Flash - Error 1009 When Trying To Send Byte To Socket?
Oct 22, 2010
I'v been looking and below is my code.
import flash.net.Socket;
var mySocket = new Socket
mySocket.connect("127.0.0.1", 5331)
var sym:SimpleButton;
sym.addEventListener(MouseEvent.MOUSE_DOWN, symbtn);
function symbtn(event:MouseEvent):void {
mySocket.writeUTFBytes(1);
}
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When I send number (int)52 s.Send(BitConverter.GetBytes((int)872415232));, flash show me trace(socket.readInt()); 872415232 If i send 872415232, flash show 52.Why? And how it fix?
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Could you please explain how to disable this unnecassery, bogus, and semantically invalid behavior of the network communication classes when it receives a 0 valued byte? (specifically the Socket class.)
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Code:
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[code]....
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[code].....
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[Code]....
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[code]...
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private SimpleServer(int port)
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System.out.println(">> Starting SimpleServer on port " + port);
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I'm getting this error all of a sudden when I try to compile my flash file.
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I got this horrible error, But then I found this solution.[URL]
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[Code]...
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[Code]...
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Finally: I am not looking for a AS3 Zip generator. It is imperative to my project to have that part run in JavaScript
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Class called 'bg' dynamically creates a background that varies depending on the stage width & height.
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package
{
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I have the same problem of this post [url]...
But I try to put the component in the parent fla and it doesn't change anything and I still have the 1009 error. Any idea ?
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I'm having Error #1009: Cannot access a property or method of a null object reference. I'm not exactly sure how to solve this problem myself, I've traced to see if the object var enemySpawnTimer:Timer is actually null and it isn't. So I don't understand why I'm getting this error.
Anyway here is my code, it's a class I use to spawn blocks that fall from the top of the screen to the bottom and is removed from the stage once it reaches the bottom of the screen.
[Code]...
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