I am a beginner in flash action scripting program. In our project we need to modify some flash files. Client has provided us .swf files. I have decompiled .swf files using Sothink SWF Decompiler. When I copied the actionscript file into a new flash file the new file size is decreasing when compared with the original flash file.
I'm working on important project using Flex framework and i want to keep my algorithms and code secret. Is it possible to somehow protect swf file from being decompiled? I don't want someone extract my code using flash decompilers.
I was asked to edit a completed website. I was given the .swf file. I decompiled it using SoThink and converted it to a flash file. When I opened it in Adobe Flash CS4, only the intro portion is viewable in the timeline.
When I test the movie the entire website plays out with no problems. But the timeline only shows the intro/home page. I need to edit other content in the scene.
I have been building an application using CS4. I currently load the swf file into a byte array of another swf to prevent easy access, but I have been told that this will not keep out more experienced users. How can I improve on my current method to best protect my code from being stolen?
Is there any "mainstream" library used for this purpose? Commonly spread, well maintained, documented etc.I found these (using flash):
Uploadify - not many releases, latest 12/2010, no documentation (!) SWFUpload - latest release 03/2010, documentation fancyupload - looks buggy.
phpfileuploader - looks heavyweight, and looks commercial (?) I cannot read the licence (you can download it but are you allowed to use it forever without paying?) plupload New version of pure javascript (no flash) Valums' ajax upload claims to handle file size limit and progress bar, which is quite suspicious to me: these features require to guess the file size before the upload, which seems impossible in javascript (look also here). Or can it work?
I have developed a video player in adobe flash cs4 and used all vector arts but when I open this fla file in Adobe Flash CS5 and published it, the swf file size more then fla file.
I would like to run a .swf file into an existing flash file, but the dimension size of the .swf file is too big. I am a beginner to flash and not sure of the steps to execute this. Would anyone be willing to walk me through the steps to import the code?
When I preview my flash file it says that the filesize is 29kb. However when I look at the properties of the outputted swf it's coming in a t 36kb. Which is the correct size? Also what extra information is being added to push it up by 7kb?
When I preview my flash file it says that the filesize is 29kb. However when I look at the properties of the outputted swf it's coming in a t 36kb. Which is the correct size? Also what extra information is being added to push it up by 7kb?
I made a preloader for my single scene movie and although the preloader is about 16k, when placed into frame 1 of the movie and tested, the frame is shown to have about 256k, which is larger than the movie it's loading. I've gone through all the files and made sure that export in frame 1 is not checked and made sure the publish settings also are set to export in frame 1.
I am just curious to know if the amount of classes you import into your flash class, affect the size of the class, the size swf file, or the amount of memory allocated. If so, does this affect take place before or after you initiate the class.
we are doing a seamless interactive video-game-video project, but are having optimization problems. Because the client wants a full-screen option for both the video and game segments, our file size is too big. Any advice on how to minimize load time yet retain a relatively high-quality image standard? The h.264 image quality, but there are licensing issues, and we need the transparent alpha channel for the video segments.
Whilst I did some flash YEARS ago, I am now needing to get back into it. And whilst I have a course booked, I need to do something now. I have downloaded a flash file with a mask from an image website. I want to double the size of the file, but the masking now only highlights part of the image.
i created a flash website but the problem is the size is to large to fit on screen i have imbeded buttons, Movies clips, masks, and about 7 different scenes in this 13 mb movie what do i do to make the physicle size of the objects on screen so i can view it on my sceen?
I've been given a Flash file (.swf extension) to put into a web page. Opening the file in my browser makes it quite blurry, so I'm assuming there is a natural size for the file, same as an image.
It's also rectangular so I need to work out the aspect ratio if I don't have an exact size. How would I find this information out?
In a project we use large flash FLA file with lots of graphic assets, but the actual data that is changed is just in a few symbols. Sometimes it is not very efficient to transfer the whole FLA file that comes up to 20MB now.
I was thinking about using Shared Libraries, but it seems that, even if you import external library, it still copies the whole assets into the destination file, but does not link it from external file. Consequently, size of the FLA file still remains the same.
Is there any way to split FLA files into few separate in order to minimise size of the most frequently updated file and keep all unchanged data in another file?
I have a multipart html form with a file input element and would like to check the size of the selected file before uploading. I can access the file path using the value attribute, however is it possible to pass that path to a swf and have the swf return the file size or is this blocked by the flash sandbox? Are there any existing projects that already do this? I'd like to avoid replacing my file input element with a flash uploader if possible.
I created a swf file for one my clients using a screen size of 1024px x 768px (4:3 ratio), now my client wants to re-use the video in a bigger screen (TV) that still uses a 4:3 ratio but the screen size is considerably bigger (I do not have the exact size yet). Do I need to recreate the flash file using images that fit the new screen size, or the fact that they both use a 4:3 aspect ratio means that the image quality will not suffer?
I have a small question about the size of images imported to flash.Recently I imported a series of png images to flash CS5 to be used in an animation, 92 images to be exact. Each image was 34Kb size. Before I imported the images, the FLA was 6kb, and after I imported them the FLA was 160 MB large. Now 33Kb * 92 isn't 160 MB, so why does this happen? Is there any way to decrease the image quality or something when importing, or do I have to do that manually when creating the images?
(I used photoshop, and the images have a transparent background if that makes a difference).
I've created an eBook that's 972 X 500 pixels (13.5" X 7"). The image in the browser is roughly 9.5 inches wide. Is there a way to make the browser display the image at actual size? Am I missing something here? The SWF file does print out at the true size from the browser.
What is the reason for the enormass bloating of FLA file size, when many edits and saves are made to a FLA file, yet assets are not being added to the library? What is the best technique to keep FLA files smaller in size? (with the problem described below. I am not talking about published SWF files or asset management)Over many edits and many saves of my FLA files, they become 30 times the size on disk from where they start out. Example 750k can get as high as 34mb. In the past "save and compact" used to fill the role of reducing FLA file sizes but now that feature is gone.When I save as a CS4 file then back to CS5 the file becomes much smaller after it has become bloated, BUT I take a risk every time I do this that the file will become corrupted (I've had corruptions happen).I have read that files which were created in CS5 and are never in the format of CS4 don't have this problem, but I find that theory unlikely since I have tried to follow this rule to no success.
I have also read that every FLA file tracks its "history" of assets. So adding and removing assets to the library will sometimes cause bloating because old assets that are removed from the library remain in the FLA file. This seems bogus because there is no purpose to this, but could be an indication of a bug in Adobe Flash Professional CS5, and CS5.5.Personal details: the files I am editing contain personally created flash components, images, audio, many symbols (20+) but no embedded video.For me personally, this bloating is a problem because I'm dealing with hundreds of flash FLA files that should be about 1-4mb in size but are instead much larger. The overall effect is that I end up with gigabytes of files instead of hundreds of mbs.
what is the total maximum file size that the flash cs4 library can hold?? because im experiencing error, right now, i have too many objects in the library.is it because of the too many items in the library?
I'm using the Flash CS4 IDE, and the first page of my site takes a lot longer to load than I want it to. So I wanted to go through the varied images / symbols / movie clips / sounds and so on to see where all the memory is being chewed up. When I go into my library, however, I can see the Name, LInkage, usecound and Type of my elements, but no mention of file size and I can't seem to find any right click menu that lets me add file size to the list of details being displayed. Is there a way to make it show file size? Or some workaround? And are there any best practices to reduce file size aside from using symbols for anything that's used more than once and reducing image and sound quality?