Posts Tagged ‘debugging’

Useless Comments in Code

I’m always pleased when I see developers commenting code. It means there’s something there that should be commented so the next guy will know WTF whoever wrote it was thinking. However much like any FOX special, there are times when “Comments Gone Wild”. I present some production code that contains some more, err, useful comments that I’ve found.

// Returns: Position of the divider
// Summary: Call this method to get the position of the divider.
int GetDividerPos();

Hmmm. Glad that was cleared up.

// Summary: Call this method to refresh items in the list.
void Refresh();

Again. Good to know.

// Summary: Call this method to remove all items in the list.
void RemoveAllItems();

Whew. For a minute there I thought we would have to spend some serious debugging time hunting down this method.

And my personal favorite…

/* this next part does something cool; don't even try to understand it*/
while(i_love_lucy_is_on_tv)
{
   xqtc_fn();
}

(i_love_lucy_is_on_tv turned out to be a boolean variable set to false). Go figure.

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Just give me one ping. One ping only.

Hi guys,

Okay. So MGON doesn’t have time to fix the problem yet, but they have offered a quick fix that will copy the content over every hour. So essentially we’ll have updates, the very much concious Tom and I will just have the wait an hour or so to see the effects. Kind of a delayed debugging but it’ll get the info out to you which is the main point right?

So I’ll be completing the blueprint/blueprintPro matrix today as it’s far from complete and Tom is working on one for CCPro as well. I’ll also be updating the blueprint area with new screenies of the new versions and sometime this week (when I come up for air) new tutorials and help files. That should make everyone happy while we whisk our software off to the magical CD-ROM elves for publication. Thanks!

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