<<>> <> <> <> <> <<>> DIRECTORY Breakpoint, TargetArchitecture, Shepherd, BreakWorldArchitecture, Rope USING [ROPE]; BreakpointPrivate: CEDAR DEFINITIONS ~ { Registry: TYPE = REF RegistryBody _ NIL; RegistryBody: TYPE = RECORD[ SEQUENCE length: CARD OF TargetBreaks]; TargetBreaks: TYPE = REF TargetBreaksBody _ NIL; TargetBreaksBody: TYPE = RECORD[ targetName: Rope.ROPE, SetBreakpoint: SetBreakProcType, ClearBreakpoint: ClearBreakProcType]; SetBreakProcType: TYPE ~ PROC[ address: BreakWorldArchitecture.Address, clientData: Breakpoint.ClientData, breakProc: Breakpoint.BreakProc, breakProcDataSegment: BreakWorldArchitecture.Address, breakData: Breakpoint.BreakData, damages: TargetArchitecture.RegisterClass _ TargetArchitecture.RegisterClass.all] RETURNS [Breakpoint.Break]; ClearBreakProcType: TYPE ~ PROC[ break: Breakpoint.Break] RETURNS []; RegisterTargetBreaks: PROC[targetBreaks: TargetBreaks]; RetrieveTargetBreaks: PROC[targetName: Rope.ROPE] RETURNS[TargetBreaks]; }. <<>>