Since we should work under Release mode, you must turn off the all optimization options in the dialog about project properties (XXX Property Pages -> Configration Properties -> C\C++ -> Optimization, set Optimization as "Disabled (/Od)", set Inline Function Expansion as "Disabled"), and then some of your variables won't be removed by compiler, you can check each variables now.
2013/4/24 Steve Booth <st...@boothsoft.com> > Elveatles,**** > > ** ** > > You can’t use VS Debug mode when diagnosing Nuke NDK issues, for a number > of reasons. My best solution is to use log files, but there are many > alternatives, including sending output to stderr and stdout.**** > > ** ** > > Steve**** > > ** ** > > ** ** > > *From:* nuke-dev-boun...@support.thefoundry.co.uk [mailto: > nuke-dev-boun...@support.thefoundry.co.uk] *On Behalf Of *elveatles > *Sent:* Friday, April 12, 2013 6:13 PM > *To:* nuke-dev@support.thefoundry.co.uk > *Subject:* [Nuke-dev] Debugging in Visual C++**** > > ** ** > > I've been trying to get started with writing Nuke plugins by reading > through the developer guide. Everything is working just fine except > debugging. I go to Tools > Attach to Process, click on Nuke 7.0exe, then I > adjust a slider on the Iop plugin I created. It hits the breakpoint I set, > but all the values I'm seeing in locals are completely bogus. In draw > engine, the 'r' variable is something like 716213616, and all the instance > variables are 0 or false, whether I set them to that or not. > > I'm using Microsoft Visual C++ 2010 Express with Windows SDK 7.0 installed > so that I can build for 64-bit Nuke 7.0. I'm on Windows 7.0 and building > for Release like the documentation suggests. > > Any ideas are greatly appreciated since working out bugs feels like > shooting in the dark at this point.**** > > _______________________________________________ > Nuke-dev mailing list > Nuke-dev@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev > >
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