BDebugContext
class BDebugContext {
BDebugContext();
~BDebugContext();
class BTeamDebugger : public BDebugContext {
BDebugContext::BDebugContext()
BDebugContext::ClearBreakpoint(void* address)
BDebugContext::SetWatchpoint(void* address, uint32 type, int32 length)
BDebugContext::ClearWatchpoint(void* address)
BDebugContext::ContinueThread(thread_id thread, bool singleStep)
BDebugContext::SetThreadDebuggingFlags(thread_id thread, int32 flags)
BDebugContext::~BDebugContext()
BDebugContext::GetThreadCpuState(thread_id thread,
BDebugContext::Init(team_id team, port_id nubPort)
BDebugContext::Uninit()
BDebugContext::SendDebugMessage(int32 messageCode, const void *message,
BDebugContext::SetTeamDebuggingFlags(int32 flags)
BDebugContext::ReadMemoryPartial(const void* address, void* buffer, size_t size)
BDebugContext::ReadMemory(const void* address, void* buffer, size_t size)
BDebugContext::ReadString(const void* address, char* buffer, size_t size)
BDebugContext::SetBreakpoint(void* address)
status_t error = BDebugContext::Init(team, nubPort);
BDebugContext::Uninit();