I have two breakpoint inside methods that are called every frame (C++
project using Unreal), and every time one of them is reached, I evaluate
one expression (I'm being able to reproduce this using an undefined name,
say "undefinedVariable"). After a few iterations (usually tens), the time
it takes
gt; > In the debugger lldb, I tried adding a command to the breakpoint,
> >
> > br comm add
> > p does_not_exist
> > DONE
> >
> > and continuing - after a couple dozen times, I didn't see a slowdown. I
> tried adding a breakpoint condition,
> >
&g
ached from another
>> lldb. I put a breakpoint on CommandObjectTargetModulesLookup::DoExecute
>> and resumed execution. In the debuggee lldb, I did
>> >
>> > tar mod loo -a 0
>> >
>> >
>> > and auto-repeated return so the same command would b
oads? You are asking for a non-existent
>> name, so every new source of debug info is a new place to look.
>> >
>> > It's also possible that we are completing some types during the course
>> of the expression evaluation, and then the newly completed types bec
Hi,
I've noticed that `expr` causes LLDB to spend a substantial amount of time
on SymbolFileDWARF::ParseDeclsForContext as more types get realized. So I
put together a tiny project to try to better understand that behavior, and
I was wondering if you guys could help me.
The project (test.zip) con