place the TRACE command just outside the loop.

use a method call with a boolean process variable which you can change to 
allow/stop the trace action


> On Oct 6, 2021, at 4:43 PM, Keith Goebel via 4D_Tech <[email protected]> 
> wrote:
> 
> Randy, hi there.
> Yes, after breakpoints fail to work, a Trace command does work. But that is a 
> problem when you only want to stop and trace the first iteration of a loop. 
> Then you have to restart 4D.
> I am very surprised the problem is unfixed in v18 though…
> Cheers, Keith
> 
>> On 7/10/2021, at 9:08 am, Randy Kaempen <[email protected]> wrote:
>> 
>> Keith,
>> 
>>> On Oct 6, 2021, at 3:03 PM, Keith Goebel via 4D_Tech <[email protected] 
>>> <mailto:[email protected]>> wrote:
>>> 
>>> Also, v17 had a severely bad habit of ignoring breakpoints after a short 
>>> time tracing code during development. I never did figure out what triggered 
>>> it (modifying code in a method currently being traced?).
>>> The only solution to get breakpoints working again was to restart 4D.
>> 
>> 
>> I have seen this a lot and it continues in v18.  Oddly, I never saw it in 
>> the v17 R releases.  I think it is a memory issue.  I find that the more 
>> forms and methods I have open, the sooner it happens.  As you said, the only 
>> solution is to restart 4D.
>> 
>> It was driving me nuts for a while, because I wouldn’t see a trace where it 
>> _had_ to happen.  I found that if I put in a TRACE command, that still 
>> showed up.  It was just the bullets that failed.  That’s how I can tell it’s 
>> happening.
>> 
>> 
>> Randy Kaempen
>> Intellex Corporation
> 
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