ActionScript 3.0 :: TError While Testing CS3 App In CS4
Dec 8, 2008
I have been attempting to test an exercise file for a Trivia Game written in AS3 using the Flash CS3 IDE. Unfotunately I have been receiving two errors each time its run while using Flash Professional CS4.[code]
I basically need to scale an object up when the user rollsover the button which I have created dynamically already and I need to make sure the object is fully scaled up before I can allow the user to scale it back down again.Ive tried putting 2 tweens (x and yscale) into a function but not sure how to check if the tweens have finished. Im assuming if I check the function is complete it wont take into consideration the tweens may still be running.
In the duplicate movieclip tutorial on Kirupa I want to jump to a scene when a certain amount of movieclips are created. Here is the actionscript I have on my button which duplicates the moveclips:
[AS]on (press) { i = i + 1; duplicateMovieClip (_root.circle, "circle" + i, i); if (i == 20){ gotoAndStop("Scene 2"); } }[/AS]
I presume that when the button is pressed the movieclip "circle" is duplicated with increasing numbers created in the duplicate instance, i.e; circle, circle1, circle2 etc...So, how do I create a small portion of actionscript that detects that when the 20th movieclip of "circle" (circle20) has been created and execute my script (which, at the moment, jumps to another scene)? As you can see, the part in bold is the actionscript I thought was needed, but it doesn't seem to work.
I'm using Adobe Flash CS4 on Mac (windows i'm sure i can figure out how to fix it on the mac version)I'm trying to sync some animation to sound, and my sound is all in one big file. I'm wanting to go through frame by frame and tweak it (Yes, it's a frame by frame animation, no tweening here don't ask why, it's just not), anyways, I keep trying to use the "Control -> Play" button to keep playing the sound from the area I'm working on so I don't have to start at the beginning everytime. After I hear the section I want, I want to just push "stop" and everything stop, including the audio. It would stop everything before, but now it's not stopping the audio so it will just keep playing even though I had hit stop.?
if the Flash IDE provides a way to test snippets of AS code without actually putting the code in a frame and playing a movie. In Visual Basic, for example, the IDE provides an immediate window. I can key in something like this:
Flash CS5.5 crashes when testing this movie using CTRL-ENTER a few times. Sometimes, a message warning that the Java Virtual Machine is running out of memory appears. I would like to know whether it is the FLA or my Flash installation that is corrupt.
I have a 1mb fla which publishes a 240kb swf when I save the fla and either test movie or publish it takes about 1 to 1 1/2 minutes to publish. I publish other fla's with swf's of up to 650kb in 3 seconds.
We have a flex based UI whose functionality (eg: login, logout) needs to be tested periodically in IE 7. Manual testing takes a lot of time and hence we want to automate it EDIT: We dont have the source code of this app uder test so cannot use something like FlexUnit. Is there a way to automate this testing?
I have heard of FleXmonkey, but have read negative reviews of it and hence wary of trying it.
I am making a maze game and i have the edge of the maze as a movieclip. I'm trying to test if the player hit tests the maze to make him stop using this code.
If(player.hitTestObject(Maze)) { function() }
But wether or not It's actually touching the maze (it's in the empty space on the inside) it always registers as touching.
I recently finally moved across to my Mac for all of my development work. The main problem I have come across is not being able to test any of my work in a SCORM test suite. The one I have on my PC is the ADL test suite which does not appear to be compatible with the mac, so does anyone know of a suite that is?
I am sure that I am missing something simple but I am doing an overhaul of a flash chat application that I wrote a few years back.I have everything humming along in Actionscript 3 and it works well when I test the .swf in Flash CS3 Pro but when I publish it and view it in the browser, I get no joy.I can see the flash plug-in retrieving the crossdomain.xml in my web server's root directory but in the browser, the XMLSocket Object fails to connect I installed flashpolicy server that is responding on port 843, but again, through the browser, the XMLSocket Object fails to connect.I have tried both Firefox and Safari browsers with the same result.I have swapped out the XMLSocket Object for the Socket Object and I am able to connect to my socket server, from within Flash CS3, but not from a browser.
I added a bit of Action Script 3.0 code into a premade flash file that came with my website template.I wanted to link a navigation button to an external url, heres the code:
I have a website , which uses rich flashes . I want to automate the testing of various UI navigation/features - so that for each build/release , I can quickly validate the integrity of UI with these tests. I do not want to do the unit testing of action script APIs , instead I want to simulate the user events and assert the response against the known good results. I tried with Selenium, [URL] but if fails to record/recongnize the events fired in the flash component. Is there any tool (preferable Java based) available?
I'm having trouble testing for an object's visibility on the stage without using an event listener. I know this is pretty basic, but I can't seem to find anything online and none of my flash friends are around eitherowing code, what is it that I need to do to activate the function? I thought you could write a function without having an event listener.
function test (e:Event) { if (square_mc.visible==true) { trace("square is visible");
I know its possible to hit test From something without an instance name if you have it in a seperate .as file. All you have to do is type in this.hitTest(InstanceName);
But, Is it possible to do a hit test from something without an instance name against something else that doesn't have an instance name?[code]...
I'm using Adobe Flash CS5, ActionScript 3.0. I've created a simple file with a few animations. When I press enter, the movie animates perfectly on the stage. But when I press Ctrl+Enter to view it in test mode (and when I export to SWF), one of the five layers just doesn't appear. It's as if I never created the layer! What could be causing this issue[URL]
I've followed several instructions on how to develop a simple iOS app. I've managed to go all the way through and Publish + create the .ipa. I'm able to then add the file to my iTunes library, but when I then try to add it to my iPod Touch (2nd Generation) I get the following error:
The app "XXXXXX" was not installed on the iPod "XXXXX's Ipod" because it is not compatible with this iPod.I've even tried it with a simple "Hello World!" app but I get the same error.I'm using Flash Pro Cs5.5 on a Windows PC.
In Flash 5.0 i could create a file with ios-settings and test it on my pc by choosing Control/Test movie/Test or by using Ctrl + Enter. A new window opened. Now I have upgraded Flash to 5.5 and when I do the above nothing happens. In a tutorial I could see the teacher testing his ios-file on his mac so it seems like it should work.
I'm having a serious problem with looping through an array. I'm trying to hitTestObject every MC in an array against every other MC in that array.The issue is that in my hitTestObject statement, if obviously looks at only 2 elements at a time.When 2 MC's touch, I set a property called "Touching" to true.The problem is these are moving MCs and at any given time only 2 out of 3 are touching.So what's happening is:The loop runs once testing Array[0] and Array[1].Say those are touching.It sets their "Touching" properties to true(thats what I want).THEN, it runs again testing Array[1] and Array[2], and finds that they are NOT overlapping.It this process it sets both of their "Touching" properties to false, EVEN THOUGH one of them may be overlapping a different array object.I want to individual set the "Touching" property for each array object.Right now these properties are getting overwritten even though 2 out of 3 objects are actually overlapping.[code]
I am developing a "dumb" front-end, it's an AIR application that interacts with a "smart" LiveCycle server. There are currently about 20 request & response pairs for the application. For many reasons (testing, developing outside the corporate network, etc), we have several XML files of fake data, and if a certain configuration flag is set, the files are loaded, a specific file is parsed and used to create a mock response. Each XML file is a set of responses for different situation, all internally consistent. We currently have about 10 XML files, each corresponding to different situation we can run into.
This is probably going to grow to 30-50 XML files. The current system was developed by me during one of those 90-hour-week release cycles, when we were under duress because LiveCycle was down again and we had a deadline to meet. Most of the minor crap has been cleaned up. The fake data is in an object called FakeData, with properties like customerType1:XML, customerType2:XML, overdueCustomer1:XML, etc. Then in the FakeData constructor, all of the properties are set like this:
And whenever you need some fake data (this happens in special FakeDelegates that extend the real LiveCycle Delegates), you get it from an instance of FakeData. This is awful, for many reasons, but it works. One embarrassing part is that every time you create an instance of FakeData, it reloads all the XML files. If there's a design pattern that is not Singleton that can handle this more elegantly. The constraints are:
No global instances can be required (currently, all the code dealing with the fake data, including the fake delegates, is pulled out of production builds without any side-effects, and it needs to stay that way). This puts the Factory pattern out of the running. It can handle multiple objects using the XML data without performance issues. The XML files are read centrally so that the other code doesn't have to know where the XML files are, and so some preprocessing can be done (like creating a map of certain tag values and the associated XML file).
flashwatir appears to be dead.is there anyway I can interact with objects in flash apps ?ike clicking button and such from a gui-less linux server ?likeflashapp.button.click("flash button")puts flashapp.button.text # returns the text label of flash button
My question is about XML loading. I need to avoid xml caching. On a web server, the technique is adding a random param to reload each time the XML file. But on local testing (in Flash CS4 IDE, CTRL + Enter), the following lines are not possible :
var my_date : Date; path = "toto.xml?time="+my_date.getSeconds()+my_date.getMilliseconds();
Is there any trick to bypass this issue ? I've read on different forum about the "delete" method, we delete the xml object and then recreate one new.
I want to automate testing of flex application. I have heard that Flex provides with classes that help you automate the testing. But I don't know where to find them and how to use them.
Possible Duplicate: automate testing in Flex I want to automate testing of flex application. I have heard that Flex provides with classes that help you automate the testing. But I don't know where to find them and how to use them.
I am using Quicktest professional 11 trial version. I have a flex application for testing. When I try to record action performed on the flex application. QTP stores it as MacroMediaFlashPlayerActiveX rather than the origin button or link. I am using flex 3.5.0 and internet explorer 7.
I am making a simulation that involves particles dynamically added to the stage (lots of circles). When these circles collide (which are actually movieclips) they need to rebound (momentum switched). I have no problem with the physics but do not know how to efficiently check for collisions. It boils down to being able to 1) Check if a particle is colliding and 2) Getting which other particle (object) is involved in the collision?
I would ideally like particles to be able to check for their own collisions and adjust their own momentum, not just some meaty Render() function running on every frame. How could this be done?