Well, I think that is where the development environment comes in. I am
in Linux and use number of different IDE's: Code::Blocks, CodeLight,
Eclipse CDT, etc. In most of these, when the project is set up inside
the IDE, when debugging you can edit the source in the same buffer as
the debugger is displaying, and I can set a breakpoint at the error,
stop debugging, make an edit, recompile and debug. Code::Blocks is a
pretty good lightweight IDE but has very poor cmake support and
CodeLight is only a bit better.
As a side note, I am finally biting the bullet and trying to learn
Emacs. Is anyone using it on the Kicad tree? Care to share a good
cmake .init.el file?
On 09/07/2017 08:38 PM, Jon Evans wrote:
On Linux you can run the binaries from the project directory (or at
least, I can). So on my Linux machines I can build and debug
individual parts . On MacOS I do have to run make install like you
say, but then can debug things from my temporary install directory.
What do you mean by edit interactively, though?
-Jon
On Thu, Sep 7, 2017 at 9:32 PM, Terry Gray <twgray2...@gmail.com
<mailto:twgray2...@gmail.com>> wrote:
As a new addition to this group I have a question. What are the
prevalent dev. environments used by the primary Kicad developers.
This might seem an inconsequential query, but I have a good reason
for asking. As far as I can discern (and I am hoping you guys can
help clear this up for me) the current project structure doesn't
seem to lend itself to the normal edit, build, debug cycle. At
least as far as I can tell. The built executables won't execute
in place with them in their corresponding project
directories...that is to say, Kicad will execute but it can't
instantiate eeschema because it can't find all the libraries. I
am currently performing a make install, to a local directory, to
keep from corrupting my working installation, and I can debug from
there but I can't edit interactively since the embedded .elf code
isn't the original source. Can someone clear this up for me?
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