Flash Builder 4 - view output in the browser while step-by-step debugging? - actionscript-3

As you know, the browser just hangs when I put a break point and running the project step-by-step and the app is viewable in browser only after I resume the execution.
I was just wondering if there is any way to see the changes in the browser as I run through step-by-step executing in the debugging mode.
If it is supported officially then is there any hack or work around?
I want to see the changes visually, please don't suggest any other debugging methods(like tracing and logging)

What I have found in all these days is this is not possible because the debugger attached to the browser will freeze the browser when we are debugging at the break-point.
However, I found a way to see the output in browser as it executes
All we need is to arrange browser and flash builder side-by-side or stacked so that both fb and browser are visible. Now, as you execute step-by-step you can see the visual changes in the browsers.
This will be much easier if you have a split screen (dual monitor)
Only caveat is that it does not show the tween animations which shouldn't be a problem in most of the cases (at least for me)
Hope this helps some one out there

Related

Can programs be written that can quit from Chrome browser?

If I visit a site, I want to close the Chrome Web Browser. Is it possible to write such a program?
Under normal operation, this should not be possible. However, there have been cases where browsers have had well known bugs that could be exploited. To be clear though, I'm referring to crashing the browser. There is no supported API or method of asking the browser to close.
For instance, a simple line of CSS could crash Internet Explorer 6. Something like this on Chrome would probably not work anyways, since Chrome runs each tab in its own process.
There is a way to close a browser window (tab) via script if your script opened the window, simply by calling window.close() (where window is the child window). Please see https://developer.mozilla.org/en-US/docs/Web/API/Window/close for more information.

Spark AR Project runs in Simulator but not in Instagram App

i have published an Spark AR effect for instagram. It runs perfectly on all iphones, however, if i test it on my ipad, it runs in the Spark Simulator, but trying to run it in instagram fails. Using a preview link leads to a "This effect is not available" message, using the published effect it just doesnt show up and recording button vanishes (!).
Has anyone ever experienced such behaviour and has an idea what to do? Thank you!
Best regards
This could be due to
App updates
Background segmentation thus try opening the link on a different device preferably a newer one.
From Spark AR--> "We've found that effects with both segmentation and the face tracker don't perform well. It's best to avoid using these capabilities in the same effect."

chrome canvas inspector 2015

I used this nifty feature that chrome had for quite a while called "canvas inspector". It was an experimental dev feature that had to manually be enabled.
It was quite helpful when working with webgl via something like THREE.js where you can easily create a bunch of undesired draw calls by accident.
Also, it worked on any website, you could simply take a snapshot and see whats going on in the canvas.
It... miraculously disappeared one day, and google does not give any insight.
I've tried some extensions but they dont feel nearly as good, or i couldn't even get them to work. Is there another way to get this back into chrome?
Apparently it was doing some cheeky stuff that they didn't want in the main project so it was removed in this issue: DevTools: make Canvas profiler an extension
We can make it an extension though. This bug is for tracking removal of the canvas profiler from the DevTools. There will be a separate initiative of porting the code being removed into github and publishing it as a Chrome extension.
According to that issue they might move it to an extension in the future but I haven't found any traces of it as of now. They haven't responded to a question in the above issue about where the new issue could be tracked.
Chrome and Firefox have both removed their Canvas inspectors...
Original Answer:
This is not exactly what the question asks for, but Firefox has a canvas inspector integrated:
https://hacks.mozilla.org/2014/03/introducing-the-canvas-debugger-in-firefox-developer-tools/
You can enable it in the settings of the normal inspector
EDIT: (2019)
The Canvas Inspector has been removed as of Firefox 67:
Mozilla deprecated listing
Bug report with reasoning
Alternative:
spector.js - Recommended alternative by Mozilla
Canvas inspection was just removed!
You can download an old version of Chromium here like Chromium_OSX_43.0.2357.81.dmg. (Provided by freesmug)
Happy Canvas Inspection!
This is the best extension inspector I’ve seen so far.
https://spector.babylonjs.com
First go into
chrome://flags
Then enable
Developer Tools experiments
Then after restarting your browser, open the devlopers tools by hitting f12, then in the top right corner is a gear. Click on it, go to experiments, then find "canvas inspection". It's unstable, but usable.

Processing sketch won't run in browser

I am trying to run a Processing sketch in JavaScript mode. It does open the browser the display the brown-ish screen however it does not do anything apart from that. It does not load my sketch in it.
I did try changing the firewall settings to allow it in Private Networks but to no avail.
I am using Processing 2.0 on a Windows 7 32 bit machine.
I also have the latest JRE on my machine.
How do I make it work?
Update
It also needed the latest version of JDK, jdk_7_u21. Although the applet does run in the browser, it does not load the background image. This sketch was made to allow the user to add a pixelated effect to the image. In java mode it works perfectly fine.
Here's what I think is an answer to your question "How do I run a Processing sketch using Processing.js on a browser:
You very simply could run it in an HTML5 canvas object by just creating the tag and importing all the processing files you need like so:
<canvas id="canvas1" data-processing-sources="file1.pde file2.pde fileN.pde"></canvas>
Now if you are against using canvases and wanted to keep away from HTML5 then it's a different story.

Live preview / WYSIWYG support or plugin for Rubymine?

I'm using Rubymine 5.4 for Windows and it's overall amazing, and 95% as good as Visual Studio as an HTML / CSS Editor with a few exceptions... the main one being a lack of a live preview /WYSIWYG ability, i.e. as I type I can see the resulting preview live (in addition to VS, DreamWeaver also has this feature). I can't seem to find anything like it in the IDE, help, or any Google/Stack searches.
To be clear, what I am looking for is a way to have a split screen view in RubyMine where I can be editing my HTML / CSS in one pane/tab and be seeing the Live Preview of what it would look like in a browser in another tab/pane.
Ideally, this would be:
in RubyMine itself (using native panes/tabs as described above)
the user could configure whatever browser rendering engine (Chrome, FF, IE, etc...) they wanted to view the preview in...
...however, I could live with any variation of the two above, e.g. simply integrated with RubyMine using external windows/browsers, or maybe, the preview only available with limited rendering engines (only Chrome let's say).
Thanks to #CrazyCoder & #LazyOne for the pointers...
After a bit more research, I've confirmed and gotten more detail:
The solution is to use the Official Jetbrains (maker of RubyMine) LiveEdit plugin which you can find here: http://plugins.jetbrains.com/plugin/?id=7007
Detailed Instructions
Download the JetBrains LiveEdit plugin from here: http://plugins.jetbrains.com/plugin/?id=7007
Run Rubymine > Settings > Plugins (type "plugins" in the search
box in settings)
Click the Install Plugin from disk button at the bottom of the list
Navigate to where you downloaded the plugin and select/open it
Activate by checking it on the plugin list
(You will likely have to) restart RubyMine
Once restarted, go to the menubar > View > LiveEdit (which will then be checked)
Download the JetBrains IDE browser Extension for Chrome here: https://chrome.google.com/webstore/detail/jetbrains-ide-support/hmhgeddbohgjknpmjagkdomcpobmllji?utm_source=chrome-ntp-icon
The Chrome extension supports both WYSIWYG/real-time "LiveEdit" outside the IDE, in an external Chrome window and JavaScript debugging inside the actual RubyMine IDE
I believe there is also an extension for FireFox, which I believe ALSO DOES support
Javascript debugging through the IDE. BUt, I'm not sure if it supports LiveEdit like the Chrome extension
(Launch) Debug your project
Edit as you normally would
Observations/Opinions
The plugin pretty much works seamlessly. I've found it cuts development time significantly by not having to constantly MANUALLY reload the page, i.e. use your mouse or keyboard to bring focus to the browser window and hit refresh... this time adds up especially if you are doing a lot of HTML/CSS and want to check your changes often.
However, I'd suggest turning it off if you're going to do any major back-end/Rails or Javascript as the reload might be slightly longer due to code interpretation/processing and you hit errors as you are mid-statement and the LiveEdit decides to refresh while variables aren't defined or have improper values. In this case, the time you save by not having to manually refresh, may be lost (more than 1x fold) b/c of how often and how long it takes for content to be created/rendered on the server-side or in JS on the client.