De Monsters fully documented the Monster Debugger while producing it. If you want to extend the Monster Debugger you will find that all source code is documented so you should be able to find your way through it. The ASDoc that is generated from the source code comes packed with the Monster Debugger. If you want to see examples of how to use the various tools the Monster Debugger has to offer we encourage you to read through the tour.
Frequently Asked Questions
Although we did our monstrous best to give you as much information as we can about how to use the debugger, you might still have some questions. Most common questions are answered here, but if you still have one after reading this faq, going through the tour reading the ASDoc and the help that is included in the Monster Debugger, you can reach us at: MonsterDebugger[replace_with_at]deMonsters[replace_with_dot][replace_with_com]
Q: What is the Monster Debugger?
A: A lightweight open source debugger for Adobe Flash, Flex and AIR projects. Made and maintained by design studio De Monsters.
Q: Why did you change the source path from 'nl' to 'com'?
A: As you may know, De Monster are from The Netherlands and thus we originally used nl.demonsters.debugger as the classpath. But since our focus has shifted more and more to an international profile, we decided it was better to use com.demonsters.debugger instead. It also makes sense from a users point of view as most common libraries are placed in the com folder as well.
Q: Why is the Monster Debugger open source?
A: We believe that by sharing useful tools to the Flash, Flex, AIR community, we can do our part in making the world a better place for designers and developers. Cheesy but true.
Q: Can I use the Monster Debugger with ActionScript1 or 2 projects?
A: No, the client class of the Monster Debugger is written in ActionScript3. As far as we know nobody else has created a ActionScript2 version of the client class as of yet. If do, please let us know!
Q: What does the Monster Debugger add to the already existing internal debugger in Flex Builder?
A: The internal Flex Debugger is great, but there are some drawbacks that are not present with the Monster Debugger:
- You can't use it if you develop your application or website with the Flash IDE
- You can't use it on live sites without installing the Flash Debug Player
- You can't customize the internal debugger to suit your needs.
- You can't use it to debug installed live running AIR applications (only those that are started from the Flex builder IDE can be debugged using the internal debugger)
Of course there also some features in the internal Flex debugger that we don't support, like memory profiling. But you can use both debuggers during development if it suits your need.
Q: How can I modify the Monster Debugger?
A: Start by downloading the source files from Google Code: http://code.google.com/p/monsterdebugger/source/checkout. You will need a copy of Flash Builder 4 or FDT 4 with the latest Adobe Flex SDK (version 4.5) to edit and compile the code.
Q: How can I contribute my code to the Monster Debugger?
A: Get in touch with us by emailing us at MonsterDebugger[replace_with_at]deMonsters[replace_with_dot][replace_with_com]. We are always looking for developers or designers who can contribute.
Q: I have a neat idea or found an annoying bug, how can I report this?
A: Just click on the feedback tab on the left side of your screen and share your thoughts.
Q: I have included the client class, but nothing shows up in the debugger window?
A: Try to run your application directly from the Flash IDE or on a server (live or localhost).
Q: My application stalls when I use the trace function, what should I do?
A: The object you are tracing might be too large to parse. You could adjust the depth of the trace. Example: "MonsterDebugger.trace(this, myLargeObject, 0x000000, false, #)". Replace # by any number to change the level. Default trace level is 4. You can find more information about advanced traces in the tour.
Q: Will there be a MonsterDebugger V4.0?
A: We hope so! We are working with the Monster Debugger on a daily basis. We will continue to update this version if we encounter bugs or come up with new features.
Q: What happened to the previous versions of the Monster Debugger?
A: The previous version are still available in the downloads section but we recommend using the latest version due to improved performance, features and error handling issues.
Q: Are you guys in any way affiliated with Adobe?
A: No, we just use their products on a daily basis and try to make our own work a little bit easier.
Q: Can I use the Monster Debugger on my Mac, PC or Unix computer?
A: Yes! Although we have only tested the Monster Debugger on Mac OS X and Windows 7, since it is made with Adobe AIR it should work fine on Unix, Vista, etc.
Q: What license did you choose for the Monster Debugger?
A: Monster Debugger is released under the GNU General Public License.
Q: Can I hire De Monsters?
A: Sure, just contact us at info[replace_with_at]deMonsters[replace_with_dot][replace_with_com] or check out http://www.deMonsters.com.
Q: Can I use Monster Debugger with framescripts?
A: No, framescripts are for douchebags.