Actionscript 3 :: Debugging - Setting A Breakpoint Via Code?
May 26, 2011
Is there any statement in Actionscript 3 which acts as a breakpoint when executed? That is, something like JavaScript's "debugger" statement. I need it when developing AS3 applications without an IDE. Setting the breakpoint manually in fdb is rather tedious.
When working with AS3 in Flash CS4 the actual size of the window that I edit the code in does not show all my lines...Doing page down never reaches the final lines.. Is there a setting on how to change this somehow?
When I debug it simply refuses to stop at the breakpoints, thus making my work flow miserable. I did some searching on Google and seems this has been there since version CS3. I never found a solution for this. I reinstalled on top of the current installation and nothing happened and then did a complete installation and still it's the same. Check the video.
I'm learning the Flex command-line debugger, and I haven't been able to find information on this particular use case.I'd like to add a breakpoint to a specific line in one of my class files. I can add breakpoints at the start of a function in a class, but I can't figure out how to set it at a specific line (e.g. line 117 in Foo.as)?When I try to set one for a file on a given line, I get one at a different location:(fdb) break Foo 111Breakpoint 1 at 0x######: file Foo.as, line 115I've verified the line # I'm specifying is valid, so I don't think the FDB is trying to compensate.
Whenever I debug my AIR app it keeps suspending at a certain line of code...it doesn't give me a reason why, it just says Main Thread (Suspended) No error, no breakpoint at this location either. If I comment out the code so that, that line does not execute, it just does the same thing on a different line of code.
I'm using an Ant build script for my project developed in Eclipse 3.4.2. It's actually a Flex 4 project (using Flash Builder Eclipse Plug-in).Everything worked ok. But someday something happened and now the executions of Ant build script is silently terminated each time I run it.
When trying to debug Ant script the IDE stops for a moment on a breakpoint and then skips it.Standalone Ant execution (using command line) works well for my script.
I'm working with swf's generated by InDesign CS5, which will apparently only export text as staticText objects. Is it possible to alter the anti-alias of staticText? I want to make it for readability, but it defaults to animation with no apparent way of changing it. I recently got help for textFields, but I can't seem to get it to work on staticText.
I am All Programmer when it comes to anything including flash. I got into making games not to long ago and some people use frames to navigate from the main menu to the game screen and so on (which I have no idea how to do). and some people encapsulate the game inside of a class and call it from the document class and add and remove it when please
I have a flash file that has a movie clip in it. In this movie clip there are two movie clips. What I need to do is show a one movie clip and hide another. I basically only need help with setting up the reading of the flash parameter code in flash...
Code: var imageToShow:String; var paramObj:Object = LoaderInfo(this.root.loaderInfo).parameters;
This is basically what I have.I'm not sure what to go on to next or if this is even correct. I basically need to get to the point where I can say...
I'm just moving up from AS2 to AS3, using CS3. I'm finding out most of the stuff I need to debug with, but I can't seem to see the variables in the variable window.
I've looked through the documentation, and tried touching all the buttons they say to touch and setting the publish settings to allow debugging. Nothing seems to be working.
And, unlike AS2, the program seems to start all by itself, it doesn't wait till I click on the arrow to begin, and I can't get the step into and step through buttons to not be greyed out.
the document class of my .fla file has a lot of references to elements on the stage, I use fdt for the .as, but everytime I need to debug I have to switch back to Flash IDE, I read this tutorial So, How could I debug my project with fdt and keep working with the Flash IDE just for the graphic part?
I know virtually nothing about Flash so I'm kind of casting about in the dark.
I have the misfortune of being a BT customer, and whilst I have reasonable bandwidth (can view streaming high res video fine) I always have problems listening to radio programmes from the BBC. I think it could be buffering due to traffic shaping, or it could be the Flash applet used to play the content, or something else.
Is it possible to bring up some kind of debugging console, or view some kind of error log to see if there is some diagnostic information that could be useful in finding the problem?
I've recently bough Flex Builder 3 and I am completely dissatisfied with its reluctance to debug. It manages to debug a few times, but after that, it just doesn't want to "connect to the debugger".
I found what I am looking for when I list all variables. I want to cut out the rest of the menus that create a fan of pages.I removed the SWF's from showing up. But I am still having issues with changing the nMenus = "14" which is the number of menus to show. I want to change the "14" to "9" so there are no spacing in between my 3D Pages.
We're the developers of the open source FlashFirebug FireFox extension and would like to gauge opinions, critique and suggestions on improving the extension for future development. We thought there's no better place to do that than here. This is the extension's homepage:
I have a working website online with mysql database.My flash app starts there so I can't debug games locally.What debugging tool can I use - monster 3 - just seen it - is that a good option?Also it looks like you can use monster locally - what's wrong with the flash debugging tools?
I am running on Windows XP and recently updated Flash Player from v9 to v10.1. And Now, in the Debug Console under Flex Builder, I am getting a lot of debug statements(I think that is assembly). Below is an example, of what I get:
I tried SwfObject for loading swf on a website. It is all good with webkit and mozila based browsers but not with IE.[URL].. In IE 8 the footer not loading, it like crashes after the swf loads. In IE 7 the player not working, so the footer loads.
How can I debug it? I have a Mac, Linux, Win7 with IE 8 64 bit. On IE 64-bit it gives a message to update the flash player but there is no update for this player from Adobe.
I am building a flex app for mobile. I am running my app with configuration 'run on device' but when I connect to my device through usb I don't see my application launching.
I'm using the iPhone packager that's part of Air 2.7 (adt -package ipa-ad-hoc ...) for a fairly large application. (It takes about ~30 min to run the packager.) When the app runs on the iPhone, it will crash almost immediately-- long before it gets to my code. The crash log shows
Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0xc0067bdb
The debugging facilities included with Flash Builder only work after the app has launched-- there doesn't seem to be anything to help me figure out why its not launching. I've been able to get toy 'hello world' apps working, but I'm stymied here. Anyone else run into this problem? And, if so, what did you do to diagnose it?
I'm stepping through my code to figure out why a certain function takes more time to run the first time it gets called than on successive calls. The code flow for each function call is the same up to when a dispatchEvent gets called. I'm pretty sure it's different afterwards, as that call takes a lot more time the first time around. Unfortunately, I have no idea which other parts of the code chew on this specific event and thus cannot step through the handling of such event.
The question: is there a way to either figure out who handles such events or magically step through the handling code without explicitly setting breakpoints there?
I've created some flash content in FlashDevelop (v 4.0) that I've turned into an .ipa and put on the device. I would like to debug the content while it is running on the device because it is giving me some unexpected behaviour.
Is debugging AIR content on the physical device possible with FlashDevelop remote debugging?
Update: I've also since uninstalled and reinstalled Flash Builder (and therefore, the AIR SDK), and it still doesn't work. I think this adds weight to the port conflict, but still leaves me unsure of where / how to proceed
Further update Compiling exactly the same codebase to a AIR installer, installing, and running the application works fine. (Ie., a production release). However, the codebase fails to launch with adl. This pretty much confirms the issue as a local machine config problem somewhere with adl, and not an issue with the codebase.