/* * @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); }
/* * @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); }
/// <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; } }
/// <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; } } }
/// <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; } }
/* * @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]); }
/* * @see Flash.Tools.Debugger.Frame#getThis(Flash.Tools.Debugger.Session) */ public virtual Variable getThis(Session s) { populate(s); return getThis(); }
/* * @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; }
/* * @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; }
/* * @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])); }
/* * @see Flash.Tools.Debugger.Frame#getThis(Flash.Tools.Debugger.Session) */ public virtual Variable getThis(Session s) { populate(s); return(getThis()); }
/// <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; } }