AS3 Error #1502 - actionscript-3

AS3
Error: Error #1502: A script has executed for longer than the default timeout period of 15 seconds.
Is there a way to temporarily suppress this on a specific block of code?
I am creating a HUGE dynamic 3d array of objects, 1000x1000x1000 and need the build to actually finish the initializing.

Your best bet would be to try and refactor your code. Perhaps you can make use of this tutorial which deals with the exact problem you are having.
http://www.senocular.com/flash/tutorials/asyncoperations/

Increasing the timeout is one option, however I would also suggest considering an approach that would build your arrays over multiple frames, that is splitting the work up into separate jobs. As long as you give control back to the Flash Player every once in a while, you will not get this exception.
I'm not certain of the specifics of your problem, however you will need to find a way to parallelize or just simply segment your calculations. If your algorithm centers around one major loop, then consider creating a function that takes all of the arguments necessary to record the context of a single iteration. Then, create a simple control loop that will call this function and determine when to wait until the next frame and when not to. Leveraging AS3 closures can also help with this.

Look for the script execution time limit in the "Publish Settings" (Flash). If you're using Flex, maybe this one can be useful: http://livedocs.adobe.com/flex/3/html/help.html?content=compilers_14.html (check default-script-limits, max-recursion-depth, max-execution-time). Oh! It seems there's apparently no way to make it behave in a different way on a specific piece of code (it is a global setting).

I do not approve the increse timeout option. Because for all this time your appllication is just hangs the whole Flash player. And normaly user thinks it is down, and forses it to quit.
check this one out: How to show the current progressBar value of process within a loop in flex-as3?
And then you can even show the progress which would be really more confident for you and for user.

Related

Call function from main to a simulation experiment in Anylogic

I want to call a function in the Main interface in anylogic from the compare runs experiment set_up via a button. i.e when my compare runs experiment is running I want that function that is defined in main to run. How is it possible
While there are a number of ways to do that, picking one depends on what you're trying to achieve. Generally, calling (Main)getEngine().getRoot() will get the top agent (which is usually Main but could be anything, really).
However, with more information regarding what you're trying to achieve a better approach can be suggested.

Html5 web API AudioBufferSourceNode sound syncing

I have 4 wav files all designed to be played at the same time. I have created the 4 sound buffers and play them with the start function. All 4 sounds are played successfully but they are slightly out of sync with each other. I guess each call to start takes long enough for the subsequent call to be out of sync. Is there anyway I can force them to sync?
Thanks
Without seeing you code, these are the spontaneous ideas I have. Make sure to check the following:
Give the exact same start time to the start method (maybe save context.currentTime + a little bit in a var and pass it to the start method of each source node, don't pass context.currentTime to each source in a for loop or similar (the context time might update while that's executing, thus the time passed to each source is different)).
Make sure that the audio files are cut exactly the same in the beginning of the file. If you have 10 ms extra silence in one of the files, that file will always be 10ms off (unless you compensate for it in the code).
If none of that works/applies, please add some code to your question explaining what you're doing right now.

SSIS 2012 - script task won't run second time (unless debugging)

I'm getting a really tough error in SSIS 2012.
I am just running in SSDT.
I have a script task inside a For...Each block.
It runs fine the first time it is reached.
The second time it is reached, I get a generic "Exception thrown by object of invocation error", attributed to the script, at the script task.
It is a small script, all inside Main(), and with a Try...Catch block.
I am not hitting the Catch, which adds custom text.
It seems like it is behaving as if it never enters the Script...
except
if I actually set a breakpoint in it.... in which case it runs fine,
whether I step line-by-line or just hit F5.
I know this isn't terribly specific, but I'm hoping someone has seen this.
Has anyone seen anything like this before?
As mentioned, I have tried debugging (obviously), but then I don't get any error.
I have tried changing my variable access from the basic to through VariablesDispenser.LockOneForRead, in case it is something with variables that happens before Main().
I think I got all the places the variables are used in the loop, but that didn't help.
Because this was so killer, I'm going ahead and answering it.
It was actually an un-"declared" variable, but in my Catch block.
Copy-paste error :/
I was using a variable as
"Dts.Variables["TaskName"]"
in the Catch block, but I had not selected it in the Script Task window.
I have no idea why it didn't give me the specific "not found in collection" error.
I have certainly run into this before and seen that. :/
Just ran into that and it was a bear to figure out.
What it was was that I had a static variable (actually a singleton class) defined. Evidently, SSIS does NOT re-initialize a program on second and subsequent invocation, but holds the image and simply re-launches at its entry point.
My Singelton class (and I've verified for several static variables now) does NOT get re-initialized. It still exists. The issue was that it was created with the Dts Variable set that existed on first invocation of the script. Since it's "self" values was not null it never re-instantiated.
When I recognized what was happening, it was of course easy to fix, but one gets used to a stand-alone environment where every program instance has its static values null or set with a static initial value. We presume automatically that a new "run" of the program will likewise have its global spaces "clean" .... in point of fact I'm fairly sure that was what I read as part of the C# "contract" that I'd never need to worry about historical cruft in memory spaces for variables.
Well it turns out that that "contract" is about as good as any Microsoft will make you sign.
It's actually a mixed blessing. Knowing that it happens I can use it to save a lot of overhead in scripts invoked in loops ... but as it's not well, or perhaps un- documented I'll need to be careful to have work-arounds and default loading tests if it turns out not to be true in some future release or version.
(Be gentle in your criticism... I'm new to SSIS. Not so new to program paradigms. CICS mainframe programs would re-init global spaces unless you did things in the linkage to signal it not to ... if you're going to re-invent wheels at least look at old wheels).
-- TWZ

OllyDBG, follow Call Function

I recently started learning reversing again, and I encountered a problem using my OllyDBG. When debugging an EXE which has buttons that every button does a different thing, I can't seem to find a way to follow a specific button's code.
For example: I have a KeygenMe with 3 buttons: "Login", "About", "Exit".
I want OllyDbg to follow what happens when I press the "Login" button.
How do I do that? I know it is possible as I've done it before.
You can follow a button by asking for olly to stop when the program returns from a funcion.
Do this:
Start debugging your KeygenMe.
Focus on ollydbg window and press Ctrol+F9
Focus on the KeygenMe and click on the button.
Olly will stop on the return of the button function.
Some times olly may stop a little bit far from where you want to go like in user32.dll, so you'll need to trace back your way.
you can do this using two tectiques(that i know):
(Use one after you landed on the return)
Use trace back:
Run your program normally and then hit trace over Ctrol+F11
Then go back using - (Minus Key from numeric keyboard)
or Use Breakpoints
Put breakpoints till you find from were this function is called
Using Right click on the code find the references for the struction that you find on the first step.
keep doint step 1 and 2 till you find your function
(i use both but some times the first one don't work)
The way described above I think is the general one,and it should work on the majority of cases. However, if you already know in which compiler the app was built, you can use a specific approach for it and eventually you can reach faster and more precise what you are looking for.
Supposing the worse case that your exe wasn't built with .NET and you can't decompile it easily. There are some tricks.
For instance Delphi/C++ builder apps make a table in the binary with public object event and addresses, it is extremely easy to decode it, in fact there are some Olly scripts to do that.
On the other hand, if it was made with Visual C using MFC or something like that you can easily reach it if you know how MFC is called.

AS3: Faster to use EventListeners or ArrayLoops?

I am writing a game in AS3 and have, as an example, around 40 objects on screen. Let's say they are clouds. I'm wondering which of the two paths would be less a strain on system resources:
a) Put an eventListener on each object and have it update itself, or
b) Loop through the array and manually update each object
Or is the performance difference negligable? Does either solution scale better than the others?
I would expect the performance to be fairly negligable either way. Once you get a lot of objects you might see a difference (with the loop being the winner). From my experience Adobe put a lot of work into optimizing the actionscript event listener path.
This is a tricky one, purists would say to to go with the array looping method, as with this method it would be possible to cut out the 'view' out of the MVC and still have the system working (which is a good test of any system). However, if you are working with the events you can cut some corners with event bubbling and strict typing.
For example if we assume you make a custom event called CloudEvent that has a property called cloud that contains a reference to the dispatching CloudSprite, then as long as the event bubbles by default, you don't need to add an event listener to each one, just to the DisplayObjectContainer which holds them (which I am imaginatively calling CloudContainer). This way the event bubbles up and you only have to add one listener, and don't have to worry about managing listeners on child items.
public function CloudContainer()
{
super();
addEventListener(CloudEvent.CHANGE, cloudChangeHandler);
}
private function cloudChangeHandler(evt:CloudEvent):void
{
var cloud:CloudSprite = evt.cloud;
cloud.update();
}
Hope this helps
I am under the impression that event listeners require more resources so it is better to use an array when performance is required. It would also scale better for that reason. If you are using Flash 10 then use a Vector, I believe it offers better performance than an array (and type saftey).
Use EventListeners! Just make sure you manage them properly ie. remove them when you done, use weak references.
You wont really find much performance from doing things like this. Usually better performance comes from the bigger ticked items, like not using filters, lowering the frame-rate etc. So punishing your code clarity and OO for the sake of a half a millisecond is not worth it in my book.
There are a few really great guides out there that will teach you all about optimizing in AS3. The best one I have found is Grant Skinner's; AS3 Resource Management. And I just found a quicker seven step version. I would definitely recommend everyone doing AS3 should read the Grant Skinner slides though.
Of course don't just take my word (or anyone else answering your question), you can do you own tests and actually see whats up using a profiler. See Lee Brimlow's latest video tutorial for how to do this. It is worth the watch! Check it out here: GotoAndLearn - ActionScript 3 Performance Testing.