About the Debug Area

Use the debug area to control the execution of your C-based code, view program variables and registers, view its console output, and interact with the debugger. Also use the debug area to navigate the OpenGL calls that render a frame, and view the rendering-state information at a particular call.

The debug area contains two main components:

  • The debug bar: Controls app execution and navigates through source code.

  • The content pane: Displays information about the item selected in the debug bar.


Debugging C-based Code

Use the debug bar to control app execution, simulate a location (iOS apps only), capture an OpenGL ES frame (iOS apps only), and navigate through the app’s threads and their corresponding stacks.

Use the content pane to examine variables, registers, and the debugger console.


Specify what content to display in the content pane with the view buttons:

  • Left button: Only the variables pane

  • Middle button: The variables pane and the console pane

  • Right button: Only the console pane

Specify which variables and registers to display using the pop-up menu in the scope bar of the variables pane:

  • Auto: Displays recently accessed variables.

  • Local: Displays local variables.

  • All: Displays all variables and registers.

Refine the items displayed in the variables list by typing into the filter field at the top of the pane.

The console displays program output and lets you enter commands to the debugger. You specify the type of output the console displays with the pop-up menu at the top of the pane:

  • All Output: Include target and debugger output.

  • Debugger Output: Include debugger output only.

  • Target Output: Include target output only.

The Clear button at the top of the pane clears the console output.


Debugging OpenGL Frames

Use the debug bar to simulate a location, continue app execution (releasing the captured OpenGL frame), and select an OpenGL call.

Use the content pane to view information about the rendering context at the selected OpenGL call.


The content pane contains two OpenGL state lists. For each list you can specify the OpenGL objects about which you want information using the pop-up menus at the top of the pane:

  • GL Context: The state of the current rendering context.

  • Bound GL Objects: The state of the bound OpenGL objects.

  • All GL Objects: The state of OpenGL objects.

  • Context Info: General information about the current rendering context.

Refine the items displayed in each list by typing into the corresponding filter field.