as3 extended classes doesn't understand updates - actionscript-3

I think my flash has a curse.
I use Flash Professional CS5.5 with Gaia FrameWork in my project. movieclips in the project have extended classes and the problem is that when I give new functionality to my classes they doesn't work in an build project. for example function s cann't be found, trace doesn't work and so on. All the old functionality works. When I change class name then it works fine. but then it happens again.
I made new project and coped all the content, but still it happens. I event rainstalled flash but nothing works.
What can I do?

Are you working from a network drive? Sometimes if your system time and the network time are out of sync Flash thinks your class files haven't changed and does not bother to recompile the latest changes.
When testing your project compile like this: Go to Control > Delete ASO files and test movie.
This option deletes the compiled cache and forces it to be rebuilt ...

Related

AIR Build Server Setup

I am at the point where I am running into incredibly long build times for my project and more projects to come. I would like to make a build server but I have not had any experience with them aside from downloading files from them as an end user.
My ideal setup is this: A GitHub where I can place my .fla file, classes and ANEs. The server sees this, compiles it, and allows me to test it remotely or hook into some debugger that lets me see stack traces and active variables at breakpoints and errors like Adobe Animate or Flash Builder.
Now I see there are GitHub plugins for Jenkins. I see there are questions referring to how to set one up with Flex/AIR. I come here with a few issues.
I am too far into my project to switch over from using Animate to something like Flash Develop or anything ADT related. The only thing I have found is how to take existing elements from my library in Animate and have them in a .swc for handling. However, this doesn't let me access existing elements in the Timeline and would rather not try to export/position/handle them in code (which is the only workaround that I see if this is not possible)
I run ANEs that are dependent on Google Play services and other Android specific libraries. Thus, I haven't been able to use the standard mobile debug launcher for AIR. I see Jenkins has some specific abilities for Android. Is it possible to somehow use this to give me a proper window for testing? I am thinking that I would need to run their emulator after compiling everything but I am unsure if there is a more efficient method or if it would even work.
I have never worked with Jenkins before or any other tools capable of automating tasks. Any step by step explanations is appreciated if you have the time.

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.

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

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...

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

Flash Builder 4 changes not compiled

Im using Flash Builder 4 on the Mac and I have a worrisome problem: The compiler is sometimes not detecting my code changes.
For example I might write some code, compile and run, then add some logging statements, but they will not print. After a clean compile everything runs as expected.
I cannot see a pattern to the exclusion of changes. I'm wondering if anyone else is having the same problem?
Details:
Flash Bulider 4
Pure AS3 project targetting Flex3.5 SDK
Max OS X Snow Leopard
My code does not use semicolons to terminate statements
The problem is with the SDK settings selected for the Compiler.
Try going to 'Project' > 'Properties' > 'ActionScript Compiler'.
Now, in the 'Flex SDK section', try changing the SDK. Click on 'Apply'.
This will force FB to rebuild all settings for the project.
You can try again. FB should now have started compiling with latest code changes again.
Please Note: This is not a permanent fix though!
In case the problem re-occurs, you'll need to again perform the steps mentioned above to get FB back on track.
As bad as it sounds, I am now used to this behavior, I use FB4 on a Mac , but remember having the same issue with Flex.
Practically, I keep clearing the browser cache and cleaning the project. I have thought about adding some random number after the swf url so that it never gets cached but haven't implemented it yet. Force of habit I guess, clearing the cache & cleaning the project has become such a routine!