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In real-time systems (games, specifically) logging can be very useful for figuring out what happened on the frame _before_ the bug happened, which in a lot of cases is not immediately obvious where the bug manifests (and you'd hit a breakpoint).

The alternative is setting (sometimes many) breakpoints in different places and remembering what happened at each of them. Personally, I prefer reading a log.



Time travel debugging addresses this, but maybe would be too slow or memory intensive for games.




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