PNG  IHDR;IDATxܻn0K )(pA 7LeG{ §㻢|ذaÆ 6lذaÆ 6lذaÆ 6lom$^yذag5bÆ 6lذaÆ 6lذa{ 6lذaÆ `}HFkm,mӪôô! x|'ܢ˟;E:9&ᶒ}{v]n&6 h_tڠ͵-ҫZ;Z$.Pkž)!o>}leQfJTu іچ\X=8Rن4`Vwl>nG^is"ms$ui?wbs[m6K4O.4%/bC%t Mז -lG6mrz2s%9s@-k9=)kB5\+͂Zsٲ Rn~GRC wIcIn7jJhۛNCS|j08yiHKֶۛkɈ+;SzL/F*\Ԕ#"5m2[S=gnaPeғL lذaÆ 6l^ḵaÆ 6lذaÆ 6lذa; _ذaÆ 6lذaÆ 6lذaÆ RIENDB` Debugging support in gamin: Both the client and server side, if compiled with debug support accept an environment variable GAM_DEBUG which is set will make them report debugging informations to stdout. Usually for debugging you also want to use a dedicated server process so setting the GAM_CLIENT_ID environment allows to ensure this. Usually one also want to keep control over the server lifetime and not have it exit automatically after 30 seconds without connection, there is a command line flag --notimeout to gam_server for this. a typical example of a debugging session using 2 shells would be shell1: export GAM_DEBUG= shell1: gam_server --notimeout test running the server in debug mode using the ID "test" shell2: export GAM_DEBUG= shell2: export GAM_CLIENT_ID=test shell2: gamin_client this will run a verbose session. It is perfectly possible to also run the client under a debugger, for the server it works too except the dnotify kernel interface uses a signal SIG33 which is trapped by gdb. To avoid this use the handle gdb instruction: (gdb) handle SIG33 nostop Signal Stop Print Pass to program Description SIG33 No Yes Yes Real-time event 33 (gdb) even better add it to your $HOME/.gdbinit Daniel Veillard $id$