@Brent, I think your question would need to be answered by the developers who would want to use this option. Since I’ve been happy with the way I debug my code using console/terminal with print statements, I haven’t really spent time thinking about how it can be improved. That said, terminating the app after any and all runtime errors caught by the popup is a bit too much.
I had a case where I show Facebook friends on my app, with each of the friends profile pix displayed using display.loadRemoteImage function. Well, some of the friends’ profile pix may not always get displayed quickly. In fact, occasionally, event.target makes it to the app much much later even though I’ve already moved on to another scene. When that happens, I have a flag (global variable) that tells event.target to be removed and nil’ed instead of being inserted to display.newImageRect (and hopefully this does clear out the event.target from memory and no lingering items from already closed scene to remain.) However, with this runtime error popup thing, my app seemed as if it got terminated out of blue for a reason totally unrelated to what was happening with the app at the time. In a case like this, I’d rather have the app go on without terminating. I haven’t seen this latency issue to cause any problem with my app until this popup was activated.
@vovasoft and @Anderoth, I like the simple solutions you are suggesting.
Naomi