enumerate existing scripts on load for the case where the user has js.debugger.autoload set. This will allow for the setting of breakpoints in scripts that were loaded before the debugger.
use (a modified copy of chatzilla's) munger on output text instead of the one-off hardcoded line break code that was here.
add rules for hyperlinks and long word breaking to munger
implement matchFileName()
add stringToDOM() to turn a string into DOM nodes via the munger
add ERR_FAILURE exception type
list breakpoints if not data given tot he break command
factor filename matching code into matchFileName()
add clear command to clear breakpoints by file/line number, or breakpoint id
show source text when changing frames
add console._sources object to hold source text
clear breakpoints associated with a script when the script is deleted
show source text when the debugger stops
add findNextExecutableLine (Not done, not used)
add loadSource(), displaySource(), getBreakpoint(), clearBreakpoint(), clearBreakpointByNumber() functions
store fileName and line in breakpoint object
consolidate Hooker objects into a single _executionHook object
add script create and destroy listeners
keep track of all loaded scripts in console._scripts (insertScriptEntry(), removeScriptEntry(), addScript(), and removeScript())
Add TYPE_INTERRUPTED case to debugTrap for single stepping.
call clearAllBrakpoints() before turning the debugger off in detachDebugger()
add TYPE_BOOLEAN case to formatProperty()
add setBreakpoint() (whee!)
check type of param in display()
refactor result printing from evalIn*Scope over to routines in venkman-handlers.js
add refreshResultsArray() to call refresh() on all elements of the $ array
add new exception number
seperate VAL message types into WORD and VAL, VAL messages are words surrounded in <>, used as a variable name in a text message, WORD messages are single (well, no more than a few) words usually replaced into longer messages.
added more strings
remove the "/" before commands. No reason to use "/where" over just "where" in a debugger
implement evald, props, and propsd commands
s/VAL/SCOPE/ where appripriate
remove unused parameter from quit and where
add pgup and pgdn handkers
add tons of .js files for drag-and-drop and tooltips support
add tooltip popupset
switch from an html:iframe (which supports .contentDocument) to a xul:iframe (which supports tooltips and dnd)
promote console.display() to display()
add displayCommands(), evalInDebuggerScope(), evalInTargetScope(), fillInToolTip() [copied from chatzilla], formatEvalException() [refactored from venkman-handlers.js]
set window._content for drag-and-drop foo
call displayCommands() on startup.
add "venkman-link" to CSS class in htmlVA() for the case where the caller is providing custom attributes that do not include "class"
don't print usage if a command returns false, that's lame
imeplement /commands, /cont
factor exception formatting into formatEvalException now that there are two places that need it
make onInputEval evaluate in the target scope instead of the debugger's scope
copy tab complete code from chatzilla
add htmlVA() to create anchors with the "venkman-link" class
print hello message on successful startup, with link to sample debug target.
add exception IDs missing parameter, invalid parameter, and subscript load exceptions
add function name property to BadMojo objects
throw invalis parameter from display() if the parameter looks bad.
switch from document.createElementNS to the new html utility functions.
allow message to be a string (we create the testnode), or a DOM object (we just append it to the content tree)
remove sample output
s/console.commands/console._commands/g, leading _ indicates variable is "private"
l10n in onInputCommand()
report function name for caught exceptions, if it is available
implement /frame, /help, /scope, /quit, and /where
factor debug stop code into debugTrap()
add detachDebugger() function to cleanup the debugger onunload
add formatProperty, formatScript, formatStackFrame, and formatValue fucntions to turn jsdI* values into strings
add displayCallStack() function to dump the call stack to the console
add displayFrame() function to dump a frame to the console