ActionScript 3.0 :: AIR Copying A .app Using File.copyTo
Jun 10, 2010
I have been working on an air app for the last few days. It's pretty much finished except for one thing.
There is an export button on the app that copies both an exe and app. Now this is where the fun starts. When outputting from the Flash IDE, it works fine. The projector .app runs fine. HOWEVER, when running from the installed AIR package, the .app copies fine, but will not run properly, it just tries to open then doesnt do anything. If I manually copy the .app into the folder and then run, its fine.
Im pretty sure its something to do with folder permissions on the new .app, because obviously a .app is just a package folder.
[EDIT] Well i think i have found the reason, it looks like that when the .app is Packaged into the Air file, it corrupts it somehow... now to just find a fix for this heinous Air crime.
I was working with FMS 3.5 and using the function 'copyTo()' to copy a file to a desired location. Code: fileObject.copyTo("store/"+name+".flv") store is a virtual directory defined in Application.xml file in the server side and name is a variable that stores the fileName without extension This was working fine with FMS 3 and FMS 3.5. Now, I moved to FMS 4 and noticed that this copyTo() function is not working. In the FMS Admin Console, it throws an error:Error: File operation copyTo failed.
I don't come to you guys for help until I have completely exhausted my other on-line sources. I want to copy my buttons and their functions from one file to the next with out having to recreate it each time.
I have created a small flash application. There are swf files, folders with xml files and the base exe file.The application has been burned onto a CD and will be replicated. The client is concerned that someone can take the CD, copy the files to a harddrive and then duplicate the CD themselves, possibly selling it.How can a CD, with flash content be replicated and not allow files to be copied
This bit of code works perfectly well in a test file with a single button[code]...
... but when I copy it into the file I'm working on, which has no other actionscripts or buttons, just a lot of animation I get this compiler error[code]...
I create a application for file copying . it takes 5 min so i need to show some flash animation in my application .. for e.g File copying animation can u send any screen shot or sample animation for file copying (e.g vista file copy animation)
I have four games that are very similar with certain names, colours and fonts changing in each. To design these, I built the first and changed the rest - updating what was needed. I then had to go back and add a few scenes to each - which were all the same save for a few word, colour and font changes. I updated game 1, but can't find an easy way to transfer the new scenes to my other .fla files.
I understand that you can select all frames and then copy these for pasting in a separate .fla file. However, this merges all contents to one layer and does not copy the actions for that scene. I also understand that you can embed a .swf of these new scenes within the other games - but this would not allow for changes.
I was hoping that someone could tell me how to copy a scene from one .fla to another - keeping all layers and actions intact.
i am happy with it and now want to repeat it with all the other images in the slideshowhe problem is, when i copy the keyframes (with a tween) on the first image that animated and try and paste them onto the 2nd image in my series, it actualy charges the image as well ! So that the second image becomes the firts image on the keyframes.Is there a way just to copy the opacity and motion animation ONLY ? My guess is there must be because to animate each picture by hand with a custom ease in & out curve would take forvever
I want to copy some text to edit in the same style and size etc, however when I do change the wording, it changes the original too. How can I do this so only the copy changes when editing?
I have an object, which I would like to copy into a new object. This new object would not be a pointer to the new object. I need it to be totally independent, yet identical to the first object. Example
This is probably something really simple but I have this multi-dimensional array which holds vital data. At one point in my program I need to copy the array so that I can sort it numerically and display the data, without permanently altering the original array order. I thought okay, create a new array and copy the original array data into it.[code]...
Im working on an application for a website. When the user finishes entering all of the information into the Flass application, they press a button. I want it to open another page from that website and enter the information into it.
I have a movie clip with a graphic. I want to copy the clip and change its colour. How do I create a copy of the movie clip change its properties without the other movieclip's properties changing as well. I have it now. I was copying the instance not the graphics themselves.
I have a text field with a variable name of "name" I have a second text field with a variable name of "name2"I have a buttonWhen the button is pressed, I simply want the text that the user has entered in "name" to appear in the "name2" text field.What action do I need to add to the button?
I'm sure Adobe is sick of hearing about bugs, but.... one issue that I've noticed with Flash CS4 that was never an issue in CS3 is that when selecting the frames of a complex animation, copying them, and pasting them into another Flash file, often results in some of the artwork getting mixed up.
I am an newbie trying to take an existing Flash game and modifying it for my own selfish goals. I am duplicating symbols and trying to preserve all of their actions so that I can then swap them out for my own symbols. When I swap, actions are preserved, but I have run out of symbols to swap, so now I am trying to duplicate the remaining symbol so I have more to swap with, but when I duplicate the actions are lost. I have adjusted the actions code to accommodate more symbols ( or at least I think I have)
I have two flash files, the one Im editing and the original. I want to copy two perfect layers from the original and past them on the one im editing, but each time I copy, it only copies the image, cant copy the entire layer with the animation.
so I am trying to move the contents of my Flash movie to another, I want to keep thier file structures and tweens. I can keep the file structure but when i move the layer to a new movie clip or file, the tweens are shifted from their original place. how can i move them but keep their coordinates as well.
I have an .fla I created a while ago. In it is a movie clip in my library which I now want to use in a new .fla. This movie clip is reliant however on an image which is also in the library. I have tried selected both the image and movie clip, copy them, and paste them into my new library, but this doesnt work. I have tried cutting... I have tried duplicating and copying the duplicate. Nothing seems to work. Is there anyway of getting a symbol from one library into another?
I have Flash installed under Vista 32bit.I am using a Flash based graphics package that will not copy to or paste from the clipboard.Latest Flash is installed.
I have two classes, call them A and B. They both contain a Loader object. In class A I load content into the Loader object.
public class A { var loader:Loader; public function A():void {
[Code].....
But that's not what I want. I don't want to manage a bunch of children when I know I only have one child but just want to change its content.
Is there a way to copy/assign a Loader directly? I tried assigning to 'content' but that's read-only. Basically I have an array of Loader objects that all get loaded with images. I then have a single Loader that's on the stage and I want to assign to it images (Loaders) from my array.
ObjectUtil.copy is a good technique for copying Objects. But after having a lot of problems using it to copy other classes, I guess it is not the solution I'm after.How would you approach the copying/cloning of instances of a class that you've defined? Maybe defining a function withing the class to copy it?It is cool that most variables are passed by reference in flex, but sometimes is annoying not having control over this (sorry, I'm too used to plain C).
UPDATE: I can't make the ObjectUtil.copy() work with a custom class is... is there a way to copy, by using serialization, a custom class? Did you use successfully a ByteArray copy with a custom class?
I am playing around with an old Zelda: Link's Awakening tile set, and was trying to make an application that will display the current selected tile.
I am well versed in as2 but have never had need for the bitmap classes until now. I have found examples of the copyPixel() function that work but could not get it to work in my code.
I have attached the .fla file I saved it as a CS2 (Flash 8) file. (I use CS3 and/or CS4 depending on which computer that I am currently using. This one is in CS3)
I am working on a program with a number of particles that fly around and can collide with each other.I keep all of them in an Array named "particleArray" However, when a collision occurs, I want the two colliding objects to be deleted, and 1 new one formed in their place. I can't do this with just one Array because it affects the order/length of the Array while it's still running through a for loop.
i'll just create a temporary array, make that a copy of the master array, make the changes I need to that one, and then when the master array isn't being used, I can copy the contents of the temp array back into it to be used for the next frame.However, flash doesn't seem to like this. I've tried splice/slice/and concat and get various errors. All the tutorials for copying arrays involve creating a new array and setting it equal, but I need both arrays to be persistent and global, only created once. Do I have to create a for loop to manually copy between the two?
flash hates this code, that I thought would be simple and work:
particleArray = particleArrayRefresh.splice(0); // empty the temp array into the main one.
All similar things i've tried have failed as well. It doesn't seem to want to set an EXISTING array in this way, but I really don't want to use an innefficient for loop to tax each computation cycle more.
I am attempting to follow a tutorial on [URL] to make a shooter game through flash animation. I am currently at a step where I have made a motion tween and the directions say to copy the motion tween into ActionScript 3.0. I did this by right clicking on the motion tween and selecting "Copy Motion as ActionScript 3.0" (As the directions said to) When I paste my code, however, it looks nothing like the code from the tutorial, even though both are ActionScript 3.0. I am creating a motion tween on a different movie clip (movie clip is named monster, instance name is boy) than they are in the tutorial and I'm sure my dimensions are different, but I can't imagine those two changes would alter the code as much as they are. This is the code from the tutorial:
I tried simply adding this chunk of code, (the "import fl.motion.MotionEvent;" part at the top of my code, and the rest at the bottom right above the last } ) to the code I get from copying the motion tween. I have tried changing the "this" to "boy" (my instance names), but when I ran the swift I got two compilation errors. One says "Symbol 'monster', Layer 'actions', Frame 1, Line 40 1120: Access of undefined property boy." and the other says "Symbol 'monster', Layer 'actions', Frame 1, Line 36 1120:Access of undefined property boy_animator."
I have tried changing the boy_animator to __animFactory_boy, because I see this in the code, but that just changes the compilation error to "Symbol 'monster', Layer 'actions', Frame 1, Line 40 1119:Access of possibly undefined property parent through a reference with static type fl.motion:AnimatorFactory".
I just saw one of the Sears websites in which you can "copy" a portion of the swf using a selection window. Once they click and drag and release the selection window, another swf pops up with their selection in it. Can someone point my in a direction for this copying functionality?
add the child to the new parent and it would automatically be removed from the old parent. However, these were Actionscript 2.0 forums and thedidn't work - it removed the child but never added it back.
I am having a problem which I I'm pretty sure (hope), there should be an easy answer to. I want to take frames out of a movie clip in a Flash file and paste them on the main timeline. The problem I am having is Flash is pasting them back on the stage in a different spot than where they were when I copied them. This is totally messing up my tweens! Is there a way I can get Flash to paste them in the exact position as they were in when copied?
When I use Bitmap.draw() to copy a displayObject do I lose the transparency? In one case I might be copying a .png file that had transparency and in another case I'm copying a composite image made up of multiple DisplayObjects. It seems as though the resulting images are bitmaps with no transparency.
Is it possible to duplicate .png files in memory, preserving the transparency and having unique objects for using in different places in the display?