AS3 Embedding assets - "Warning: Failed to parse corrupt data" - actionscript-3

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?

Related

as3, starting game with adl on mac os, no visual on desktop, context3d error on mobile

Situation
~~~~~~~~
I'm using the following line to compile my project:
amxmlc -debug=true -librarypath+=./vendors/starling.swc -output=build/Main.swf -swf-version=13 src/Main.as
The projects works fine in a browser.
Packaging using a self signed certificate with air, then installing the game works also well.
Problem
~~~~~~~
I can't run my game simply using adl in the two following situations:
with desktop profile:
adl Game-config.xml (-profile=desktop)
Game starts, trace works fine, no errors in logs BUT no visual, not even a window to display a canvas.
and with mobile profile:
adl -profile mobileDevice -screensize 720 Game-config.xml
This time I get a window and the canvas, but an error (in the canvas) from stage3D:
Context3D error: Error #2008: Parameter profile must be one of the accepted values.
Error looked like I didn't allow mobile profile so I added in Game-config.xml:
<supportedProfiles>desktop mobileDevice</supportedProfiles>
Same error.
I searched and tried adl options, but didn't had success.
I also spend some time looking config file documentation and tweaked it but had again no result.
Perhaps you need to have two separate configs, one for desktop and another for mobile.
I guess I'm doomed to use adobe flash projector.
I simply don't get it, Now it works.
I used the same command than the day I posted, I have exact same version of air framework, exact same configuration (Game-app.xml) ...
Maybe it was an auto update of adobe or smth ...
Or maybe the god of mighty reboot ...
I heard that if you reboot seven time you can get any wish comes true.

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...

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.

How to detect Flash runtime errors?

I'm developing an AS3 application with the commandline tools from the Flex SDK. My workflow is:
write code
compile with mxmlc
run the SWF file in favorite webbrowser
repeat
The second step catches compile-time errors, but what about run-time errors and warnings? And trace() output? How can I see that?
I'm not using any IDE with debugging capabilities.
Get the debug version of the Flash player and Firebug for Firefox, then you can see the traces and errors in the console.
When a run-time error occurs that isn't caught by an exception handler you will get a popup telling you about the error.
Why not get http://www.flashdevelop.org/? It's free and it has debugging, profiling and all other goodies you can expect from an IDE.
Although the Flash debugger is a pretty good choice. I would personally suggest Monster Debugger. It is a great debugger with a very intuitive user interface and it has a plethora of features that make debugging extremely easy.
Flash player debugger writes the output of trace() to the flashlog.txt file. Its location is hardcoded and is different on different systems. On Linux it is in ~/.macromedia/Flash_Player/Logs/flashlog.txt. In order to have The debugger to actually write into that file, you need yet another file, mm.cfg, it's location and name are again hardcoded. It should be in ~/mm.cfg. It may contain many different options, but the one you are interested in is ErrorReportingEnable=1.
You may then $ tail -f ~/.macromedia/Flash_Player/Logs/flashlog.txt to see the progress as the file is been written to.
Note that the directory and the file must be writable by the user running the player. Flash player will not issue any warnings if that is not the case, and will fail silently.
Also note that if you are happened to be on Linux, then there isn't a 64-bit version of a debugger player... However, the player runs fairly well under Wine, the Windows version that is.
You may debug using commandline debugger found in SDK. it's called fdb (fdb.exe or in Apache Flex fdb.bat on Windows). It has similar to gdb interface, can do breakpoints, some runtime code evaluation, disassemble functions, look up stack frames and their variables and most of the other stuff you'd expect a debugger to do. I'm usually running it from Emacs, but I would imagine that running it from Vi[m] or whatever editor you are using shouldn't be a problem...
If you were using Emacs, it is actually possible to hook up Flymake to a part of the SDK that does syntax checking while you type. You can find more info on how to do that here: http://www.flashdevelop.org/community/viewtopic.php?f=13&t=9238 (thanks Philippe).

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!