Definition fl.controls:Label could not be found - actionscript-3

I'm using ActionScript 3. Developing in FlashDevelop. I get the following error when I try to do import fl.controls.Label;
Definition fl.controls:Label could not be found.
I'm pretty new to Flash. I had this project working without a glitch. I must have changed something for it to stop recognizing the import. Even Intellisense gives me an option to add fl.controls.Label

Controls in the fl.controls namespace are native to Flash Professional.
Although I don't use Flash Develop, this is similar to Flash Builder.
If you had Flash Pro you could create a library of components, then export a SWC library for use in your Flash Develop project. Or, reference Flash Pro's controls.
If this previously worked in your project, perhaps your compiler settings no longer link a required SWC dependency?
Not sure if this will help, but I would follow this in Flash Builder:
Flash Components:
Adding by SWC:
Right-click on your project in Flash Builder, and go to Properties.
Select "ActionScript Build Path" from the left.
Go to the "Libary path" tab now available on the right.
Click "Add SWC..."
Add libs from Flash such as flash.swc or IK, depending on what version of the Flash IDE you have and where you installed it.
C:\Program Files (x86)\Adobe\Adobe Flash CS5.5\Common\Configuration\ActionScript 3.0\libs\flash.swc
Adding by source folder:
Right-click on your project in Flash Builder, and go to Properties.
Select "ActionScript Build Path" from the left.
Go to the "Source path" tab now available on the right.
Click "Add Folder..."
The Flash components should be in a location with a path similar to the following, depending on what version of the Flash IDE you have and where you installed it.
C:\Program Files (x86)\Adobe\Adobe Flash CS5.5\Common\Configuration\Component Source\ActionScript 3.0\User Interface
...or...
C:\Program Files\Adobe\Adobe Flash CS5\Common\Configuration\Component Source\ActionScript 3.0\User Interface
Default playerglobal namespace.
Default package / playerglobal.swc reference often is incorrect when editing from Flash in Flash Builder.
In .actionScriptProperties, add:
<libraryPathEntry kind="3" linkType="1" path="${FLASHPRO_APPCONFIG}/ActionScript 3.0/FP10.2/playerglobal.swc" useDefaultLinkType="false"/>

If you need general fl.* libraries, copy this swc:
/Applications/Adobe Flash CS6/Common/Configuration/ActionScript 3.0/libs/flash.swc
Into your Flash Builder project using these steps:

Related

Actionscript and Flex

I'm trying to retrieve the network adaptater in use.
Using this code
http://help.adobe.com/en_US/as3/dev/WS5b3ccc516d4fbf351e63e3d118a9b8f6c0-7ffe.html#WSb2ba3b1aad8a27b04a6701d612482d399e5-8000
But for any reason it can find the "import flash.net.InterfaceAddress" "import flash.net" library.
I dont know why.
Language Version: ActionScript 3.0
Runtime Versions: AIR 2
see screen errors
I'm using a very recent version of Flash Builder (the latest).
Air SDK came with it.
I found this "airglobal.swc" file at three places.
=> C:\Program Files\Adobe\Adobe Flash Builder 4.7 (64 Bit)\eclipse\plugins\com.adobe.flash.compiler_4.7.0.349722\AIRSDK\frameworks\libs\air
=> C:\Program Files\Adobe\Adobe Flash Builder 4.7 (64 Bit)\sdks\3.6.0\frameworks\libs\air
=> C:\Program Files\Adobe\Adobe Flash Builder 4.7 (64 Bit)\sdks\4.6.0\frameworks\libs\air
My project is a simple "action script project", not a flex one. But I also tried to create a flex project and encountered the same problem
That package isn't a native flash builder/air library. Its a flash library but only avail in flash, not flash builder.
To import it into flash builder:
Open Flash, on frame one write this action script:
import flash.net.*
var forceImport: InterfaceAddress
Goto export properties of flash and choose the SWC option.
Copy SWC file into your flash builder project.
Goto properties of your project choose "flex build path" and then "Add swc".
Point to your SWC.
Now flash builder has access to that flash package.

Build actionscript 3 project to exe

As simple as the title,
I want my project to run from an executable file rather than an swf
I know about the 'create projector' option but the latest flash player has this option grayed out.
I use flash develop if it matters
Thanks in advance
As Flextras mentioned in the comments you can distribute your AIR app as an exe+dmg by packaging it as a captive runtime.
This will bundle the AIR runtime alongside your app and will not require the user to have anything else installed. Everything needed will be contained in the application binary.
You can use adt to build your exe,
http://www.tricedesigns.com/2011/08/10/air-3-0-captive-runtime/
adt -package SIGNING_OPTIONS? -target bundle SIGNING_OPTIONS? <output-package> ( <app-desc> FILE-OPTIONS | <input-package> )
More info,
http://help.adobe.com/en_US/air/build/WSfffb011ac560372f709e16db131e43659b9-8000.html
You can also build it right from Flash Builder 4.6+
http://houseofbilz.com/archives/2011/10/11/captive-runtime-packaging-in-air-3-0/
If you do have dependencies you can also package your AIR app as a native desktop installer,
http://help.adobe.com/en_US/air/build/WS789ea67d3e73a8b22388411123785d839c-8000.html
http://www.adobe.com/devnet/air/articles/air3-install-and-deployment-options.html#articlecontentAdobe_numberedheader
If you run your .swf file using Flash Player 10.1, you can find Create Projector option still available. It looks like Adobe wants all the desktop applications to use AIR SDK and thus this option to Create Projector is greyed out. I am still stuck with fp 10.1 because of this.
Projector Export (Flash CC)
Projectors are Flash files that contain both the published SWF and Flash Player. Projectors can play like an ordinary application, without the need for a web browser, the Flash Player plugin, or Adobe AIR.
About this Extension:
Projectors were deprecated from Flash Pro CC, however, using this Extension you can now publish your Flash content from Flash Pro CC as a standalone application.
The exported Projector from Flash CC will be an .EXE file on windows and an .APP file on Mac, that can be played on any Windows and Mac machines respectively even without an installed Flash Player or plug-in.
How to Install:
Download the ZXP extension file and install it via the Extension Manager CC. (You must have Flash Pro CC installed on your system before using this extension)
How to Use:
Open the Fla file in Flash Pro CC that you wish to export as a projector.
Navigate to Commands Menu -> Export as Projector
Choose the location for saving your projector and click on ‘Select Folder’.
Download here:
https://nipunasthana.wordpress.com/projectorforflashcc
open swf file with flash player
file -> create projector
so easy...

Class fl.controls::CheckBox could not be found

I am loading external swf that contain checkbox on the stage.
but when I try to load that swf I get an error "Class fl.controls::CheckBox could not be found."
I build the application with pure as3 in flash builder 4
and the external swf made by flash pro cs4
Thanks,
fl.controls namespace is a part of Flash Pro.
To integrate with Flash Builder, you can either add the package by SWC or via code:
Adding Flash Components to Flash Builder:
Adding by SWC:
Right-click on your project in Flash Builder, and go to Properties.
Select "ActionScript Build Path" from the left.
Go to the "Libary path" tab now available on the right.
Click "Add SWC..."
Add libs from Flash such as flash.swc or IK, depending on what version of the Flash IDE you have and where you installed it.
Windows:
C:\Program Files (x86)\Adobe\Adobe Flash CS5.5\Common\Configuration\ActionScript 3.0\libs\flash.swc
Mac OS X:
/Applications/Adobe Flash CS5/Common/Configuration/ActionScript 3.0/libs/flash.swc
Adding by source folder:
Right-click on your project in Flash Builder, and go to Properties.
Select "ActionScript Build Path" from the left.
Go to the "Source path" tab now available on the right.
Click "Add Folder..."
The Flash components should be in a location with a path similar to the following, depending on what version of the Flash IDE you have and where you installed it.
Windows:
C:\Program Files (x86)\Adobe\Adobe Flash CS5.5\Common\Configuration\Component Source\ActionScript 3.0\User Interface
Mac OS X:
/Applications/Adobe Flash CS5.5/Common/Configuration/Component Source/ActionScript 3.0/User Interface

Package Adobe Air to Exe

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.

Is there a way to publish a AS3 based Flash projector that will run on a PowerPC Mac?

I'm using AS3 to author my project. I tried to publish as Flash Player 9 and this didn't work. I can't go down to Flash Player 8 because that predates AS3.
You can open your SWF in the Flash Player on your PowerPC, then save as projector. The project has to be exported to run with the same Flash version, though - perhaps you have to use a different SDK?
If it isn't possible to target Flash 9 with your current version, try the Flex 3 SDK. You can download it for free and run the compiler using a build tool like Ant, Maven, Gradle, etc., from your IDE (FlashDevelop, FlashBuilder, FDT, etc.) or directly from the command line / prompt.