AreaSeries on chart -- Error 1010 triggered

After reassigning the dataProvider array of my area chart, I
get the following error:
TypeError: Error #1010: A term is undefined and has no
properties.
at mx.charts.chartClasses::GraphicsUtilities$/drawPolyLine()
at
mx.charts.renderers::AreaRenderer/mx.charts.renderers:AreaRenderer::updateDisplayList()
at mx.skins::ProgrammaticSkin/validateDisplayList()
at mx.managers::LayoutManager/::validateDisplayList()
at mx.managers::LayoutManager/::doPhasedInstantiation()
at mx.managers::LayoutManager/validateNow()
at mx.controls::ComboBox/::displayDropdown()
at
mx.controls::ComboBox/mx.controls:ComboBox::downArrowButton_buttonDownHandler()
at
flash.events::EventDispatcher/flash.events:EventDispatcher::dispatchEventFunction()
at flash.events::EventDispatcher/dispatchEvent()
at mx.core::UIComponent/dispatchEvent()
at mx.controls::Button/
http://www.adobe.com/2006/flex/mx/internal::buttonPressed()
at mx.controls::Button/mx.controls:Button::mouseDownHandler()
at
flash.events::EventDispatcher/flash.events:EventDispatcher::dispatchEventFunction()
at flash.events::EventDispatcher/dispatchEvent()
at mx.core::UIComponent/dispatchEvent()
at mx.controls::ComboBase/::textInput_mouseEventHandler()
The strange thing is that the new array has 6 items! I check
its length (length greater than 2) before I assign it. However,
when the debugger breaks in drawPolyLine, the "pts" matrix has only
1 item. I don't know how the array goes from having 6 items to only
1. The stacktrace does not trace back to my code, so I am having
trouble debugging this.
I thought that setting the series' filterData property to
true would prevent this from occurring, but it didn't work.
Any ideas on how I can figure this out?
Thank you,
-C

relaxatraja:
Using permit debugging definitely helped me nail down the issue. No more 1010's.  This is a great feature.
A couple more questions if I may - the site still experiences slow response when clicking from one song to another.  Presently I have the .mp3 files for all of the seven CDs in one folder.
Will I increase response time between song choices if I create individual folders for each CD rather than one large folder?
Will I increase response time by reducing .mp3 file sound quality, therefore increasing loading speed - (this one seemsan  obvious yes - and sound quality is already reasonably small)?
Is it possibly due to the first song choice (which has fast responee time) having to fully complete loading before a subsequent song choice can start to load - and if this is the case - can I script in a stop load function when a new choice is made ?
mememellowcore

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    var STATE_INIT_GAME:String = "STATE_INIT_GAME";
    var STATE_START_PLAYER:String = "STATE_START_PLAYER";
    var STATE_PLAY_GAME:String = "STATE_PLAY_GAME";
    var STATE_END_GAME:String = "STATE_END_GAME";
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    var level:Number;
    var score:Number;
    var lives:Number;
    var Bullet:Array;
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    var explosions:Array;
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    var rightKey:Boolean = false;
    var leftKey:Boolean = false;
    var upKey:Boolean = false;
    var downKey:Boolean = false;
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    var hiddenOptions:Boolean = true;
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    gameOverScreen.visible = false;
    optionsMenu.visible = false;
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    stage.addEventListener(KeyboardEvent.KEY_UP, resetKey);
    stage.addEventListener(KeyboardEvent.KEY_UP, optionsKey);
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    we stopped here
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        menuScreen.score_txt.text = String(score);
        menuScreen.lives_txt.text = String(lives);
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                break;
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                break;
            case STATE_PLAY_GAME :
                playGame();
                break;
            case STATE_END_GAME :
                endGame();
                break;
    /**************STATE_INIT_GAME**************/
    function initGame():void
        player = new Player();
        enemies = new Array();
        Bullet = new Array();
        explosions = new Array();
        level = 1;
        score = 0;
        lives = 3;
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            player.y = 50;
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            player.y -=  4;
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            player.y = 50;
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        var tempBullet:MovieClip = new Bullets();
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        tempBullet.y = player.y;
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        var tempBullet:MovieClip;
        for (var i=Bullet.length-1; i>=0; i--)
            tempBullet = Bullet[i];
            tempBullet.y -=  tempBullet.speed;
            if (tempBullet.y < 0)
                removeBullet(i);
        var tempExplosion:MovieClip;
        for (i=explosions.length-1; i>=0; i--)
            tempExplosion = explosions[i];
            if (tempExplosion.currentFrame >= tempExplosion.totalFrames)
                removeExplosion(i);
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        makeEnemies();
        moveEnemies();
        moveBullet();
        testForEnd();
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            var tempEnemy:MovieClip;
            tempEnemy = new Enemy();
            tempEnemy.gotoAndStop(whichEnemy);
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            tempEnemy.x = Math.round((Math.random() * 800) + 20);
            tempEnemy.cacheAsBitmap = true;
            addChild(tempEnemy);
            enemies.push(tempEnemy);
            setChildIndex(menuScreen,numChildren-1);
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        var tempEnemy:MovieClip;
        for (var i:int =enemies.length-1; i>=0; i--)
            tempEnemy = enemies[i];
            tempEnemy.y +=  tempEnemy.speed;
            if (tempEnemy.y > stage.stageHeight)
                removeEnemy(i);
                lives--;
            else if (tempEnemy.hitTestObject(player))
                makeExplosion(tempEnemy.x, tempEnemy.y);
                removeEnemy(i);
                lives--;
            var tempBullet:MovieClip;
            //tempEnemy = enemies[i];
            for (var j:int=Bullet.length-1; j>=0; j--)
                tempBullet = Bullet[j];
                if (tempEnemy.hitTestObject(tempBullet))
                    makeExplosion(tempEnemy.x, tempEnemy.y);
                    removeEnemy(i);
                    removeBullet(j);
                    score +=  5;
    function makeExplosion(ex:Number, ey:Number):void
        var tempExplosion:MovieClip;
        tempExplosion = new Explosion();
        tempExplosion.x = ex;
        tempExplosion.y = ey;
        addChild(tempExplosion);
        explosions.push(tempExplosion);
        //var sound:Sound = new Explode();
        //sound.play();
    function testForEnd():void
        if (score > level * 100)
            level++;
        if (lives == 0)
            gameState = STATE_END_GAME;
    function removeEnemy(idx:int)
        removeChild(enemies[idx]);
        enemies.splice(idx,1);
    function removeBullet(idx:int)
        removeChild(Bullet[idx]);
        Bullet.splice(idx,1);
    function removeExplosion(idx:int)
        removeChild(explosions[idx]);
        explosions.splice(idx,1);
    /*********** KEY PRESS ***********/
    function watchKeys(evt:KeyboardEvent):void
        if (evt.keyCode == Keyboard.SPACE)
            spaceKey = true;
        if (evt.keyCode == Keyboard.RIGHT)
            rightKey = true;
        if (evt.keyCode == Keyboard.LEFT)
            leftKey = true;
        if (evt.keyCode == Keyboard.UP)
            upKey = true;
        if (evt.keyCode == Keyboard.DOWN)
            downKey = true;
    function resetKey(evt:KeyboardEvent):void
        if (evt.keyCode == Keyboard.SPACE)
            spaceKey = false;
        if (evt.keyCode == Keyboard.RIGHT)
            rightKey = false;
        if (evt.keyCode == Keyboard.LEFT)
            leftKey = false;
        if (evt.keyCode == Keyboard.UP)
            upKey = false;
        if (evt.keyCode == Keyboard.DOWN)
            downKey = false;
    /**************END SCREEN**************/
    function endGame():void
        accel.removeEventListener(AccelerometerEvent.UPDATE, accelMove);
        removeEventListener(Event.ENTER_FRAME, gameLoop);
        stage.removeEventListener(KeyboardEvent.KEY_DOWN, watchKeys);
        stage.removeEventListener(KeyboardEvent.KEY_UP, resetKey);
        fire_btn.enabled = false;
        fire_btn.visible = false;
        removeEventListener(MouseEvent.CLICK,fire);
        removeGame();
        gameOverScreen.visible = true;
        gameOverScreen.x = 0;
        showResults();
    /**************REMOVE GAME**************/
    function removeGame():void
        for (var i:int = enemies.length-1; i >=0; i--)
            removeEnemy(i);
        for (var j:int = Bullet.length-1; j >=0; j--)
            removeBullet(j);
        for (var k:int = explosions.length-1; k >=0; k--)
            removeExplosion(k);
        removeChild(player);
    function showResults():void
        gameOverScreen.enter_btn.visible = false;
        gameOverScreen.nameField_txt.visible = false;
        var so:SharedObject = SharedObject.getLocal("alltimeHighScore");
        if (so.data.score == undefined || score > so.data.score)
            gameOverScreen.highScore_txt.text = "You made it to level " + level + " with a high score of " + score + ". \n Enter your name below.";
            gameOverScreen.enter_btn.visible = true;
            gameOverScreen.nameField_txt.visible = true;
        else
            gameOverScreen.highScore_txt.text = "Your score of " + score + " \n does not beat " + so.data.score + " \n by " + so.data.name;
        gameOverScreen.quit_btn.addEventListener(MouseEvent.CLICK, exitApp);
        gameOverScreen.enter_btn.addEventListener(MouseEvent.CLICK, clickEnter);
        function clickEnter(event:MouseEvent):void
            gameOverScreen.highScore_txt.text = "Great job, " + gameOverScreen.nameField_txt.text + "! \n You made it to level " + level + " \n with a score of " + score + "!";
            so.data.score = score;
            so.data.level = level;
            so.data.name = gameOverScreen.nameField_txt.text;
            so.flush();
            gameOverScreen.enter_btn.visible = false;
            gameOverScreen.nameField_txt.visible = false;
        //Enables the play button
        gameOverScreen.playAgain_btn.addEventListener(MouseEvent.CLICK, clickFinalAway);
        function clickFinalAway(event:MouseEvent):void
            moveScreenOff(gameOverScreen);
    /**************OPTIONS MENU**************/
    function optionsKey(event:KeyboardEvent):void
        //Options menu, use 16777234 or Keyboard.MENU
        if (event.keyCode == 16777234)
            if (hiddenOptions)
                setChildIndex(optionsMenu,numChildren-1);
                optionsMenu.visible = true;
                optionsMenu.addEventListener(MouseEvent.CLICK, exitApp);
                pauseGame();
            else
                optionsMenu.visible = false;
                optionsMenu.removeEventListener(MouseEvent.CLICK, exitApp);
                resumeGame();
            hiddenOptions = ! hiddenOptions;
    function exitApp(event:MouseEvent):void
        //NativeApplication.nativeApplication.exit(0);
    //Keep screen awake if you are using the Accelerometer etc.
    //NativeApplication.nativeApplication.systemIdleMode = SystemIdleMode.KEEP_AWAKE;
    stage.addEventListener(Event.DEACTIVATE, Deactivate);
    function Deactivate(event:Event):void
        pauseGame();
    stage.addEventListener(Event.ACTIVATE, Activate);
    function Activate(event:Event):void
        resumeGame();
    function pauseGame():void
        //Remove any listener events, timers etc.
        if (gameState == STATE_PLAY_GAME)
            removeEventListener(Event.ENTER_FRAME, gameLoop);
            accel.removeEventListener(AccelerometerEvent.UPDATE, accelMove);
            removeEventListener(MouseEvent.CLICK,fire);
    function resumeGame():void
        //Activate any listener events, timers etc.
        if (gameState == STATE_PLAY_GAME)
            addEventListener(Event.ENTER_FRAME, gameLoop);
            accel.addEventListener(AccelerometerEvent.UPDATE, accelMove);
            addEventListener(MouseEvent.CLICK,fire);

    I don't see where menuScreen is intialized...  It's also long after this was due, hope you figured it out.

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