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    <p>If you can modify the <code>.lua</code> files, you can insert the following call just before anything you need to debug:</p> <pre><code>require 'remdebug.engine'.start() </code></pre> <p>It starts the <a href="http://www.keplerproject.org/remdebug/" rel="nofollow noreferrer">RemDebug</a> Lua debugger engine and tries to connect to a controller. If it cannot connect, it will just continue running as normal. I did <a href="https://github.com/mkottman/remdebug" rel="nofollow noreferrer">some fixes</a> to the debugger engine, such as dealing with temporary variables, and my student is working on a debugger GUI (due next year).</p> <p>In the meantime, you can try if <a href="https://eclipse.org/ldt/" rel="nofollow noreferrer">Lua Development Tools</a> works for you. It features a <a href="http://wiki.eclipse.org/Koneki/LDT/Concepts/Debugger" rel="nofollow noreferrer">debugger</a> similar to RemDebug, which should be possible to set up as follows:</p> <pre><code>require("debugger")(host, port, idekey) </code></pre> <p>Alternatively, you can use <a href="http://scitedebug.luaforge.net/" rel="nofollow noreferrer">SciTE-debug</a>, which is an extension to the SciTE editor, and can serve as a controller to RemDebug. Just make sure you insert the call to <code>remdebug.engine.start</code> somewhere in your Lua code and insert this into the SciTE output window:</p> <pre><code>:debug.target=remote.lua </code></pre> <p>When you start your program, SciTE should show the source and current line.</p>
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