在中断时禁止某些SBCL调试器输出

问题描述 投票:3回答:1

可以通过执行(中断)以编程方式调用调试器。例如,调试横幅随后显示导致中断的原因,帮助行,可用的重新启动,一些相关信息以及最终中断源:

debugger invoked on a SIMPLE-CONDITION in thread
#<THREAD "main thread" RUNNING {10010B0523}>:
  break

Type HELP for debugger help, or (SB-EXT:EXIT) to exit from SBCL.

restarts (invokable by number or by possibly-abbreviated name):
  0: [CONTINUE] Return from BREAK.
  1: [ABORT   ] Exit debugger, returning to top level.

#(
NODE: STATE=<NIL NIL NIL 0.0 0.0
(         )> DEPTH=0)
#(
NODE: STATE=<NIL NIL NIL 0.0 0.0
((ACTIVE GATE1) (ACTIVE GATE2) (COLOR RECEIVER1 BLUE) (COLOR RECEIVER2 RED) (COLOR TRANSMITTER1 BLUE) (COLOR TRANSMITTER2 RED) (FREE ME) (LOC CONNECTOR1 AREA5) (LOC CONNECTOR2 AREA7) (LOC ME AREA5))> DEPTH=0)
(DF-BNB1 )
   source: (BREAK)
0]

我不了解重启和源之间的相关信息。可以禁止显示此信息吗?有时我的应用程序中有很多行。我尝试更改调试和安全性优化设置,但没有任何效果。

debugging common-lisp sbcl
1个回答
0
投票

您感到困惑的输出与代码中调用break的位置有关。当我从普通Lisp REPL(不带SLIME)中调用它时,它显示:

(SB-INT:SIMPLE-EVAL-IN-LEXENV (BREAK) #<NULL-LEXENV>)

但是,如果我在调试器中做错了,会发生以下情况:

0] q
; in: PROGN (PRINT 1)
;     (PROGN Q)
; 
; caught WARNING:
;   undefined variable: COMMON-LISP-USER::Q
; 
; compilation unit finished
;   Undefined variable:
;     Q
;   caught 1 WARNING condition

debugger invoked on a UNBOUND-VARIABLE in thread
#<THREAD "main thread" RUNNING {10005204C3}>:
  The variable Q is unbound.

Type HELP for debugger help, or (SB-EXT:EXIT) to exit from SBCL.

restarts (invokable by number or by possibly-abbreviated name):
  0: [CONTINUE   ] Retry using Q.
  1: [USE-VALUE  ] Use specified value.
  2: [STORE-VALUE] Set specified value and use it.
  3: [ABORT      ] Reduce debugger level (to debug level 1).
  4:               Return from BREAK.
  5:               Exit debugger, returning to top level.

((LAMBDA (#:G498)) #<unused argument>)
   source: (PROGN Q)

您可以看到最后一行类似于从source:开始的行所得到的输出。实际上,我们看到的输出包括3个主要部分:1.条件说明2.可用重启列表3.通过debug-loop-fun

打印的调试REPL提示

最后的输出是提示的一部分,它是通过调用以下内容生成的:

(print-frame-call *current-frame* *debug-io* :print-frame-source t)

因此,您可以重新编译提供:print-frame-source nil的调用,或者尝试了解为什么当前帧看起来像这样...

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