Could not load scene into memory. Your document may be damaged - actionscript-3

today I opened my flash project in CS6 and after it opened in the output I receive this message: "Could not load scene into memory. Your document may be damaged." The only problem I saw was the flash component (textInput, and button) that I use for my project. They was transformed smaller and I can select them. :-o And the problem is that try to open the previous version of the project and I found the same error. I think the only problem is FLASH COMPONENT. How can I make everything like it was (flash component). Is something about library ?I saw in library the TextInput are appear like symbol of component (3cubes).
Thank you for help!

Possible causes / solutions:
Your .fla was originally authored on a computer with a different operating system. Try opening it on the computer it was created.
Your .fla might have been made with a different version of Flash. Make sure you are opening it in the same version of Flash.
Your .fla might have been corrupted. If you look in the folder and it says the file size is something like 7kb, then your .fla file is seriously corrupted. Hopefully you have backups if this is the case.

Unfortunately it doesn't work in some fast way so I had to change all my flash components in the library. After I changed, the new components was looked also strange. But I didn't receive that error again and I can go ahead with my project now. Thank you anyway...

Related

Library items in flash reducing export speed

At first i was using [Embed] to load in textures for a game.
I then went through the process of moving all the assets into the library.
The program is working fine, however the "Exporting SWF" takes absolutely ages now. It seems like it's doing an awful lot to process these library assets or something.
Is there any way I could reduce this time?
I wish to avoid going back to Embed if I can.
This might change your workflow too drastically, but my method to avoid this issue is to compile using a code editor (my preference is FlashDevelop, but FDT or Flash Builder work too), and to include any assets authored in the Flash Professional IDE by pre-exporting them to an SWC.
It means there are two steps to perform a complete compilation: the first to export the assets from Flash Pro to SWC (which is still slow), and the second to actually compile the SWF using the SWC and your code (which is much quicker). If you edit your assets as often as your code, this won't save you time at all, but in my experience I'll make many more tweaks to the code once the assets are in place, and overall it saves me time.
To start doing this, you can export an SWC from Flash Pro by going to File > Publish Settings, then checking the 'SWC' option (and unchecking 'SWF'). You can set the SWC path to something convenient for your code editor. Then in FlashDevelop, for example, you would include the SWC in your project (right click and 'Add to Library'), which allows you to access any classes that were set to 'Export for ActionScript' in the Flash Library.
Once it's all set up, I use SHIFT-ALT-F12 to publish from Flash, then tab over to FlashDevelop where the changes will be picked up, ready to compile directly from there.

Working with flash with Mercurial: how to handle the FLA?

How do teams do to work all at the same time on the same .fla file when working with version control?
We are a team of 2 working on a flash game right now and we found that, since it is a binary file, we can't work on the .fla file at the same time or one or the other will need to replace his file (because it's almost impossible to merge).
The best solution we could find for short term, is texting the other "lock" and "unlock" whenever we want to work on the file. Yes, it is very inconvenient, I agree. There has to be a clean solution to this.
So how do big teams manage a binary file with version control?
What would be our alternative?
We use flash cs5 along with bitbucket and TurtoiseHg, if that changes anything.
Thank you for your precious time.
refer a following site:
Flash CS5 and Version Control

edit actionscript from swf - compiled file

I have one swf file, it is JW Player plugin. It have one actionscript file in which is whole plugin code, and rest of files are jwplayer api files. So i need to open that file (where whole plugin code is) and edit few lines. But there is a problem, because when i try to decompile file with sothink swf decompiler (and few others) - to convert it to .FLA, decompiles simply crashes. It is because of some file from jwplayer api library. So, next thing i tried is to edit via HEX (because there is not much to be edited), but i couldn't find what i needed. So what i need is - is there any way or not? If yes, which program can be used for this?
I've had to do something similar in the past. In my scenario, the client had the SWF but no FLA. I needed to change a hardcoded url and sothink wasn't decompiling but I could view the AS in the sothink previewer. Luckily for me the flash wasn't very complex so I was able to copy the AS and graphics out and start a new project. I would imagine that JW Player is much more complex so this may not be an option for you, but thought I'd mention it anyway.
Depending on your needs, you may be able to get what you want by using the plugin API to extend the functionality or maybe even by customizing a skin.

Why isn't FlashBuilder building with updated code?

I am using FlashBuilder for a project (Actionscript Project, using AS3) that I've been working on for a few weeks now. I took a break for the holidays (naturally), and when I came back, the compiler seemed to stop working. Everytime I ran the default Actionscript application, the swf ran without my new changes.
According to the file system, the swf had been modified (though my SVN software, Cornerstone, detects no difference in the file). But, if I add in a trace statement in the constructor of the default application, it is not displayed in the console while running in debug mode (even though all other statements that were written and saved before today run fine).
I have tried Project->Clean several times. I also have changes the compiler arguments to generate a size report, however, I have another swf that is generated on build (a preloader) and the size report only includes that (even though it does modify the main swf. This even happens after a clean and it MUST generate a new main swf and preloader swf).
I have also restarted FlashBuilder, and the computer, and moved the project to a different computer, all with the same result (build not including updated code)
Any other ideas to get rid of this strange behavior?
Thanks in advance,
-Esa

AS3 Embedding assets - "Warning: Failed to parse corrupt data"

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.
It kinda seems like it might be a bug in the compiler. Has anyone else experienced something similar? I'm targeting Flash 10.1 and using sprout (http://projectsprouts.org) to build my project. This is the mxmlc line that's being used to compile (mxmlc Version 4.1.0 build 16076):
mxmlc -as3 -static-link-runtime-shared-libraries=true -debug -default-background-color=#ffffff -default-size 712 400 -output=bin/ProjectName.swf -source-path+=.preprocessed/src -source-path+=.preprocessed/assets .preprocessed/src/ProjectName.as
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...I'll try that and post the results tomorrow.
Any insight at all would be much appreciated. Thanks!
EDIT:
This project is going to be compiled dynamically with different assets being embedded into the same codebase, so switching to something like Flash Builder for compilation really isn't an option...it must be done via command-line mxmlc.
UPDATE:
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.
[Screenshot]
This is apparently a bug in mxmlc under Mac OS X. After posting this, I observed some other really strange behavior, so I switched the whole codebase to Windows 7. Everything works as expected there (still using Project Sprouts as a build tool).
Flash builder is fine with it.
Can you separate your issue for video or music only, or issue is true for both includes?