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[General]Debugging page links to itself instead of Debugging Preferences
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YYBartT committed Jan 9, 2024
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9 changes: 4 additions & 5 deletions Manual/contents/Introduction/Debugging.htm
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<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>Debugging</title>
<meta name="generator" content="Adobe RoboHelp 2020" />
<meta name="generator" content="Adobe RoboHelp 2022" />
<link rel="stylesheet" href="../assets/css/default.css" type="text/css" />
<script src="../assets/scripts/main_script.js" type="module"></script>
<meta name="rh-authors" content="Mark Alexander" />
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</head>
<body>
<!--<div class="body-scroll" style="top: 150px;">-->
<h1>Debugging</h1>
<h1><span data-field="title" data-format="default">Debugging</span></h1>
<p>When programming your game, whether using <span data-keyref="GML_Code">GML Code</span> or <span data-keyref="GML_Visual">GML Visual</span>, it can be very easy to make mistakes - using the wrong variables, passing the wrong arguments, or using the wrong functions are just some of the most common errors we all make - and these mistakes are not always detected by the <a class="glossterm" data-glossterm="syntax" href="#">syntax</a> checker that is included with the script/action editor. That means that these mistakes will only become apparent when you actually run or compile your game, and even then it can sometimes be difficult to know exactly what is going wrong. It can therefore be of vital importance to know how your game is performing on the chosen device, as well as see what instances are in the room, what global variables have been created and a whole host of other details. Checking these things is called &quot;<strong>debugging your code</strong>&quot;, and any errors or issues you may find are called &quot;<strong>bugs</strong>&quot;.</p>
<p>Now, you can check a lot of these things yourself by adding in so-called &quot;debug code&quot; to your games to display on the screen the information you require, or you can have it that it shows messages when there is an error, but this is often a lot of work and if you aren&#39;t sure where the problem is in the first place then it can be a time consuming case of trial and error to track down your bug. For that, <span data-keyref="GameMaker Name">GameMaker</span> has a special test mode called <strong>Debug Mode</strong> which will start the <strong>Debug Module</strong>, and there is also a comprehensive <strong>error reporting system</strong> which displays messages on <a class="glossterm" data-glossterm="Compiling" href="#">Compiling</a> to help you track down any problems with your game.</p>
<p>The sections below cover the different ways that you can debug your game:</p>
<p> </p>
<p><a class="dropspot" data-rhwidget="DropSpot" data-target="drop_down6" href="#">Error Reporting</a></p>
<div class="droptext" data-targetname="drop_down6">
<p class="dropspot">When an error occurs during the compiling and execution of a project this is reported with a message in the <a href="The_Output_Window.htm">Compile Errors Output Window</a>, much like the one shown below:</p>
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<p> </p>
<p>There are also a set of preferences related to debugging and using the debug tools. You can find more information from the following page:</p>
<ul class="colour">
<li><a href="Debugging.htm">Debugging Preferences</a></li>
<li><a href="../Setting_Up_And_Version_Information/IDE_Preferences/General/Debugging.htm">Debugging Preferences</a></li>
</ul>
<p> </p>
<p> </p>
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<div style="float:right">Next: <a href="The_Output_Window.htm">The Output Window</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2022 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2023 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
Debugging
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