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/****************************************************************************
**
** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** This file is part of the documentation of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** No Commercial Usage
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** contained in the either Technology Preview License Agreement or the
** Beta Release License Agreement.
**
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** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
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** additional rights. These rights are described in the Nokia Qt LGPL
** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
** package.
**
** GNU General Public License Usage
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****************************************************************************/
/*!
\page qtscriptdebugger-manual.html
\title Qt Script Debugger Manual
\ingroup scripting
\brief A manual describing how to use the Qt Script debugger.
The Qt Script debugger is a tool for debugging script execution in
Qt applications that use Qt Script. Application developers can embed
the debugger into their application through the
QScriptEngineDebugger class. This manual describes how to use the
debugger. We assume that the reader is somewhat familiar with
general debugging concepts and existing debugging tools.
We assume that the debugger has been integrated into the application
through the QScriptEngineDebugger::standardWindow()
function, which provides the standard debugger configuration.
\tableofcontents
\section1 Getting Started
The following image shows the debugger as created with
\l{QScriptEngineDebugger::}{standardWindow()}:
\image qtscript-debugger.png Running a script under the Qt Script debugger.
The debugger will start, i.e., take control over the script's
execution when any of these conditions are met:
\list
\o The \c{debugger} statement is encountered in the script.
\o Clicking the \gui Interrupt menu item from the \gui Debug
menu in the main window.
\o A breakpoint is reached.
\o An uncaught script exception is thrown.
\endlist
Once the debugger is started, the execution state can be inspected,
e.g., the value of variables can be queried and the current program
stack shown. New breakpoints can be set.
The debugger will resume, i.e., give the control back to the script
engine, when the user clicks \gui Continue menu item from the \gui
Debug menu. It will be invoked again if one of the conditions
described in the list above is met.
\section1 Overview of Debugger Components
The debugger's functionality is divided into a series of components,
each being a widget that can be shown in the main window of the
debugger. The following table describes each component and how they
relate to each other.
\table
\header
\o Component
\o Description
\row
\o Console Widget
\o The console widget provides a command-line interface to the
debugger's functionality, and also serves as an interactive script
interpreter. The set of commands and their syntax is inspired by
GDB, the GNU Debugger. Commands and script variables are
auto-completed through the TAB key.
Any console command that causes a change in the debugger or debugger
target's state will immediately be reflected in the other debugger
components (e.g. breakpoints or local variables changed).
The console provides a simple and powerful way of manipulating the
script environment. For example, typing "x" and hitting enter will
evaluate "x" in the current stack frame and display the result.
Typing "x = 123" will assign the value 123 to the variable \c{x} in
the current scope (or create a global variable \c{x} if there isn't
one -- scripts evaluated through the console can have arbitrary side
effects, so be careful).
\row
\o Stack Widget
\o The stack widget shows a backtrace of the script execution state.
Each row represents one frame in the stack. A row contains the
frame index (0 being the inner-most frame), the name of the script function,
and the location (file name and line number). To select a particular
stack frame to inspect, click on its row.
\row
\o Locals Widget
\o The locals widget shows the variables that are local to the
currently selected stack frame; that is, the properties of the
objects in the scope chain and the \c{this}-object. Objects can be
expanded, so that their properties can be examined, recursively.
Properties whose value has changed are shown in bold font.
Properties that are not read-only can be edited. Double-click on the
value and type in the new value; the value can be an arbitrary
expression. The expression will be evaluated in the associated stack
frame. While typing, you can press the TAB key to get possible
completions for the expression.
\row
\o Code Widget
\o The code widget shows the code of the currently selected script.
The widget displays an arrow in the left margin, marking the
code line that is being executed.
Clicking in the margin of a line will cause a breakpoint to be
toggled at that line. A breakpoint has to be set on a line that
contains an actual statement in order to be useful.When an uncaught script exception occurs, the
offending line will be shown with a red background.
The code widget is read-only; it cannot currently be used to edit
and (re)evaluate scripts. This is however possible from the
command-line interface, see \l{Console Command Reference}.
\row
\o Scripts Widget
\o The scripts widget shows the scripts that are currently loaded in
the script engine. Clicking on a script will cause its code to be
shown in the code widget. When a script is no longer referenced by
the debugger target it is removed from the scripts widget. Code
evaluated through QScriptEngine::evaluate() without a name specified, will be
displayed in the widget as Anonymous.
\row
\o Breakpoints Widget
\o The breakpoints widget shows all the breakpoints that are set. A
breakpoint can be disabled or enabled by clicking the checkbox next
to the breakpoint's ID (the ID is provided so that the breakpoint
can be manipulated through the console widget as well).
A condition can be associated with the breakpoint; the condition can
be an arbitrary expression that should evaluate to true or
false. The breakpoint will only be triggered when its location is
reached \bold{and} the condition evaluates to true.
Similarly, if the breakpoint's ignore-count is set to N, the
breakpoint will be ignored the next N times it is hit.
A new breakpoint can be set by clicking the New Breakpoint button
and typing in a location of the form <filename>\bold{:}<linenumber>.
The breakpoint location can refer to an already loaded script, or
one that has not been loaded yet.
\row
\o Debug Output Widget
\o The debug output widget shows messages generated by the print()
script function. Scripts can use the special variables \c{__FILE__}
and \c{__LINE__} to include the current location information in the
messages.
\row
\o Error Log Widget
\o The error log widget shows error messages that have been generated.
All uncaught exceptions that occur in the engine will appear here.
\endtable
\section2 Resuming Script Evaluation
Script evaluation can be resumed in one of the following ways:
\list
\o \bold{Continue}: Evaluation will resume normally.
\o \bold{Step Into}: Evaluation will resume until the next statement is reached.
\o \bold{Step Over}: Evaluation will resume until the next statement is reached;
but if the current statement is a function call, the debugger
will treat it as a single statement.
\o \bold{Step Out}: Evaluation will resume until the current function exits and
the next statement is reached.
\o \bold{Run to Cursor}: Run until the statement at the cursor is reached.
\o \bold{Run to New Script}: Run until the first statement of a new script is reached.
\endlist
In any case, script evaluation can also be stopped due to either of the
following reasons:
\list
\o A \c{debugger} statement is encountered.
\o A breakpoint is hit.
\o An uncaught script exception occurs.
\endlist
\section2 Resuming After an Uncaught Exception
When an uncaught script exception occurs, it is not possible to
continue evaluating the current function normally. However, you can
use the console command \bold{return} to catch the exception and
return a value to the calling function.
\section1 Console Command Reference
Note that you can also get help on the available commands by typing
".help" in the console.
\section2 Breakpoint-related Commands
Break points is set
\section3 break <location>
Sets a breakpoint at a given code line.
\code
.break foo.qs:123
\endcode
This command sets a breakpoint at \c{foo.qs}, line 123.
\code
.break 123
\endcode
This command sets a breakpoint at line 123 in the current script; the current script
is the script associated with the current stack frame.
Each breakpoint has a unique identifier (an integer) associated with it.
This identifier is needed by other breakpoint-related commands.
\section3 clear <location>
\code
.clear foo.qs:123
\endcode
clears (deletes) the breakpoint at \c{foo.qs}, line 123.
\code
clear 123
\endcode
clears (deletes) the breakpoint at line 123 in the current script;
the current script is the script associated with the current stack
frame.
\section3 condition <breakpoint-id> <expression>
Sets a condition for a breakpoint.
\code
.condition 1 i > 42
\endcode
specifies that breakpoint 1 should only be triggered if the variable \c{i}
is greater than 42.
The expression can be an arbitrary one, i.e. it can have
side-effects. It can be any valid QScript conditional
expression.
\section3 delete <breakpoint-id>
Deletes a breakpoint, i.e., removes it from the current debugging
session.
\section3 disable <breakpoint-id>
Disables a breakpoint. The breakpoint will continue to exist, but
will not stop program execution.
\section3 enable <breakpoint-id>
Enables a breakpoint. Breakpoints are enabled by default, so you
only need to use this command if you have disabled to breakpoint
previously.
\section3 ignore <breakpoint-id> <count>
Sets the ignore-count of a breakpoint, i.e., the breakpoint will not
stop the program execution unless it have been reached \c count
times. This can, for instance, be useful in loops to stop at a
specific iteration.
\code
.ignore 1 5
\endcode
Specifies that breakpoint 1 should be ignored the next 5 times it is
hit.
\section3 info breakpoints
Lists the breakpoints that are set.
\code
.info breakpoints
\endcode
\section3 tbreak <location>
Sets a temporary breakpoint. This command is identical to the
\c{break} command, only the breakpoint will be automatically deleted
the first time it is hit.
\section2 File-related Commands
\section3 list <location>
Lists the contents of a script around a given location, where the
location is given as a line number and, optionally, the name of the
file from which you will print. If only a line number is given, \c
{.list} will use the file of the current stack frame.
\code
.list foo.qs:125
\endcode
When no arguments are given, \c{list} will incrementally list
sections of the current script.
\section3 info scripts
Lists the scripts that are currently loaded.
\section2 Execution-related Commands
\section3 advance <location>
Advances execution to a given location. The syntax of the location
is the same as for setting breakpoints. For example:
\code
.advance foo.qs:125
\endcode
\section3 continue
Continues execution normally, i.e, gives the execution control over
the script back to the QScriptEngine.
\section3 eval <program>
Evaluates a program.
\section3 finish
Continues execution until the current function exits and the next
statement is reached (i.e., the statement after the call to the
function).
\section3 interrupt
Requests that execution should be interrupted. Interruption will
occur as soon as a new script statement is reached.
\section3 next <count = 1>
Continues execution until a new statement is reached; but if the
current statement is a function call, the function call will be
treated as a single statement. This will be done \c count times
before execution is stopped; the default is one.
\section3 return <expression>
Makes the current frame return to its caller. If \c expression is
given, it will sent as the result of the function (i.e., replacing
the functions return value). \c expression can be any valid QScript
expression.
\section3 step <count = 1>
Continues execution until a new statement is reached. If the number
\c count is given as argument, this will be done \c count times
before execution is stopped. As opposed to \l{next <count = 1>}, \c
step will enter functions when encountering a function call
statement.
\section2 Stack-related Commands
\section3 backtrace
Shows a backtrace of the current execution. The trace will list the
function name and its position in the script for each stack frame.
\section3 down
Selects the previous (inner) stack frame. The execution will not
return to this frame, but you will get access to its local
variables.
\section3 frame <index>
This command moves to the stack frame with the given \c index. The
index of the frame on the top of the stack is 0. Previous frames are
numbered from 1 and upwards (the bottom frame in the stack has the
largest index).
\section3 info locals
Lists the variables that are in the scope of the current frame.
\section3 up
Selects the next (outer) stack frame.
*/
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