I have recently installed FlashDevelop 4.4.3 and Starling 1.3.0.
I followed the getting started tutorial of Starling.
I can run the tutorial when I put starling.swc into lib directory and after making "Add to Library".
But if I remove starling.swc from lib directory and instead copy source codes (com and starling directories inside starling\src) of starling framework into my project folder then I get the following error:
C:\projects\ch01_01\src\starling\display\BlendMode.as(42): col: 32 Error: Access of undefined property Context3DBlendFactor
The same error occurs also when I set the classpath to <starling-installation>\starling\src
You don't need to copy anything. Just use the folder with your starling source.
Your classpath should always point to src directory. It won't work if you point to starling directory.
You most likely target wrong flash player version.
set it to 11.5 or something higher.
Related
This is the same problem I have read and no useful answer found,
I have libgdx, and tween engine progect,i'm working with eclipse,
I use this tutorial to install tween engine Uneversal Tween Engine
all ok, no errors, I use FileTree Dependency Method, the program run on desktop but not on android, there is no erros on the code,I
I import the project with Android studio, and the erros are
Error:(14, 33) error: package aurelienribon.tweenengine does not exist
Error:(25, 10) error: cannot find symbol class TweenManager
etc...
my project is at
C:\NovelaGrafica\codigoFonte
my tween jar files are located at
C:\NovelaGrafica\codigoFonte\libs\tween-engine-api-6.3.3
the main problens is on using the tween library,
WHAT CAN I DO,??? I have spend day looking for answers but nothing works
I'm using windows 10, eclipse Mars and android studio
HELP PLEASE!..........:(
I Finaly got it I just folow that tutorial Universal-Tween-Engine
with a difrence, at the end I didnt use gradlew --refresh-dependencies I use, and that is the importante point gradlew.bat eclipse I'm using windows10 if you are using linux I think is somethin similar probably ./gradlew eclipse
them I Close the eclipse project and import it again, this is important too
I spend 2 day for finding a solution to this ....
I already know the coding part of actionscript worker. Recently I switched my IDE to FlashDevelop. I can't figure out how to compile actionscript worker swf in FlashDevelop.
I try to use Tools - Flash Tools - Build current file. But it throws error saying
Error: Type was not found or was not a compile-time constant: File.
Maybe it is because my project is a AIR project and I use AIR API in my worker.
I also try to compile worker swf using amxmlc via command line. It compiles successfully. But AIR Debug Launcher crashes when executing worker swf part. The swf which I compiled manually is nearly half size of the former one that Flash Builder generated for me. I guess I compiled a release version swf so that ADL can't debug and then crashed.
So how do I compile a worker swf in FlashDevelop to debug or to publish a release of project?
Update:
I find that the "Build current file" command in menu is a feature in FlashDevelop called quick build. By default, it will compile current file output to project root directory without arguments. We can add compiler arguments using #mxmlc ASDoc tag (see the links below for detail) to make it compile a worker swf for us. But currently in FD 5.0.1 it seems to be a bug that #mxmlc +configname=air doesn't compile air swfs. I find a workaround using #mxmlc -noplay -library-path=[Flex_SDK]\frameworks\libs\air\airglobal.swc -library-path=[Flex_SDK]\frameworks\libs\air\airframework.swc, but the path can't be surrounded with quote otherwise FD will show an error. I may look into the source and try to fix it.
links:
AS3 Quick Build documentation
Quick Build
FlashDevelop: Compiling Multiple SWF In One Project
Compiling a worker is no different from compiling any swf, you will need a separate project to compile the worker, unless your main worker loads itself as a worker.
Since FlashDevelop does not manage dependencies beetween projects, you will have to compile it manually, then the main worker.
You may automate it with make or any build system outside FlashDevelop, or use Pre/Post build command lines
By the way amxmlc is just a shortcut for 'mxmlc +configname=air', -debug=true will compile debug version
I can assure you that File can be used in a worker, basically it's just some actionscript bytecode loading some other actionscript bytecode and having it run in a separate thread, so any swf can be used as a worker, except if it doesn't use flash.system.Worker class, it won't be able to communicate with other workers, or to stop itself.
To sum up, the limitations and issues are rather about communicating beetween threads and synchronizing them. For instance, being able to only copy complex objects through AMF3 serialization,pass only basic types/objects as parameters will makes it impossible to interact with the display list from non-main workers
Dont forget to update FlashDevelop /AIR SDK for best workers support
I am trying to remote debug with FDB over USB and after I've compiled the app with amxmlc, I got the following errors:
No definitions matching so.cuo.platform admob.* could be found
Type was not found or was not a compile-time constant: IntroScreen_mc
...
My app uses admob extension, also in FlashDevelop after I compile the app there are no errors. I am using SDK 4.0 and all my swc libraries have been imported. I think there is something wrong with the paths but I don't know where to look.
Yes ,it a path error.
you not pack the ane lib realy ,you just packed the swc,so it work well when pack,but fail when run application.
how to fix?
right click your project in flash builder ,then set package option of ios or android.check up the check box under package option.
Using Flash Builder 4.6, I exported an Adobe Air file from my mobile project.
I'm trying to get it packaged into an EXE (that would include the Adobe Air Runtime)
The project was compiled with Air 3.1. I looked online and there are some ADT commands that people recommend using but the problem is that the command throws errors in Air 3.1
If i use air 3.0 ADT:
AIR file at [app path]/app.air could not be converted.
The error was ""
If I use air 3.1 or air 3.2 sdk
SDK is missing file [my path to air]\lib\nai\bin\naip.exe
I'm running
java -jar [path to air]\lib\adt.jar" -package -target native app.dmg app.air
I've also tried
java -jar [path to air]\lib\adt.jar" -package -target native app.exe app.air
I've also looked into projects like this one: http://bishoponvsto.wordpress.com/2010/02/23/adobe-air-2beta-2-to-exe-packaging-air-app-in-windows-executable/ , but it is for Air 2.0.
Any ideas? Apparently there is an integrated Flash Builder 4.6 tool, but for some reason the option under export release doesn't exist for mobile projects - strange...
Why do you want to do this? Air files -- when exported for a specific platform -- are executables.
If you are looking for an "installer" that will create directories, run the Air installation, and move auxiliary files to specific locations (docs, icons, etc.), then try Inno Setup.
EDIT:
The code you provided works for me to create a Windows EXE. But it seems a bit unecessary . . . why not just export the EXE file from Flash Builder ("Export Release Build" button in the top toolbar)? If you can't or won't, then here are some suggestions:
I am using Java version 1.6.0_29. Make sure your Java is not only up to date, but that you are actually calling the correct version (java -version).
Check the JAR directory text carefully .
Check that you are actually calling to the right Air version.
Make sure that the quotation marks are on both sides of the JAR path.
You should be able to do a "Export Release Build" (though I am using FB 4.5). Instead of selecting "Export as: Signed packages for each target platform", select "Export as: Signed AIR packages for installation on the desktop". (You may have to create a certificate, but you can create one through this export feature, too.)
(If you happen to be able to use the Flash IDE, the exported Air file has to support both "Desktop" and "Extended Desktop".)
Hopefully, this will allow you to both produce an Air program that can be converted to EXE, and actually convert it using the command line.
I know this question is a little old, but a co-worker just ran into the same error message using the command line tools and FlashDevelop. It turns out that he was accidentally packaging some source files into the .air package, an extra copy of the app descriptor and one of the swc's was getting packaged in the .air file. I removed those and repackaged the .air file, then used this command:
adt.bat -package -target bundle kiosk kiosk.air
This successfully created a captive runtime exe. Of course there's no need to create a .air file first, you can package right to native or captive runtime, but since my co-worker was creating .air files I did it that way too just to be sure it would work.
How can I do the following in Flex 4.5 or later:
Compile an swc library file containing packages of simple functions
Compile an swf application referencing the swc file as RSL
Publish the swf application
Send the source code of the swc file to another developer
Allow the developer to modify the code of some functions while keeping their interfaces
Allow the developer to compile the source code into a new swc file using only compc
Allow the developer to replace my original swc file with his new swc file, then execute my swf application having the new swc file in the same directory.
I tried the above many times, just to fail. Is there any alternative?
The only way to eliminate additional compilation against the updated libraries is re-thinking your architecture: If all the dependencies in the RSL are properly decoupled, you should not have any problems.