ActionScript 3.0 :: Flash With Compiling No Errors But Flash Won't Execute The Code
Apr 24, 2012
I have an weird issue with a fla file. I've worked on a big project for a long time ago. I use cs4 to compile the fla and Flash Develop for the classes. Yesterday I compiled many times and suddenly CS3 stopped executing actionscript. There is no compile errors, nothing. Just doesn't execute the code. I typed a simple trace in the first frame and deleted the symbols on the stage - it didn't trace nothing.When trying to compile this file I noticed that the size of the compiled swf cut down in the end of compiling - in decreases from 700KB to 300KB. I made a size report - it is strange that action script bytes is only 6, but I have many (about 100) classes:
i have built a custom class, which i call from a frame script. the custom class takes only one parameter, which is a string URL of an XML file. SUDDENLY, when i move all the files off of my desktop into a different folder, i receive compiler errors, stating it can not find my custom class .as file, even though it's in the same folder! why is this happening? here's my entire frame script:
I download Flash CS5 and I try to execute it without an error message coming in and basically the program does not start.The message goes as follows:
Flash.exe - Entry Point Not Found
The procedure entry point ?ik_treelsActive@CFlashIK@@QAE_NJ@Z could not be located in the dynamic link library FlashIK.dll.So then I tried to install the updates via the website and the AdobePatchInstaller.exe and I get this:
Some updates failed to install.
Update is not applicable.
So here I am unable to start Flash CS5. Anyone know a way to fix this issue?
I am getting a strange issue in Flash CS5. I have a .fla file that was working fine up until recently. Now, when I Ctrl-Enter to Test Movie...nothing happens.
I have a Document Class set up (and when I click the pencil button, it opens up the right script, so Flash knows where the code is) called Main. In the constructor, there is a trace('Main()') just so I know the constructor got called, but that trace isn't showing up. A few days ago this same code was working fine, so i'm guessing I knocked around a setting or two in the IDE (not sure which, since Flash has the classpath set correctly)[code]...
i'm wondering how flash works when it comes to executing code. when exactly does it begin executing onEnterFrame actionscript, and what determines fps? for example, if you have your movie/game/whatever set to run at 60 frames per second, does flash wait 1/60th of a second before it begins executing code and determining how to draw everything, and then finally loads the frame when all the necessary code has been executed? or does it begin to do things in advance, before the frame is scheduled to be loaded?
I am trying to execute code if the mouse is on a certain position in the stage, but the code should stop as soon as the mouse is pressed and then start again as soon as the mouse is released.Here is my code:
stage.addEventListener(MouseEvent.MOUSE_MOVE, mousePos); function mousePos( e:MouseEvent ):void{[code].........
The company I work for outsourced the development of a flash project which I have now taken over. We had a handover from the developer and all was working well. However, I have moved all files onto a new machine and now I get several errors when I compile. The project is set up as follows (this isn't all the folders): mainFolder mainFolder-in mainFoldersrcfolderB mainFoldersrccases mainFoldersrccontainerMain.fla (and Main.as)
When I compile Main.fla (all fla's are set to compile to the bin folder) I get the error - 1046: Type was not found or was not a compile-time constant: PageEvent. Which refers to this line in the class - protected function pageEventHandler(e:PageEvent):void
PageEvent is a class that is found in the folderB directory - mainFoldersrcfolderBevents It is imported into the Main class - import folderB.events.PageEvent; 3 errors appear, all the same for the 3 times the var e:PageEvent is referenced. It seems that the main.fla/.as cannot find PageEvent class.
Another example is this: In the directory mainFoldersrccases is a class Case1.as/fla this class extends CaseSpaceCore which is found here - folderB.pages.cases.spaces.CaseSpaceCore; and is imported into Case1.as When I try to compile I get the error - 1017: The definition of base class CaseSpaceCore was not found. and then other errors about overridden methods that is cant find because it cant find the base class.
I am using Flashdevelop (if that makes a difference) as did the developer. I have tried adding the class path in the project settings to srcfolderB but this made no difference.
In Flash AS3 i wanna write the single try catch block in order to catch any errors in whole class. For ex, i have a lot of functions in myClass.as. I don'w wanna write in each function try catch blocks in order to catch errors in this function. Is there any methods to do this?
I run through the process of making code for a whole scene without compiling periodically I overlook where a child is added to and try to remove it from somewhere else. However, I dont believe this to be the case on this occasion. I have only two funcytion that deal with the addition and removeal of the children of the mc that is throwing me errors. If I add the simple:Code: Select allif (holder.contains(thisChild)) {It stops the error but doesn't fix my actual problem...
Code: Select alloverride public function unLoad():void { for (var i:int = 0; i < currentDeck.length; i++) { currentDeck[i].removeEventListener(MouseEvent.CLICK, clicked);
When I place some codes in a keyframe, these codes are showing on all the following frames up till the next keyframe with codes. My question is, does Flash execute codes only in the keyframe or it execute whatever is in the frame regardless whether its a keyframe or not?
Having done some programming in Groovy, I know you can write test code in the Groovy console. I classify this as true a scripting language as it doesn't force you to have a class definition. So I'd assume with a name like ActionScript with 'script' in it's name that, you can write a series of statements that act linearly, such as a sequence of variables assignments, their manipulation and dumping out a value.
My question is if this is possible, how do you go about doing it, in order to test some code with ActionScript3? Does the code have to exist in a package?Can the code exist on it's own? (If so, what would the name be you'd give to the source file in order to compile it from the command line?
Would you use mxmlc?
Would you use compc?
I've heard about fsch too. How about that?I also read about a command called 'asc' in R.Braunstein's AS3 Bible 2nd ed (P8), but don't even see this in the SDK bin folders.... So what's that all about? Assuming I've managed to compile this name.as file, how do I execute it and see results? Do I have to run it through a browser and the HTML template, or can I execute from a command line?
Do you have to have a class in the source to bypass this? Can the code block be placed outside a dummy class? If so, does it have to exist in a function? Or can it exist on it's own?Does it have to exist in a code blocks, by wrapping them in curly braces?
I have a for loop generating a string that needed to be executed as code.
var new_content_string:String = content_string.slice( 0, -1 ); // After generating my string, I slice the last letter.content_txt.htmlText = HERE // Here is the place I want to execute my string
Im working on a small project for school and im drawing a stickfigure with action script by drawing a line from his body to a moving point which represents his hand. the line bends at the elbow when the arm comes close and keeps a steady length. I've got 1 arm working perfectly fine but for the other arm and legs i want to do the exact same thing but i dont want to copy/paste all the code and change all the variables for each arm. How can i get AS3 to use the same code but just change the input and output variables?
I am new in AS, anyways here is what i want. i have a button in Frame 4 which perform some function on frame on a specific area of movie. now i am on Frame 1, i want to make a button which 1st goto frame 4 then execute that button's code
I have unfinished code I'm working on. It has a listener event and a function. I notice when I put the for loop outside the function (it would be below the last line) it doesnt execute. Why doesnt the code I type outside of the function execute? I need to know for future reference
i have created a movieClip in the authoring enviornment. i dynamically get it to play and then it pauses at frame 20. how do i dynamically tell when frame 20 has been reached and then execute the next code?
I have been trying everything I can find to have code start on the window.onload event that uses callbacks exposed via the ExternalInterface. I've had many of the attempts working in IE, but Firefox is causing me grief.I tried simply calling the code via an "onload=" statement in the body tag for starters, but that didn't work because (I'm assuming) the Flash piece wasn't loaded when onload was called. So I tried putting a line in the Flash that calls a javascript function once it's loaded up. I tried this both by putting the ExternalInterface.call statement in a "this.onLoad=function(){" block as well as just putting the call at the end of the statements on frame 1 of my presentation (with a stop() on the frame) - either way it isn't happening in Firefox.I also tried using a setInterval in Javascript to test to see if one of the methods exposed via the ExternalInterface is an object (or not undefined). Once again, it's working in IE, but not in Firefox.[code]
The only other thing I can think of at the moment is using the swfObject for writing the flash tags to the page, but I'm already writing them from an external file (and removing the IE "Click to activate this control" issue in the process). All these methods work fine after the initial load (although I also had issues with Firefox when I simply try to call the onload instructions after a setTimeout command as well).
I am new to creating Flex applications and trying to target Flash Player 10.2 with my first. I have created it using Flash Builder 4.6 and compiled using the 4.5a SDK. I've also set the option to target 10.2.0 in the the Adobe Flash Player options. When I create the release build, there are no error and the resulting HTML file contains the following:For version detection, set to min. required Flash Player version, or 0 (or 0.0.0), for no version detection.var swfVersionStr = "10.2.0";However, if I try to visit the application in a browser with v10.2 of the plug-in it says 11.1 is needed. I also have the same problem with a simple Flash CS5 animation that only uses stop() and getURL(). The animation works but doesn't stop.URL..
I have flash application with main document class, components which are on the scene are instancied at runtime, contrustor of these components are call before main class, but i'd like to execute code before main class and components instanciation, how can i do this ? i tried to create an actionscript layer at frame 1 but still not work.
I have embedded an swf into my html. This swf allows a user to send an email to someone. When the email is sent, I need the html page to execute some code which uses an external library (Not load a new page). Is it possible for my html page to know when an email has been sent?
In ActionScript 3.0, I have code that displays a list. When a row is selected, how do I add a listener to execute code and how do I extract the position of the selected row
I have a swf file that will execute code when the mouse leaves the swf on screen. Everything works fine on a pc and a mac. But on a pc that has player 10.0.32.18 installed throws the error below. TypeError: Error #1009: Cannot access a property or method of a null object reference. at main_fla::MainTimeline/mouseLeave() This error is thrown out only when I try to call a function inside of loaded swf that is on the stage.
Since I purchased flash CS4 (upgrading from flash 8), I have gradually shifted from writing code in AS2 to AS3. Now all of my projects are in AS3 except 1, it's an old legacy project written in such a way that conversion would be almost impossible. Earlier today I started to work on it and then tried to compile it causing flash to crash. After about an hour I realised that whenever I compile an AS2 project flash crashed. After trying to download patches, restarting countless times and searching the internet for similar bugs, I uninstalled and reinstalled flash. But to no avail, the bug persisted. So I decided to create an acount and post about the bug I encountered on this form, hoping that somone might know about it.