Flash CS6 Test Movie terminated automatically at random time - actionscript-3

I am making a project in Flash CS6 Air for Android, in this application I have to send and receive data to server so I need an interval for update the data. I set an interval to 1000 milliseconds . The main problem is that my application is closing automatically at a random times. I don't have to much for and while loops, because I was thinking at this first time. I don't receive any errors, the only message is
[UnloadSWF] App-Name.swf and Test Movie terminated.
I publish on android device and it works fine without closing. this is happening only on PC.
p.s. I am coding on the timeline.
thank you !

I finally found the problem. So when you run an application made in Adobe Air, there is open an Simulator with touch, accelerometer etc. (I use CS6) , if I close the simulator, the application close after few seconds(randomlly). If I don't close SIMULATOR it works without problems... hope this helps the guys who had the same problem. Sorry my bad english :)

Related

Running LibGDX app

Sometimes, when I launch my game in LibGDX (the game doesn't require much power) the rendering is very laggy, but most of the time, when I run it the game runs smooth perfectly.
I would understand this if it would be laggy all the time, but it's laggy only in about 10% of the times when I run it. When I close it and run it again, it runs perfectly. Why is this happening?
I use Eclipse for launching and it runs as a desktop app.
I had the same problem. Try running it alone without Eclipse and it should work.
I experience this a lot it's not because of your libGdx project it's because of your computer. Computers just lag from time to time because of the multiple data or information they are handling everytime you're using it. Just ignore it man the important thing is you're making an awesome project, just don't mind the lag.
If you have a dual monitor setup, can you ensure there's no GPU activity on the other display? I noticed even with a decent setup, if something else was on my opposite monitor (eg., a chat client or a browser window) projects would run at a significantly slower framerate.

FlashBuilder started going REALLY slow. Also, profiler doesn't work

I've got a Flash project that was occasionally freezing, then after a few seconds catching back up. I figured it was probably just spending too much time processing unnecessary data, so I wanted to look under the hood and see what was going on.
I popped open my project in Flash Builder, hit "Profile ", then the project launched… and nothing else happened. I stared at it for a while wondering where the profiler was. No dialog opened up with profiler options or anything. After 60 seconds I got an error. I wish I could reproduce this error again now, but it was along the lines of "Unable to connect to the profiler after 60 seconds."
Google'd around and no one could really help. Debugging was already enabled, I'm using the debug flash player, all the project configuration was correct… I tried right-clicking the video while it was playing and clicking "Debugger" to manually connect to the profiler, however when I tried this it just said "A connection to the debugger or profiler could not be established". I tried connecting with the IP and port, as well, but no luck.
So I gave up and decided to just insert several trace() statements to figure out where I was getting lost. After adding a few I hit Run and nothing happened… I waited for a bit then hit Run again. Still nothing. I walked away to get a drink, came back, and my browser was open to a blank page. No project. I tried right-clicking and the right-click menu wouldn't open. I closed the browser, removed all the trace() statements, then before I could click run the right-click menu popped up… It was the Flash Player menu even though the browser was now closed and I was in Flash Builder.
I cleaned the project, tried Run again, it took FIFTEEN MINUTES for my project to display in the browser. (It used to take just seconds)
I tried restarting my computer but that didn't fix it. I tried rolling back to an old git commit in case something changed in the project settings but that didn't fix it.
When I go to other sites Flash loads just fine. When I compile a build release and open this in my browser it loads just fine. But when I try to open the development release it all but crashes my machine.
Any ideas?
After paying to speak with a Flash consultant, I've been informed that Flash just doesn't play nicely with profilers. When I informed him that I tried to plug in a profiler he laughed and said "Crashed, didn't it?"
Although not an ideal response, the only safe way to trace execution in Flash is the old fashioned way - lots of trace() statements and break points.
As for fixing the really slow playback, I resolved it by re-installing Flash Player.

Recording output volume from machine using flash

I successfully created an application where i can record microphone sound using flash and then save that stream to a server called "Red5" .
But lately i came across a strange requirement of capturing the output volume from machine and then saving that stream to red5 server.Like if i listen to a song or a skype call or listening to any other sound.I just want to capture those sounds.
I searched for this sort of situation just to get an headstart but i havent found any solution so that i can proceed with it.
Can anyone here provide a start up solution for this.
Can this be done through flash?Or any other way ?
Any help will be appreciated.Please provide suggestions
Thanks
Certainly there are ways to get this done, however using Flash as is I don't see it being possible (most likely a security concern, don't want ads arbitrarily recording peoples conversations).
Programs like Audacity are capable of recording off of the StereoMix output of a computer which is essentially what you're asking about. You could potentially build an AIR app that includes an ANE that packages the functionality from Audacity, but would require quite a bit of porting and... well time.

Flash as3 webservice call not called, with IE7

In a big as3 project we use web service calls with "Operation" class.
There is a webservicecaller class which is used by lots of objects to do calls.
In IE7 (some users, independent of the version), the first call is done, but not the second.
Tracing with MonsterDebugger show us that the function of the webservice is call, but no network traffic is visible in WireShark, and no call is visible serverside, in the server logs.
On my test computer, XP Pro SP3 with IE7, shockwave player 11 installed.
All is fine with other browsers/versions
Is there some specific code to do?
I have added the removeEventListener when the first call is finished, but no changes
Thank you for your help,
Sincerely,
François D
Prob. ie caches your requests, this may cause the problem. You can use timestamp to solve problem.

VerifyError out of the blue. Help!

I'm the developer of ShellShock Live, a free online artillery game:
http://www.newgrounds.com/portal/view/564049
Everything has been running smoothly, but every once in a while for a period of 4 hours or so, hundreds of "VerifyError: Error #1026" will show up in my error log. Then, they will stop.
I looked into VerifyError and found that "The VerifyError class represents an error that occurs when a malformed or corrupted SWF file is encountered." The SWF on Newgrounds is just small loader SWF that loads the full game SWF from another site, so there must be a problem there. I'm stumped, because the game will run fine for days, and then just start getting these errors out of the blue, after no changes to either SWF.
ShellShock has hundreds of players online at any given moment, so I would like to fix this ASAP. Any help would be appreciated! Thank you!
I know the original post is a couple of years old but since I've just spent many days trying to work around a similar issue, and since this thread does not contain what I believe is the correct explanation I'll post the conclusions of my own investigation here, for anyone else to use:
The VerifyError events are almost certainly being logged because the loader SWF on NewGrounds targets a lower Flash Player version than that of the game SWF that causes this error.
The Flash Player on the user's system will accept the NewGrounds SWF loader because it targets a version equal to or lower than the version installed. After that, an external SWF that targets a higher Flash Player version can be loaded without any complaint from the Flash Player, unless it tries to access unavailable features in that Flash Player, and then it will throw the VerifyError.
The sporadic nature of this problem, in 4-hour surges, is likely related to the different penetration of later Flash Player versions in different parts of the world (and hence different time zones). During very active periods of casual gaming (weekends and evenings?) in countries with low penetration of recent Flash Player versions you will likely see batches of these VerifyErrors logged.
The bad news is that after many days of trying to find a workaround for this very problem we have been unable to find any way to catch the VerifyError. It does not even get caught by an UncaughtErrorEvent handler!
The only thing I can suggest that might help in your case (not mine, unfortunately) is to determine the target version of the NewGrounds loader SWF (check the 4th byte in the SWF) then do one of the following :
Compile your game to target the same version of Flash Player as the loader targets. That way you can be sure that if the NewGrounds loader SWF is successfully loaded into the user's Flash Player your SWF will also work in that version without problem, or
In the initialization code of your game, check the Capabilities.version to determine the Flash Player version installed on the user's system and use that to branch control so that advanced Flash Player features are only used in appropriate Flash Player versions.
In my case I have access to the loader code, but not the code of the thousands of SWFs it loads. Since the external SWFs are stenciled into copies of the loader SWF as ByteArrays I can check the SWF's Flash Player target version byte (byteArray[3]), and compare it to the installed Flash Player 'major.minor' version obtain from Capabilities.version, but since SWF Flash Player target version bytes are (currently) incremented with every minor version increment of the Flash Player, it is impossible to map the SWF target byte (byteArray[3]) to future Flash Player 'major.minor' versions, until we know what the maximum minor version number of the current Flash Player will be.
Hope anyone else encountering this will have better luck than we did.
I think it may be a flash player error, try disabling any graphics acceleration or caching. It may be helpful to figure our what graphic card they are using.
Have you made changes to your socket server? Are you using like smarfoxserver?
I had this error in a very small project with cs3 flash9. So I was able to track this error down.
NOTE: this error is emitted incorrectly. The reason the error was emitted in my project was NOT because of a faulty swf because I do not import any swf into my project.
REASON:
I had a code line written like this:
_mc.my_counter && _mc.my_counter--;
SOLUTION:
I changed the line to this:
if(_mc.my_counter) _mc.my_counter--;
... and the verify error message was gone as fast as it appeared. Looks like this is a real as3 bug.