Flash Builder bug? - actionscript-3

Irritatingly, Flash Builder refuses to implement any changes I make to the program when I run it. I can't find any documentation of this anywhere online after a brief googling, just wondering if anyone has come across this problem before and/or found a solution? I don't want to have to export a release build every time I want to check if any changes have been implemented successfully (I'm just assuming that'd work)
It happened to me once before but I overcame this problem simply by starting a new project as there wasn't much of any significance, and couldn't easily fix it.
It's pretty much as simple as it sounds tbh, having returned to my computer a couple of hours after leaving it I find any changes to any part of the code have no impact on what is displayed when I go to run...
Any insight would be much appreciated
Thanks
Josh

It could be the cache of your browser. Clear your cache and see if that works..
It could also be because you have classes that are compiled in external swf's. If you compile in Flash Builder, you're not persee recompiling those classes. Instead, compile the external swf which has links to those classes.

You'd think if this were a bug in Flash Builder, people would be complaining about it a bit more often, check that your browser is updating properly, most likely you've got the SWF stuck in your browser cache.

Check the "clear application data on each launch" in Run/Debug Configuration window.
This will clear and uninstall existing app installed in your test device, so every new launch will have clean build.
Tips : Make sure to cmd/ctr + B first, In every run/build.

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.

unable to run exe created in Qt 5.3 on different windows machine

I am facing issues to run .exe files created in Qt 5.3 on different windows system. I have included all the .dll files. The issue is that on the latest system with graphics card support the application runs without any issues but on older systems it just gives blanck screen.
I suspect that this has something to do with openGL support for the system.
Is there a way where I can make sure that the application runs without any glitches on all the systems?
Or is it possible to have an application created without oprnGL support needed ?
Hoping to hear some solution for this.
Thanks in advance.
EDIT:
Following is the error I get when I run the code
getProcAddress: Unable to resolve 'glBindFramebuffer'
getProcAddress: Unable to resolve 'glBindFramebufferOES'
getProcAddress: Unable to resolve 'glBindFramebufferARB'
and here is the screenshot of the way the screen looks
NOTE :
Please note that when I run the .exe on a new system with updated graphics, the screens looks perfect.
Did you include any OpenGL headers in your Qt Project?
Because if you did then there is obviously going to be a dependency on OpenGL for each system and if one of them cannot support this then you either need to decrease the minimum version of GL you are using or remove these headers altogether. It is also worth noting that no matter how hard you try - you will never get the same version of OpenGL to run across every piece of hardware without having to change something.
Did you add the QtOpenGL module?
From what is sounds like, you are not using OpenGL in your application. If this is true then you should remove this module from your .pro file and it should remove the dependency.
I hope this answers your question. If not, could you provide a little more detail because your question was slightly vague.

libgdx unable to find com/esotericsoftware/tablelayout.gwt.xml on your classpath

I just setup my libgdx game with the gdx-setup-ui.jar today and I have everything setup in eclipse. I thought I would run each application (i.e. desktop, android, and html) to make sure everything is working ok. Unfortunately, I ran into problems with my html application. I am getting this error with a tablelayout.gwt.xml:
I have no idea how to solve this problem. Is there a fix for this problem and if anybody knows it could they share? Thanks!
EDIT
So even though i fixed the problem by restarting my project, my problem has come back. This time, however, I am too far along in development to just restart my project, or re-setup my project.
I deleted my old project and created it again using the gdx-setup-ui.jar application and made sure that all the necessary libraries were included.

How can I determine if I am running a side-loaded app or a Store-installed app?

For the sake of testing, knowing that I am running from Visual Studio would be nice. I could see if the debugger is attached, but that is not sufficient if I am running with CTRL+F5.
Here's how to see if the debugger is attached:
if (Debugger.IsAttached) Foo();
But my question is, I wonder if there is a way to ask if the current app is from the Store. So, I thought about install folder, but they are identical. Then I thought about this:
Windows.ApplicationModel.Package.Current.Id;
But this appears to be completely implemented even for apps that are being debugged. So, I am stumped. Does anyone know if we can determine if the app is from the Store?
While certainly not the most elegant solution and there's probably a better one, you can check Package.Current.InstalledLocation.Path
If you are running a debug build developed on your local machine and not side loaded, you'll have /debug/ in your folder path.
In Windows 10 apps (this also should be available in 8.1), you can check the IsDevelopmentMode property on the current package.
Package.Current.IsDevelopmentMode
That should tell you whether the package was installed in development mode (which I believe is synonymous with 'side-loaded').
See https://msdn.microsoft.com/en-us/library/windows/apps/windows.applicationmodel.package.isdevelopmentmode.aspx
for more information.

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!