define('DISALLOW_FILE_EDIT', true);
History Keeper does not provide any state management features beyond the information you store on the actual deep link (URL hash). However, you should be able to use the deep link information to grab the data you need out of a standard JS object (using it like a hash table):
[cc lang=”javascript”]
var storage = {
“/”: {
key: “home value”
},
“/about”: {
key: “about value”
}
};
[/cc]
Once you have your values stored like that you can use the storage object to lookup your chunk of data by the deep link string:
[cc lang=”javascript”]
function onHistoryChange(hash) {
alert(storage[hash].key);
}
unFocus.History.addEventListener(‘historyChange’, onHistoryChange);
[/cc]
You can make the “value” as deep as you want ( key: {more: “complex”} ), I only used a simple string for demonstration purposes.
This example is JavaScript, but the concepts are the same for Actionscript as well.
I hope that helps!
]]>Flash Content Debugger and “Allow Debugging”
While it’s not essential for tracing, the first thing you should do, is make sure you are running a content debugger version of the Flash Player. You need both the Active X version for IE, and the Plugin version for everyone else (Firefox, Chrome, Opera, Safari, etc.). Both plugin types have their quirks with regards to JavaScript (and other platform differences), and really require specific testing in each, so make sure you grab both versions. Once you have those, you’ll be able to see uncaught exceptions in AS3 swfs right in the browser. You can even use the Flash Content Debugger from the browser, though I haven’t found a smooth way to do that yet. For many thing, a simple trace is all you need.
A quick tip that took me a while to notice – the “Allow Debugging” checkbox in Flash’s Publishing Settings dialog, actually causes the Flash compiler to add debugging symbols to the compiled swf, symbols that give you useful information like the actual line number of an error, in addition to the stack trace. The “Allow Debugging” verbiage, is most definately not enough to communicate that difference – I thought it was more of a locking mechanism. Hopefully you haven’t stumbled around for too long with that, like I did when I first switched to AS3..
Tracing
The easiest way to trace from Flash is to use Firefox with the FlashTracer extension from sephiroth.it. With FlashTracer, you can use the regular old built in trace method without any extra work on your part. Make sure you download the one from sephiroth.it (2.3.1), since the one from addons.mozilla.org (2.2.0) doesn’t work in Firefox 3.5. For many things that’ll be all you need. But sometimes, you’ll need information in other browsers, and will want to trace to the browsers JavaScript console. In addition to simple trace messages, you can also call a number of other methods that will out put your messages in different formats and colors, making it easier to spot what you might be looking for.
Check out the Firebug Console API for more information.
Enabling the JavaScript console
If you are already familiar with the various JavaScript consoles, please feel free to skip to this part.
Each of the major browser vendors has a JavaScript console implementation, and thankfully, the API is mostly compatible with one another. The GUI is a bit different in each (except Safari and Chrome – both are based on WebKit), so here’s a quick rundown on how to access the JavaScript console for each:
You should get to know and love Firebug. It is currently the best developer tool available on any platform – so good the others all copied it, even if they won’t admit it (*cough*Microsoft*cough*). Firefox is oddly enough, the only browser that doesn’t ship with a JavaScript console, and requires you to install an extension. While running Firefox, you can find and install that extension at www.getfirebug.com.
Once Firebug is installed, you will notice a little bug (insect) icon in the bottom right hand corner of the browser window, on the status bar. Click that to open and enable Firebug for the page you are currently viewing. Firebug will only turn itself on, on a site by site basis, and only after you click on that bug icon. Once it has popped open, you will see some tabs, with many goodies like the fabulous “Net” tab (very useful to make sure swfs are being loaded in the browser), and the “HTML” tab, which contains a live, nested version of your html code, which can be edited in real time – it’s hard to describe how much better life is in the Web Development since Firebug. Anyway, the tab we are interested in, is the “Console” tab – click that. On the actual tab, there will be a little down arrow – click that to open a menu, then click “Enabled” to turn the console on (the onscreen instructions are a little odd, their picture is of the “Script” tab – the arrow you want is on the “Console” tab, not the “Script” tab).
You’ll need to upgrade to IE8. If you are stuck on IE6, I’m sorry for you. You will not be able to easily debug Flash apps – that browser is simply difficult to work with, and you’ll probably need to output to either a text field within flash, or to a div element using JavaScript. Go and download IE8 now, if you don’t already have it. Once you have IE8 installed, you can find the “Developer Tools” under “Tools” menu. You can also press F12 to bring them up. The dev tools in IE8 are docked to the main window, along the bottom of the screen, very much like Firebug. You will notice 4 tabs in a blue bar, below a row of link buttons – click the “Script” tab to open the script tools. You will have two panes at that point – in the left is a debugger, and in the right pane, you should see a button for the Console.
You’ll need to enable the developer tool first, before you can turn on the JavaScript console. Click on the gears icon on the main toolbar, and choose “Preferences”, then click the “Advanced” tab (the one with the gear icon). On that page, there is a checkbox labeled “Show develop menu in menu bar”. Check that, and close the window. Now under the Page icon menu, you’ll see a sub menu called “Develop”. In that sub-menu, choose “Show Error Console”. This will open the “Web Inspector” window. You can dock the window along the bottom of the main window by clicking the dock button in the bottom left of the Web Inspector window. To the right of that button, there is another button with a greater than sign, and three lines. That button will toggle the JavaScript console.
Click the page drop down icon on the right of the main toolbar to open the main menu, then go to Developer, then JavaScript console. This will open the “Developer Tools” window, which contains the many things, including the JavaScript console. You can dock window inside of the main window by pressing the dock button on the bottom left of the popup window. To the right of that button, there is another button with a greater than sign, and three lines. That button will toggle the JavaScript console for Chrome.
Under the Tools menu, choose the “Advanced” submenu, then choose “Developer Tools”. This will open a panel along the bottom of the main window (sensing a trend here?). In that panel, click on the “Error Console” tab. If you’d like to only see JavaScript errors, you can click the bottom JavaScirpt tab (under the white output area of the Error Console). Note: Their is an alternative “Error Console” under Tools -> Advanced -> Error Console. Try them both, and use the one you prefer.
Tracing to the Console
Once you have familiarized yourself with the JavaScript console, you can start to trace to it. The JavaScript command is simple enough:
[cc lang=’javascript’ ]
window.console.log(“your message”).
[/cc]
From Actionscript you’ll need something like this:
[cc lang=’actionscript’ ]
import flash.external.ExternalInterface;
ExternalInterface.call(“console.log”, “your message”);
[/cc]
Since we are using ExternalInterface, you’ll need to make sure you have the allowScriptAccess object param, or embed attribute set to an appropriate value – either “always” or “sameDomain” (sameDomain is the default, so as long as you have your html/javascript/swf all on the same domain, you should be good to go).
You should now be able to trace (or something like it) in the browser. Next time I’ll cover some more advanced uses, as well as some more specific snafus with deep linking and browser back button functionality.
]]>What I’m proposing is taking History Keeper and making a jQuery plugin, and also a WordPress plugin to include the History Keeper library for use in WordPress. I am primarily interested in this for the process of it: to learn more about making plugins.
]]>The change has already been reflected on the Google Code page, and in the newest release archive.
]]>Sloppy change log:
– Fixed Flash Player 10 PlugIn detection.
– Changed license to MIT
– Quick and dirty temp IE8 support (makes IE8 use the timer method).
– removed ObjectPatentMagic
– added Packed library files for Beta 4 (says RC1 in SVN, but I changed my mind, there’s more I’d like to add).
– Added svn:keywords to most files.
– Updated tests for EventManager, FlashPlayerInfo, HistoryKeeper, SwfHTML and SwfShim.
– removed WebTV code, since the entire FlashPlayerInfo script doesn’t work in WebTV anyway.
– Fixed Issue 5. Added methods for major, minor and bugfix versions, to reflect changes to the convention in Flash Player 10 – Also cleaned up issues releated to the changes in IE.
– Added getUpdateVersion for the special case Flash Player 9 updates.
– Quick fix for shimMode on SwfShim.
– Fixes IE support.
– Adds shimMode property (it’s off by default).
– Fixed typo in call to get initial hash value (deep link), which broke it.
– Updates to the HistoryKeeper Actionscript 3.0 files. These changes are generally significant.
– Added asdocs comments (to AS3 files).
– Added support for Opera’s history.navigationMode.
– Made IE8 Hack detection more robust, and IE detectin simpler.
– Initial commit of Actionscript HistoryKeeper and AS3->JS communication framework (really just an easier replacement for fscommand). All of this is pretty rough – vomit draft material.
– Some smaller code comment and formatting cleanups.
– removed problematic _createAnchor functionality. (Issue 6)
– updated IE version detect to be compatible with multi-digit versions.
– Reworked Error messages so that they make sense in FireBug and other Javascript consoles. Fixes Issue #3
– Added direct and gpu WMode values.
– Made value checking case insensitive.
– Added SVN keywords Revision and Date, and added text/javascript mime-type.
– Fixed SwfShim.
Enjoy!
]]>There is also a small resurrected Actionscript to Javascript communicator (eh, it’s totally new actually, but I got to use old knowledge!). The theory is that if you use fscommand to send simple strings to Javascript, you save on Flash setting up a lock to wait for a Javascript call to return a value or finish executing, which should conceivably avoid a short hiccup in the Flash Player. I’m not sure if there’s a real world benefit or not yet – one day I might get around to testing to make sure. At the very least, this framework will make it easier to setup fscommand, since it takes care of creating the javascript snippet for you. After that, it will simply eval whatever you put in the command argument (unless it’s a simple function on window, then it’ll just execute that).
Any comments are welcome. Please note, these classes may change quite a bit, they’re not to be considered stable (though the API probably is, there’s not much there really).
]]>There have been a couple of fixes and changes that have gone into HistoryKeeper, SwfHTML and SwfShim that are now in the SVN trunk, as well as a few other issues that have been nailed down, and put into the issue tracker.
Among the fixes are finally a fix for the incorrect use of Javascript Errors in SwfHTML, as well as fixing the previously unfinished SwfShim.
Despite the fact that I can’t figure out how to pass flashvars from SwfShim to loaded AS3 based swfs, I’m still going to include it anyway, with a note about that caveat. It does solve some other issues, and adds an easy way to utilize ExpressInstall even if you are using html to embed the swf (rather than javascript). More on that in a future post.
I’ll also be cleaning house around the site, here and on google code. I’ve already removed some old lingering (and useless) ad stuff.
Also, since Microsoft removed the “click to activate” silliness, I went ahead and deprecated PatentMagic. It was buggy anyway.
Check back for more updates, and hopefully, an actual release!
]]>Feel free to download, test and use the new beta. Here’s what’s new and fixed:
Check out the updated project page for more info, or just skip straight to the download.
]]>For now, here is a snapshot. I’ll call it History Keeper 2.0 Alpha 1 for now. Let’s see where this goes from here.
For the first bug, the last state gets lost in some browsers, if you leave the site and then come back using the back button. I know how to fix it, i just need the time to implement that fix. That is the only known bug, so please feel free to leave a report in the issue tracker at Google Code if you find any more.
Also of note, you will find the source for the Swf Tools in there too (SwfHTML, FlashPlayerInfo, etc.) but if you are using ExternalInterface and SwfObject, you can safely omit those files when using History Keeper. You will not find any Actionscript code in there just yet. I’m still in the process of cleaning that stuff up (which basically means that the Communication stuff is incomplete in this release).
For your convenience, you will find two compressed JavaScript files in the root of the archive, unFocus-History-p.js and unFocus-HistorySwf-p.js.
unFocus-History-p.js contains:
unFocus-HistorySwf-p.js contains:
These were compressed using Dean Edwards’s Packer (included in above listed order).
There is also a QuickLoader Object in there, that may or may not have a bunch of quirks. Feel free to test it out. It attempts to begin working on the DOM as soon as it’s ready instead of waiting for the body’s onload event to fire.
Enjoy! (Download here)
]]>I’m going to finally get that elusive 1.0 release soon. Stay tuned! (just don’t hold your breath, it could still be a while.)
]]>