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Renaming all projects and moving them into new folders.
Increasing version to 2.0
Renaming namespace to SharpDebug.
Using SharpDebug_dumps.
Changing license to MIT.
You can see more about all available XML fields in [source code](../Source/CsDebugScript.CodeGen/XmlConfig.cs).
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You can see more about all available XML fields in [source code](../Source/SharpDebug.CodeGen/XmlConfig.cs).
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#### Transformations
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Transformations are being used for user types defined somewhere else (like [common user types](CommonUserTypes.md)). They allow mapping from symbol type to existing user type during code generation. For example, if user defines transformation for std::vector class like in example above, all members that are of type std::vector will be exported as CsDebubScript.commonUserTypes.NativeTypes.std.vector.
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#### Generating physical mapping of user types
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In order to fully benefit performance wise from code generation, you want to use this option. This will generate user types that read whole memory associated with the type (size of the type is written in symbol file) and later using types and offsets available from symbol file it will read directly from [MemoryBuffer](../Source/CsDebugScript.Engine/Engine/Utility/MemoryBuffer.cs). You can find all Read* functions in [UserType](../Source/CsDebugScript.Engine/UserType.cs) class.
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In order to fully benefit performance wise from code generation, you want to use this option. This will generate user types that read whole memory associated with the type (size of the type is written in symbol file) and later using types and offsets available from symbol file it will read directly from [MemoryBuffer](../Source/SharpDebug.Engine/Engine/Utility/MemoryBuffer.cs). You can find all Read* functions in [UserType](../Source/SharpDebug.Engine/UserType.cs) class.
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#### Using direct class access
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Some symbol providers (DbgEng symbol provider) doesn't support getting base classes, class fields, but only all fields defined in the type. Modern symbol providers support direct class access and should be used by default.
Copy file name to clipboardExpand all lines: Documentation/Drawings.md
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# Drawing objects
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Drawing library help visualize results in [interactive mode](InteractiveMode.md). It can be used during debugging any image processing or computer vision app.
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Basic interface used for creating objects is [IGraphics](../Source/CsDebugScript.Drawing.Interfaces/IGraphics.cs). It allows more than just visualizing images, you can visualize detected objects on images while debugging.
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Basic interface used for creating objects is [IGraphics](../Source/SharpDebug.Drawing.Interfaces/IGraphics.cs). It allows more than just visualizing images, you can visualize detected objects on images while debugging.
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In interactive mode, you can get this interface by quering global object `Graphics`.
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Dumping drawing object will open drawing visualizer:
Where `width`, `height` and `stride` can be any kind of number that can be casted to int. It can also be Variable that holds number type.
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`channels` can be any value from `CsDebugScript.Drawing.Channels` predefined static fields or you can create a new one.
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`channels` can be any value from `SharpDebug.Drawing.Channels` predefined static fields or you can create a new one.
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`data` can be ulong value of the pointer, pointer to a simple type, or pointer to void. If pixel channel type cannot be deduced, you can use generics function:
Copy file name to clipboardExpand all lines: Documentation/Tutorials.md
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### Referencing assemblies in scripts
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By now, you have huge collection of common code and compiling scripts is not that fast any more, you should create .NET library (dll) and just reference it from the script:
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- Code generation doesn't know how to deal with C++ specializations for different number constants or has some other problems with your specific type
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- You want to share your user types for different versions of library
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In those cases, you want to help engine with work with these user types correctly. That means that you probably want to inherit [UserType](../Source/CsDebugScript.Engine/UserType.cs) class and also you want to add [UserTypeAttribute](../Source/CsDebugScript.Engine/UserTypeAttribute.cs) to new class.
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In those cases, you want to help engine with work with these user types correctly. That means that you probably want to inherit [UserType](../Source/SharpDebug.Engine/UserType.cs) class and also you want to add [UserTypeAttribute](../Source/SharpDebug.Engine/UserTypeAttribute.cs) to new class.
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Inheriting from UserType class will help with storing necessary data for you (like remembering Variable, or MemoryBuffer in advanced scenarios). Adding UserTypeAttribute to your class will trigger automatic casting in interactive mode. If you don't care about goddies of UserType and UserTypeAttribute, you should inherit Variable class when implementing your user type.
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