ActionScript 2.0 :: Getting Runtime Errrors When Compile The Movie With The New Compiler For Flash 7?
Dec 15, 2003
I have made multiple movies compiled in flash player 6.0 with AS 1.0. Now the problem is that when i compile the movie with the new compiler for Flash 7 under AS 1.0, there are a lot of runtime errors. There are no error messages, just screw ups during runtime. But if played with Flash Player 7, it works.
For example kirupa's volume control with slider doesn't work. So I am just wondering what script changes i need to make. I have tried declaring my variables and making them case sensitive. But there are still problems. I just need some generalizations on what I should do. For me compiling under 7.0 is enticing becuase of the speed enhancements for the 30% of ppl who do have the new player.
I have a project with 430+ as3 classes, which we have been developing for a year.
For about a month now, sometimes the FLA won't compile, and no error or warning will be displayed. When I publish the movie, it takes about 60 seconds to compile, but when it's finished, the swf file produced it's only 1,1KB (instead of 850k which should normally be) and I get absolutely no Compiler Error or warning.
Sometimes, if I delete the ASO files and recompile, it works fine. Other times, this won't do it and I would have to quit Flash and open the project again. I have "Compress movie" and "Reduce file size and increase performance" set to false for nearly 2 months now, because I read somewhere that Flash can have trouble with projects using hundreds of classes (this actually helped).
Last week however, I cannot get it to work. No matter what I do, it won't compile. I try to delete a whole bunch of code from the Main class, get it to compile fine and then add a few lines each time, only to see that any random line of code can make it stop compiling again.
I am having a problem that I cannot figure out. I have searched the internet, describing as best I could and I could only find one other person with the same problem as me and no one replied to his post. Here's to hoping someone knows what is up.My App was working fine yesterday, then I added a few lines of code to a class file. When I tried to test the movie, it wouldn't compile. It would just run through all of the frames flashing each control. It does not output anything to the Output window nor the Compiler Errors window, which is odd because even when it would compile before it would output some warnings to the compiler errors window.
So I went into the class I changed and commented out the changes I made. Still will not compile.Also, when I try and go and Debug the movie, it tells me "You cannot debug this SWF because it contains no Actionscript". I've tried researching this problem as well, but it seems that this problem occurs when people are using the Document Class. I am not using a document class. My actionscript is on the frames.This same problem happened for the first time on Monday, but by tinkering with files/settings, it was fixed. That is until yesterday when i made that change.
flash builder 4 comes with a couple of cool spark themes, and there are tons of others out there on the web, I want to be able to change the theme at runtime, without recompiling.
In flexbuilder 3 for some mxml files I can purposely put in syntax errors and the compiler will seem to compile the specific page(but actually not compile it) or report any errors for that page. Is there any way that you know of to get the compiler to report the errors to me so I can get it to compile the page. I've tried rebuilding all and cleaning the project already.
working on an actionscript project to try and make an interactive drag and drop document. Currently everything has been working fine until I recieved this error after adding in another object to drag and drop. I've only added in one additional one so far, making the total of object in my script as two. I'm not sure why this error is coming up or what it means. Please let me know if the error means that my script only applies to one specific object or if I wrote it correctly to address all objects I place in my script
I can access this variable if I "hardcode" it into my codebase, as so: public static const PLUGIN_COMPILED_TIME:String = NAMES::PluginCompileTime; However, I would like to be able to do this at runtime using something like getDefinitionByName(): var value:* = flash.utils.getDefinitionByName("NAMES::PluginCompileTime"); This throws the following error: ReferenceError: Error #1065: Variable PluginCompileTime is not defined. Does anyone know of a way to accomplish loading a compile-time constant in a namespace at runtime?
I'm using Flash Develop to build an as3 application using the Flex compiler. In the constructor of a particular class I have written the following code
Code: //constructor public function Test(par1:int, arr:/*int*/Array = [1, 2]){ <----- compiler shows error here
I am using a PC and my consultant is on a Mac. I have sent her my working files along with a folder of referenced .as files. For some reason, when she goes to compile her movie it gives an error that the referenced .as file cannot be found. It works fine on my machine.
I have double and triple checked to ensure she has all the correct files within the correct local directories so I am completely stumped. I am using Flash CS4 and she is on CS5
There is probably no way for this but does anyone know a method of excluding certain functions from a build by use of a meta tag and or compiler option?I want to expose some functions for testing but not have them bloat the application on production. I could create separate testing classes and test for a complier directive or option and only load them if necessary but I like the idea of having the test function on the actual object (in the class).
Whenever I link a set of movieclips together with the bone tool which are inside a containing movieclip, and also set the type to "runtime" instead of "authortime", I get this error when published.
"Runtime symbols with skewed matrices should be wrapped in a movie clip" What does it mean? I need the type to be set to runtime so I can use scripting with it..
I have seen this on some site, so there must be a way of doing this. How do you dynamically change a flash movies dimension during runtime? For example, the forum nugget is working on I noticed that the height of the flash forum dynamically grows as the thread getslonger...because I can see my browser scroll bars appear. How can this be achieved?? his seems mind buggling to me, because you have to set a flash movies stage dimensions before publishing and the html has the flash dimesions too, so I don't get how this is being done
Does anyone know how to trace out the frame rate that a swf is currently playing at?I've tried creating two date objects on adjacent frames, running the getTime() method on each and subtracting the difference but it seems to be the same regardless of what I set the movie's frame rate to in the property inspector...I am basically trying to monitor the performance of an animation at runtime and make adjustments on the fly based on how fast or slow the movie is playing.
I've been into coding for about 5 years now, but I'm a recent convert to Flash development. One of the questions I have at the moment is, considering that SWF files can be run by either Adobe Flash Player OR Adobe AIR, what's the real difference between the two runtime environments? What API's and Objects exist in one environment, but not the other?
Basically what I'm more or less trying to establish is, when would I want to develop an SWF for AIR, and when would I want to develop for Flash Player, considering that Flash Player can also execute locally (providing support for creating "desktop applications")
ldr = new Loader(); var req:URLRequest = new URLRequest("SWF/Somefile.swf"); ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, completeHandler); ldr.load(req); Object.addChild(ldr);
That I use to load SWF movies into a flash file. I do this because I am unable to compile clips and put them into my main movie library without breaking the actionscript and causing everything to go haywire.The problem with this is that it will only work so long as the swf movie file is within the vicinity of the SWF/Somefile.swf. I need to make a standalone SWF for my purposes.
Has anyone used the compiler in CS5? I have a client that wants several Flash sites to play on Apple's iPhone/iPad. I'm doing some research now but wanted to see if anyone could add insight before I purchase the upgrade to CS5.
There are some classes that were taken out of the 4.0 flex sdk and I would like to know how to configure my compiler to use both sdk's, if it is even possible.
I have been assigned to work on a Java/Flash/BlazeDS project. When I pull down the project code, I need to run an Ant script as part of the setup. This script eventually compiles the Flash code, as seen below.[code]...
I'm making an animation in Flash CS4 and I have absolutely no actionscript in my project. At some point I added a new layer called "actions" and typed a simple piece of code in a keyframe (stop) but then I changed my mind and deleted it. But even though now there is no code in my project I still get a very annoying compiler errors window, every time I test my movie. What should I do to get rid of it?
I've read through this section of Adobe's excellent 10.1 optimization tips. I found the statement below to be very helpful. Is there anything else to look out for? Is the dumbed-down difference just: use the GPU for raster and CPU for vector graphics?
The GPU is only effective for bitmaps, solid shapes, and display objects that have the cacheAsBitmap and cacheAsBitmapMatrix set. When the GPUis used in tandem for other display objects and this generally results in poor rendering performance.
Just upgraded from CS5 to CS5.5Code that worked in CS5 now gives compiler errors:Symbol 'VideoPlayerMC', Layer 'Layer 2', Frame 1, Line 211119: Access of possibly undefined property state through a reference with static type flash.events:VideoEvent.Symbol 'VideoPlayerMC', Layer 'Layer 2', Frame 1, Line 421119: Access of possibly undefined property PLAYHEAD_UPDATE through a reference with static type Class.
my goal is to have a small circle movie clip (would it work as a movie clip?) spawn when the mouse button is pressed. I know how to add the code for the button being pressed, but I do not know how to create the object on demand.
I have been given an SWF to edit a link in the AS code. The fact is the SWF uses some XML that is generated (actually retrieved) by PHP code from a database. menuXML.load("/sub/page/dynamic.php?genre=" + genre); so the point is we can use the same SWF 'mainfraim' and fill them with different animations/sources based on the link provided in dynamic.php?genre=### Now, I've used Flash Decompiler Gold to extract all files in the SWF and can open it again in Adobe Flash to edit it. When done I enter CTRL+ENTER and there are immediately 4 compiler errors!! Errors:
1x < Unexpected 'if' encountered > 2x < Statement block must be terminated by '}' > 1x < Ecpected a field name after '.' operator. >
How can these errors be present, when the original SWF works perfectly??! If I don't manage to solve this, I'll have to find out how to create an .php file the SWF tries to use which can select the proper resources (from a database I guess) to show them (using ?genre=###)
So, I've formally logged a bug against this with Adobe as I've been beating my head against a wall trying to understand why this won't work, but I'm hoping that it's perhaps something within the Flash IDE that I'm setting incorrectly (or not setting at all) that is causing the issue that I'm encountering: I've created a container .fla that uses classes that are defined in an externally loaded swc, child.swc. I've added the .swc in the container's library path (Publish Settings > AS 3.0 Settings > Library Path) and have set its "Link Type" as "Exernal". According to Adobe's docs: