12-09-2023, 07:04 PM
JR,
Thanks, I can reproduce issues now.
They come from event subroutines, with issues relating to a variety of event threads interacting, being created or still running while other threads are paused for the debugging. If I come up with a solution I will implement, but not hopeful at the moment.
I'm not sure I can easily fix this using the fairly basic debugging technique I used. In general I suggest to do limited work in event subroutines - just set flags - and do all the work in an application game loop reacting to the event subroutine flags. This is good practice for a variety of reasons (not just debugging) and is how interactive software generally works. It keeps all the action on a single UI thread.
In your case, you have done a lot of work inside event subroutines - I would suggest carring on with your code (albeit with reduced debugging capability) and maybe next program you write think about the apllication loop idea.
Thanks, I can reproduce issues now.
They come from event subroutines, with issues relating to a variety of event threads interacting, being created or still running while other threads are paused for the debugging. If I come up with a solution I will implement, but not hopeful at the moment.
I'm not sure I can easily fix this using the fairly basic debugging technique I used. In general I suggest to do limited work in event subroutines - just set flags - and do all the work in an application game loop reacting to the event subroutine flags. This is good practice for a variety of reasons (not just debugging) and is how interactive software generally works. It keeps all the action on a single UI thread.
In your case, you have done a lot of work inside event subroutines - I would suggest carring on with your code (albeit with reduced debugging capability) and maybe next program you write think about the apllication loop idea.