I'm trying to recreate a modernized version of this tutorail here - but I'm having problems building building and referencing an SWC file for inclusion in my project in Flash Builder. Whenever I try to reference the SWC, flash says it's "not a compile time constant" - can anyone help me with the process of building a SWC (mainly, naming it so that Flash Builder can reference it) - and then, in Flash Builder, creating that reference to the SWC?
I wanna creating a flex application. In that application left, down and right side will be same all pages but on center screen will be changed in order to click event. Is that possible? When i click button on the center screen, center screen will show another MXML (call another MXML but left, right and down side will be same). How can i do that?
In TFS 2010 build, I have a new build and I want to call an ant script that builds Flash. How do I call the ant script? Also How can I compile the Flash directly? I've seen the Power Tools and this question but it doesn't help me as we don't have TFS 2008. I can't find any documentation on how to use the power tools except the 1 sentence on the bottom of download page saying to create your build the old way and import it (which isn't very helpful). I've installed the power tools on the agent computer but I don't see any new options in the Toolbox when I'm designing the build flow.
I just started working with ant a few days ago. Right now I have a general buildall.xml which should call each project's build.xml. Because some projects depend on each other, I need to rebuild some other projects which depend on it. This isn't a problem--I'm just setting the depends property of the target. However, ant is always building the dependencies, even when the files haven't changed.Let's say project1 has no dependencies; project2 depends on project1; project3 depends on project1, 2; project4 depends on project1, 2, and 3; and so on.I could hack a solution which looks at project K, and checks if project 1 .. project K have updated files using uptodate. If so, then run the target. This is messy and appears unnecessary.
What is the cleanest way to implement this?EDIT: So I decided to just hack in a bunch of targets, "check_projectK" where it does the uptodate checks on all of its source files, its build file, and the build files of the 1 .. K-1 projects. Due to dependencies, this is always handled correctly. However, this is still a large amount of copy and paste for a large workspace.
I am using an include file, and I've noticed that sometimes the the fla file does not refresh new changes to my include file. When exporting with "Ctrl, Enter" Is Flash loading the include file from the cache?
Using FDT, when I have a debug configuration with several operations in the launcher chain and the final launcher opens in Flash Player, how can I retrieve the build output from the console once the build is complete and Flash player is running?
It seems that once Flash Player has started the console clears to make way for the application's trace output, but I need to be able to look back over the events and build times for each item in my launch chain while Flash Player is running. Is there a setting I can enable to either log my build output to a file or to preserve it in the console?
Edit: I know I can still read the info when building normally, this question is specifically for building with the debugger.
I'm trying to make a flash game where people write small files, and they get included into the game. However, I need to use #include with a variable, but it won't let me (malformed). I need it to be a variable so the user can choose the file to be included. Anyways, how can I get around this? I need it so it will import the script and use it, if theres another way I'll be happy to hear.
You know them flash decompilers - can they read your comments you leave in your code?Also, is there anyway to remove the comments if they can -- and can you somehow remove all whitespace and compact it so the swf runs faster, better, and is a smaller file?
I'm trying to create an installer file for my AIR app. I export release build and include all my elements, i.e. assets, a 3rd party .exe file, etc. But my output says file is damaged. Is there s/thing about this .exe file that is doing this? Do I need to create a customer installer to handle running this?
I copied and changed the default (Flash Only) html publish file but when I publish my flash file, it doesnt create the AC_RunActiveContent.js file. How can I get Flash to include AC_RunActiveContent.js file when publishing?
All I want to do is include a "game" into a main swf. I'm learning AS3/Classes atm as well, usually I code on the timeline, anyway my Main.as document class looks like this:
i have developed an actionscript 3 app and deployed it on air, now when i compile it, it fails to add to the bundle the import classes i have used... How can i add all imports to the compiled .air bundle ?
I've really struggling to understand where to go next I have a file called data.as which contains a URL with a unquire id on for example index.php?id=6957 however depending on which computer the exe projector will be running on the id will be changed in the data file alone.
However when i generate the exe projector it caches the url and wont recheck for any changes in the url.
This is the AS i currnelty have, What i would like it to do is reload the the include data.as everytime it goes to this frame with the below on.
I have a series of AS3 classes that I want to install into the default directory that Flash looks for when, in code, one writes: import com.flashsim.FStEng.Three.*;
In AS2, there is the Classes/ directory within the Configuration folder. Very easy, nice. In AS3, that folder is not consulted, and I understand the Flash IDE does some kind of internal mapping.
I have created a SWC and added it to my Library path. However, I would like to package the SWC in a (code-only) component and put it in a folder that Flash is, by default, looking at to consult swc's. Alternatively, if there were an "include" directory, I could put the as files. However, when I try to put the SWC in the Configuration folder's Libraries, or ActionScript 3.0/libs (the "libs" I had to create), or I put the as files in the Include folder, my Flash code cannot access the stuff being imported.
is there any way to include files in air application by as3 like #include in as2 ?
My problem is when i add files in included files its take the full path and when i change the application directory to another partition for example its still keep the old one, i need it to be relative like ( appName-app.xml and appName.swf )
I can't seem to include <?xml version="1.0" encoding="UTF-8" ?> when creating XML in AS3. note: I am not trying to read it in, I need to create XML to save/process elsewhere.
var myXML:XML = <ROOT><myChild>test</myChild></ROOT>; trace(myXML); //this works var myXML2:XML = <?xml version="1.0" encoding="UTF-8" ?><ROOT><myChild>test</myChild></ROOT>; trace(myXML2); //this DOESN'T work - it is blank
I can only include the header if I treat everything as a string, not as an XML object.
i open up .fla file, but when i click window->action, there is not actionscript inside it. may i know where else can i check the .fla file is importing .as file. where to check it in flash cs3?