Using FDT's Debugger

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Powerflasher first introduced a debugger with version 3 of FDT. Since then, many improvements have been made. Now that version 4 also includes a profiler, Flash developers are now more armed than ever to take on buggy applications.


Download arrow.png Visit the Downloads page to download the source code used in this tutorial!


Contents

Getting Started

Check For Debug Version of Flash Player

Before venturing into using FDT's debugger, you'll need to make sure you have the debug version of the Flash Player installed. There are two easy ways to determine if you're using the debug version:

  1. Go to Adobe's detection website Img preview.png.
  2. Confirm that your stand alone Flash Player (located on your hard drive) is the debug player Img preview.png.

If you have the debug version of Flash Player then you're ready to get started, if not you'll need to install it.

Install Debug Version of Flash Player

If you don't have the debug version of Flash Player, getting it is easy. Simply go to Adobe's Flash Player Support Center and choose the appropriate installation for your operating system Img preview.png.

Problems

Sometimes an OS update, a browser particularity or multiple installations of the Flash Player will still cause problems with debugging. If you're still having trouble getting FDT to connect to the Flash Debugger, check out these resources for uninstalling Flash Player, do you can then reinstall the debug version of Flash Player:

Import Trace Template

After you've Downloaded and Imported the sample project for this lesson, you'll find a template file that will adjust FDT's default Quicktrace template as well as load in a new trace() method Img preview.png. It's not necessary for this lesson to have these templates installed, but they can be helpful. If your're not sure how to import code templates (snippets), check out Creating Code Templates.

Sample Project's Source Code

Once you have have the project imported, or have you're own setup, let's look at the example code :

Main.mxml

<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<s:Application xmlns:fx="http://ns.adobe.com/mxml/2009" 
	xmlns:s="library://ns.adobe.com/flex/spark"
	xmlns:mx="library://ns.adobe.com/flex/mx" 
	creationComplete="trace_complete(event)">
 
	<fx:Script>
		<![CDATA[
		import flash.display.Sprite;
		import flash.events.MouseEvent;
 
		import mx.events.FlexEvent;
 
		private var null_object : Sprite = null;
		private var xml_data : Data = new Data();
 
		private function trace_complete(event : FlexEvent) : void {
     		trace('My App Is Ready');
		}
 
		private function trace_event(event : MouseEvent) : void {
     		trace(this, ' @ trace_click', ' :: event = ', (event));
		}
 
		private function trace_data(event : MouseEvent) : void {
			trace(this, ' @ trace_click', ' :: event = ', (xml_data.data));
		}
 
		private function trigger_runtime_error(event : MouseEvent) : void {
			null_object.height = 10;
		}
 
		private function trigger_breakpoint_nested(event : MouseEvent) : void {
			xml_data.trigger_breakpoint();
		}
 
		private function trigger_breakpoint_main(event : MouseEvent) : void {
			trace(this, ' @ trigger_breakpoint', ' :: event = ', (event));
		}
		]]>
	</fx:Script>
	<s:Group verticalCenter="0" horizontalCenter="0">
		<s:layout>
			<s:VerticalLayout horizontalAlign="center">
			</s:VerticalLayout>
		</s:layout>
 
	<s:Button id="trace_btn" label="Trace Event" 
				click="trace_event(event)"/>
	<s:Button id="trace_data_btn" label="Trace Data" 
				click="trace_data(event)"/>
	<s:Button id="error_btn" label="Trigger Run Time Error" 
				click="trigger_runtime_error(event)"/>
	<s:Button id="breakpoint_btn_2" label="Trigger Breakpoint In Nested Object"
				click="trigger_breakpoint_nested(event)"/>
	<s:Button id="breakpoint_btn" label="Trigger Breakpoint In Main"
				click="trigger_breakpoint_main(event)"/>
	</s:Group>
</s:Application>


Data.as

package demo.debug{
 
	public class Data {
		private var _data : XML = <books>
  <book>
    <title>ActionScript Cookbook</title>
    <authors>
      <author name="Joey Lott" />
    </authors>
  </book>
  <book>
    <title>Flash Cookbook</title>
    <authors>
      <author name="Joey Lott" />
      <author name="Jeffrey Bardzell" />
    </authors>
  </book>
  <book>
    <title>Flash Remoting: The Definitive Guide</title>
    <authors>
      <author name="Tom Muck" />
    </authors>
  </book>
  <book>
    <title>ActionScript for Flash MX: The Definitive Guide</title>
    <authors>
      <author name="Colin Moock" />
    </authors>
  </book>
</books>;
 
		public function trigger_breakpoint() : void {
			trace(this, ' @ trigger_breakpoint', ' :: _data = ' , (_data));
		}
 
		public function get data() : XML {
			return _data;
		}
	}
}


This project has two classes, Main.mxml and Data.as Img preview.png. While this is a Flex project, the same debugging techniques can be used in an ActionScript only project.

Launching An Application in Debug Mode

Compiling and connecting to the debugger is simple. There two quickest ways are:


  1. Just right click on your Main class either in the Flash Explorer or within the Editor and choose Debug As>FDT SWF Application Img preview.png.
  2. From the Debug Menu choose a launch configuration to run in Debug mode Img preview.png.


If you're following along with the example files, once you launch your .SWF, you'll see the External SWF Viewer appear with a few buttons on the stage Img preview.png. We'll get to what the buttons do in a little bit. For now, move the External SWF Viewer to the side and take note of the console on the bottom of the screen Img preview.png.

*If the console view isn't visible go to: Window>Show View>Console to reveal it Img preview.png.

If the console reads:

Using Flex SDK 4 Debugger Adapter.
[Info] Connection to player established.
[Loading] Loaded: ::Users:OSX:_dev:fdt:Debugging_Start:bin:Main.swf


Then FDT has successfully began the debug session. If not, recheck that you have the debug version of Flash Player installed and that all other Standard versions of Flash Player have been uninstalled from your OS.

Using Trace() to Output Messages

With the example project compiled and running in debug mode, we can already see the most popular and simplest technique for debugging - the trace() method. The trace method is a top level function that all Flash applications have access to. It allows developers to output text messages to whoever is listening. In this example the console view is listening for these messages.

Trace a String

Already the console is picking up on a message via trace:

My App Is Ready


This is a message that is being sent from a trace() statement within FDT. In our example it's coming from the trace_complete method:

private function trace_complete(event : FlexEvent) : void {
     trace('My App Is Ready');}

This type of tracing is the simplest way of sending messages.

Trace An Object & FDT Quicktrace

If you use FDT's quicktrace keystroke (move cursor over an object and press Cmd+0) or the quicktrace methods supplied in the tutorial snippet , you will notice that within the trace method there is an Object being referenced that is not a string :

private function trace_event(event : MouseEvent) : void {
     trace(this, ' @ trace_click', ' :: event = ', (event));}


In this example the event object is being sent out to the console. To see the output, click on the Trace Event button within our application Img preview.png. When this happens, another message will be sent to the console Img preview.png. This time the message is different. When this happens the console will output additional information about that object. In the case of event, we get this type of output:

Main0  @ trace_click  :: event =  [MouseEvent type="click" bubbles=true 
cancelable=false eventPhase=2 localX=81 localY=18 stageX=314 
stageY=154 relatedObject=null ctrlKey=false altKey=false 
shiftKey=false buttonDown=false delta=0]


Other times we will see a Type output or a fully qualified name of the object being traced. In the case of an XML object, we'll have the entire XML object spit back at us. WIth the example project, click on the Trace Data button and the console will show us an XML output Img preview.png.

The Debug Perspective

While the trace is very, very handy - it's really just a taste of what the debugger can do. There are numerous ways to switch to the debug perspective. Learn more about perspectives and getting to to FDT's Debug perspectives with the Navigating Your Code and FDT's Workspace tutorial.

Switch To Debug Perspective

For this example, we're going to have FDT automatically switch to the Debug perspective for us when it encounters a runtime error. Initiate an error by clicking on the Trigger Run Time Error button with our .SWF Img preview.png. Immediately an error will occur and FDT will ask if you want to switch to the Debug Perspective Img preview.png. Click Yes and FDT will then switch to the Debug Perspective.

013 016.png


Views And Panels

Views and panels can be moved around at will - just like any other perspective. If you ever need to how a view that is hidden, simply go to Window>Show View Img preview.png.

For this tutorial we'll just focus on 3 views:

  • Debug
  • Breakpoints
  • Variables

Debug View

The Debug view is perhaps the most important. It acts like the 'control center' for debugging applications Img preview.png. It displays two important things:

  1. The current thread.
  2. The stack trace.

Ok, so the current thread information isn't terribly relevant to Flash because Flash is single threaded - but inside that thread we have the Stack Trace

The Stack Trace is where you find out where the error occurred and how you got there. The stack traces are displayed in order from (going from to bottom) most recent trace to first trace. If you click on a stack trace the Variables and Editor view will update with information about the Object that is being represented in the stack trace: Img preview.png & Img preview.png.

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