When I build the project using Flex Builder, it compiles fine. However, when I try to compile it using ANT, I get the following error:
Error: Problem finding external XML: assets/data/help.xml
How come ANT isn't finding the XML file? Apparently it knows the source path otherwise it would not have found the component to begin with. I added the source path to the target anyway, but it doesn't seem to have made any difference:
I'm running asdocs from a .bat file with flex sdk 3.2.0 (I have replaced my long project root folder with PROJECTROOT):"C:Program Files (x86)AdobeFlex Builder 3sdks3.2.0inasdoc" -source-path . "C:Program Files (x86)AdobeFlex Builder 3sdks3.2.0" "_PROJECTROOT_Componentssrc" "C:\_PROJECTROOT_assets" -doc-sources .PAUSE"Unforunately, I keep getting errors similar to this:"_PROJECTROOT_assetsstyles.css(344): Error: Invalid Embed directive in stylesheet - can't resolve source 'Embed(source = "close_button.png")'.downSkin: Embed(source="close_button.png");"I really don't understand this as "close_button.png" is in the same folder as styles.css. When I build the project from within flexbuilder, it compiles it fine and does not throw any errors.
I know I can use a combination of ant & flex ant tasks for automating builds. However, I'm unclear on how to compile all the mxml and actionscript files of an app. For example, does the build file below compile just the Main.xml file or all files in the app?
I have a working build.xml file that I'm using for various tasks like building a swc etc. One of the things I want to do is parse a version number from a class and append it to the swc filename.I am using scriptdef to parse the version number, but I can't work out how to access the result from outside of the scriptdef call.
I am trying to use the flex ant task to build my Flex project.Before using ant, I ran the mxmlc command like this[code]...
The thing is now I am supposed to use flex ant tasks and it looks like they disabled (or forgot about) the custom tokens like += as I haven't found a way to pass those to the mxmlc task.[code]...
I have made a program in Flex for creating simple schedules, similar to MS Project or Vico Control. I have one problem that I would like to solve. (You can see it here: OnTime Project Scheduling tool made in Flex
The tasks of the schedule are represented as Gantt Chart, for which I created a itemRenderer inside one of the rows in the DataGrid. The tasks are shown as gantt diagrams, but I would also like to show the connectivity between tasks.
take a look at the image below, to see what I am trying to accomplish here: (above is the image of how datagrid looks now, and below is the thing I would like to add)
how I could do this inside DataGrid's item renderer?
What I'm looking for is a way to compile the entire director of classes without having to specify each class. I'm sure there's already an option for that, but I couldn't figure out the exact syntax.
I'm attempting to compile a Flex application from an ANT script, inside of Eclipse (CFBuilder, based on Eclipse), and I've run into this error:
Could not load definitions from resource flexTasks.tasks. It could not be found.
I haven't been able to find anything that gives directions on where this file (flexTasks.tasks) should be copied to, if it's needed at all. Some places indicate that it should be part of the flexTasks.jar file. I've tried two different things:
Copy the jar file into the ant/plugins/lib folder (and restart my CF Builder instance)Specify the path to the jar in the classpath attribute, as suggested by the comment on this page Neither helps me get past this error.Here's my build script, for reference:
use the mxmlc task of the Flex Ant tasks with a user-definable list of source path or library paths? The idea is that the user can define an arbitrary list of source paths and/or library (swc) paths into an Ant properties file and the build file takes these values and evaluates them for use in the mxmlc task. Just wondering if there are any tricks (maybe utilizing filtering/string replacing) to get this working?
I'm trying to compile the SWC from the source I have writen, but for some reason I'm getting this error: [c [compc] Error: 'flash.events:StageOrientationEvent' is undefined. [compc] [compc] Error: 'flash.data:EncryptedLocalStore' is undefined. [compc] [compc] Error: 'flash.desktop:NativeDragActions' is undefined.[code]....
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 want to reuse the TitleWindow's closeButton inside a simple Flex component I am writing, but I'm having trouble getting it to compile. I copied the code that deals with the closeButton, which looks somewhat like this:
My main.swf loads symbols from other swfs at runtime. If I keep all the swfs(main and others)on my server, things work fine. But if I keep all of them on a CDN, one particular symbol won't display occassionally. With flash tracer plugin for firefox I am able to see that all the symbols have been loaded and their z-indices are as they should be.
I quite often find myself needing to wait until a bunch of things have happened, for instance, wait until I get an Event.ADDED_TO_STAGE, an Event.COMPLETE from a URLLoader loading up XML and an Event.COMPLETE from a Loader fetching some assets.
I have no idea and don't really care in what order these things will happen, I just want to know when the last one has happened. I have used various tactics to deal with this - none of them have yet felt "right" or "good".
Is there a standard pattern or solution for organising multiple listeners like this?
Is there a way to take a compiled SWF file and figure out how much of it's size is used by code and how much is assets (images, etc)? I'd like to see if I can get my Flex SWF smaller but I'm unsure what's taking up the most space.
I have an SWC which includes a number of Assets for my project. Within this SWC is also a static AS file which contains Class declarations for each image in the library. For example, the SWF contains these images:
I have a Flex project in which I am embedding a Flash SWF containing an image viewer. The SWF file I'm embedding is supplemented by an XML file, which contains a list of images to show, and an images folder containing the images. The problem I'm running into is that the embedded SWF file is unable to load the pictures. I am able to see the forward/backward navigation buttons, but there are no loaded images. When I view the SWF file outside of the Flex project it works fine. Is this because Flex isn't allowing the SWF to reach outside and access other project assets?
Here's my code for embedding the SWF: <mx:Script> <![CDATA[ import mx.controls.Image; import mx.events.CloseEvent; import mx.managers.PopUpManager; [Code] .....
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've embedded a SWF into a class using this syntax above my class definition:
[Embed (source='/../assets/MyMovieClips.swf', symbol='SpecialMovieClip')] public class SpecialMovieClip extends MovieClip
The MovieClip asset seems linked with my class okay, and instantiates along with it, and is visible, but:
I can't access instances placed on stage within that clip. The timeline scripting seems non-functional.
Is this the drawback of embedding SWF files at compile-time with the Flex SDK? So, maybe I should just go back to compiling with the Flash IDE if I want timeline scripting or instances positioned on-stage?
I have an Air application that lets users import jpg, png and swf files and use them as the source to an Image which they can drag around a Canvas.he import function copies the selected file to an images directory inside ApplicationStorageDirectory.When I click on an Image that has an swf as its source, I get a Security Sandbox Violation (eg. SecurityDomain 'app-storage:/Project1/images/menuBarBkgd.swf' tried to access incompatible context 'app:/Main.swf'). My mouseDown handler doesn't get called so I can't select it and allow it to be dragged.
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'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 was trying to further reduce the filesize of a SWF file by optimizing the embedded PNG graphics (using ImageOptim tool). To my surprise, this didn't yield any effect, so I created two test Images:
Original (433883 bytes) Optimized (273723 bytes)
When embedding either of these assets in a simple ActionScript project, the compiled SWF is ~274kb in size. Which raises the question: Does Flex optimize embedded PNG assets during compile-time? If yes, is there some documentation about the optimization going on? It can't be because of the SWF compression alone, because zipping the images doesn't reduce filesize at all.
Here's the Code for completeness: package { import flash.display.Sprite; public class SizeTest extends Sprite { [Embed("/assets/original.png")] private var ImageAsset:Class; public function SizeTest(){ }}}
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);
I need to run a webservice from a webpage that is based on swf, the webpage is hosted localy on the same computer with the webservice, and is browsed from remote computers. I wanted to knoe thw proccess that runs on the page, if the page is run localy and localy it runs proccess of the swf or is loaded to the browser amd from there it performs opperations.
I'm still learning how to compile with the Flex SDK. And I'm learning how to use SWC files and [EMBED] statements to pull my assets into my application.With the Flash IDE, I can link a library asset to a class and it's automatically embedded into my custom class. So that's 1 asset in 1 class. With the Flex SDK and SWC files, it seems I can only* pull in assets at the variable level, so I end up with my custom classes containing yet another class -- this means I have an extra wrapper/decorator (whatever you want to call it) class that I didn't have when using the Flash IDE.Is this what people typically do? Doesn't that seem superfluous?I've read Colin Moock's 'Essential Actionscript 3.0', where he mentions something about embedding a SWF at class-level as binary data.
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 build a project with Flash Builder. I copied everything from the "bin-debug" directory to a server (including all images we use which are under /assets).
After I have updated the project, and a few images, i recopy the primary .SWF file (Main.swf) and everything under assets up to the server again. Unfortunately, when I run the application, I am clearly running all of the updated code but the images have no updated.
The new SWF was definitely copied up as well as the new images (I can say that with 100% certainty), and additionally, I cleared my Flash Cache, so that's most likely not the problem either.
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']