Flash :: Flex - Statically Embedding Of Assets File Weight?
Mar 21, 2012
When embedding assets of any size in the following manner -
[Embed(source="../../assets/Assets.swf", symbol="LargeButton")]
public static const ButtonAsset : Class;
it looks like the resulting SWF size jumps up ~2.8KB (in addition to the size of any assets that are actually embedded).
So I have a few related questions:
Is this because flex_sdk/frameworks/libs/core.swc must be statically linked? Is there any way to get around this restriction, perhaps by cherry picking the necessary files and compiling them to a SWC file?? Note that in the app I am writing file size is critical.
Is there a command/plugin that would allow for the transcompiling of vector graphics (drawn in the Flash Professional Authoring Environment) into raw ActionScript 3 ?
Use cases compelling this feature are improved workflow - would allow designers to draw assets in Flash Professional, compile to an asset SWF, and then be able to embed those assets (versus having to take the time to load them at runtime, or going to the effort myself to write them in ActionScript).
I want to create something like gallerea of images. All images are defined within an XML file. The XML file itself sits in the project directory and embedded this way:
[Embed(source="xml/data.xml")] public var testXml:Class; The file structure looks this way
I'm creating a project in flex builder but it's not using the flex framework, it's just pure actionscript.
At the moment I have some bitmap resources embedded for drawing things, but I'd like a little animation and thought I could create swf animations for them in flash and use the [Embed()] thing to embed them in the actionscript project.
This works perfectly well for me, however I'm a little concerned about efficiency and how well this approach will scale when my project gets larger.
Does anyone know if there are any efficiency implications to embedding maybe 20 or 30 swf files, or do they get efficiently integrated into the main swf file? Most of the animations are really simple and I could probably redo them in actionscript if needed but it's a lot easier just to draw them in flash and embed them.
I am trying to embed a font in my Flash Builder 4.6 project, so far unsuccessful. I searched around and found this fix, adding "-managers flash.fonts.AFEFontManager" to the Compiler, doesn't work. I've embedded tons of images to the same project, but I'm not sure what's going on with the embedding of fonts.
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Basically, I was completely stupid. I had a "#" and 2x" ` "s in the actual path to my project. I KNEW having those dumb folder names would screw my stuff up some day! And sure enough it did -with Java, but I moved Eclipse out of there a long time ago and forgot about it.
I have been handed a project that was built to embed all assets at compile time and I need to update the app to load assets from a remote server instead. Right now everything is being embedded as follows:
[Embed(source="assets/gfx/tutorialBg.png")] public var tutorialBg:Class; [Embed(source="assets/gfx/tutorialStraightArrow.png")]
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These Class variables are being referenced all over the app to place the assets so I'm hoping to be able to update the code to load the assets and store them in these same Class variables. So far the methods I've tried have not worked. I've tried using URLLoader and it loads the images fine, but I'm not then able to extract the image and cast it as type Class to these variables.
I am having trouble opening a file in the assets folder in my flex mobile application
var myFile:File = File.applicationStorageDirectory. ("@Embed('assets/file.txt')"); var myFileStream:FileStream = new FileStream(); myFileStream.addEventListener(Event.COMPLETE, glossaryFileOpened);
Flash Builder has a nice feature that will allow you to have it move files such as images, fonts, xml files and so forth into the bin-debug directory an compile time. The reason for doing this would be to mock up some data or test pulling in assets dynamically but having them in source directory so you can version control the assets during development. Typically we don't add the bin directory to version control so being able to have the IDE move files over to bin for you is very helpful if you are on a large team.
Is there a feature within FDT5 that will do this like Flash Builder?
I want an air application to be able to update the assets it uses, but minimizing the download needed, so only downloading files added since it last updated.I'm thinking this would include a server portion which would zip the needed files based on a version number? Has anyone implemented anything similar / got any thoughts on the best approach to building this sort of system?
I've got an AS3 project where I'm trying to compile in several images, a soundtrack, and a video via [Embed] metadata. It's a product requirement that these be embedded, so network transfer is not an option.I'm getting some really strange behavior - a sort of intermittent corruption of the compiled-in data. Sometimes after the project compiles, I run the swf and it closes immediately and writes "Warning: Failed to parse corrupt data" to the flash log. If I delete the binary and clean the project, sometimes it'll run fine after building it again. Sometimes it doesn't. This is probably the strangest part about this problem, but sometimes when I see that error, I can physically move the video [Embed] lines to the end of the file, then clean the project, and it will build and run no problem. Sometimes I move them back to the beginning of the file and it builds and runs fine.
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I've tried both removing the -debug compiler option and adding the -optimize option, but no luck.Everything is being ran through the GNU C preprocessor for some other tasks, so maybe I'll try removing the preprocessor stuff and hardcoding those variables...Turns out the corrupted data message was due to images created with Photoshop's "Save for web" feature. If I save them outright as PNG images I don't get the message. However, the intermittent nature of the movie compiling properly still seems to be an issue. Now sometimes when the project is compiled it won't throw any compiler errors, but I get a blank flash player window. Right clicking in flash player shows a context menu with a message that says "Movie not loaded..." This doesn't appear to have anything to do with things being ran through CPP first.
I am trying to embed arial bold font but getting run time error font ARIALBD.TTF with Identity-H is not recognized.i am embedding the font in purepdf library for generating the pdf file via flex app.[code]
I am currently working with a Canvas object on which I am drawing curves using the curveTo() function of the canvas' corresponding Graphics object.The following animation is being performed on the Canvas object's scaleX attribute.<mx:AnimateProperty property="scaleX" fromValue="1" toValue=".5" duration="1000" />At present, this transformation is also scaling the line weight down by some arbitrary value. Is there any way to perform a scaleX transformation on the Canvas without it modifying the line weight of the lines drawn in the canvas?
I am trying to add games to a Flash file. They are in different folders and the assest and xml information is not coming with it? I get the error : "[BulkLoader] Error loading LoadingItem url: images/, type:text, status: error Error #2032: Stream Error. URL: file:///G|/%2D%2DWORK%2D%2D/Gilcrease%20Projects/Kravis/images/ Here are the files I need to load into the main file.
I am looking for information on how to best import assets from Illustrator and Photoshop to get a low file size for the final swf. In particular:I have text that has been effected in Photoshop and a few images that can be brought in from Photoshop or illustrator. Right now I am exporting for web and bringing to Flash. Looks good but file size of end swf too big. I have gotten .fla files before from so-workers that have text or graphics as shape objects rather than images - is that possible and how is it done?
I'm trying to load a swf compiled by the Flex SDK into a swf exported by the Flash IDE and instantiate the assets by way of getDefinition(). Normally this works fine with assets exported from the Flash IDE then loaded into another swf also from Flash IDE.This is how I could normally do this using only the Flash IDE:Loader - > Using same ApplicationDomain - > getDefinition(class)Now, using the 'Test.as' compiled from Flex SDK using the [Embed] metadata tag:Loader - > Using same ApplicationDomain - > getDefinition("Test_" + class)The problem is I'd rather not have to keep track of the asset libraries loaded to prefix the class name I'd like to get (('Test_" + class) vs (class)). Is there any way of doing this without referencing the library the class is being pulled from or without accessing the original loader? This way I don't need to know which swf the asset is coming from, just the class name that I could instantiate from the current ApplicaitonDomain.
I have a Flex application that automatically loads the SWF and it's contents and displays the default progress bar like in all Flex apps. Currently I have a class in the application using a Loader instance to load an external bitmap to be added to the stage/canvas. I'd like to handle the loading of this bitmap in the Flex default preloader and get rid of the Loader instance entirely.
I have an animated character swc that is an empty skeleton basically (has all the body parts, animations, and functions/vars). I want to essentially put different clothes on that character at runtime so I don't have to have many copies of this character in my resources.
For example, I have 'skeleton' (the non-clothed model) and 'Bob', 'Jane', and 'Mary' characters. 'skeleton' is animated and fully works as an exported swc, and to get the other characters in their clothes/skins, I open up Flash CS5 and replace the movie clips with the 'clothed' versions of the components. To clarify,'skeleton' has "body parts" as movie clips that are all animated on the timeline, such as "head","face","left arm","right arm", etc. I open up 'Bob', who has the same exact design as 'skeleton', with the exception that 'Bob' has all the clothes and such as differently-designed movie clips. The size, shape, orientation, and reg points are all the same across all the components. After I've replaced all the movie clips in 'skeleton', I export it as a swc named 'Bob.swc' and I do this for all the characters.
What I'm asking is, how can I do this process ^, but at runtime instead, so I don't have all these duplicate root swcs ('skeleton' has a lot of frames on it) so I can cut down on a bunch of space? So I can do something like:
// bob gets all the actions and animations of skeleton var bob:UIMovieClip = new skeleton() // replace the body movieclip with a new looking one bob.body = resources.bodyassets['bob']['body']
I can change the color of the label in Flex Builder, I can even BIND the color to a variable and that works, but I can't find the Color PROPERTY in order to change or reference it programatically! What is the ActionScript 3.0 code to change the font or color of a piece of text in a Flex RIA - or is caring in what color your text appears too bizzarre a request for a RIA? I wrote whole applications after just minutes of "learning" flex, how come it's taken me three days and I still can't change the color of my stupid label?
In only 4 steps you will have your own Banner Advertisement that you can use to give your affiliates so they can start promoting your product, service, and offers!</p>
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Here you will find great resources that you can use to create a better banners to promote other offers
With sifr, how do I make a font use the light weight version. I have...
var gillsans = { src: '/resources/swf/gillsans.swf' }; sIFR.activate(gillsans); sIFR.replace(gillsans, {
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which is displaying regular Gill Sans, the light version has been exported with the swf (said so in the export report), but how do I get it to display in sifr?
i would like to modify the font weight of a word (my title) that is into a textfield that is "scrolled" : so when i modify this word, the whole text is being modified as well, and i can't write it in another textfield, because i want it to be scrolled as the rest of the text.Do i "have to" set the title and the text dynamically to change the font? or can i do it directly from the fla (which would save me some time, i have several texts in the same case)
I have 1 swf file which generated through 3rd party tool.Now I want to embed this file into empty flash file and want to save as new, I tried with following options,
1) import option ( File > Import ) but it is importing only Images and symbols. I want my original file as it in new file. 2) loader.load(), but this will load my external file at runtime only and to work smoothly it require both the files.
I want same but in design time, so I can add some extra functionality to it.Is it possible to embed external swf file as it is in new flash file in CS4?
I need to make a Flash animation fullscreen. After a bit of research it seems I can only feasibly do this via a browser, since the Windows 7 preview does not support fullscreen.
I followed the steps of this website; [URL]
However, I'm having a problem embedding the flash file into a simple HTML document. The file is called "LaBoheme.swf" and is stored in the same directory as my HTML file. Hence, here is my code;
<html> <body> <h1>Test Heading</h1>
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The problem is simply that the flash animation does not appear. I get the feeling I'm making a rookie mistake here
I have completed a simple contact form using Flash CS5 and AS2. Instead of having headings such as "your email", "subject" and "message" outside each text field, they are contained inside each relevant text field and are made up of input text. I would like to do two things: To have the initial text (ie. "Subject") in a smaller size and heavier weight than the subsequent text typed in by the user. I would also like the initial text (ie. "Subject") to disappear as soon as the user starts to type in the same box.
How to embed a YouTube video file in particular place of my Flash project, should I do this in action panel or in final html file. Here is exactly what I'd like to do: On this website [URL] under 'Film' panel I have some movie samples, and after clicking buttons on right side I'd like to play embedded YouTube clips instead of flv.samples uploaded to my ftp. as it takes too long for customers to download them.
I'm trying to embed several flash files (swf) into different html pages. These flash files vary in size between 6 and 20 MB. I want these files to start playing immediately once the page is loaded. I'm aware that the file sizes aren't really small and so they will require some time to load. What I would like to know now is if flash will automatically stream these files from the server and will start playing them or if it has to download these files before it can play them? I've only got a local dev environment atm so can't really test the behaviour on live.