prometeu-runtime/docs/runtime/specs/10-debug-inspection-and-profiling.md

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# Debug, Inspection, and Profiling
Domain: machine diagnostics
Function: normative
Didactic companion: [`../learn/mental-model-observability-and-debugging.md`](../learn/mental-model-observability-and-debugging.md)
## 1 Scope
This chapter defines the machine-visible debugging, inspection, and profiling surface of PROMETEU.
It covers:
- execution modes;
- pause and stepping;
- state inspection;
- graphics inspection;
- profiling;
- breakpoints and watchpoints;
- event and fault visibility;
- certification-facing diagnostics.
## 2 Execution Modes
PROMETEU operates in three main modes:
### 2.1 Normal Mode
- continuous execution
- no detailed inspection
- focus on game and experience
### 2.2 Debug Mode
- controlled execution
- access to internal state
- pauses and stepping
### 2.3 Certification Mode
- deterministic execution
- collected metrics
- report generation
No mode alters the logical result of the program.
## 3 Execution Debug
### 3.1 Pause and Resume
The system can be paused at safepoints:
- frame start
- before UPDATE
- after DRAW
- before SYNC
During pause:
- state is frozen
- buffers are not swapped
- logical time does not advance
### 3.2 Step-by-Step
PROMETEU allows stepping at different levels:
- **by frame**
- **by function**
- **by VM instruction**
Stepping by instruction reveals:
- Program Counter (PC)
- current instruction
- operand stack
- call stack
## 4 State Inspection
### 4.1 Stacks
PROMETEU allows inspecting:
- **Operand Stack**
- **Call Stack**
For each frame:
- content
- depth
- growth and cleanup
### 4.2 Heap
The heap can be inspected in real time:
- total size
- current usage
- peak usage
- live objects
The programmer can observe:
- allocation patterns
- fragmentation
- GC pressure
### 4.3 Global Space
Global variables:
- current values
- references
- initialization
## 5 Graphics Debug
PROMETEU allows inspecting the graphics system:
- front buffer
- back buffer
- palette state
- active sprites
It is possible to:
- freeze the image
- observe buffers separately
- identify excessive redraw
## 6 Time Profiling (Cycles)
### 6.1 Per-Frame Measurement
For each frame, PROMETEU records:
- total cycles used
- cycles per subsystem
- execution peaks
Conceptual example:
```
Frame 18231:
Total:9,842/10,000cycles
UPDATE:4,210
DRAW:3,180
AUDIO:920
SYSTEM:612
```
### 6.2 Per-Function Profiling
PROMETEU can associate cycles with:
- functions
- methods
- logical blocks
### 6.3 Per-Instruction Profiling
At the lowest level, the system can display:
- executed instructions
- individual cost
- frequency
## 7 Memory Profiling
PROMETEU records:
- average heap usage
- heap peak
- allocations per frame
- GC frequency
Example:
```
Heap:
Avg:24KB
Peak:34KB❌
Limit:32KB
```
These data directly feed the certification.
## 8 Breakpoints and Watchpoints
### 8.1 Breakpoints
PROMETEU supports breakpoints in:
- specific frames
- functions
- VM instructions
Breakpoints:
- pause execution
- preserve state
- do not change behavior
### 8.2 Watchpoints
Watchpoints monitor:
- variables
- heap addresses
- specific values
Execution can pause when:
- a value changes
- a limit is exceeded
## 9 Event and Fault Debugging
PROMETEU allows observing:
- event queue
- active timers
- published system faults
Each event has:
- origin
- frame
- cost
- consequence
## 10 Integration with CAP and Certification
All debug and profiling data:
- feed the certification report
- are collected deterministically
- do not depend on external tools