statement is reached.
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\o \bold{Step Over}: Evaluation will resume until the next statement is reached;
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but if the current statement is a function call, the debugger
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will treat it as a single statement.
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\o \bold{Step Out}: Evaluation will resume until the current function exits and
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the next statement is reached.
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\o \bold{Run to Cursor}: Run until the statement at the cursor is reached.
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\o \bold{Run to New Script}: Run until the first statement of a new script is reached.
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\endlist
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In any case, script evaluation can also be stopped due to either of the
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following reasons:
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\list
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\o A \c{debugger} statement is encountered.
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\o A breakpoint is hit.
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\o An uncaught script exception occurs.
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\endlist
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\section2 Resuming After an Uncaught Exception
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When an uncaught script exception occurs, it is not possible to
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continue evaluating the current function normally. However, you can
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use the console command \bold{return} to catch the exception and
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return a value to the calling function.
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\section1 Console Command Reference
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Note that you can also get help on the available commands by typing
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".help" in the console.
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\section2 Breakpoint-related Commands
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Break points is set
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\section3 break <location>
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Sets a breakpoint at a given code line.
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\code
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.break foo.qs:123
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\endcode
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This command sets a breakpoint at \c{foo.qs}, line 123.
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\code
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.break 123
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\endcode
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This command sets a breakpoint at line 123 in the current script; the current script
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is the script associated with the current stack frame.
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Each breakpoint has a unique identifier (an integer) associated with it.
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This identifier is needed by other breakpoint-related commands.
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\section3 clear <location>
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\code
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.clear foo.qs:123
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\endcode
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clears (deletes) the breakpoint at \c{foo.qs}, line 123.
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\code
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clear 123
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\endcode
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clears (deletes) the breakpoint at line 123 in the current script;
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the current script is the script associated with the current stack
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frame.
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\section3 condition <breakpoint-id> <expression>
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Sets a condition for a breakpoint.
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\code
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.condition 1 i > 42
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\endcode
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specifies that breakpoint 1 should only be triggered if the variable \c{i}
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is greater than 42.
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The expression can be an arbitrary one, i.e. it can have
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side-effects. It can be any valid QScript conditional
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expression.
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\section3 delete <breakpoint-id>
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Deletes a breakpoint, i.e., removes it from the current debugging
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session.
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\section3 disable <breakpoint-id>
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Disables a breakpoint. The breakpoint will continue to exist, but
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will not stop program execution.
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\section3 enable <breakpoint-id>
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Enables a breakpoint. Breakpoints are enabled by default, so you
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only need to use this command if you have disabled to breakpoint
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previously.
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\section3 ignore <breakpoint-id> <count>
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Sets the ignore-count of a breakpoint, i.e., the breakpoint will not
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stop the program execution unless it have been reached \c count
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times. This can, for instance, be useful in loops to stop at a
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specific iteration.
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\code
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.ignore 1 5
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\endcode
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Specifies that breakpoint 1 should be ignored the next 5 times it is
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hit.
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\section3 info breakpoints
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Lists the breakpoints that are set.
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\code
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.info breakpoints
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\endcode
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\section3 tbreak <location>
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Sets a temporary breakpoint. This command is identical to the
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\c{break} command, only the breakpoint will be automatically deleted
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the first time it is hit.
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\section2 File-related Commands
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\section3 list <location>
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Lists the contents of a script around a given location, where the
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location is given as a line number and, optionally, the name of the
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file from which you will print. If only a line number is given, \c
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{.list} will use the file of the current stack frame.
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\code
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.list foo.qs:125
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\endcode
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When no arguments are given, \c{list} will incrementally list
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sections of the current script.
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\section3 info scripts
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Lists the scripts that are currently loaded.
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\section2 Execution-related Commands
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\section3 advance <location>
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Advances execution to a given location. The syntax of the location
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is the same as for setting breakpoints. For example:
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\code
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.advance foo.qs:125
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\endcode
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\section3 continue
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Continues execution normally, i.e, gives the execution control over
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the script back to the QScriptEngine.
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\section3 eval <program>
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Evaluates a program.
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\section3 finish
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Continues execution until the current function exits and the next
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statement is reached (i.e., the statement after the call to the
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function).
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\section3 interrupt
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Requests that execution should be interrupted. Interruption will
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occur as soon as a new script statement is reached.
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\section3 next <count = 1>
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Continues execution until a new statement is reached; but if the
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current statement is a function call, the function call will be
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treated as a single statement. This will be done \c count times
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before execution is stopped; the default is one.
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\section3 return <expression>
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Makes the current frame return to its caller. If \c expression is
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given, it will sent as the result of the function (i.e., replacing
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the functions return value). \c expression can be any valid QScript
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expression.
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\section3 step <count = 1>
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Continues execution until a new statement is reached. If the number
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\c count is given as argument, this will be done \c count times
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before execution is stopped. As opposed to \l{next <count = 1>}, \c
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step will enter functions when encountering a function call
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statement.
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\section2 Stack-related Commands
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\section3 backtrace
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Shows a backtrace of the current execution. The trace will list the
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function name and its position in the script for each stack frame.
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\section3 down
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Selects the previous (inner) stack frame. The execution will not
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return to this frame, but you will get access to its local
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variables.
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\section3 frame <index>
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This command moves to the stack frame with the given \c index. The
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index of the frame on the top of the stack is 0. Previous frames are
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numbered from 1 and upwards (the bottom frame in the stack has the
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largest index).
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\section3 info locals
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Lists the variables that are in the scope of the current frame.
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\section3 up
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Selects the next (outer) stack frame.
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*/
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