function TA_addDebuggee(aGlobal) {
    // Use the inspector xpcom component to turn on debugging
    // for aGlobal's compartment.  Ideally this won't be necessary
    // medium- to long-term, and will be managed by the engine
    // instead.

    if (!this._dbg) {
      this._dbg = new Debugger();
    }

    this.dbg.addDebuggee(aGlobal);
    this.dbg.uncaughtExceptionHook = this.uncaughtExceptionHook.bind(this);
    this.dbg.onDebuggerStatement = this.onDebuggerStatement.bind(this);
    this.dbg.onNewScript = this.onNewScript.bind(this);
    // Keep the debugger disabled until a client attaches.
    this.dbg.enabled = false;
  }
/**
   * Add a debuggee global to the Debugger object.
   */
Add a debuggee global to the Debugger object.
Add a debuggee global to the Debugger object .
function TA_addDebuggee(aGlobal) {
    if (!this._dbg) {
      this._dbg = new Debugger();
    }
    this.dbg.addDebuggee(aGlobal);
    this.dbg.uncaughtExceptionHook = this.uncaughtExceptionHook.bind(this);
    this.dbg.onDebuggerStatement = this.onDebuggerStatement.bind(this);
    this.dbg.onNewScript = this.onNewScript.bind(this);
    this.dbg.enabled = false;
  }
function TA_addDebuggee ( aGlobal ) { if ( ! this . _dbg ) { this . _dbg = new Debugger ( ) ; } this . dbg . addDebuggee ( aGlobal ) ; this . dbg . uncaughtExceptionHook = this . uncaughtExceptionHook . bind ( this ) ; this . dbg . onDebuggerStatement = this . onDebuggerStatement . bind ( this ) ; this . dbg . onNewScript = this . onNewScript . bind ( this ) ; this . dbg . enabled = false ; }
Add a debuggee global to the Debugger object.
Add a debuggee global to the Debugger object .
// Use the inspector xpcom component to turn on debugging // for aGlobal's compartment.  Ideally this won't be necessary // medium- to long-term, and will be managed by the engine // instead. // Keep the debugger disabled until a client attaches.