▲ | dahart 4 days ago | |||||||
I’m a huge advocate for using debuggers, but saying never print is too dogmatic, and sometimes incorrect. There are plenty of environments where a debugger is not available or very difficult to setup - GPU shaders historically, embedded environments on small/custom hardware, experimental languages, etc.. Printing is both very easy, and often good enough. You should probably reach for a debugger if you keep adding prints and recompiling or if you don’t fix your bug in a couple of minutes. But aside from that, print debugging is useful and has its place, even on occasions when a good debugger is available. Never say never. | ||||||||
▲ | unwind 4 days ago | parent [-] | |||||||
I haven't touched GPU programming in ... uh ... decades, but is print debugging readily available for shaders? That was surprising, but glad to hear it! :) | ||||||||
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