VL: One frame at a time

December 19, 2017 posted by: joreg


Here are two new little features we want to make sure you’re aware of. Not completely finished but already helpful:


Set RuntimePauseOnError to TRUE in the settings in case you want to have the patch paused in case an error occured.^

Pink: the node that threw the runtime-error. Bright: the call stack, leading up to the error. Dark: nodes not executed.

This can be useful when you’re on a debugging spree and expect an error to happen at some point. Activate this option to be brought to the point where the error occurred, the moment it happened. Saves you some navigation and highlights the nodes involved leading up to the error. Again press F6 to step or try F5 to get the patch running again after you solved the problem.

Caveat: Look closely, the error message in the tooltip actually belongs to the Add of the Dictionary. The reason for that is code-optimization which sometimes leads to the error-indicator being one node off. A setting to disable code-optimization is pending..

As mentioned, both features are not finished but are a first step into the direction of better debugging support. Still more to come..


Comments are no longer accepted for this post.

19.12.2017 - 22:29
it’s nice to see VL getting this feature. this will ease debugging a lot!
19.12.2017 - 23:46
Tremendous appetizer, I say. Made me hungy for the main course F10 alongside F11. Maybe F9 for desert?
15.05.2018 - 18:35
This works great! I’d love a ‘break’ node I can use to automatically pause when some condition is met.
15.05.2018 - 21:17
@tobyk you can use the Throw node to throw an exception to stop the runtime.
16.05.2018 - 17:11
@tobyk we discussed this internally and the question is whether you want to stop calculation of the frame exactly at the place where the node sits, or do you want to complete the frame and only stop the calculation of the next frame.
16.05.2018 - 17:58

@tonfilm Thanks for this, as usual you guys are one ‘step’ ahead. ahahahahahahaha

If there’s an option i’d prefer the break/throw node to stop exactly where the node sits. If I want it to complete the frame I could patch that node such that it should get executed last. I think.



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