Using debugger I'm not seeing timely results in the simulator

I got a little graphic garbage appearing on my main game screen at the very start of my game. I don’t know where the garbage is coming from. Using prnit statements won’t help in this situation so I’m using the debugger to step thru the program to see when this garbage appears.

Using the debugger I step through main() with no graphic garbage appearing. But when the debugger steps out of main() and then runs freely, the graphic garbage appears. I put breakpoints on all Runtime event listeners to try to catch this but none of the breakpoints fire.

The strange thing is in main() I step past display.setStatusBar(display.HiddenStatusBar) BUT the status bar doesn’t leave the screen until stepping OUT of main().

Why doesn’t the status bat disappear as soon as I step past display.setStatusBar(display.HiddenStatusBar) ? [import]uid: 295 topic_id: 7354 reply_id: 307354[/import]

The debugger is suspending all redraw while you are on a breakpoint.

C. [import]uid: 24 topic_id: 7354 reply_id: 26024[/import]

Hello Carlos,

That’s what I thought. Since my breakpoint is on the last ‘end’ statement of main(), stepping past that takes me out of main() and my program runs, I guess in some event listener, I tried putting breakpoints in all my runtime event listeners but none of the breakpoints are ever reached. So my program just runs with no way to interact with the debugger (except forcing it to quit).

And even if I put my breakpoint on a statement earlier in main(), step past that breakpoint, the screen doesn’t update. It only updates after leaving main().

Is there some way or some statement I can use to ‘force’ a screen update so that I can see the results of all the graphic setup calls I make at the beginning of main()? [import]uid: 295 topic_id: 7354 reply_id: 26038[/import]

I don’t think that’s possible the way the architecture is.

You’d need to break it up and play sections of code (based on a counter or something) on enterFrame.

A tidier option would be to put your code in a coroutine, set an exit at each point of interest, and call the coroutine on each enterFrame. [import]uid: 3953 topic_id: 7354 reply_id: 26067[/import]