Does Flash Builder 4.5 Standard allow variable inspection when debugging? - flash-builder

Is the variables tab shown below available in Flash Builder 4.5 Standard, or only in Premium?
(source: packtpub.com)

All those debugging features are included in all versions (even student / teacher edition).
You can see the differences here (they have very little differences).

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Missing .net 4.5 property in PortableLibrary code

I'm writing a Windows Phone framework with Windows 8 in mind. That means I'm creating a Portable Class Library (PCL) to be used in both platforms.
Right now my PCL is targeting .NET 4.5, Windows Phone 8 and Windows Store apps, as you can see in the project properties.
In that project I need to use Path.DirectorySeparatorChar but I get the following error from the compiler:
System.IO.Path' does not contain a definition for 'DirectorySeparatorChar'
I understand that that particular char might be different in the different targeted OS (I really don't know if they are) but why is the compiler complaining about it? I mean, the property help doc says it is supported by .net framework 4.5, am I targeting the right framework? Is the PCL really targeting the full .net framework 4.5?
With respect to Path.DirectorySeparatorChar:
As far as I remember we've removed it from Windows Store in order to discourage manual parsing of paths. In general you should use Path.Combine() for assembling paths and Path.GetDirectoryName() for splitting them up. In order to check for invalid chars, there is another method that allows retrieving those.
So practically speaking, what do you need the property for?
Update: To answer your original question around understanding profiles: The profiles represent API intersections between the platforms you've selected in the PCL dialog. Generally speaking, the fewer platforms you target and the more recent the versions, the more APIs you get. Checking all platforms in the oldest version basically gives you the lowest common denominator.
Since you've targeted .NET 4.5 and .NET Windows Store, you can't access Path.DirectorySeparatorChar because that property isn't included in Windows Store.
So, here's the actual answer to this question taken from the MSDN forum.
When you are creating a PCL, you can only have a subset of API-s that are defined in that particular profile. A profile is a list of API-s visible in all platforms.
Now, even if some API exists in both individiual platforms, this doesn't mean that it will automatically be in the PCL profile. Why is it missing is anyone's guess, but you cannot infer those reasons yourself.
If you take a look at the official documentation on MSDN (Cross-Platform Development with the .NET Framework), you'll notice that there are several constraints on what can be shared. I guess that that particular property doesn't satisfy those constraints.
And a good way of knowing is a particular method is supported relies on the icons of the documentation
Your PCL can use .NET methods which are available to all of its targets. Since PathDirectorySeparator isn't available to Windows Store apps it isn't available in PCLs targeting Windows Store apps. You can see that it doesn't have the green shopping bag marker for store support at http://msdn.microsoft.com/en-us/library/system.io.path.aspx

Embeddable editor for scripting language

I'm looking for a good editor that is embeddable into application (using either QT or GTK toolkit if needed), and would allow editing of scripts with:
Code completion
Inline documentation / context sensitive documentation
Syntax highlighting
Any language is fine (Scheme, Lua, Python etc.) as long as I can get good - noob friendly editor for it which I can embed into my application (so licence is also a concern, I'd hate to have to licence whole project as GPL and AGPL - I'd like to keep project on MIT/BSD license)
Any suggestions?
scintilla is made to be embedded. And, as far as I remember, works with GTK and QT. But it needs probably a bit of customization in order to get Code completion and Inline documentation / context sensitive documentation to work.
I'm not sure if this would work, but http://www.ubuntugeek.com/gummi-simple-latex-editor-written-in-pythongtk.html. It seems to be an open-source, MIT-licenced LaTeX editor. I haven't used it before, nor embedded it, but in theory you could embed it (unless of course n00bs don't know latex...)

Vala or GTKmm for a new database-centric project?

I have been asked to develop a new, small, custom-specific CRM (Customer Relationship Manager) that will be used mainly on Linux desktops (compatibility with Windows and Mac OS X would be appreciated but it is not required).
This seems to be a good opportunity to try the new Vala language and some of its libraries (most notably libgda and the rest of Gnome-DB) but, of course, I still have to deliver a working product to the customer in time so... I'm still scratching my head and wondering.
To develop this application I would need:
A "glue" language (Vala itself). This is OK.
A GUI Library (GKT+ 2.X or 3.X). This is OK.
A database abstraction layer (libgda). Here I have some doubt.
Maybe a MVC framework like Bakery (Bakery 2.6 seems to be working
with GTKmm 2.4 only. It does not work with the GObject-enabled GTKmm
3, as long as I can see.).
Maybe a ORM like Hiberlite (libgda supplies data-aware widgets
and other tools but it is not a full-blown ORM, as long as I know).
At the moment, I'm confident about the first two items, only. Even the real amount of Vala support for libgda is not very clear to me (The ValaDoc describes as supported the interface of a old version of LibGDA while the Gnome-DB website says that the new 4.2 and 5.X versions of the library are GObject- and Vala- enabled). Most likely, Bakery and Hiberlite would not be available any time soon for Vala.
The nearest alternative seems to be:
C++
GTKmm (2.X)
Maybe Bakery 2.6
libgda
Maybe Hiberlite
A more mature stack but... maybe so mature to be fated.
Hence: would you try Vala for a new database-centric project like this?
Or would you wait for a more mature and more rich Vala ecosystem?
Thanks
Vala just means native compilation without requiring a framework (and versions) to bother about. Connecting to database still looks premature and definitely undocumeted (that's how I came to this post). Besides, there is no IDE. Glade is not really and IDE, but an interface designer.
Try out Lazarus and you will be in for a surprise, how conveniently database front ends can be developed. Pretty mature, native compilation, ready to use third party components, database support right through the IDE, options of using Gtk or Qt.
And it gives native exe's on Windows, Linux and Mac. Nothing comes even remotely close if you are developing cross-platform database front ends. Development time would be a fraction and performance comparable to C, if not equal.

Free UML diagram tool for Objective C

Are there any free tools in the market which support Objective C?
I use Argo UML and Violet UML for modelling on my Mac (Assuming you are using a mac). They are not great but they work.
If you want code generation that is a whole different issue.
Actually, one of the points of UML is to be language-agnostic.
If what you're asking is if any of the available tools supports Obj-C code generation: Googling, you can find some (commercial) tools that claim to offer Objective-C code generation.
It probably makes more sense to use XCodes built-in diagramming tools, which can be found in the "Design" menu. These are not, strictly speaking UML, but are quite similar.
Also, UML might not be such a good fit for designing Cocoa / Objective-C applications, because mostly you will use Model-View-Controller, into which a UML diagram doesn't offer much additional insight.
Actually, XCode 3.2 had a class editor that did what is being asked for. In Xcode 4.0 and later we can only use it for core-data related tasks which is a shame. I have a similar need as I have a team member that prefers diagrams to code.
I don't understand why it was removed. I'm hoping that I can find it as a standalone tool within the Apple Developer member center, but I don't have high hopes.
Worst case, you can download XCode 3.2, install it alongside 4, and use the editor within 3.2.
I have tried this very briefly. So long as you don't try to open the file under 4, I think it works, though I'd be wary of opening your 4-based project in 3.2.
Hope this helps.

Real HLSL IDE/debugger

Are there any IDE's for developing HLSL code? The three key features I want are:
1) syntax highlighting
2) auto-complete
3) interaction debugging
Visual Studio doesn't do any of these things, and it doesn't seem that RenderMonkey or FX Composer do either.
Is there some IDE that I'm not aware of, or does one of these three IDE's actually support these features and I'm too clueless to figure out how to use them properly?
Have you actually tried ATI's RenderMoney or NVidia's FX Composer?
Both actually provide syntax highlighting. Futher more, NVidia's Cg toolkits actually allows you to enable syntaxhightling in Visual Studio with some custom setting.
As for auto-completion, I don't think it's much needed as compare to our normal programming. It's because you won't be writing a very long code for your shader programming. Shader is quite critical in that it is run on every frame generated, and every instruction require 1 to a few clock cycle to execute, thus there's always a physical limit to how long you can afford to write.
Interactive debugging is currently the limitation of GPU hardware. To actually do that, the GPU has to be emulated with our CPU, which is quite impossible considering that the REF (software rendering) device can never cop up with even obsolete GPU, what more to say about emulating shader.
Another new answer to an old question (actually 2 answers):
NShader is a Visual Studio plugin that provides syntax highlighting for HLSL / GLSL / CG. No intellisense or debugging though.
IntelliShade, mentioned already, is no longer available at the original site, but it has been mirrored here.
New answer to old question,
For debugging: NVidias Shader Debugger and it recently became free.
In the MSDev environment you can define key words and also specify 'hlsl' and 'fx' to be recognized and known files and get MSDev highlight the keywords you want.
As for the editing tools - you can use the FX composer by NVidia or RenderMonkey by ATI. If you need to debug and profile you can use their tools as well and give Pix a spin.
Take a look at Shazzam. It doesn't feature interactive debugging, but it's pretty easy to edit and refresh.
Now with Visual Studio 11 there is a "real hlsl ide and debugger". It was detailed at Game Debugging in Visual Studio 11 and is available at Visual Studio 11 Beta.