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readme introduction paragraphs; notes
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# The RAD Debugger Project
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---
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The RAD Debugger is a native, user-mode, multi-process, graphical debugger. It
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currently only supports local-machine Windows x64 debugging with PDBs, with
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plans to expand and port in the future. In the future we'll expand to also
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support native Linux debugging and DWARF debug info.
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You can download pre-built binaries for the debugger
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[here](https://github.com/EpicGames/raddebugger/releases).
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The RAD Debugger project aims to simplify the debugger by simplifying and
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unifying the underlying debug info format. In that pursuit we've built
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the RADDBG debug info format, which is what the debugger parses and uses. To
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work with existing toolchains, we convert PDB (and eventually PE/ELF files
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with embedded DWARF) into the RADDBG format on-demand. This conversion process
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is currently unoptimized but quite fast for smaller PDB files (in many cases
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faster than many other programs simply deserialize the PDBs).
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The RADDBG format is currently specified in code, in the files within the
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`src/raddbg_format` folder. The other relevant folders for working with the
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format are:
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- `raddbg_cons`: The RADDBG construction layer, for constructing RADDBG files.
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- `raddbg_convert`: Our implementation of PDB-to-RADDBG (and an in-progress
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implementation of a DWARF-to-RADDBG) conversion.
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- `raddbg_dump`: Code for textually dumping information from RADDBG files.
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## Development Setup Instructions
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If everything worked correctly, there will be a `build` folder in the root
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level of the codebase, and it will contain a freshly-built `raddbg.exe`.
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---
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## Top-Level Directory Descriptions
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- `data`: Small binary files which are used when building, either to embed
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- `build`: All build artifacts. Not checked in to version control.
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- `local`: Local files, used for local build configuration input files.
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---
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## Codebase Introduction
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The codebase is organized into *layers*. Layers are separated either to isolate
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