Esempio n. 1
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 /*
  * @see Flash.Tools.Debugger.Frame#getLocals(Flash.Tools.Debugger.Session)
  */
 public virtual Variable[] getLocals(Session s)
 {
     populate(s);
     Variable[] locals = new Variable[m_locals.Count];
     m_locals.Values.CopyTo(locals, 0);
     return(locals);
 }
Esempio n. 2
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 /*
  * @see Flash.Tools.Debugger.Frame#getArguments(Flash.Tools.Debugger.Session)
  */
 public virtual Variable[] getArguments(Session s)
 {
     populate(s);
     Variable[] args = new Variable[m_args.Count];
     m_args.Values.CopyTo(args, 0);
     return(args);
 }
Esempio n. 3
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 /// <summary> Populate ensures that we have some locals and args. That is
 /// that we have triggered a InFrame call to the player
 /// </summary>
 /// <throws>  NoResponseException </throws>
 /// <throws>  NotSuspendedException </throws>
 /// <throws>  NotConnectedException </throws>
 internal virtual void  populate(Session s)
 {
     if (!m_populated)
     {
         ((PlayerSession)s).requestFrame(m_depth);
         m_populated = true;
     }
 }
Esempio n. 4
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 /// <summary> Populate ensures that we have some locals and args. That is
 /// that we have triggered a InFrame call to the player
 /// </summary>
 /// <throws>  NoResponseException </throws>
 /// <throws>  NotSuspendedException </throws>
 /// <throws>  NotConnectedException </throws>
 internal virtual void  populate(Session s)
 {
     if (!m_populated)
     {
         ((PlayerSession)s).requestFrame(m_depth);
         m_populated = true;
         foreach (DVariable v in m_args.Values)
         {
             v.Session = s;
         }
         foreach (DVariable v in m_locals.Values)
         {
             v.Session = s;
         }
         if (m_this != null)
         {
             m_this.Session = s;
         }
     }
 }
Esempio n. 5
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		/// <summary> Populate ensures that we have some locals and args. That is
		/// that we have triggered a InFrame call to the player
		/// </summary>
		/// <throws>  NoResponseException </throws>
		/// <throws>  NotSuspendedException </throws>
		/// <throws>  NotConnectedException </throws>
		internal virtual void  populate(Session s)
		{
			if (!m_populated)
			{
				((PlayerSession) s).requestFrame(m_depth);
				m_populated = true;
				foreach (DVariable v in m_args.Values)
				{
					v.Session = s;
				}
				foreach (DVariable v in m_locals.Values)
				{
					v.Session = s;
				}
				if (m_this != null) m_this.Session = s;
			}
		}
Esempio n. 6
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		/*
		* @see Flash.Tools.Debugger.Frame#getScopeChain()
		*/
		public virtual Variable[] getScopeChain(Session s)
		{
			populate(s);
			return (Variable[]) SupportClass.ICollectionSupport.ToArray(m_scopeChain, new Variable[m_scopeChain.Count]);
		}
Esempio n. 7
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		/*
		* @see Flash.Tools.Debugger.Frame#getThis(Flash.Tools.Debugger.Session)
		*/
		public virtual Variable getThis(Session s)
		{
			populate(s);
			return getThis();
		}
Esempio n. 8
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		/*
		* @see Flash.Tools.Debugger.Frame#getLocals(Flash.Tools.Debugger.Session)
		*/
		public virtual Variable[] getLocals(Session s)
		{
			populate(s);
            Variable[] locals = new Variable[m_locals.Count];
            m_locals.Values.CopyTo(locals, 0);
            return locals;
		}
Esempio n. 9
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		/*
		* @see Flash.Tools.Debugger.Frame#getArguments(Flash.Tools.Debugger.Session)
		*/
		public virtual Variable[] getArguments(Session s)
		{
			populate(s);
            Variable[] args = new Variable[m_args.Count];
            m_args.Values.CopyTo(args, 0);
            return args;
		}
Esempio n. 10
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 /*
  * @see Flash.Tools.Debugger.Frame#getScopeChain()
  */
 public virtual Variable[] getScopeChain(Session s)
 {
     populate(s);
     return((Variable[])SupportClass.ICollectionSupport.ToArray(m_scopeChain, new Variable[m_scopeChain.Count]));
 }
Esempio n. 11
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 /*
  * @see Flash.Tools.Debugger.Frame#getThis(Flash.Tools.Debugger.Session)
  */
 public virtual Variable getThis(Session s)
 {
     populate(s);
     return(getThis());
 }
Esempio n. 12
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		/// <summary> Populate ensures that we have some locals and args. That is
		/// that we have triggered a InFrame call to the player
		/// </summary>
		/// <throws>  NoResponseException </throws>
		/// <throws>  NotSuspendedException </throws>
		/// <throws>  NotConnectedException </throws>
		internal virtual void  populate(Session s)
		{
			if (!m_populated)
			{
				((PlayerSession) s).requestFrame(m_depth);
				m_populated = true;
			}
		}