Node.js debugging with Chrome DevTools in parallel with browser JS
blog.hospodarets.com
blog.hospodarets.com
This is definitely gona rock, if they ship it with the stock Chrome.
With using redux, you'd have a time travel-able single process server and client debug workflow. Headsplode.
It was very cool because I was able to see internal server state on simple HTML dashboard I made (for example I was able to see map with player positions or some important game variables etc.).
And I made some controls(buttons etc.) to dynamically change state on backend (for purpose of tweaking/experimenting/etc.).
So it was like turbo-debugging :)
> Press "SHIFT" 6 times (enjoy it ¯ \ _ (ツ) _ / ¯) to show the hidden experiments
> Check the "Node debugging" checkbox
(emphasis mine)
Out of couriosity, why all the jumping-through-hoops? You've already downloaded the canary build, activated a hidden flag to enable experiments and will have to enable that particular experiment. Why additionally hide it behind a cheat code?
These features only activate when you open dev tools. So any overhead to using them won't apply unless they are open.
And most browsers work this way. It also makes it a pain sometimes to debug performance issues. One specific time I was having issues with some CPU-heavy JS code in edge. It was taking 45 seconds to process an image, but only like 5 in other browsers. When I opened the edge dev tools, it would take 5 MINUTES to complete!
That's not how code loading works... Features like those are loaded on demand ("when used").
A lot of people make the same mistake conflating various program features that are orthogonal (and even the pages are loaded on demand, when needed) with increased memory usage and "bloat" in general.
[1] https://www.google.com/intl/en/chrome/browser/canary.html
https://www.youtube.com/watch?v=Fk--XUEorvc&feature=youtu.be...