Mail Archives: djgpp/1996/09/09/05:39:58
Xref: | news2.mv.net comp.os.msdos.djgpp:8434
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From: | Claudio Santia` <c_santia AT net4u DOT it>
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Newsgroups: | rec.games.programmer;,comp.os.msdos.djgpp
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Subject: | Are there strong debuggers for DJGPP?
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Date: | Mon, 09 Sep 1996 01:05:48 +0200
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Organization: | Totally Disorganized
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Lines: | 40
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Message-ID: | <3233514C.6061@net4u.it>
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NNTP-Posting-Host: | aterm10.net4u.it
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Mime-Version: | 1.0
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To: | djgpp AT delorie DOT com
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DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
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Hi guys,
I've read through some news here stating that DJGPP is a good package
for games development under DOS. I tried to find out something more and
I downloaded the Eli Zaretskii's FAQ. It was quite interesting, just on
an issue I need some more info: debugging. In that document it is
written that there are two debuggers: FSDB and GDB. The former is a
full-screen debugger similar to Turbo Debugger but it is stated that IT
ISN'T A SOURCE LEVEL DEBUGGER. The latter is a powerful source level
debugger, but it uses a line-oriented user interface.
I consider debugging a hot feature so I ask to any user of DJGPP the
following:
1) Are there any alternatives to these two mentioned debuggers? I will
prefer a source-level, full-screen debugger similar to Turbo Debugger
(to make an example).
2) Which are the real limitation of FSDB? I do a lot of code in C++ and
I would like to spend less time as possible in dealing with ASM code.
I'm quite satisfied with Turbo Debugger (which I'm using for Windows
programs) and I'm interested in a comparison between FSDB and TD.
3) At first I cosidered buying WATCOM to develop Extended-DOS games. Is
there any reason I would buy WATCOM instead of using DJGPP (I intend to
write games as a professional developer, so I need all the tools to
write and debug code as faster as possible)?
Please reply by e-mail too, since I don't check newsgroups very often.
Thank you very much for your help.
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----- Claudio Santia` c_santia AT net4u DOT it -----
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--- 3D Graphics Programmer ---
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