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<HTML>
<HEAD>
<TITLE>Console Window Help</TITLE>
</HEAD>
<BODY>
<H1>The Console Window</H1>
<H3>Overview</H3>
<P>The Console Window is perhaps the most powerful tool in the debugger. It
provides functionality equivalent to almost all of the debugger's secondary
windows, macro definitions, and other more advanced features.</P>
<P>Console Window topics:
<UL>
<LI><UL><A HREF="#display">Console Display</A>
<LI><A HREF="#display_cmd">Executing Commands</A>
<LI><A HREF="#display_hlp">Getting Help</A>
</UL>
</UL></P>
<H3><A NAME="display">Console Display</A></H3>
The Console Display is simply a scrolled window in which the debugger prompt
appears. By default, the prompt is set to "(gdb) ", but it may be changed via a
command line option.
<P>To <A NAME="display_cmd">execute commands</A> in the console window, simply enter
the command in the display. If the debugger is busy, the message "Error: The
debugger is busy." appears informing the user that the command was not accepted.</P>
<P>Whenever a command is executed, the debugger's windows will update to display
any new state information. Any output from the command is also echoed to the Console
Window for ease of use. If an error occurs, an error message is printed to the Console
Window. All error messages appear in the Console Window using a red colored typeface.
</P>
<P>The Console Window responds to special character commands just as a shell window
does: it has a history mechanism which allows the user to scan previously used commands
by pressing the up and down arrow keys on the keyboard, jumping to the beginning or
end of a line by entering Ctrl-A or Ctrl-E, erasing a line by pressing Ctrl-K, and
more. Users familiar with GNU Emacs will recognize these keys as commonly used
keystrokes from that editor.</P>
<H3><A NAME="display_hlp">Getting Help</A></H3>
The Console Window has its own online help system. To access the help system, enter
"help" at the prompt and follow the on-screen instructions. For more help, please
consult the <!-- What is this really called? --> <I>GDB User's Guide</I>.
</BODY>
</HTML>

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<HTML>
<HEAD>
<TITLE>Global Preferences Help</TITLE>
</HEAD>
<BODY>
<H1>Global Preferences</H1>
<H3>Overview</H3>
<P>Not yet done.</P>
<P>Global Preferences topics:
<UL>
<LI><UL><A HREF="#">stuff</A>
<LI><A HREF="#">stuff</A>
<LI><A HREF="#">stuff</A>
</UL>
</UL></P>
<H3><A NAME="">stuff</A></H3>
</BODY>
</HTML>

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<HTML>
<HEAD>
<TITLE>Help Window Help</TITLE>
</HEAD>
<BODY>
<H1>The Help Window</H1>
<H2>Overview</H2>
<P>This is some nice text which describes the help window, its role
in deugging, and perhaps some of the nifty things people can do with
this window.</P>
<P>Help Window topics:
<UL>
<LI><UL><A HREF="#menus">Menus</A>
<LI><A HREF="#menus_file">File Menu</A>
<LI><A HREF="#menus_topics">Topics Menu</A>
</UL>
<LI><UL><A HREF="#display">Help Display</A>
<LI><A HREF="#display_nav">Navigating the Help Window</A>
<LI><A HREF="#display_link">Definition and Page Links</A>
</UL>
</UL></P>
<H2><A NAME="menus">Menus</A></H2>
<H3><A NAME="menus_file">File Menu</A></H3>
<H3><A NAME="menus_topics">Topics Menu</A></H3>
<H3><A NAME="display">Help Display</A></H3>
<H3><A NAME="display_nav">Navigating the Help Window</A></H3>
<H3><A NAME="display_link">Definition and Page Links</A></H3>
</BODY>
</HTML>

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{Source Window} {source.html} {The Source Window}
{Register Window} {register.html} {The Register Window}
{Memory Window} {memory.html} {The Memory Window}
{Locals Window} {locals.html} {The Locals Window}
{Watch Window} {watch.html} {The Watch Window}
{Tracepoint Window} {tp.html} {The Tracepoint Window}
{Console Window} {console.html} {The Console Window}
{Stack Window} {stack.html} {The Stack Window}
{TDump Window} {tdump.html} {The Tracepoint Dump Window}
{GPL} {license.html} {The GNU Public License}

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<HTML>
<HEAD>
<TITLE>GNU General Public License</TITLE>
</HEAD><BODY>
<B>The GNU General Public License
<P></P>
</B>Version 2, June 1991
<P></P>
Copyright © 1989, 1991 Free Software Foundation, Inc.
<BR>59 Temple Place / Suite 330, Boston, MA 02111-1307, USA
<P></P>
Everyone is permitted to copy and distribute verbatim copies of this license
document, but changing it is not allowed.
<P></P>
<B>Preamble
<P></P>
</B>The licenses for most software are designed to take away your freedom to share
and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and
change free software to make sure the software is free for all its users. This General Public
License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some
other Free Software Foundation software is covered by the GNU Library General Public License instead.) You can apply it to your programs,
too.
<P></P>
When we speak of free software, we are referring to freedom, not price. Our
General Public Licenses are designed to make sure that you have the freedom to
distribute copies of free software (and charge for this service if you wish),
that you receive source code or can get it if you want it, that you can change the
software or use pieces of it in new free programs; and that you know you can
do these things.
<P></P>
To protect your rights, we need to make restrictions that forbid anyone to
deny you these rights or to ask you to surrender the rights. These restrictions
translate to certain responsibilities for you if you distribute copies of the
software, or if you modify it.
<P></P>
For example, if you distribute copies of such a program, whether gratis or for
a fee, you must give the recipients all the rights that you have. You must
make sure that they, too, receive or can get the source code. And you must show
them these terms so they know their rights.
<P></P>
We protect your rights with two steps: (1) copyright the software, and (2)
offer you this license which gives you legal permission to copy, distribute and/or
modify the software.
<P></P>
Also, for each author's protection and ours, we want to make certain that everyone understands that
there is no warranty for this free software. If the software is modified by
someone else and passed on, we want its recipients to know that what they have is
not the original, so that any problems introduced by others will not reflect on
the original authors' reputations.
<P></P>
Finally, any free program is threatened constantly by software patents. We
wish to avoid the danger that redistributors of a free program will individually
obtain patent licenses, in effect making the program proprietary. To prevent
this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all. The precise terms and conditions for
copying, distribution and modification follow.
<P></P>
<B>TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
<P></P>
</B>0. This License applies to any program or other work which contains a notice
placed by the copyright holder saying it may be distributed under the terms of this
General Public License. The `Program”, below, refers to any such program or work, and a `work based on the Program' means either the Program or any derivative work under copyright law: that is
to say, a work containing the Program or a portion of it, either verbatim or
with modifications and/or translated into another language. (Hereinafter,
translation is included without limitation in the term `modification'.) Each licensee is addressed as `you'.
<P></P>
Activities other than copying, distribution and modification are not covered
by this License; they are outside its scope. The act of running the Program is
not restricted, and the output from the Program is covered only if its contents
constitute a work based on the Program (independent of having been made by
running the Program). Whether that is true depends on what the Program does.
<P></P>
<OL><LI> You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you
conspicuously and appropriately publish on each copy an appropriate copyright notice and
disclaimer of warranty; keep intact all the notices that refer to this License
and to the absence of any warranty; and give any other recipients of the Program
a copy of this License along with the Program.
<P></P>
</OL>You may charge a fee for the physical act of transferring a copy, and you may
at your option offer warranty protection in exchange for a fee.
<P></P>
<OL START="2"><LI> You may modify your copy or copies of the Program or any portion of it, thus
forming a work based on the Program, and copy and distribute such modifications
or work under the terms of Section 1 above, provided that you also meet all of
these conditions:
<P></P>
</OL>a) You must cause the modified files to carry prominent notices stating that you
changed the files and the date of any change.
<P></P>
b) You must cause any work that you distribute or publish, that in whole or in
part contains or is derived from the Program or any part thereof, to be licensed
as a whole at no charge to all third parties under the terms of this License.
<P></P>
c) If the modified program normally reads commands interactively when run, you
must cause it, when started running for such interactive use in the most ordinary
way, to print or display an announcement including an appropriate copyright
notice and a notice that there is no warranty (or else, saying that you provide a
warranty) and that users may redistribute the program under these conditions,
and telling the user how to view a copy of this License. (Exception: if the
Program itself is interactive but does not normally print such an announcement,
your work based on the Program is not required to print an announcement.)
<P></P>
These requirements apply to the modified work as a whole. If identifiable
sections of that work are not derived from the Program, and can be reasonably
considered independent and separate works in themselves, then this License, and its
terms, do not apply to those sections when you distribute them as separate
works. But when you distribute the same sections as part of a whole which is a work
based on the Program, the distribution of the whole must be on the terms of
this License, whose permissions for other licensees extend to the entire whole,
and thus to each and every part regardless of who wrote it.
<P></P>
Thus, it is not the intent of this section to claim rights or contest your
rights to work written entirely by you; rather, the intent is to exercise the
right to control the distribution of derivative or collective works based on the
Program.
<P></P>
In addition, mere aggregation of another work not based on the Program with
the Program (or with a work based on the Program) on a volume of a storage or
distribution medium does not bring the other work under the scope of this License.
<P></P>
<OL START="3"><LI> You may copy and distribute the Program (or a work based on it, under Section
2) in object code or executable form under the terms of Sections 1 and 2 above
provided that you also do one of the following:
<P></P>
</OL>a) Accompany it with the complete corresponding machine-readable source code,
which must be distributed under the terms of Sections 1 and 2 above on a medium
customarily used for software interchange; or,
<P></P>
b) Accompany it with a written offer, valid for at least three years, to give any
third party, for a charge no more than your cost of physically performing
source distribution, a complete machine-readable copy of the corresponding source
code, to be distributed under the terms of Sections 1 and 2 above on a medium
customarily used for software interchange; or,
<P></P>
c) Accompany it with the information you received as to the offer to distribute
corresponding source code. (This alternative is allowed only for noncommercial
distribution and only if you received the program in object code or executable
form with such an offer, in accord with Subsection b above.)
<P></P>
The source code for a work means the preferred form of the work for making
modifications to it. For an executable work, complete source code means all the
source code for all modules it contains, plus any associated interface definition
files, plus the scripts used to control compilation and installation of the
executable. However, as a special exception, the source code distributed need not
include anything that is normally distributed (in either source or binary
form) with the major components (compiler, kernel, and so on) of the operating
system on which the executable runs, unless that component itself accompanies the
executable.
<P></P>
If distribution of executable or object code is made by offering access to
copy from a designated place, then offering equivalent access to copy the source
code from the same place counts as distribution of the source code, even though
third parties are not compelled to copy the source along with the object code.
<P></P>
<OL START="4"><LI> You may not copy, modify, sublicense, or distribute the Program except as
expressly provided under this License. Any attempt otherwise to copy, modify,
sublicense or distribute the Program is void, and will automatically terminate your
rights under this License. However, parties who have received copies, or
rights, from you under this License will not have their licenses terminated so long
as such parties remain in full compliance.
<P></P>
<LI> You are not required to accept this License, since you have not signed it.
However, nothing else grants you permission to modify or distribute the Program or
its derivative works. These actions are prohibited by law if you do not accept
this License. Therefore, by modifying or distributing the Program (or any work
based on the Program), you indicate your acceptance of this License to do so,
and all its terms and conditions for copying, distributing or modifying the
Program or works based on it.
<P></P>
<LI> Each time you redistribute the Program (or any work based on the Program), the
recipient automatically receives a license from the original licensor to copy,
distribute or modify the Program subject to these terms and conditions. You
may not impose any further restrictions on the recipients' exercise of the rights granted herein.
<P></P>
</OL>You are not responsible for enforcing compliance by third parties to this
License.
<P></P>
<OL START="7"><LI> If, as a consequence of a court judgment or allegation of patent infringement
or for any other reason (not limited to patent issues), conditions are imposed
on you (whether by court order, agreement or otherwise) that contradict the
conditions of this License, they do not excuse you from the conditions of this
License. If you cannot distribute so as to satisfy simultaneously your obligations
under this License and any other pertinent obligations, then as a consequence
you may not distribute the Program at all. For example, if a patent license
would not permit royalty-free redistribution of the Program by all those who
receive copies directly or indirectly through you, then the only way you could
satisfy both it and this License would be to refrain entirely from distribution of
the Program.
<P></P>
</OL>If any portion of this section is held invalid or unenforceable under any
particular circumstance, the balance of the section is intended to apply and the
section as a whole is intended to apply in other circumstances.
<P></P>
It is not the purpose of this section to induce you to infringe any patents or
other property right claims or to contest validity of any such claims; this
section has the sole purpose of protecting the integrity of the free software
distribution system, which is implemented by public license practices. Many people
have made generous contributions to the wide range of software distributed
through that system in reliance on consistent application of that system; it is up
to the author/donor to decide if he or she is willing to distribute software
through any other system and a licensee cannot impose that choice.
<P></P>
This section is intended to make thoroughly clear what is believed to be a
consequence of the rest of this License.
<P></P>
<OL START="8"><LI> If the distribution and/or use of the Program is restricted in certain
countries either by patents or by copyrighted interfaces, the original copyright
holder who places the Program under this License may add an explicit geographical
distribution limitation excluding those countries, so that distribution is
permitted only in or among countries not thus excluded. In such case, this License
incorporates the limitation as if written in the body of this License.
<P></P>
<LI> The Free Software Foundation may publish revised and/or new versions of the
General Public License from time to time. Such new versions will be similar in
spirit to the present version, but may differ in detail to address new problems
or concerns.
<P></P>
</OL>Each version is given a distinguishing version number. If the Program
specifies a version number of this License which applies to it and `any later version', you have the option of following the terms and conditions either of that
version or of any later version published by the Free Software Foundation. If the
Program does not specify a version number of this License, you may choose any
version ever published by the Free Software Foundation.
<P></P>
<OL START="a"><LI> If you wish to incorporate parts of the Program into other free programs whose
distribution conditions are different, write to the author to ask for
permission. For software which is copyrighted by the Free Software Foundation, write to
the Free Software Foundation; we sometimes make exceptions for this. Our
decision will be guided by the two goals of preserving the free status of all
derivatives of our free software and of promoting the sharing and reuse of software
generally.
<P></P>
</OL>NO WARRANTY
<P></P>
<OL START="b"><LI> BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE
PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED
IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM `AS IS' WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL
NECESSARY SERVICING, REPAIR OR CORRECTION.
<P></P>
<LI> IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY
COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE
PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL,
SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR
INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING
RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF
THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER
PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
<P></P>
</OL>END OF TERMS AND CONDITIONS
<P></P>
<B>How to Apply These Terms to Your New Programs
<P></P>
</B>If you develop a new program, and you want it to be of the greatest possible
use to the public, the best way to achieve this is to make it free software
which everyone can redistribute and change under these terms.
<P></P>
To do so, attach the following notices to the program. It is safest to attach
them to the start of each source file to most effectively convey the exclusion
of warranty; and each file should have at least the `copyright' line and a pointer to where the full notice is found.
<P></P>
<I>one line for the program's name and a brief idea of what it does.
<BR></I>Copyright (C) 19<I>yy</I> <I>name of author</I>
<BR>
<BR>This program is free software; you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.
<BR>
<BR>This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
<BR>
<BR>You should have received a copy of the GNU General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA.
<P></P>
Also add information on how to contact you by electronic and paper mail.
<P></P>
If the program is interactive, make it output a short notice like the
following example when it starts in an interactive mode:
<P></P>
Gnomovision version 69, Copyright (C) 19yy name of author Gnomovision comes
with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain
conditions; type `show c' for details.
<P></P>
The hypothetical commands <B>show w</B> and <B>show c</B> should show the appropriate parts of the General Public License. Of course,
the commands you use may be called something other than show w and show c; they can be mouse clicks or menu items—whatever suits your program.
<P></P>
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a `copyright disclaimer' for the program, if necessary. The following is a sample (when copying, alter
the names).
<P></P>
Yoyodyne, Inc., hereby disclaims all copyright interest in the program `Gnomovision' (which makes passes at compilers) written by James Hacker.
<BR>
<BR>signature of Ty Coon, 1 April 1989
<BR>Ty Coon, President of Vice
<P></P>
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may consider
it more useful to permit linking proprietary applications with the library. If
this is what you want to do, use the GNU Library General Public License instead of this License.
<P></P>
</BODY>
</HTML>

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<HTML>
<HEAD>
<TITLE>Locals Window Help</TITLE>
</HEAD>
<BODY>
<H1>The Locals Window</H1>
<H2>Overview</H2>
<P>The Locals Window displays all local variables in scope. It may be used to
visualize local variables. Local variables need to be collected
before they can be viewed. See <A HREF="tracedlg.html#t_actions_add">Adding
an Action</A> in the Tracepoint Dialog for more information.</P>
<P>Locals Window topics:
<UL>
<LI><UL><A HREF="#menus">Variable Menu</A>
<LI><A HREF="#menus_fmt">Format</A>
</UL>
<LI><UL><A HREF="#display">Locals Display</A>
<LI><A HREF="#display_deref">Dereferencing Pointers</A>
<LI><A HREF="#display_struct">Viewing a Structure or Class</A>
<LI><A HREF="#display_popup">Locals Pop-up Menu</A>
</UL>
</UL></P>
<H3><A NAME="menus">Variable Menu</A></H3>
The Variable Menu gives on-screen access to the funtions of the Locals Window.
To use any of these functions, first use the left mouse button to select a
variable from the display. Then select:
<DL>
<DT><A NAME="menus_fmt">Format</A>
<DD>Change the display format of the variable
</DL>
<H3><A NAME="display">Locals Display</A></H4>
The Locals Window Display consists of a scrolled listbox which contains all
local variables, one per line. Locals which were not collected at the current
tracepoint will display a memory-access error. To use any of the functions of
the Locals Window, use the left mouse button to select any element from the
Display.
<P>Pointers, structures, and classes appear in the display with small exapansion
box before their names. To <A NAME="display_deref">dereference pointers</A> or
<A NAME="display_struct">view the members of classes or structures</A>, click
the closed expansion box (which appears as a small plus sign, "+") to "expand"
the listing. The expansion box changes to a minus sign, "-", indicating that the
display is now open. Pointers, structures and classes may be expanded recursively
to allow multiple pointer dereferences and embedded structure viewing.
<P>The Locals Display updates as the trace buffer is navigated, highlighting
in blue those variables whose values have changed.</P>
<P>The Locals Window will, by default, display all pointers in hexadecimal and all
other variables in decimal. To change the default display of variables, use the
"set output-radix" command in the console window. (Type "help set output-radix" in the
console window for help. To make this change permanent, it must be added to the user's
init file -- .gdbinit.) To change the display format for a variable,
select the Format option from either the Variable Menu or the
<A HREF="#display_popup">Locals Pop-up Menu</A>.
<BR>
<H4><A NAME="display_popup">Locals Pop-up Menu</A></H4>
The Locals Pop-up Menu provides quick access to the functions of the Locals Window.
To use the Locals Pop-up Menu, first select a variable from the Display (by clicking
the left mouse button on it) and click the right mouse button, choosing from the
pop-up:
<DL>
<DT>Format
<DD>Change the display format of the variable. The variable may be displayed
as:
<DL>
<DT>Hex
<DD>hexadecimal (base 16)
<DT>Decimal
<DD>decimal (base 10)
<DT>Binary
<DD>binary (base 2)
<DT>Octal
<DD>octal (base 8)
</DL>
</DL>
</BODY>
</HTML>

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<HTML>
<HEAD>
<TITLE>Memory Window Help</TITLE>
</HEAD>
<BODY>
<H1>The Memory Window</H1>
<H2>Overview</H2>
<P>The Memory Window allows users to display the contents of collected
memory. The Memory Window Preferences controls all of the display
characteristics of the Memory Window.</P>
<P>Memory Window topics:
<UL>
<LI><UL><A HREF="#menus">Address Menu</A>
<LI><A HREF="#menus_auto">Auto Update</A>
<LI><A HREF="#menus_now">Update Now</A>
<LI><A HREF="#menus_prefs">Preferences</A>
</UL>
<LI><UL><A HREF="#display">Memory Display</A>
<LI><A HREF="#display_nav">Navigating the Memory Window</A>
<LI><A HREF="#display_popup">Memory Pop-up Menu</A>
</UL>
<LI><UL><A HREF="#prefs">Memory Window Preferences</A>
<LI><A HREF="#prefs_size">Size of the Display Cell</A>
<LI><A HREF="#prefs_fmt">Format of the Display Cell</A>
<LI><A HREF="#prefs_bytes">Size of the Memory Window</A>
<LI><A HREF="#prefs_misc">Miscellaneous</A>
</UL>
</UL></P>
<H3><A NAME="menus">Address Menu</A></H3>
<DL>
<DT><A NAME="menus_auto">Auto Update</A>
<DD>When selected, casues the Memory Window to update the Display.
<DT><A NAME="menus_now">Update Now</A>
<DD>Forces the Memory Window to update the Display.
<DT><A NAME="menus_prefs">Preferences</A>
<DD>Opens the Memory Window Preferences dialog.
</DL>
<H3><A NAME="display">Memory Display</A></H3>
Like the <A HREF="register.html">Register Window</A>, the Memory Window
Display is organized into a spreadsheet. The address of any cell in the
Display can be determined by appeding the row and column headers for the
cell. Optionally, an ASCII display of the memory appears at the right.
Any non-ASCII-representable byte in memory will appear in the ASCII Display
as a control character (a dot, ".", by default). The <A HREF="#pref">Memory
Preferences Dialog</A> may be used to alter the appearance of the
Memory Window. Any uncollected memory will appear as "N/A", indicating that
this memory was not collected when the trace experiment was run.
<P><A NAME="display_nav">To navigate the Memory Window</A>, use the mouse
and click the cell of interest. As an alternative, pressing the TAB key on
the keyboard will focus successive cells, from left to right, top to bottom.
The focus will wrap from the bottom of the Display to the top.</P>
<BR>
<H4><A NAME="display_popup">Memory Pop-up Menu</A></H4>
Clicking the right mouse button while the mouse cursor lies within the
bounds of any cell will allow users to:
<DL>
<DT>Auto Update
<DD>When selected, the Memory Window will track changes in
memory shown in the Display. Cells in which changes have
occured will be highlighted. When not selected, the Memory
Window is "frozen", representing a "snapshot" of memory.
<DT>Update Now
<DD>Causes the Memory Window to update all the cells shown.
<DT>Go To <I>address</I>
<DD>The Memory Window Display is updated to show memory starting
at address <I>address</I>.
<DT>Open New Window at <I>address</I>
<DD>A new Memory Window is opened, displaying memory at address
<I>address</I>
<DT>Memory Preferences...
<DD>Opens the Memory Window Preferences for editing the appearance
of the Memory Window Display.
</DL>
<BR>
<H3><A NAME="prefs">Memory Window Preferences</A></H3>
Memory Window Preference Dialog governs the appearance of the Memory Window:
the total number of bytes displayed, the size of each cell, ASCII control
character.
<BR>
<H4><A NAME="prefs_size">Size of the Display Cells</A></H4>
This attribute controls how many bytes appear in each cell. Valid cell
sizes in the Memory Window may be:
<DL>
<DT>Byte
<DD>Each cell is exactly one byte
<DT>Half Word
<DD>Cells are displayed with two bytes
<DT>Word
<DD>Each cell contains four bytes
<DT>Double Word
<DD>Cells contain eight bytes
<DT>Float
<DD>Each cell contains four bytes, displayed as a floating point
number
<DT>Double Float
<DD>Cells are displayed as floating point, eight bytes each
</DL>
<BR>
<H4><A NAME="prefs_fmt">Format of the Display Cells</A></H4>
The Format option of the Memory Preferences Dialog governs how the debugger
represents the memory. Possible representations include:
<DL>
<DT>Binary
<DD>The values are shown as binary numbers
<DT>Signed Decimal
<DD>The values are shown as signed decimal numbers
<DT>Octal
<DD>Each cell is represented as an octal number
<DT>Unsigned Decimal
<DD>Values are displayed as unsigned decimals
<DT>Hex
<DD>Memory is displayed as a hexadecimal number. This is
the default.
</DL>
<BR>
<H4><A NAME="prefs_bytes">Size of the Memory Window</A></H4>
The size of the memory window determines how much memory is actually
presented to the user. The total number of bytes shown can either be
determined by the size of the window, in which case resizing the Memory
Window will cause more or less memory to be displayed, or fixed at some
specified number of bytes. By default, the Memory Window shows 128 bytes
of memory.
<BR>
<H4><A NAME="prefs_misc">Miscellaneous</A></H4>
Miscellaneous memory preferences include the option to display the ASCII
representation of the memory, including what character to use for non-ASCII
bytes (the "control" character). Additionally, users may specify the number
of bytes per row, either four, eight, sixteen, or thirty-two. The default is
sixteen bytes per row.
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<HEAD>
<TITLE>Register Window Preferences Help</TITLE>
</HEAD>
<BODY>
<H1>Register Window Preferences</H1>
<H3>Overview</H3>
<P>Not yet done.</P>
<P>Register Window Preferences topics:
<UL>
<LI><UL><A HREF="#">stuff</A>
<LI><A HREF="#">stuff</A>
<LI><A HREF="#">stuff</A>
</UL>
</UL></P>
<H3><A NAME="">stuff</A></H3>
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<HTML>
<HEAD>
<TITLE>Register Window Help</TITLE>
</HEAD>
<BODY>
<H1>The Register Window</H1>
<H2>Overview</H2>
<P>The Register Window lists all the registers and their contents for
the selected stack frame. It permits viewing the contents of registers
in different formats and some display customizations.</P>
<P>Any register that was not collected will be displayed as having a value
of "0x0". To collect registers, add them to the collection action in the
<A HREF="tracedlg.html">Tracepoint Dialog</A>.
<P>The Register Window will update the register contents in the display
to match the stack frame currently being viewed in the <A HREF="source.html">
Source Window</A> and <A HREF="stack.html">Stack Winodw</A>.</P>
<P>Register Window topics:
<UL>
<LI><UL><A HREF="#menus">Register Menu</A>
<LI><A HREF="#menus_fmt">Format</A>
<LI><A HREF="#menus_remove">Remove from Display</A>
<LI><A HREF="#menus_all">Display All Registers</A>
</UL>
<LI><UL><A HREF="#display">Register Display</A>
<LI><A HREF="#display_nav">Navigating the Register Display</A>
<LI><A HREF="#display_popup">Register Pop-up Menu</A>
<LI><A HREF="#display_format">Changing the Display Format of
a Register</A>
<LI><A HREF="#display_remove">Removing a Register
from the display</A>
<LI><A HREF="#display_all">Displaying all Registers</A>
</UL>
</UL></P>
<H3><A NAME="menus">Register Menu</A></H3>
The Register Menu provides on-screen access to the functionality of the
Register Window. To use any item from this menu, first use the mouse and
select (click the left mouse button) on any register cell. Users may then
select:
<BR>
<DL>
<DT><A NAME="menus_fmt"><A HREF="#display_format">Format</A></A>
<DD>Change the display format of the selected register
<DT><A NAME="menus_remove"><A HREF="#display_remove">Remove
from Display</A></A>
<DD>Remove the selected register from the Register
Window Display
<DT><A NAME="menus_all"><A HREF="#display_all">Display All
Registers</A></A>
<DD>Display all registers in the Display. This item
is only available when a register was previously
removed from the Display.
</DL>
<H3><A NAME="display">Register Display</A></H3>
The Register Display contains name and value pairs for each register
available on the target hardware. These "cells" are layed out as a
spreadsheet for ease of use.
<P><A NAME="display_nav"></A>To navigate the Register Display, use either
the mouse and left mouse button or the arrow keys on the keyboard to
highlight the appropriate cell. Users may then use the <A HREF="#menus">
Register Menu</A> or use the Register Pop-up Menu to access special display
options for the Register Window.</P>
<BR>
<H4><A NAME="display_popup">The Register Pop-up Menu</A></H4>
All of the special functions of the register window are accessed through
the Register Pop-up Menu. To use the Menu, simply select a register (see
<A HREF="#display_nav">Navigating the Register Display</A>) and click the
right mouse button. The Menu offers:
<DL>
<DT><A NAME="display_format">Format</A>
<DD><DL>Change the display format of the register. Valid display types
are:
<DT>Hex
<DD>The register's contents are displayed in
hexadecimal (base 16).
<DT>Decimal
<DD>The value is shown as
a decimal number (base 10).
<DT>Natural
<DD>The register is displayed in its natural format.
<DT>Binary
<DD>The contents of the register are displayed
as a binary number (base 2).
<DT>Octal
<DD>The register's contents are shown in octal (base 8).
<DT>Raw
<DD>The raw contents of the register are shown.
</DL>
<DT><A NAME="display_remove">Remove</A>
<DD>Remove the selected register from the display. To display
the removed register again, select the "Display All Registers"
option from the Register Menu or the Register Pop-up Menu.
<DT><A NAME="display_all">Display All Registers</A>
<DD>Causes the Register Window Display to show all registers,
including those which were previously "removed". This menu
item is only available when removed registers exist.
</DL>
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<HTML>
<HEAD>
<TITLE>Source Window Help</TITLE>
</HEAD>
<BODY>
<CENTER><H1>The Source Window</H1></CENTER>
<H3>Overview</H3>
<BR>
The Source Window is the primary interface between the user and the
debugger; it is automatically opened when the debugger starts.
The Source Window displays the status of the trace experiment, controls
navigation of the trace buffer, and allows visualization of the program
execution.
<P>Source Window topics:
<UL>
<LI><UL><A HREF="#menus">Menus</A>
<LI><A HREF="#menus_file">File Menu</A>
<LI><A HREF="#menus_run">Run Menu</A>
<LI><A HREF="#menus_view">View Menu</A>
<LI><A HREF="#menus_trace">Trace Menu</A>
<LI><A HREF="#menus_prefs">Preferences Menu</A>
</UL>
<LI><UL><A HREF="#toolbar">Toolbar</A>
<LI><A HREF="#toolbar_exec">Trace Control Buttons</A>
<LI><A HREF="#toolbar_window">Window Buttons</A>
<LI><A HREF="#toolbar_frame">Frame Control</A>
</UL>
<LI><UL><A HREF="#display">Source Window Display</A>
<LI><A HREF="#display_balloon">Variable Balloons</A>
<LI><A HREF="#display_popup">Source Pop-up Mens</A>
</UL>
<LI><UL><A HREF="#status">Source Window Status Bars</A>
<LI><A HREF="#status_bar">Program Status Bar</A>
<LI><A HREF="#status_mode">Source Display Status Bar</A>
</UL>
<LI><A HREF="#search">Search Entry</A>
</UL></P>
<H3><A NAME="menus">Menus</A></H3>
<H4><A NAME="menus_file">File Menu</A></H4>
The File menu contains the following items:
<DL>
<DT>Open
<DD>Opens a file selection dialog to select the executable to debug
<DT>Target Settings...
<DD>Opens the <A HREF="target.html">Target Selection Dialog</A>
to edit target settings
<DT>Page Setup
<DD>(Windows only) Opens the Windows Page Setup dialog to
configure printing
<DT>Print
<DD>(Windows only) Print the contents of the Source Window Display
<DT>Exit
<DD>Exits the debugger
</DL>
<H4><A NAME="menus_run">Run Menu</A></H4>
The Run menu contains the following items:
<DL>
<DT>Connect to target
<DD>Establish a connection to a target. This option will open
the <A HREF="target.html">Target Selection Dialog</A> if no
previous connection has been established in the current
session.
<DT>Begin Collection
<DD>Start collecting trace data on the target
<DT>End Collection
<DD>Stop collecting trace data on the target
<DT>Disconnect
<DD>Disconnect the debugger from the target
</DL>
<H4><A NAME="menus_view">View Menu</A></H4>
The View menu contains the following items:
<DL>
<DT>Stack
<DD>Open a <A HREF="stack.html">Stack Window</A>
<DT>Registers
<DD>Open a <A HREF="register.html">Register Window</A>
<DT>Memory
<DD>Open a <A HREF="memory.html">Memory Window</A>
<DT>Watch Expressions
<DD>Open a <A HREF="watch.html">Watch Window</A>
<DT>Local Variables
<DD>Open a <A HREF="locals.html">Locals Window</A>
<DT>Tracepoints
<DD>Open a <A HREF="tp.html">Tracepoint Window</A>
<DT>Tdump
<DD>Open a <A HREF="tdump.html">Tracepoint Dump Window</A>
<DT>Console
<DD>Open a <A HREF="console.html">Console Window</A>
</DL>
<H4><A NAME="menus_trace">Trace Menu</A></H4>
The Trace Menu contains the following items:
<DL>
<DT>Next Hit
<DD>Update all displays with the next tracepoint in the
tracepoint buffer
<DT>Previous Hit
<DD>Go to the previous tracepoint in the buffer
<DT>First Hit
<DD>View the first tracepoint in the buffer
<DT>Next Line Hit
<DD>Go to the next tracepoint in the buffer in the same
frame as the current tracepoint
<DT>Next Hit Here
<DD>Jump to the next reference of the current tracepoint
in the buffer
<DT>Tfind Line...
<DD>Opens a dialog allowing the user to specify which source
line to inpect in the tracepoint buffer
<DT>Tfind PC...
<DD>Opens a dialog allowing the user to specify the PC of the
tracepoint to view
<DT>Tfind Tracepoint...
<DD>Opens a dialog allowing the user to specify which tracepoint
to view (by number). This option is most commonly used in
conjunction with the <A HREF="console.html">Console Window</A>.
</DL>
<H4><A NAME="menus_prefs">Preferences Menu</A></H4>
The Preferences menu contains the following items:
<DL>
<DT>Global
<DD>Opens the <A HREF="gbl_pref.html">Global Preferences Dialog</A>
and allows editing of global settings
<DT>Source
<DD>Opens the <A HREF="src_pref.html">Source Preferences Dialog</A>
and allows editing of Source Window settings
<DT>Register
<DD>Opens the <A HREF="reg_pref.html">Register Preferences Dialog</A>
and allows editing of Register Window settings
</DL>
<H3><A NAME="toolbar">Toolbar</A></H3>
The Source Window toolbar consists of three functional sections: trace
control buttons, debugger window buttons, and stack frame control buttons.
<BR>
<H4><A NAME="toolbar_exec">Tracing Control Buttons</A></H4>
These convenience buttons provide on-screen access to the most important
debugger tracing control functions:
<DL>
<DT><A NAME="run_button"><IMG SRC="%run"> TStart</A> or
<A NAME="stop_button"><IMG SRC="%stop"></A> TStop
<DD>The TStart Button causes the target to start collecting trace data
<DD>The TStop Button causes the target to stop collecting trace data
<DT>Next Hit
<DD>Update all displays with the next tracepoint in the
tracepoint buffer
<DT>Previous Hit
<DD>Go to the previous tracepoint in the buffer
<DT>First Hit
<DD>View the first tracepoint in the buffer
<DT>Next Line Hit
<DD>Go to the next tracepoint in the buffer in the same
frame as the current tracepoint
<DT>Next Hit Here
<DD>Jump to the next reference of the current tracepoint
in the buffer
</DL>
<H4><A NAME="toolbar_window">Window Buttons</A></H4>
The Debugger Window buttons give instant access to the Debugger's
auxillary windows:
<DL>
<DT><A NAME="register_button"><IMG SRC="%register"></A> Registers
<DD>Open a <A HREF="register.html">Register Window</A>
<DT><A NAME="memory_button"><IMG SRC="%memory"></A> Memory
<DD>Open a <A HREF="memory.html">Memory Window</A>
<DT><A NAME="stack_button"><IMG SRC="%stack"></A> Stack
<DD>Open a <A HREF="stack.html">Stack Window</A>
<DT><A NAME="watch_button"><IMG SRC="%watch"></A> Watch Expressions
<DD>Open a <A HREF="watch.html">Watch Window</A>
<DT><A NAME="locals_button"><IMG SRC="%locals"></A> Local Variables
<DD>Open a <A HREF="locals.html">Locals Window</A>
<DT><A NAME="tracepoints_button">Tracepoints</A>
<DD>Open a <A HREF="tp.html">Tracepoint Window</A>
<DT>Tracepoint Dump Window
<DD>Open a <A HREF="tdump.html">Tdump Window</A>
<DT><A NAME="console_button"><IMG SRC="%console"></A> Console
<DD>Open a <A HREF="console.html">Console Window</A>
</DL>
<H4><A NAME="toolbar_frame">Frame Control</A></H4>
The Frame Control area of the toolbar displays information about the PC of
the current frame, and the frame control buttons may be used to navigate
through the call stack. Whenever any of these buttons are used, both the
Source Window Display and the <A HREF="stack.html">Stack Window</A> will
show the selected frame. In order to use the Stack Window in tracing mode,
the stack pointer must be collected.
<DL>
<!-- is this a problem for windows? no file join? -->
<DT><IMG SRC="images/frame_info.gif"> Frame Information Display
<DD>The left half of the frame information display shows the
value of the PC in the current frame. The right half shows
the line number of the PC in the source file, if available.
<DT><A NAME="up_button"><IMG SRC="%up"></A> Up
<DD>Select and view the stack frame that called this one
<DT><A NAME="down_button"><IMG SRC="%down"></A> Down
<DD>Select and view the stack frame called by this one
<DT><A NAME="bottom_button"><IMG SRC="%bottom"></A> Bottom
<DD>Select and view the bottom-most stack frame
</DL>
<H3><A NAME="display">Source Display</A></H3>
The Source Display is used for many things: browsing source code, setting,
editing, and deleting tracepoints, and a few other special functions.
Executable lines (those for which executable code was generated by the
compiler) are denoted with a marker (a dash, "-") in the first column of
the display.
<P>The debugger highlights the PC in the current frame in either green,
indicating that the PC is in the current tracepoint, or gold, indicating
that the PC is contained in a frame that is not the current tracepoint, i.e.,
as part of a stack backtrace. A blue highlight is used by the debugger to
indicate a browsing position. All highlight colors
are user-selectable in the <A HREF="src_pref.html">Source Preferences</A>.</P>
<BR>
<H4><A NAME="setting_a_tracepoint">Setting a Tracepoint</A></H4>
Moving the mouse pointer over the "hot spot" of an executable line will change
the mouse cursor to a large dot. Clicking the left mouse button will then allow
tracepoint to be inserted at this line. If no tracepoint exists, the
<A HREF="tracedlg.html">Add Tracepoint Dialog</A> will appear. If a tracepoint
is installed, the dash in the left margin will change into a magenta breakdot.
If a tracepoint exists, the <A HREF="tracedlg.html">Edit Tracepoint Dialog</A>
appears, allowing either modification of the tracepoint or deletion of the
tracepoint. If the tracepoint is deleted, the breakdot will revert to a dash.</P>
<P>The executable line marker shows the status of each line: an empty marker
(the dash) indicates that no tracepoint is set at the line. A colored breakdot
indicates that a tracepoint exists at the line.</P>
<P>The display will attempt to show the value of variables in
<A NAME="display_balloon">variable balloons</A>. To activate a
variable balloon, simply hold the mouse cursor over the name of
a variable in the Source Display for a second or two: the debugger displays the
name of the variable, its type, and its value in a pop-up balloon. If the
variable was not collected, the Variable Balloon will show a memory-access error.</P>
<BR>
<H4><A NAME="display_popup">Source Pop-up Menus</A></H4>
The Source Display has two pop-up menus. One is activated by clicking the
right mouse button when the mouse cursor is over an executable line marker's
hot spot. This pop-up menu provides access to:
<DL>
<DT>Set Tracepoint
<DD>Opens the <A HREF="#tracedlg">Add/Edit Tracepoint Dialog</A>,
which allows new tracepoints to be set and modification and
deletion of existing tracepoints.
</DL>
<P>The other pop-up menu is activated by clicking the right mouse button
anywhere else in the Source Display. It is only available when a variable
or number in the display lies below the mouse cursor or is selected
(by clicking the left mouse button and dragging the mouse to highlight
the variable/number). The pop-up menu allows users to:
<DL>
<DT><A NAME="add_to_watch">Add <I>expr</I> to Watch</A>
<DD>Adds the selected expression to the <A HREF="watch.html">Watch
Window</A>, opening it, if necessary.
<DT>Dump Memory at <I>expr</I>
<DD>Opens a new <A HREF="memory.html">Memory Window</A> at the
selected expression. If the expression is a variable, then
the Memory Window is opened with memory addresses starting
at the value of the variable.
<DT>Set Tracepoint Range
<DD>This option is only available when a range of lines is highlighted
in the Source Display. It allows tracepoints with the same
properties to be set at every executable line in the range. If
any tracepoints exist in the range already, the debugger will
ask if the properties of the existing tracepoint should be
replaced with the properties of the range.
</DL>
</P>
<H4><A NAME="status">Source Window Status Bars</A></H4>
The Source Window has two status bars which inform the user of the
status of the program (the "status bar") and the status of the Source
Window.
<P>The <A NAME="status_bar">Program Status Bar</A> (or simply "Status Bar")
displays the status of the program. Common messages seen here include:
<DL>
<DT>No program loaded.
<DD>No program has been loaded into target memory.
<DT>Inspecting trace at <I>line/address</I>
<DD>The debugger is inspecting the tracepoint at line
<I>line</I> or address <I>address</I>. Use the
<A HREF="#toolbar_exec">Tracing Control Buttons</A>
to navigate through the trace buffer.
</DL>
<P>The Status Bar also displays some help information. For instance,
the Status Bar will show the function of a button on the toolbar or
the Source Display Status Bar as well as any keyboard shortcut for this
button.</P>
<BR>
<H4><A NAME="status_mode">Source Display Status Bar</A></H4>
current state of the Source Window: the name of the file displayed in
the Display, the name of the function in the Display which contains
the PC for the current frame (if any), and the display mode.
<P>The <A NAME="file_selector">Source File Selector</A> is a dropdown
menu which contains the names of all the files that were compiled into
the program being debugged.</P>
<P>Normally, the File Selector displays the name of the file currently being
viewed, but any file from the dropdown menu may be selected for browsing.
Simply select the file to view from the available choices (or type it directly
into the File Selector) and the Source Window will load that file into
the Display. To return to the current tracepoint, simply press the
<A HREF="#bottom_button">Bottom Frame Control Button</A>.</P>
<P>The <A NAME="function_selector">Source Function Selector</A> displays the
name of the function containing the Source Window's PC, if one exists, but it
may be used to browse any function in the current file. Simply type the name
of the desired function into the Function Selector or select it from the
dropdown menu. The Source Window's PC is updated to point at this function.
To return to the current tracepoint, simply press the
<A HREF="#bottom_button">Bottom Frame Control Button</A>.</P>
<P>The <A NAME="mode_selector">Source Display Mode Selector</A> displays
the viewing mode of the current file/function shown in the Source
Window Display.</P>
<P>The Display Mode Selector may be used to change the view of the current
source file. The available display modes are
<DL>
<DT>SOURCE
<DD>The contents of the Display are shown as source code.
If source code is not available (either because no debugging
information is available or the source file is not found),
the Source Window will revert the Display Mode to "ASSEMBLY".
<DT>ASSEMBLY
<DD>A disassembly of the target's memory is shown in the Display.
Even assembly source files show a disassembly of target memory;
to see the assembly source code, use the SOURCE mode. Note that the
debugger can only display assmebly code on a function-by-function
basis. It cannot display all the instructions generated from a single
source file.
<DT>MIXED
<DD>The Display shows source code mixed with the assembler
instructions which were generated for those lines by the
compiler for the current funtion. Note that the addresses
of the assembly lines is not necessarily monotonically
increasing. If the source file associated with the function
cannot be found, the Source Window will revert to ASSEMBLY mode.
<DT>SRC+ASM
<DD>The Source Window Display is divided into two panes: an
assembly pane and a source pane. Tracepoints may be set/cleared
in either pane.
</DL>
<BR>
<H3><A NAME="search">Search Entry</A></H3>
The Search Entry facilitates searching for text in the Source Window Display. Simply enter the
text to be found into the Search Entry and press the Enter key on the keyboard to search
forwards in the Source Window Display (hold down ths Shift key to search backwards). If
a match is found, it is highlighted in the Source Window and the Program Status Bar
displays information about where the match was found.
<P>The Search Entry can also jump the Source Window to a specific line. Enter the line
number preceeded by an at-sign (@) into the Search Entry and press enter. If entered
line number is greater than the total number of lines in the Source Window Display,
the Display will jump to the end of the current file.</P>
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<HTML>
<HEAD>
<TITLE>Source Window Preferences Help</TITLE>
</HEAD>
<BODY>
<H1>Source Window Preferences</H1>
<H3>Overview</H3>
<P>Not yet done.</P>
<P>Source Preferences topics:
<UL>
<LI><UL><A HREF="#">stuff</A>
<LI><A HREF="#">stuff</A>
<LI><A HREF="#">stuff</A>
</UL>
</UL></P>
<H3><A NAME="">stuff</A></H3>
</BODY>
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<HTML>
<HEAD>
<TITLE>Stack Window Help</TITLE>
</HEAD>
<BODY>
<H1>The Stack Window</H1>
<H3>Overview</H3>
<P>The Stack Window allows users to view the call stack and jump between
levels of the stack. To use the Stack Window in tracepoint mode, the
stack pointer must be collected. See
<A HREF="tracedlg.html#t_actions_add">Adding an Action</A> in the Tracepoint
Dialog for more information on collecting registers.</P>
<P>Stack Window topics:
<UL>
<LI><UL><A HREF="#display">Stack Display</A>
<LI><A HREF="#display_nav">Navigating the Stack Window</A>
<LI><A HREF="#display_lvl">Changing the Stack Level</A>
</UL>
</UL></P>
<H3><A NAME="display">Stack Display</A></H3>
The Stack Display consists of a listbox which displays levels of the call stack
one per line. Each line contains the level number (useful when using the <A
HREF="console.html">Console Window</A>) and a description of the function executing
in that level. Typically, the function name and either the address of the function
or the file and line number where the function is defined are displayed. The
Stack Window may also be used to jump between levels of the stack.
<BR>
<H4><A NAME="display_nav">Navigating the Stack Window</A></H4>
Navigation of the Stack Window is accomplished by clicking on the desired level
with the left mouse button. The <A HREF="source.html#display">Source Window
Display</A> updates to show the selected frame. All other secondary windows,
<A HREF="register.html">Registers</A>, <A HREF="watch.html">Watch</A>, and
<A HREF="locals.html">Locals</A> update their displays for the selected frame.
<BR>
<H4><A NAME="display_lvl">Changing Stack Levels</A></H4>
To switch frames, simply click the left mouse button on the desired frame and the
debugger will switch contexts, updating all windows. The selected frame is highlighted
(in gold, by default).
<P>As an alternative, changing stack levels may be accomplished via the
<A HREF="source.html#toolbar_frame">Frame Control Buttons</A> on the Source Window's
Toolbar. These buttons may be used to change frames one level at a time (either
immediately up or immediately down) or to jump to the bottom-most stack frame.
See <A HREF="source.html#toolbar_frame">Source Frame Control Buttons</A> for more
information.</P>
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<HTML>
<HEAD>
<TITLE>Target Selection Help</TITLE>
</HEAD>
<BODY>
<H1>The Target Selection Dialog</H1>
<H3>Overview</H3>
<P>The Target Selection Dialog allows users to specify the debug target,
the interface used to connect to the target, and some useful run
options.</P>
<P>Target Selection topics:
<UL>
<LI><UL><A HREF="#select">Selecting a Target</A>
<LI><A HREF="#select_tar">Specifying a Target</A>
<LI><A HREF="#select_int">Choosing a Connection Interface</A>
</UL>
<LI><UL><A HREF="#options">Run Options</A>
<LI><A HREF="#options_run_until_main">Run until 'main'</A>
<LI><A HREF="#options_bp_at_exit">Set breakpoint at 'exit'</A>
<LI><A HREF="#options_download_dialog">Display Download Dialog</A>
<LI><A HREF="#options_compare_to_remote_executable">Compare to
remote executable</A>
</UL>
</UL></P>
<H3><A NAME="select">Selecting a Target</A></H3>
Selecting a target involves choosing a target for debugging and setting connection
interface options for the target.
<P>Common targets include: "exec" for native debuggers, "remote" for establishing
a connection to a target board via a serial line, "remotetcp" for TCP connections,
and "sim" for connections to the simulator. There may be more depending on the
configuration of the debugger being used.</P>
<P>In general, "remote" targets are always serial connections which require the user
to specify the serial port and baud rate to be used for the connection and
"remotetcp" targets are always TCP connections which require specifying the hostname
and port number of the machine to which to connect. Depending upon configuration,
there may be numerous serial- and TCP-based connections. These always follow the
naming convention <I>target</I> and <I>target</I>tcp.</P>
<P>To <A NAME="select_tar"> select a target</A>, choose one of the available targets
from the dropdown menu in the Connection Frame. Then <A NAME="#select_int">specify
the interface options</A> for this target: selecting the baudrate and serial port
from the dropdown menus (serial targets only) or entering the hostname and port number
(TCP targets only).</P>
<H3><A NAME="options">Run Options</A></H3>
Three run options which may be selected include:
<DL>
<DT><A NAME="options_run_until_main">Run until 'main'
<DD>Sets a breakpoint at main(). This has no effect when using
GDB in tracing mode.
<DT><A NAME="options_bp_at_exit">Set breakpoint at 'exit'
<DD>Sets a breakpoint at exit(). This has no effect when using
GDB in tracing mode.
<DT><A NAME="options_download_dialog">Display Download Dialog
<DD>Displays a dialog showing the progress of the download to
the target section by section. This has no effect when using
GDB in tracing mode.
<DT><A NAME="options_compare_to_remote_executable">
Compare to remote executable</A>
<DD>When attaching to a tracing target, compare the host's and target's
executable by computing the checksum of each loadable section.
</DL>
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<HEAD>
<TITLE>Trace Dump Window Help</TITLE>
</HEAD>
<BODY>
<H1>The TDump Window</H1>
<H3>Overview</H3>
<P>The Tdump Window displays all of the information contained in the
trace buffer for the current tracepoint. To view the contents of the
trace buffer for a specific tracepoint, use the <A HREF="source.html#toolbar_exec">
Tracing Control Buttons</A> on the <A HREF="source.html#toolbar">Source Window Toolbar
</A>, or jump to the tracepoint using one of the Tfind Dialogs accessible
through the Source Window's <A HREF="source.html#menus_trace">Trace Menu</A>.
</P>
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<HTML>
<HEAD>
<TITLE>Tracepoint Window Help</TITLE>
</HEAD>
<BODY>
<H1>The Tracepoint Window</H1>
<H3>Overview</H3>
<P>The Tracepoint Window lists all the various tracepoints that exist in
the program. It facilitates modifying tracepoints (make them
temporary or normal, disabled or enabled) and removing tracepoints.</P>
<P>Tracepoint Window topics:
<UL>
<LI><UL><A HREF="#menus">Menus</A>
<LI><A HREF="#menus_bp">Tracepoint Menu</A>
<LI><A HREF="#menus_global">Global Menu</A>
</UL>
<LI><UL><A HREF="#display">Tracepoint Display</A>
<LI><A HREF="#display_state">Enabling/Disabling Tracepoints</A>
<LI><A HREF="#display_remove">Removing Tracepoints</A>
<LI><A HREF="#display_popup">Tracepoint Pop-up Menu</A>
</UL>
</UL></P>
<H3><A NAME="menus">Menus</A></H3>
The Tracepoint Window contains two menus, one which deals specifically with
the individual tracepoints selected in the window, and one whose commands
affect all tracepoints.
<BR>
<H4><A NAME="menus_bp">Tracepoint Menu</A></H4>
The Tracepoint Menu operates on the selected tracepoint only. The
state of a tracepoint may be changed by selecting the desired state
from the menu:
<DL>
<DT>Actions
<DD><A HREF="tracedlg.html">Display the Tracepoint Dialog</A> for
this tracepoint.
<DT>Enabled
<DD>The tracepoint is active and will stop the debugger
when it is hit.
<DT>Disabled
<DD>The tracepoint is being ignored. A disabled tracepoint
will never get hit.
<DT>Remove
<DD>Deletes the tracepoint
</DL>
<BR>
<H4><A NAME="menus_global">Global Menu</A></H4>
Items on the Global Menu affect all defined tracepoints. Users may:
<DL>
<DT>Enable All
<DD>Enable all tracepoints
<DT>Disable All
<DD>Disable all tracepoints
<DT>Remove All
<DD>Delete all tracepoints
</DL>
<BR>
<H4><A NAME="display">Tracepoint Display</A></H4>
The Tracepoint Display is a table of tracepoints. The first column of the
table (unlabeled) shows a checkbutton, indicating whether the tracepoint
is enabled (checked) or disabled (unchecked). Disabled tracepoints are
ignored and will not cause any actions to be performed on the target.
<P>To use the Tracepoint Menu or the Tracepoint Pop-up Menu, first use
the left mouse button to select a tracepoint from the list, then make the
menu selection.</P>
<H3>Modifying Tracepoints</H3>
To <A NAME="display_state">enable</A> a tracepoint, simply click the
checkbutton in the first column of the desired tracepoint so that it is
selected (checked). To disable a tracepoint, "uncheck" the checkbutton.
<P>To remove a <A NAME="display_remove">tracepoint</A>, use the left mouse
button to select the tracepoint to remove and use either the tracepoint Menu
or the Tracepoint Pop-up Menu to select "remove". To re-install a tracepoint,
use the <A HREF="source.html#setting_a_tracepoint">Source Window Display</A>.
</P>
<BR>
<H4><A NAME="display_popup">Tracepoint Pop-up Menu</A></H4>
The Tracepoint Pop-up Menu is accessed by using the mouse cursor to select
a tracepoint from the Tracepoint Display and then clicking the right button
on the mouse. The Pop-up allows expert users quicker access to the functions
of the Tracepoint Menu:
<DL>
<DT>Actions
<DD>Display the <A HREF="tracedlg.html">Tracepoint Dialog</A> for
the selected tracepoint. This allows the tracepoint's actions
to viewed or edited.
<DT>Enabled
<DD>The tracepoint is active and will causes actions to be
performed on the target when it is hit
<DT>Disabled
<DD>The tracepoint is being ignored. A disabled tracepoint
will never perform any actions or be recorded in the trace
buffer.
<DT>Remove
<DD>Deletes the tracepoint
<DT>Global, Enable All
<DD>Enable all tracepoints
<DT>Global, Disable All
<DD>Disable all tracepoints
<DT>Global, Remove All
<DD>Delete all tracepoints
</DL>
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<HTML>
<HEAD>
<TITLE>Tracepoint Dialogs Help</TITLE>
</HEAD>
<BODY>
<H1>Tracepoint Dialogs</H1>
<H3>Overview</H3>
<P>There are two Tracepoint Dialogs which help users set tracepoints:
The Tracepoint Dialog is used to view and add actions and The Actions
Dialog is used to edit a particular action specified in the
tracepoint's Action List.</P>
<P>Tracepoint Dialogs topics:
<UL>
<LI><A HREF="#tracedlg">The Tracepoint Dialog</A>
<UL>
<LI><A HREF="#t_experiment">Experiment Frame</A>
<LI><A HREF="#t_actions">Actions Frame</A>
<UL>
<LI><A HREF="#t_actions_passcount">Number of Passes</A>
<LI><A HREF="#t_actions_add">Adding Actions</A>
<LI><A HREF="#t_actions_modify">Modifying Actions</A>
</UL>
</UL>
<LI><A HREF="#actionsdlg">The Actions Dialog</A>
<UL>
<LI><A HREF="#a_variables">Variables List</A>
<LI><A HREF="#a_collect">Collection List</A>
<LI><A HREF="#a_other">Other Entry</A>
</UL>
</UL></P>
<H3><A NAME="tracedlg">The Tracepoint Dialog</H3>
The Tracepoint Dialog is the gateway to viewing and editing
the properties of any tracepoint. The same dialog is used
to add new tracepoints and edit and delete existing tracepoints,
for both single tracepoints and ranges of tracepoints.
<H4><A NAME="t_experiment">Experiment Frame</A></H4>
The Experiment Frame displays information about the tracepoint's
location in the program and its status. Specifically,
<DL>
<DT>Number
<DD>The internal number for this tracepoint. New tracepoints
all have the number "-1". This number may be used to
refer to specific tracepoints when using the
<A HREF="console.html">Console Window</A>
<DT>Hit Count
<DD>The number of times the tracepoint has been hit
<DT>Thread
<DD>The thread in which the tracepoint exists. This
feature is not currently implemented.
<DT>Function
<DD>The function in which the tracepoint is set
<DT>File
<DD>The file in which the tracepoint is set
<DT>Line(s)
<DD>The line at which the tracepoint is set or the
lines which the tracepoint range affects
</DL>
<BR>
<H4><A NAME="t_actions">Actions Frame</A></H4>
The Actions Frame displays the user-settable properties of the
tracepoint, including all actions and a pass count.
<P>A pass count specifies the number of times that the tracepoint
can be hit on the target before the tracing experiment ceases. A
pass count of five means that this tracepoint will issue a silent
"tstop" when it is hit the fifth time (after it has performed all
it actions). A pass count of zero (0) means that the tracepoint
will never causes the trace experiment to terminate on the target.</P>
<P>To <A NAME="t_actions_add">add an action</A> for the tracepoint,
select the appropriate action from the Action ComboBox and click
"Add". The <A HREF="#actionsdlg">Action Dialog</A> appears to
allow editing the action's properties.</P>
<P>Currently, there are two actions: collect and while-stepping.
Any number of collect actions may be added to specify that the
target should collect variables, registers, and memory when
it is hit. The while-stepping action may be used to collect
data for a specified number of machine instructions. Only one
while-stepping action may be specified for any tracepoint.</P>
<P>To <A NAME="t_actions_modify">modify the actions</A> associated
with a tracepoint, double-click the left mouse button on the action
listed in the Action Frame, and the <A HREF="#actionsdlg">Actions
Dialog</A> will appear.</P>
<P>To accept the tracepoint as displayed, click the OK button. To abort
installing or editing the tracepoint, click the CANCEL button. To delete
the tracepoint (if it is not a new tracepoint), click the DELETE button.</P>
<H3><A NAME="actionsdlg">The Actions Dialog</A></H3>
The Actions Dialog is used to edit an action for the tracepoint. It
consists of two lists, one containing all (uncollected) local variables
(including function arguments) and registers, and one containing everything
being collected.
<P>The <A NAME="#a_variables">Variables List</A> lists all uncollected local variables,
function arguments, and registers and may also display the special indentifiers
"All Locals", "All Arguments", and "All Registers". Global variables (and file static
variables) do not appear on the Variable List.</P>
<P>To move a variable from the Variables List to the Collection List, double-click
the variable in the Variables List or select the variable in the Variable
List and press the "<<< Collect" button. To specify a range of variables to be
collected, select them in the Variables list and click the "<<< Collect" button.</P>
<P><A NAME="a_collect">The Collection List displays all data being collected
by the action, including the special types "All Locals", "All Registers", and
"All Arguments", which specify that every local variable, every register, and
every function argument will be collected, respectively. Specifying a local
variable, for example, and "All Locals" will cause only the special identifier
"All Locals" to be sent to the target. Analogously, "All Registers" and "All
Arguments" also override any register or function argument specifically listed
in the Collection List.</P>
<P>To remove data from the Collection List, double-click any of the entries listed
in the List, or select a range of data to be removed and press the "Ignore >>>"
button. All local variables, function arguments, registers, and special identifiers
will be returned to the Variable List, while any expression (memory ranges, globals)
will simply "disappear". To add these again, use the <A HREF="#a_other">Other Entry</A>
at the bottom of the display.</P>
<P>The <A NAME="#a_other">Other Entry</A> can be used to move any variable listed in
either the Collection List or the Variable List to the other list. It can also
be used to specify expressions for collection, such as memory ranges and global variables.
Simply enter the name of the global variable or the expression and press the enter key on
the keyboard. If the expression is valid, it will be added/removed from the Collection
List.</P>
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<HEAD>
<TITLE>Watch Window Help</TITLE>
</HEAD>
<BODY>
<H1>The Watch Window</H1>
<H3>Overview</H3>
<P>The Watch Window may be used to inspect any collected expression, including
global variables, static variables, local variables, function arguments,
and registers.</P>
<P>Watch Window topics:
<UL>
<LI><UL><A HREF="#menus">Watch Menu</A>
<LI><A HREF="#menus_fmt">Format</A>
<LI><A HREF="#menus_remove">Remove</A>
</UL>
<LI><UL><A HREF="#new">Adding Watch Expressions</A>
<LI><A HREF="#new_ent">In the Watch Window</A>
<LI><A HREF="#new_src">In the Source Window</A>
<LI><A HREF="#new_cast">Casting Pointers</A>
</UL>
<LI><UL><A HREF="#display">Watch Display</A>
<LI><A HREF="#display_deref">Dereferencing Pointers</A>
<LI><A HREF="#display_struct">Viewing a Structure or Class</A>
<LI><A HREF="#display_popup">Watch Pop-up Menu</A>
</UL>
</UL></P>
<H3><A NAME="menus">Watch Menu</A></H3>
The Watch Menu gives on-screen access to the funtions of the Watch Window.
To use any of these functions, first use the left mouse button to select an
expression from the display. Then select:
<DL>
<DT><A NAME="menus_fmt">Format</A>
<DD>Change the display format of the expression
<DT><A NAME="menus_remove">Remove</A>
<DD>Remove the expression from the Watch Window
</DL>
<H3><A NAME="new">Adding Watch Expressions</A></H3>
<A NAME="new_ent">To add an expression to the Watch Window</A>, simply enter
the expression into the entry at the bottom of the window and press return
or click the "Add Watch" button. The expression is validated and added to the
Watch Window Display.
<P><A NAME="new_src">To add an expression to the Watch Window from the
<A HREF="source.html">Source Window</A></A>, use the
"<A HREF="source.html#add_to_watch">Add to Watch</A>" option of the
<A HREF="source.html#display_popup">Source Window Pop-up Menu</A>.</P>
<P>Any legal expression may be added to the Watch Window, which will
evaluate each of its expressions everytime the program runs. Be cautious
adding expressions which cause assignments, such as "<CODE>i++</CODE>".</P>
<P>Adding a register to the Watch Window can be advantages when debugging
via a slow serial line. In this case, keeping the entire Register Window open
may be inefficient. Consider adding the register to the Watch Window. Simply
enter the name of the register preceded with a dollar sign ($) into the
Entry. For example, to watch the PC register, enter "<CODE>$pc</CODE>" into
the Watch Window Entry. The program counter is added to the Display.</P>
<P><A NAME="new_cast">To cast pointers</A>, simply enter the cast into the
Watch Window Entry at the bottom of the window. Use the same syntax for the
cast that the source file uses. If the source file uses C, the a simple
cast of "<CODE>ptr</CODE>" of type "<CODE>void *</CODE>" can be cast to type
"<CODE>my_struct</CODE>" by entering "<CODE>(my_struct *) ptr</CODE>" into
the Entry.</P>
<H3><A NAME="display">Watch Display</A></H3>
The Watch Window Display consists of a scrolled listbox which contains all
watch expressions, one per line. To use any of the functions of the Watch
Window, use the left mouse button to select any element from the Display.
<P>Pointers, structures, and classes appear in the display with a small
exapansion box before their names. To <A NAME="display_deref">dereference
pointers</A> or <A NAME="display_struct">view the members of classes or
structures</A>, click the closed expansion box (which appears as a small
plus sign, "+") to "expand" the listing. The expansion box changes to a
minus sign, "-", indicating that the display is now open. Pointers,
structures and classes may be expanded recursively to allow multiple pointer
dereferences and embedded structure viewing.
<P>The Locals Display updates as the trace buffer is navigated, highlighting
in blue those variables whose values have changed.</P>
<P>The Watch Window will, by default, display all pointers in hexadecimal and all
other variables in decimal. To change the default display of variables, use the
"set output-radix" command in the console window. (Type "help set output-radix" in the
console window for help. To make this change permanent, it must be added to the user's
init file -- .gdbinit.) To change the display
format for a variable, select the Format option from either the Variable Menu or the
<A HREF="#display_popup">Watch Pop-up Menu</A>.
<BR>
<H4><A NAME="display_popup">Watch Pop-up Menu</A></H4>
The Watch Pop-up Menu provides quick access to the functions of the Watch Window.
To use the Locals Pop-up Menu, first select an expression from the Display (by
clicking the left mouse button on it) and click the right mouse button, choosing
from the pop-up:
<DL>
<DT>Format
<DD>Change the display format of the expression. The expression may be
displayed as:
<DL>
<DT>Hex
<DD>hexadecimal (base 16)
<DT>Decimal
<DD>decimal (base 10)
<DT>Binary
<DD>binary (base 2)
<DT>Octal
<DD>octal (base 8)
</DL>
</DL>
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