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digitalmars.D.learn - Some debug(...) guarded code in a module included, some not...

reply =?iso-8859-1?Q?Robert_M._M=FCnch?= <robert.muench saphirion.com> writes:
I use debug(...) specifications on my code. My app works when compiled 
in debug mode.

When I compile in release mode and explicitly use:

debug = debugprints;

on module level, my understanding is, that the debug guarded code will 
be included. But, some debug guarded code is include and some not... 
which is very strange. Because I expected to have the code either in or 
out.

Did anyone saw such a behaviour in the past?

-- 
Robert M. Münch
http://www.saphirion.com
smarter | better | faster
May 19 2019
parent =?iso-8859-1?Q?Robert_M._M=FCnch?= <robert.muench saphirion.com> writes:
On 2019-05-19 13:13:16 +0000, Robert M. Münch said:

 I use debug(...) specifications on my code. My app works when compiled 
 in debug mode.
 
 When I compile in release mode and explicitly use:
 
 debug = debugprints;
 
 on module level, my understanding is, that the debug guarded code will 
 be included. But, some debug guarded code is include and some not... 
 which is very strange. Because I expected to have the code either in or 
 out.
 
 Did anyone saw such a behaviour in the past?
Solved... or better demiystified. The behaviour was a combination of strange things: 1. I used a lib that works in debug version but gives a different result in release version. 2. Because of the difference results some objects were missplaced on screen and had a width of 0 3. Because of this it was impossible to click on them, instead a container catched the click which didn't print anything Lesson learned... -- Robert M. Münch http://www.saphirion.com smarter | better | faster
May 19 2019