Debugging an iPhone application

You can debug the application on the development computer, with the application running in ADL. You can also debug the application on the iPhone.

Some AIR functionality that is not supported on the iPhone is still available when testing an application using ADL (on the development computer). Be aware of these differences when testing content on the desktop. For more information, see ActionScript 3.0 APIs unsupported on mobile devices .

Debugging the application on the development computer

To debug the application on the development computer using Flash Professional CS5:

Choose Debug > Debug Movie > In AIR Debug Launcher (Mobile).

You can also debug the application by calling ADL from the command line. This is the syntax:

adl –profile mobileDevice appDescriptorFile

Replace appDescriptorFile with the path to the application descriptor file.

Be sure to include the -profile mobileDevice option.

Debugging the application on the iPhone

To debug the application on the iPhone:

  1. Compile the application with debug support:

  2. Install the application on the iPhone.

  3. On the iPhone, turn Wi-Fi on and connect to the same network as that of the development computer.

  4. Start a debug session on your development computer. In Flash Professional CS5, choose Debug > Begin Remote Debug Session > ActionScript 3.0.

  5. Run the application on the iPhone.

    The debug version of the application will prompt you for the IP address of the developer computer. Enter the IP address and tap the OK button. To obtain the IP address of the development computer.

    • On Mac OS, on the Apple menu, choose System Preference. In the System Preferences window, click the Network icon. The Network preferences window lists the IP address.

    • On Windows, start a command-line session and run the ipconfig command.

The debug session displays any trace() output from the application.

When debugging an application installed on the iPhone, Flash Professional CS5 supports all debugging features, including breakpoint control, stepping through code, and variable monitoring.

Debugging with GPU rendering diagnostics

The GPU rendering diagnostics feature lets you see how the application uses hardware acceleration (for applications that use GPU rendering mode). To use this feature, compile the application using the PFI tool on the command line, and include the -renderingdiagnostics option:

pfi -package -renderingdiagnostics -target ipa-debug -connect ...

The -renderingdiagnostics flag must directly follow the -package flag.

The GPU rendering diagnostic feature displays colored rectangles for all display objects:

  • Blue—The display object is not a bitmap or cached as a bitmap, and it is being rendered.

    If blue appears repeatedly for a display object that is not changing, it could be because it intersects with moving display objects. For example, the display object may be a background for moving display objects. Consider caching the display object as a bitmap.

    If blue appears for an object that you think should be cached, it may be because the object is using an effect that the GPU cannot apply. These effects include certain blend modes, color transforms, the scrollRect property, and masks.

    The application also displays blue if display objects uploaded to the GPU exceed the memory limits.

    The application logs messages for each blue rectangle. The application outputs these messages along with other trace() and debug output messages.

  • Green—The display object is a bitmap or cached as a bitmap, and it is being uploaded to the GPU for the first time.

    If green appears repeatedly for a display object, then the code in the application is recreating the display object. For example, this can occur if the timeline returns to a frame that creates the display object. Consider modifying the content to prevent re-creation of identical objects.

  • Red—The display object is a bitmap or cached as a bitmap, and it is being re-uploaded to the GPU.

    Red appears every time such a display object changes in a way that requires the application to re-render the bitmap representation. For example, if a 2D object that does not have the cacheAsBitmapMatrix property set, it is re-rendered when it is scaled or rotated. Re-rendering also occurs when child display objects move or change.

Each colored rectangle fades after four screen redraw cycles, provided the reason for the coloration does not occur again during those cycles. However, if there are no changes onscreen, the diagnostic coloring does not change.

For example, consider a bitmap display object (a banana) in front of a vector background that is not cached as a bitmap. When the banana first renders, it is colored green. When the background first renders, it is colored blue:

As the banana moves, the CPU must re-render the background, causing the blue shading to appear over the background:

The blue shading over the background reflects redrawn regions that need to be sent to the GPU.

However, if the background is cached as a bitmap, when the banana moves, the rendering diagnostic feature displays no colored tints:

The diagnostic feature displays no colored tints since the GPU retains the background bitmap. The GPU can composite the banana with the background without involving the CPU.

Suppose the banana is a 2D display object that does not have its cacheAsBitmapMatrix property set. Whenever the display object rotates (or scales), the rendering diagnostic feature displays red. This indicates that the application has to upload a new version of the display object to the GPU:

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