# Runtime Analyze Actionscript?

**URL:** <https://forum.kirupa.com/t/runtime-analyze-actionscript/330335>\
**Category:** flash\
**Created:** [January 4, 2013, 12:55pm UTC](https://forum.kirupa.com/t/runtime-analyze-actionscript/330335 "2013-01-04T12:55:44Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![reppinfreedom](https://avatars.discourse-cdn.com/v4/letter/r/ecae2f/32.png) [@reppinfreedom](https://forum.kirupa.com/u/reppinfreedom)\
**Post date:** [January 4, 2013, 12:55pm UTC](https://forum.kirupa.com/t/runtime-analyze-actionscript/330335/1 "2013-01-04T12:55:44Z")

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I am using Flash CS6 and I have a vague memory that back in the early days of Macromedia there was a way to see your code running. Literally you could see all the variables and what was happening in a tree format. [center]-[/center] [center]-[/center] Was curious if there still is a way to performance debug code for Starling/ND2D/Etc this way. A way to analyze slowdown areas like heavy loops that are not errors. [center]-[/center] [center]-[/center] My code is free of memory leaks. That is not an issue… Using hires-stats for mem/max/draw/tris.
