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/
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>
>
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