Flash Builder 4 changes not compiled - actionscript-3

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!

Related

Why don't FastInject tags work in my Flex/Air Parsley project when build in release mode?

I've got a project that I am working on that works fine when debugging from IntelliJ but when I do a release build (still in IntelliJ) and install the .air fil to my computer none of the FastInject tags seem to work.
I thought that this might be due to the include-as3-metadata issue but that does not seem to be the case. I have included all the metadata tags that I think I have used.
I have spent some time investigating this and have not made much progress other than getting frustrated!
I created a view that displays the logs created by spicefactory - but this seemed to fix the issue!
I tested to see if I could inject and of classes that are expected to be FastInjected, this also fixed the issue.
It seems that if I add any logging related code to the application the FastInject tags start working.
In fact, I have created a release air file here. If I install this on a computer with Flash debugging turned on the application doesn't work. If I follow the steps here to debug an installed Air application - it starts to work!
If anyone else can confirm this behavior I would appreciate it.
It turns out that this was simply a race condition causing an error in context creation that was not displayed in a non-debug player.
This exception never happened while I was developing the application and any changes to the application to add logging changed the initialisation order of the context and caused the issue.

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.

ADT works with ipa-test-interpreter but not ipa-test

I could use some help getting my #AS3 / #AIR application running on #iOS !
Right now I have a .SWF (v11) that I'm converting to an .IPA using Adobe AIR (v3.7) on Windows (7).
If I do the conversion with the -target of ipa-test-interpreter it works great.
If I do the conversion with ipa-test, ipa-debug, ipa-ad-hoc, or ipa-appstore, the application seems to compile fine but upon execution of the app on my iPad it just shows a black screen.
Connecting my iPad to a desktop and monitoring console output, I see not crash or error messages generated; the app appears to behave fine internally, it's just lost all external output.
This means I can test and develop but I won't ever actually be able to deploy to the app-store. Anyone else run into this?
Googling around I've run into other people encountering this problem, but no solutions yet. One thing I tried was removing all native extensions, and I also tried removing the -C compiler directive. No luck on either.
To be clear, the app runs totally fine on Mac, PC, Android, Browser, and on iOS in interpreter mode; it's just native-compilation on iOS that's broken. I've heard rumours that ipa-test and ipa-interpreter have different memory allocation routines, but I don't know enough about the low-end here to figure this out.
The remote debugger (in FlashDevelop) doesn't seem to connect either. I think it's failing before the runtime fires fully, somehow? I'm also watching the console output using the iphone-configuration-utility and there isn't anything abnormal showing up.
Temporary file link with sample project and instructions: https://dl.dropboxusercontent.com/u/1348446/test.zip
Figured it out. Rundown:
The ADT command line has a -C flag to change the current working directory on the command line, which allows you to keep your project better organized and keep the command line a bit more sane. -C can be called as many times as you want when importing assets, and I used it several times. IDEs like FlashDevelop also use -C in the AIR template files so this is sorta standard behaviour. As a quick example of asset inclusion:
ADT.exe [blah blah] assets/icons/icon1.png assets/icons/icon2.png
is the same as
ADT.exe [blah blah] -C assets/icons icon1.png icon2.png
(and, with wildcard use) is the same as
ADT.exe [blah blah] -C assets/icons .
As I have different compiling instruction sets for iOS, android, steam, etc., I had adt switch directories with a variable to the current config and execute from there.
This all works fine and as-documented in ipa-test-interpreter mode. When in native-code mode (ipa-test), however, including the main executable .SWF after a -C command [somehow for some reason] messes up the internal pathing; the file ends up being included but ends up being all "file not found" internally when executed, hence the blank screen and no code executing.
So the fix is simply to include the .swf from the current directory, before any calls to -C. As a quick example of my workaround that just tested a-okay:
copy /bin/flash/game.swf ./
adt [stuff] game.swf -c assets/icons .
del game.swf
I've gotten in touch with Adobe about this and hopefully they'll fix -C so it's functionality is the same for both compile targets in the future.
I have seen this happen in the past due to utilization of components "restricted" from use within iOS builds of Air apps. Specifically back in the day before being able to sandbox the loading of app resources with the loader class.
Start shutting down and turning off whole modules of your app and see when the app will build and run on iOS. I'm willing to bet there is some code somewhere that is ipa-test-interpreter safe but has odd behavior under ipa-test
I see you're still stuck with this issue. If you can find a Mac to test on, I bet xcode instruments will show you're exceeding you're memory limits. It is the iPad one right? Are you using flash's embed meta tags?
Is Black your swf background color? If it is, maybe it's a cross domain loading issue because you're loading your swf and app.xml from 2 different places. I don't know if this is causing it, but I usually keep them in the same place.
Have you ever seen your provision & p.12 work on a device? If not, it might be a problem with them.
What IDE are you using to make this, Flash IDE or Flash Builder, Flash Develop/ANT? And if you post src code it would help. Sometimes putting your metadata in the wrong place can screw things up on iOS but look fine in the browser...so it could be many things.
Good luck.

Flash Builder bug?

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.

AS3 Embedding assets - "Warning: Failed to parse corrupt data"

I've got an AS3 project where I'm trying to compile in several images, a soundtrack, and a video via [Embed] metadata. It's a product requirement that these be embedded, so network transfer is not an option.
I'm getting some really strange behavior - a sort of intermittent corruption of the compiled-in data. Sometimes after the project compiles, I run the swf and it closes immediately and writes "Warning: Failed to parse corrupt data" to the flash log. If I delete the binary and clean the project, sometimes it'll run fine after building it again. Sometimes it doesn't.
This is probably the strangest part about this problem, but sometimes when I see that error, I can physically move the video [Embed] lines to the end of the file, then clean the project, and it will build and run no problem. Sometimes I move them back to the beginning of the file and it builds and runs fine.
It kinda seems like it might be a bug in the compiler. Has anyone else experienced something similar? I'm targeting Flash 10.1 and using sprout (http://projectsprouts.org) to build my project. This is the mxmlc line that's being used to compile (mxmlc Version 4.1.0 build 16076):
mxmlc -as3 -static-link-runtime-shared-libraries=true -debug -default-background-color=#ffffff -default-size 712 400 -output=bin/ProjectName.swf -source-path+=.preprocessed/src -source-path+=.preprocessed/assets .preprocessed/src/ProjectName.as
I've tried both removing the -debug compiler option and adding the -optimize option, but no luck.
Everything is being ran through the GNU C preprocessor for some other tasks, so maybe I'll try removing the preprocessor stuff and hardcoding those variables...I'll try that and post the results tomorrow.
Any insight at all would be much appreciated. Thanks!
EDIT:
This project is going to be compiled dynamically with different assets being embedded into the same codebase, so switching to something like Flash Builder for compilation really isn't an option...it must be done via command-line mxmlc.
UPDATE:
Turns out the corrupted data message was due to images created with Photoshop's "Save for web" feature. If I save them outright as PNG images I don't get the message. However, the intermittent nature of the movie compiling properly still seems to be an issue. Now sometimes when the project is compiled it won't throw any compiler errors, but I get a blank flash player window. Right clicking in flash player shows a context menu with a message that says "Movie not loaded..." This doesn't appear to have anything to do with things being ran through CPP first.
[Screenshot]
This is apparently a bug in mxmlc under Mac OS X. After posting this, I observed some other really strange behavior, so I switched the whole codebase to Windows 7. Everything works as expected there (still using Project Sprouts as a build tool).
Flash builder is fine with it.
Can you separate your issue for video or music only, or issue is true for both includes?