Microsoft edge remote debugging - remote-debugging

Is there any way to remotely debug a mobile web app in a W10&Edge phone from a computer through a USB connection? I mean, the same way we debug web apps in Android and iOS through Chrome and Safari dev tools.
If it is posible, which are the requirements of the computer? Would it be posible from a W7 or W8 computer?

I do not believe it is possible via USB, but you can use something like VorlonJS to debug websites remotely, even on mobile devices.
I demo exactly how to do this in a sample on GitHub.
Developer:
Simply navigate to your dashboard at http://vorlondebugger.azurewebsites.net/dashboard/default. This is your dashboard for viewing who is currently on the Vorlon demo site.
Users:
Instruct them to navigate to http://vorlondemoapp.azurewebsites.net/, which is a basic HTML5 boilerplate site.
Usage:
Look at your dashboard, and you'll now see that the users are viewing the page. You can alter their code on-the-fly.

I had a same question. But I solve my problem with this:
I copied html+js code into my UWP application and then I can remote debug it with Visual Studio

Related

Is there any alternative to Remote-Debugging-Server (like Weinre)

I am looking for a more modern Weinre alternative
Weinre has been without support for about 3 years
Weinre allows me to generate a local server (Example: http://192.168.0.1:8888) exclusive to remotely debug
There are many good alternatives like devtool but... they don't allow you to mount a local server
The reason why I am looking for a remote debugging system is because I want to be able to debug from one Tablet to another tablet, the first tablet that runs the "devtools" from a URL and the second with my page to debug
Tools like Chrome USB debugging only works from a PC plugged into a phone, but not from a phone to another phone over the internet
Do you know any package that allows me to create a devtools server?
iOS WebKit debug proxy is a great modern alternative.
It allows you to debug directly in Chrome with live preview.

Run chrome in device mode without activating debugger

I'm using VS Code to develop an Ionic 2 app and using it's chrome debugging extension to step through the code within VS Code. Being an Ionic app, I primarily want to run it in device mode to simulate mobile device, but when I open the Dev Tools window Chrome's internal debugger automatically connects and breaks the connection with VS Code. It's really annoying that those two functions are connected with each other. Regardless, is there a way to work around this?
According to this VS forum post, https://developercommunity.visualstudio.com/content/problem/2828/vs-2017-rc1-cant-disable-chrome-debugging-support.html, "It looks like they added an option in Debugging > General called Enable Javascript debugging for ASP.NET (Chrome and IE) to disable this. I think this report can be closed."
Disclamer: I copied that quote from the forum post and have no intention of plagirism.

Unity3d application development on Amazon Web Services

I ask here because I've asked on the Unity3D forums (in July) and nobody has responded, and I still have the same issue.
I have an AWS EC2 instance and I am using it to develop with Unity3D.
The problem is that while the keyboard and mouse work perfectly fine in the editor, the mouse stops responding when in "play" mode.
I access my EC2 instance via Windows Remote Desktop, I have an Administrators account and I have all drivers up to date.
Any ideas?
Update
I am doing research, so cross-platform compatibility is not a concern. I'm using Windows because the tools I require, require Windows. Changing OS is not an option.
I've tried starting the editor with admin. I've also tried launching the remote desktop with admin. Nothing fixes it.
Even the standard Unity3D demo applications have this issue, so it is not something that I am doing.

Which Platform of Unity is best for Facebook Canvas App

I want to deploy my Unity3D game on Facebook as canvas App. There are two platforms in unity version 5:
WebPlayer
WebGL (Preview)
I have no idea about both of these builds. I am using Parse to store my user data. And Facebook Unity SDK for social gaming. I have built for IOS platform and now for Canvas App deployment I want to know:
which one of these would be best for Canvas App?
I want to know if there are any issues regarding Parse API or Facebook Unity SDK for
WebPlayer/WebGL build?
EDIT:
I have built for WebPlayer and i can not run it on Google Chrome.
does it have to do anything with Canvas App too?
I have built for WebGL and tried to run it on Google Chrome and got this alert:
( I am using Google Chrome Version 44.0.2403.107 (64-bit) )
Any suggestion/help is highly appreciated.
I will suggest you to not build your game in webplayer, because chrome is dropping support for unity webplayer(Google Chrome version 42 and later has disabled all NPAPI plugins), and other browser will also drop the support sooner or later. The best way forward is to use webGL. WebGL in unity is still getting evolved, but this is the future. I also have developed game for webGL, I didn't face much problems except data storage. Parse does not support webgl yet, you have to look for other services. In my case I have build my own php server and it is working fine. Anyways you have to choose what is best in your case. You should use webGL , but thats my opinion.
The error message is more or less self-explanatory: Chrome doesn't support running Unity WebGL when it is run from a local file on disk, because of Chrome security. This is not a real problem, as in production it will always be run from a webserver (http://).
During development, your options are:
Start chrome with access to local files: chrome.exe --allow-file-access-from-files
Host a local webserver (Apacha/WAMP, IIS, etc)
Use firefox
You are correct. Building the unity for the web is the way to go. You select web from the build settings and you can upload it to the facebook canvas. The thing with chrome is that it no longer supports NPAPI and that is what the Unity web players uses. You can manually enable it and try out your game in chrome. But for the majority of chrome users unity web player no longer works.

Is it possible to build offline app with Appcelerator and Rhomobile?

I have recently found those two look-alike solutions/IDE for cross-mobile development: Appcelerator and Rhomobile (I know there are more) and I have questions regarding those two platform:
1) I believe the only way to build the view is using HTML, which I like alot the ideas. But, does that mean the application itself isn't available if the mobile is offline?
2) Do you guys know if it's possible to publish the application to the App Store and Google Store?
3) Are there any simulator for different mobile and do they support all those slide/tab events?
4) And finally, are there a way to transfert the App on your mobile phone without having to publish it anywhere.
Please note that I have no knowledge at all about mobile app dev and those two solutions (Appcelerator, Rhomobile) would be perfect for me as I am familiar with Javascript and HTML.
Thank you!
Ok I have only used appcelerator but:
1) a webview is like a browser without the address bar, it simply parses HTML, where it gets it from is up to you. If you write the HTML and pass in a file well then yes it can be offline, if it is used to parse a response from a webpage well then no as it needs to send a http request to the webpage.
As many people seem to mistake (for a reason unknown to me as all the documentation states other wise), appcelerator is not the same as phonegap, appcelerator uses its own javascript based API to allow developers to make native apps, it is NOT a webview wrapper. It is offline by default and allows you to send http requests if you need something online.
2) yes you can publish to the app store and the google store from appcelerator, the documentation walks you through the process.
3) Appcelerator requires you to download either the IOS sdk or Android SDK which come with simulators, appcelerator / the emulators support the standard events found on these devices.
4) With Android to can build a .apk file and distribute however you wish, with IOS the only way is to publish to the app store. the only other way is to make a mobile website instead of an application