private void RemoveBreakpoint() { if (_breakpoint != null && SelectedBreakpointIndex >= 0) { Breakpoints.RemoveAt(SelectedBreakpointIndex); _console.UnsetBreakpoint(_breakpoint.Value); } }
private bool ClearBreakpoint(int no) { var index = no - 1; if (index >= 0 && index < Breakpoints.Count()) { Breakpoints.RemoveAt(index); return(true); } return(false); }
/// <summary> /// Removes all Step breakpoints. /// </summary> /// <remarks> /// This is typically used when the execution is stopped. /// </remarks> public void RemoveStepBreakpoints() { lock (this) { for (int i = Breakpoints.Count - 1; i >= 0; i--) { if (Breakpoints[i] is StepBreakpoint) { Breakpoints.RemoveAt(i); } } } }
/// <summary> /// Checks all breakpoints and stores the hit ones in <c>HitBreakpoints</c> /// and removes the hit one-shot breakpoints. /// </summary> public void Process() { lock (this) { HitBreakpoints.Clear(); for (int i = Breakpoints.Count - 1; i >= 0; i--) { Breakpoint bp = Breakpoints[i]; if (bp.Check()) { if (bp.IsOneShot) { Breakpoints.RemoveAt(i); } HitBreakpoints.Add(bp); } } } }
public void RemoveAt(int index) { lock (this) Breakpoints.RemoveAt(index); }