Errors in Maze Wall in Flash Game

Hi - I put in the codes for the upPressed, downPressed, rightPressed, and leftPressed (to test it) and these are the errors that came up. (these are the errors for the (upPressed) but the other keys are having the same errors.  I put the font in bold text the errors lines starts with.  My goal is to not have the car go through the wall --which it still does.  Could someone please let me know how to fix the errors, thanks.   
Errors:
Scene 1, Layer 'Actions', Frame 1, Line 110
1120: Access of undefined property speed.
Scene 1, Layer 'Actions', Frame 1, Line 110
1120: Access of undefined property i.
Scene 1, Layer 'Actions', Frame 1, Line 110
1120: Access of undefined property i.
Scene 1, Layer 'Actions', Frame 1, Line 114
1120: Access of undefined property wallhitBool.
Scene 1, Layer 'Actions', Frame 1, Line 112
1120: Access of undefined property i.
Scene 1, Layer 'Actions', Frame 1, Line 110
1120: Access of undefined property i.
Here is the program:
import flash.events.KeyboardEvent;
stop();
/* Move with Keyboard Arrows
Allows the specified symbol instance to be moved with the keyboard arrows.
Instructions:
1. To increase or decrease the amount of movement, replace the number 5 below with the number of pixels you want the symbol instance to move with each key press.
Note the number 5 appears four times in the code below.
wallDet1_mc.enabled= false;
wallDet2_mc.enabled= false;
wallDet3_mc.enabled= false;
wallDet4_mc.enabled= false;
wallDet5_mc.enabled= false;
wallDet6_mc.enabled= false;
wallDet7_mc.enabled= false;
wallDet8_mc.enabled= false;
wallDet9_mc.enabled= false;
wallDet10_mc.enabled= false;
var upPressed:Boolean = false;
var downPressed:Boolean = false;
var leftPressed:Boolean = false;
var rightPressed:Boolean = false;
carP_mc.addEventListener(Event.ENTER_FRAME, fl_MoveInDirectionOfKey_3);
stage.addEventListener(KeyboardEvent.KEY_DOWN, fl_SetKeyPressed_3);
stage.addEventListener(KeyboardEvent.KEY_UP, fl_UnsetKeyPressed_3);
stage.addEventListener(Event.ENTER_FRAME, everyFrame);
function fl_MoveInDirectionOfKey_3(event:Event)
    if (upPressed)
        carP_mc.y -= 5;
    if (downPressed)
        carP_mc.y += 5;
    if (leftPressed)
        carP_mc.x -= 5;
    if (rightPressed)
        carP_mc.x += 5;
function fl_SetKeyPressed_3(event:KeyboardEvent):void
    switch (event.keyCode)
        case Keyboard.UP:
            upPressed = true;
            break;
        case Keyboard.DOWN:
            downPressed = true;
            break;
        case Keyboard.LEFT:
            leftPressed = true;
            break;
        case Keyboard.RIGHT:
            rightPressed = true;
            break;
function fl_UnsetKeyPressed_3(event:KeyboardEvent):void
    switch (event.keyCode)
        case Keyboard.UP:
            upPressed = false;
            break;
        case Keyboard.DOWN:
            downPressed = false;
            break;
        case Keyboard.LEFT:
            leftPressed = false;
            break;
        case Keyboard.RIGHT:
            rightPressed = false;
            break;
function everyFrame(event:Event):void {
var mazehit:Boolean = false;
if (upPressed) {
mazehit=false
for(i = 0; i < speed; i++) {
if(carP_mc.hitTestObject(this["wallDet"+i+"_mc"])){
wallhitBool=true;
break;
if(mazehit){
carP_mc.x += 5;
if (downPressed) {
mazehit=false
for(i = 0; i < speed; i++) {
if(carP_mc.hitTestObject(this["wallDet"+i+"_mc"])){
wallhitBool=true;
break;
if(mazehit){
carP_mc.x -= 5;
if (leftPressed) {
mazehit=false
for(i = 0; i < speed; i++) {
if(carP_mc.hitTestObject(this["wallDet"+i+"_mc"])){
wallhitBool=true;
break;
if(mazehit){
carP_mc.x += 5;
if (rightPressed) {
mazehit=false
for(i = 0; i < speed; i++) {
if(carP_mc.hitTestObject(this["wallDet"+i+"_mc"])){
wallhitBool=true;
break;
if(mazehit){
carP_mc.x -= 5;
/**onClipEvent(enterFrame){
    if(this.hitArea(carP_mc._x,carP_mc._y, true)){                   
        carP_mc._x=carP_mc._x;
        carP_mc._y=carP_mc._y;
//Keyboard Listener on stage
//stage.addEventListener(KeyboardEvent.KEY_DOWN, theKeysDown);
//stage.addEventListener(KeyboardEvent.KEY_UP, theKeysUp);
//Makes MazeArt follow the movement of the path_mc
/*addEventListener(Event.ENTER_FRAME, onNewFrame01);
function onNewFrame01(e:Event):void{
    maze_mc.x=wallDet1_mc.x;
    maze_mc.y=wallDet1_mc.y
function Car_P(e:KeyboardEvent):void
    //maze_mc.addEventListener(KeyboardEvent, wallDet1_mc);
    //wallDet1_mc.addEventListener(KeyboardEvent.KEY_DOWN, maze_mc);

After making the revisions.  Here are the latest errors:
TypeError: Error #2007: Parameter hitTestObject must be non-null.
    at flash.display::DisplayObject/_hitTest()
    at flash.display::DisplayObject/hitTestObject()
    at MazeProject4_fla::MainTimeline/everyFrame()
TypeError: Error #2007: Parameter hitTestObject must be non-null.
    at flash.display::DisplayObject/_hitTest()
    at flash.display::DisplayObject/hitTestObject()
    at MazeProject4_fla::MainTimeline/everyFrame()
TypeError: Error #2007: Parameter hitTestObject must be non-null.
    at flash.display::DisplayObject/_hitTest()
    at flash.display::DisplayObject/hitTestObject()
    at MazeProject4_fla::MainTimeline/everyFrame()
revised Program:
import flash.events.KeyboardEvent;
import flash.display.MovieClip;
import flash.events.Event;
stop();
/* Move with Keyboard Arrows
Allows the specified symbol instance to be moved with the keyboard arrows.
Instructions:
1. To increase or decrease the amount of movement, replace the number 5 below with the number of pixels you want the symbol instance to move with each key press.
Note the number 5 appears four times in the code below.
wallDet1_mc.enabled= false;
wallDet2_mc.enabled= false;
wallDet3_mc.enabled= false;
wallDet4_mc.enabled= false;
wallDet5_mc.enabled= false;
wallDet6_mc.enabled= false;
wallDet7_mc.enabled= false;
wallDet8_mc.enabled= false;
wallDet9_mc.enabled= false;
wallDet10_mc.enabled= false;
var speed:Number=5;
var upPressed:Boolean = false;
var downPressed:Boolean = false;
var leftPressed:Boolean = false;
var rightPressed:Boolean = false;
//var i;
var wallhit;
var mazehit;
carP_mc.addEventListener(Event.ENTER_FRAME, fl_MoveInDirectionOfKey_3);
stage.addEventListener(KeyboardEvent.KEY_DOWN, fl_SetKeyPressed_3);
stage.addEventListener(KeyboardEvent.KEY_UP, fl_UnsetKeyPressed_3);
stage.addEventListener(Event.ENTER_FRAME, everyFrame);
function fl_MoveInDirectionOfKey_3(event:Event)
    if (upPressed)
        carP_mc.y -= 5;
    if (downPressed)
        carP_mc.y += 5;
    if (leftPressed)
        carP_mc.x -= 5;
    if (rightPressed)
        carP_mc.x += 5;
function fl_SetKeyPressed_3(event:KeyboardEvent):void
    switch (event.keyCode)
        case Keyboard.UP:
            upPressed = true;
            break;
        case Keyboard.DOWN:
            downPressed = true;
            break;
        case Keyboard.LEFT:
            leftPressed = true;
            break;
        case Keyboard.RIGHT:
            rightPressed = true;
            break;
function fl_UnsetKeyPressed_3(event:KeyboardEvent):void
    switch (event.keyCode)
        case Keyboard.UP:
            upPressed = false;
            break;
        case Keyboard.DOWN:
            downPressed = false;
            break;
        case Keyboard.LEFT:
            leftPressed = false;
            break;
        case Keyboard.RIGHT:
            rightPressed = false;
            break;
function everyFrame(event:Event):void {
var mazehit:Boolean = false;
var wallhit:Boolean = false;
if (upPressed) {
mazehit=true
for(var i:int=0; i < speed; i++) {
if(carP_mc.hitTestObject(this["wallDet"+i+"_mc"])){
wallhit=true
break;
if(mazehit){
carP_mc.x += 5;
if (downPressed) {
mazehit=true
//for(var i:int=0; i < speed; i++) {
if(carP_mc.hitTestObject(this["wallDet"+i+"_mc"])){
wallhit=true
//break;
if(mazehit){
carP_mc.x -= 5;
if (leftPressed) {
mazehit=true
//for(var i:int=0; i < speed; i++)
//for(var i:int=0; i < speed; i++) {
if(carP_mc.hitTestObject(this["wallDet"+i+"_mc"])){
wallhit=true
//break;
if(mazehit){
carP_mc.x += 5;
if (rightPressed) {
mazehit=true
//for(var i:int=0; i < speed; i++)
//for(var i:int=0; i < speed; i++) {
if(carP_mc.hitTestObject(this["wallDet"+i+"_mc"])){
wallhit=true
//break;
if(mazehit){
carP_mc.x -= 5;
/**onClipEvent(enterFrame){
    if(this.hitArea(carP_mc._x,carP_mc._y, true)){                   
        carP_mc._x=carP_mc._x;
        carP_mc._y=carP_mc._y;
//Keyboard Listener on stage
//stage.addEventListener(KeyboardEvent.KEY_DOWN, theKeysDown);
//stage.addEventListener(KeyboardEvent.KEY_UP, theKeysUp);
//Makes MazeArt follow the movement of the path_mc
/*addEventListener(Event.ENTER_FRAME, onNewFrame01);
function onNewFrame01(e:Event):void{
    maze_mc.x=wallDet1_mc.x;
    maze_mc.y=wallDet1_mc.y
function Car_P(e:KeyboardEvent):void
    //maze_mc.addEventListener(KeyboardEvent, wallDet1_mc);
    //wallDet1_mc.addEventListener(KeyboardEvent.KEY_DOWN, maze_mc);

Similar Messages

  • Error#1009. Actionscript error in Flash Game I'm making...

    Hi,
    I'm making a Flash game and rather than putting all the AS3 on a seperate .as file, I'm throwing it on the timeline, which may or may not be a mistake since this game is getting really big, really fast and messy.
    And so I'm getting this error when I test:
    TypeError: Error #1009: Cannot access a property or method of a null object reference at GameBeta_MainTimeline_fla::MainTimeline/frame1()
    From what I've read on this error, it refers to something that isn't instantiated yet, like something that's out of order? Like I'm referring to something that doesn't exist at the point in time that I'm referring to it? So I'm looking at my AS3 and have NO idea. Here is what I have written:
    stop();
    //TITLE PAGE
    play_game.addEventListener(MouseEvent.CLICK, startgame)
    function startgame(evt:MouseEvent):void
        gotoAndStop("Name Input");
    //Name and Gender input page
    var userName:String;
    inputField.addEventListener(Event.CHANGE, onInput)
    function onInput(e:Event):void
         outputField.text = "So your name is " + inputField.text + " are you sure?";
         userName = inputField.text;
    confirm_input.addEventListener(MouseEvent.CLICK, toCreationpg)
    function toCreationpg(evt:MouseEvent):void
        gotoAndStop("Fem Creation");
        outputField.text = "So your name is "+ userName;
    //Character Creation Page
    readytostart.addEventListener(MouseEvent.CLICK, firstscene_plz)
    function firstscene_plz(evt:MouseEvent):void
        gotoAndStop("Day03");
        outputField.text = "Let's make your character, "+ userName;
    So, any ideas as to why I'm getting this error?
    Before I had each page with it's own Actionscript and buttons inside their own movieclips on the timeline. That was getting confusing so I took everything out of the movieclips to place everything on one timeline and have one layer of Actionscript hoping to simplify things and find the problem easier. No luck. It's supposed to have a Title page and a button that goes to the 2nd page where you input your name, and while you type, it shows your name before you confirm by hitting another button that finally goes to the Character Creation page. When I test, I just get that Error#1009, it'll get to the 2nd page for the name input, but the text fields act wacky and the button to proceed isn't working. I'm hoping that when I find the source of this error, the rest will be fixed as well.
    Thanks in advance for any advice offered! I'll greatly appreciate it.

    Yeah, that's what makes me even more confused. I have a seperate file where I'm testing the name input mechanics alone, just using this piece of actionscript, one input box with an instance inputField and a dynamic box outputField, a button, instance enter_name, that confirms and repeats the input on the next page. And it works.
    inputField.addEventListener(Event.CHANGE, onInput)
    var userName:String;
    function onInput(e:Event):void
         outputField.text = "You typed " + inputField.text;
         userName = inputField.text;
    enter_name.addEventListener(MouseEvent.CLICK, onClick)
    function onClick(evt:MouseEvent):void
        gotoAndStop("frame two");
        outputField.text = "So your name is "+ userName;
    So I don't get the error with that seperate file so could it be that other things are conflicting with this? Perhaps the order in which I've written my actionscript or the way I've organized my frames? In my other file, it says it's the inputField Event Listener but it'll work when I take out all the other frames and script...

  • Flash game error in Chrome

    when I play flash games and moves it lags immensively I am using Windows vista and google chrome 21.0.1180.60. If I play on IE it works perfectly. I have got a video of it just follow this linkhttp://www.sendspace.com/file/21vkak .You can find the game following this linkhttp://gratisspil.dk/onlineGame/games/play.php?id=4449#commentsPaginator=1.
    I have tried everything on the support page.

    This forum software is very tricky; updates to forum posts sometimes need to be done three or four times until it "takes".  I have been able to update your original post.
    Now that it is actually readable, I will go and have a look at it.

  • Error #1010 on drag n drop game. Please Help

    Hello everyone,
    I am having been building a drag n drop flash game where you need to drag pictures of organisms into their position on a food web. The code was working when it was a simple food chain with each animals only have one position on the chain. I have no decided to make it a more complex and have things such as plants, having a couple of different positions in the chain. I have decided to try this using an array for each of the sets of pictures. At the moment the pictures can be picked up and moved around the screen, but not placed on any of the targets that I have put on the screen. My other problem is that the following error keeps coming up whenever I go to the frame.
    TypeError: Error #1010: A term is undefined and has no properties.
    at foodweb_fla::MainTimeline/activateDraggables()
    at foodweb_fla::MainTimeline/frame6()
    I have been trying for a couple of days now to work out whats going on withoutmuch luck due to my very average flash skills. The coding that I have done so far is below:
    [CODE]
    stop();
    var startX2:Number;
    var startY2:Number;
    var counter2:Number=0;
    score_txt.text=score;
    var dropTargetss = new Array();
    dropTargetss[0]=targetsun2_mc1;
    dropTargetss[1]=targetsun2_mc2;
    dropTargetss[2]=targetsun2_mc3;
    dropTargetss[3]=targetsun2_mc4;
    var dropTargetsp = new Array();
    dropTargetsp[0]=targetplant2_mc1;
    dropTargetsp[1]=targetplant2_mc2;
    dropTargetsp[2]=targetplant2_mc3;
    var dropTargetsi = new Array();
    dropTargetsi[0]=targetinsect2_mc1;
    dropTargetsi[1]=targetinsect2_mc2;
    var draggableObjectss = new Array();
    draggableObjectss[0]=sun2_mc1;
    draggableObjectss[1]=sun2_mc2;
    draggableObjectss[2]=sun2_mc3;
    draggableObjectss[3]=sun2_mc4;
    var draggableObjectsp = new Array();
    draggableObjectsp[0]=plant2_mc1;
    draggableObjectsp[1]=plant2_mc2;
    draggableObjectsp[2]=plant2_mc3;
    var draggableObjectsi = new Array();
    draggableObjectsi[0]=insect2_mc1;
    draggableObjectsi[1]=insect2_mc2;
    Next3_b.addEventListener(MouseEvent.CLICK, onGuessClick3);
    SA3_b.addEventListener(MouseEvent.CLICK, onSAClick3);
    bird2_mc.addEventListener(MouseEvent.MOUSE_DOWN, pickUp5);
    snake2_mc.addEventListener(MouseEvent.MOUSE_UP, dropIt5);
    bird2_mc.buttonMode=true;
    snake2_mc.addEventListener(MouseEvent.MOUSE_DOWN, pickUp5);
    bird2_mc.addEventListener(MouseEvent.MOUSE_UP, dropIt5);
    snake2_mc.buttonMode=true;
    //BUTTON FUNCTIONS
    function onGuessClick3(event:MouseEvent) {
    //if(counter2 == 11){
    gotoAndPlay(7);
    //} else {
    //reply2_txt.text = "You need to complete this food chain before moving forward!";
    function onSAClick3(event:MouseEvent) {
    gotoAndStop(1);
    //PICKUP AND DROP FUNCTIONS
    function activateDraggables():void {
    for (var i:int = 0; i < draggableObjectss.length; i++) {
      draggableObjectss[i].buttonMode=true;
      draggableObjectss[i].addEventListener(MouseEvent.MOUSE_DOWN, pickUp2);
    for (var j:int = 0; j < draggableObjectsp.length; j++) {
      draggableObjectsp[j].buttonMode=true;
      draggableObjectsp[j].addEventListener(MouseEvent.MOUSE_DOWN, pickUp3);
    for (var k:int = 0; k < draggableObjectss.length; k++) {
      draggableObjectsi[k].buttonMode=true;
      draggableObjectsi[k].addEventListener(MouseEvent.MOUSE_DOWN, pickUp4);
    activateDraggables();
    function pickUp2(event:MouseEvent):void {
    // add listener to stage to prevent stickiness
    stage.addEventListener(MouseEvent.MOUSE_UP, dropIt2);
    event.target.startDrag();
    reply2_txt.text="Now put the tile in the correct position of the food chain.";
    startX=event.target.x;
    startY=event.target.y;
    function dropIt2(event:MouseEvent):void {
    event.target.stopDrag();
    stage.removeEventListener(MouseEvent.MOUSE_UP, dropIt2);
    if (event.target.dropTarget&&dropTargetss.indexOf(event.target.dropTarget)>-1) {
      reply2_txt.text="Good Job";
      event.target.x=event.target.dropTarget.x;
      event.target.removeEventListener(MouseEvent.MOUSE_DOWN, pickUp2);
      event.target.buttonMode=false;
    } else {
      reply2_txt.text="Try Again!";
      event.target.x=startX;
      event.target.y=startY;
    function pickUp3(event:MouseEvent):void {
    // add listener to stage to prevent stickiness
    stage.addEventListener(MouseEvent.MOUSE_UP, dropIt3);
    event.target.startDrag();
    reply2_txt.text="Now put the tile in the correct position of the food chain.";
    startX=event.target.x;
    startY=event.target.y;
    function dropIt3(event:MouseEvent):void {
    event.target.stopDrag();
    stage.removeEventListener(MouseEvent.MOUSE_UP, dropIt3);
    if (event.target.dropTarget&&dropTargetsp.indexOf(event.target.dropTarget)>-1) {
      reply2_txt.text="Good Job";
      event.target.x=event.target.dropTarget.x;
      event.target.removeEventListener(MouseEvent.MOUSE_DOWN, pickUp2);
      event.target.buttonMode=false;
    } else {
      reply2_txt.text="Try Again!";
      event.target.x=startX;
      event.target.y=startY;
    function pickUp4(event:MouseEvent):void {
    // add listener to stage to prevent stickiness
    stage.addEventListener(MouseEvent.MOUSE_UP, dropIt4);
    event.target.startDrag();
    reply2_txt.text="Now put the tile in the correct position of the food chain.";
    startX=event.target.x;
    startY=event.target.y;
    function dropIt4(event:MouseEvent):void {
    event.target.stopDrag();
    stage.removeEventListener(MouseEvent.MOUSE_UP, dropIt4);
    if (event.target.dropTarget&&dropTargetsi.indexOf(event.target.dropTarget)>-1) {
      reply2_txt.text="Good Job";
      event.target.x=event.target.dropTarget.x;
      event.target.removeEventListener(MouseEvent.MOUSE_DOWN, pickUp2);
      event.target.buttonMode=false;
    } else {
      reply2_txt.text="Try Again!";
      event.target.x=startX;
      event.target.y=startY;
    function pickUp5(event:MouseEvent):void {
    event.target.startDrag(true);
    reply2_txt.text="Now put the tile in the correct position of the food chain.";
    event.target.parent.addChild(event.target);
    startX=event.target.x;
    startY=event.target.y;
    function dropIt5(event:MouseEvent):void {
    event.target.stopDrag();
    var myTargetName:String="target"+event.target.name;
    var myTarget:DisplayObject=getChildByName(myTargetName);
    if (event.target.dropTarget!=null&&event.target.dropTarget.parent==myTarget) {
      reply2_txt.text="Good Work!";
      event.target.removeEventListener(MouseEvent.MOUSE_DOWN, pickUp5);
      event.target.removeEventListener(MouseEvent.MOUSE_UP, dropIt5);
      event.target.buttonMode=false;
      event.target.x=myTarget.x;
      event.target.y=myTarget.y;
      counter2++;
    } else {
      reply2_txt.text="That tile doesn't go there!";
      event.target.x=startX2;
      event.target.y=startY2;
    if (counter2==11) {
      reply2_txt.text="Congratulations you have completed the forest ecosystem!";
      score++;
      score++;
      score++;
      score++;
      score++;
      score++;
      score_txt.text=score;
    [/CODE]
    Any help will be much appreciated. Thankyou in advance

    click file/publish settings/flash and tick "permit debugging".  retest and using the line number in the error message fix your problem or post the line with the error.

  • Flash Game Submit Score Problem

    I need to modify the flash game Replay button as Submit button and to redirect to other page(gamescore.html) after clicking the Submit button. I am new to flash. I don't know how to modify the script. Please help me. Here is the total score display portion of the script where replay button is there:
    //Set the total score
                                        _totalScore = _distanceToCity + _distanceToCity * ((_obstacleCount - _obstacleHit)/_obstacleCount);
                                        _retry.score_txt.text = _totalScore.toString();
                                        _retry.distance_txt.selectable = false;
                                        _retry.time_txt.selectable = false;
                                        _retry.obstacles_txt.selectable = false;
                                        _retry.obstaclesHit_txt.selectable = false;
                                        _retry.score_txt.selectable = false;
                                        _retry.buttonMode = true;
                                        _retry.addEventListener(MouseEvent.MOUSE_UP, retry);
    //Retry function, removes all platforms and reinitializes all the game's values
    function retry(event:MouseEvent):void
                try
                            event.currentTarget.removeEventListener(MouseEvent.MOUSE_UP, retry);
                            removeChild(MovieClip(event.currentTarget));
                            initialization();
                catch(err:Error)
                            trace("catch error 1009 on retry");

    i'm surprised score ever reaches 500 because _root.score and
    score (in the context of that onEnterFrame handler are different.
    anyway, try:

  • Building complex flash game in Flash Builder 4 - Workflow/Best Practices

    I'm investigating switching to Flash Builder 4 for building a complex game that currently lives purely inside Flash CS4.  CS4 is a pretty terrible source code editor and debugger.  It's also quite unstable.  Many crashes caused by bad behavior in the SWF will take out the entire IDE so are almost impossible to debug.  And I've heard other horror stories.  To be clear, for this project I'm not interested in the Flex API, just the IDE.
    Surprisingly, it seems Flash Builder 4 isn't really set up for this type of development.  I was hoping for an "Import FLA" option that would import my Document Class, set it as the main entry point, and figure out where other assets live and construct a new project.  What is the best workflow for developing a project like this?
    What I tried:
    -Create a new Actionscript Project in the same directory where my CS4  lives
    -Set the primary source file to match the original project's source file and location
    -Set my main FLA as "export to SWC", and added "SWC PATH" to my flash builder 4 project.
    -Compile and run.. received many errors due to references to stage instance. I changed these to GetChildByName("stagename").  Instead, should I declare them as members of the main class?  (this would mimic what flash CS4 does).
    -My project already streams in several external SWF's.  I set these to "Export SWC" to get compile-time access to classes and varaibles. This works fine in cs4, the loaded SWF's behave as if they were in the native project.  Is the same recommended with FB4?
    -Should I also be setting the primary FLA as "export to swc"?  If not, how do I reference it from flex, and how does flex know which fla it should construct the main stage with?
    Problems:
    -I'm getting a crash inside a class that is compiled in one of the external SWF's (with SWC).  I cannot see source code for the stack inside this class at all.  I CAN see member variables of the class, so symbol information exists.  And I do see the stack with correct function names.  I even see local variables and function parameters in the watch window! But no source.  Is this a known bug, or "by design"? Is there a workaround?  The class is compiled into the main project, but I still cannot see source.  If FLEX doesn't support source level debugging of SWC's, then it's pretty useless to me.   The project cannot live as a single SWF.  It needs to be streaming and modular for performance and also work flow. I can see source just fine when debugging the exact same SWC/SWF through CS4.
    -What is the expected workflow with artists/designers working on the project?  Currently they just have access to all the latest source, and to test changes they run right through flash.  Will they be required to license Flash Builder as well so they can test changes?  Or should I be distributing the main "engine" as a SWF, and having it reference other SWF files that artists can work on?  They they compile their SWF in CS4, and to test the game, they can load the SWF I distribute.
    A whitepaper on this would be awesome, since I think a lot of folks are trying to go this direction.  I spent a long time searching the web and there is quite a bit of confusion on this issue, and various hacks/tricks to make things work.  Most of the information is stale from old releases (AS2!).
    If a clean workflow I would happily adopt Flash Builder 4 as the new development tool for all the programmers.  It's a really impressive IDE with solid performance, functional intellisense, a rich and configurable interface, a responsive debugger..I could go on and on.  One request is shipping with "visual studio keyboard layout" for us C++ nerds.
    Thanks very much for reading this novel!

    Flash builder debugging is a go!  Boy, I feel a bit stupid, you nailed the problem Jason - I didn't have "Permit Debugging set".  I didn't catch it because debugging worked fine in CS4 because, well, CS4 doesn't obey this flag, even for externally loaded SWF files (I think as long as it has direct access to the SWC). Ugh.
    I can now run my entire, multi SWF, complex project through FB with minimal changes.  One question I do have:
    In order to instantiate stage instances and call the constructor of the document class, I currently load the SWF file with LoaderContext.  I'm not even exporting an SWC for the main FLA (though I may, to get better intellisense).  Is this the correct way of doing it?  Or should I be using , or some other method to pull it into flex?  They seem to do the same thing.
    The one awful part about this workflow is that since almost all of my code is currently tied to symbols, and lives in the SWF, any change i make to code must first be recompiled in CS4, then I have to switch back to FB.  I'm going to over time restructure the whole code base to remove the dependency of having library symbols derive from my own custom classes.  It's just a terrible work flow for both programmers and artists alike.  CS5 will make this better, but still not great.  Having a clean code base and abstracted away assets that hold no dependencies on the code  seems like the way to go with flash.  Realistically, in a complex project, artists/designers don't know how to correctly set up symbols to drive from classes anyway, it must be done by a programmer.  This will allow for tighter error checking and less guess work.  Any thoughts on this?
    Would love to beta test CS5 FYI seeing as it solves some of these issues.
    Date: Thu, 21 Jan 2010 15:06:07 -0700
    From: [email protected]
    To: [email protected]
    Subject: Building complex flash game in Flash Builder 4 - Workflow/Best Practices
    How are you launching the debug session from Flash Builder? Which SWF are you pointing to?
    Here's what I did:
    1) I imported your project (File > Import > General > Existing project...)
    2) Create a launch configuration (Run > Debug Configuration) as a Web Application pointing to the FlexSwcBug project
    3) In the launch config, under "URL or path to launch" I unchecked "use default" and selected the SWF you built (I assume from Flash Pro C:\Users\labuser\Documents\FLAs\FlexSwcBug\FlexSwcBugCopy\src\AdobeBugExample_M ain.swf)
    4) Running that SWF, I get a warning "SWF Not Compiled for Debugging"
    5) No problem here. I opened Flash Professional to re-publish the SWF with "Permit debugging" on
    6) Back In Flash Builder, I re-ran my launch configuration and I hit the breakpoint just fine
    It's possible that you launched the wrong SWF here. It looks like you setup DocumentClass as a runnable application. This creates a DocumentClass.swf in the bin-debug folder and by default, that's what Flash Builder will create a run config for. That's not the SWF you want.
    In AdobeBugExample_Main.swc, I don't see where classCrashExternal is defined. I see that classCrashMainExample is the class and symbol name for the blue pentagon. Flash Builder reads the SWC fine for me. I'm able to get code hinting for both classes in the SWC.
    Jason San Jose
    Quality Engineer, Flash Builder
    >

  • The problem of profiling a multi-thread flash game  using adobe scout cc

    I have a multi-thread flash game code, it can run perfectly. The main swf creates another swf which will connect to a remote server. I can get profiling information of the main swf  using adobe scout cc, but the problem is that I can't get profiling information of another swf ! The scout complains " can't start a session because the telemetry data isn't valid" for another swf. Although some times, the scout does not complain, the Summary Panel of scout provides information“We encountered an error while processing this session: Some of the data we present may not be correct". And the scout log file shows:
    Log file created: 2014/11/20 15:35:08
    11/20/2014 15:35:08.395 Scout starting up.
    11/20/2014 15:35:08.471 InitDNSService failed
    11/20/2014 15:36:47.055 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [100000,200000] is greated than its parent
    11/20/2014 15:36:47.057 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [200000,300000] is greated than its parent
    11/20/2014 15:36:47.058 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [300000,400000] is greated than its parent
    11/20/2014 15:36:47.058 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [400000,500000] is greated than its parent
    11/20/2014 15:36:47.061 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [500000,600000] is greated than its parent
    11/20/2014 15:36:47.062 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [600000,700000] is greated than its parent
    11/20/2014 15:36:47.063 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [700000,800000] is greated than its parent
    11/20/2014 15:36:47.063 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [800000,900000] is greated than its parent
    11/20/2014 15:36:47.064 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [900000,1000000] is greated than its parent
    11/20/2014 15:36:47.064 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [1000000,1100000] is greated than its parent
    11/20/2014 15:36:47.064 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [1100000,1200000] is greated than its parent
    11/20/2014 15:36:47.065 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [1200000,1300000] is greated than its parent
    11/20/2014 15:36:47.065 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [1300000,1400000] is greated than its parent
    11/20/2014 15:36:47.065 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [1400000,1500000] is greated than its parent
    11/20/2014 15:36:47.066 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [1500000,1600000] is greated than its parent
    11/20/2014 15:36:47.066 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [1600000,1700000] is greated than its parent
    11/20/2014 15:36:47.066 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [1700000,1800000] is greated than its parent
    11/20/2014 15:36:47.067 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [1800000,1900000] is greated than its parent
    11/20/2014 15:36:47.067 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [1900000,2000000] is greated than its parent
    11/20/2014 15:36:47.067 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [2000000,2100000] is greated than its parent
    11/20/2014 15:36:47.068 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [2100000,2200000] is greated than its parent
    11/20/2014 15:36:47.068 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [2200000,2300000] is greated than its parent
    11/20/2014 15:36:47.068 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [2300000,2400000] is greated than its parent
    11/20/2014 15:36:47.069 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [2400000,2500000] is greated than its parent
    11/20/2014 15:36:47.069 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [2500000,2600000] is greated than its parent
    11/20/2014 15:36:47.069 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [2600000,2700000] is greated than its parent
    11/20/2014 15:36:47.070 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [2700000,2800000] is greated than its parent
    11/20/2014 15:36:47.070 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [2800000,2900000] is greated than its parent
    11/20/2014 15:36:47.070 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [2900000,3000000] is greated than its parent
    11/20/2014 15:36:47.071 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [3000000,3100000] is greated than its parent
    11/20/2014 15:36:47.071 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [3100000,3200000] is greated than its parent
    11/20/2014 15:46:30.931 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [100000,200000] is greated than its parent
    11/20/2014 15:46:30.933 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [200000,300000] is greated than its parent
    11/20/2014 15:46:30.936 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [300000,400000] is greated than its parent
    11/20/2014 15:46:30.937 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [400000,500000] is greated than its parent
    11/20/2014 15:46:30.937 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [500000,600000] is greated than its parent
    11/20/2014 15:46:30.937 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [600000,700000] is greated than its parent
    11/20/2014 15:46:30.937 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [700000,800000] is greated than its parent
    11/20/2014 15:46:30.938 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [800000,900000] is greated than its parent
    11/20/2014 15:46:30.938 <2896> <telemetryCore.Query> <1> Incorrect data: Memory category 7 for frame stats query over time interval [900000,1000000] is greated than its parent
    I run flash code directly on flash_player_11_7_sa.exe. I think the problem may have something to do with ActionScript Sampler of scout, because I can get the correct profiling information  without ActionScript Sampler.
    But I don't know what the information in the log file means.

    We are using Microsoft SQL Server 2008 . but it's well with MySQL & JBoss

  • Big lagging when i open a flash game with new firefox 8.0 version

    Since i updated my Firefox to 8.0, i am experiencing big lagging when i open a flash game; it takes longer than usual and when i finally get to play the game, within 3-4 minutes it shows error in the flash application and i have to reload my page again. Before this there was no problem. Please advise.

    The answer did not resolve my issue. As I said, I am using version8.0.1 and getting the message (''''Some important features may not work in this version of your browser, so you have been redirected to the Basic HTML version. Upgrade to a modern browser, such as Google Chrome. Try standard version anyway'''').
    In any case, I re-installed the latest version with no change in the usability or appearance of Gmail. Any other suggestions

  • Adobe Flash games and buttons super small in Firefox

    I recently got a new computer and I've noticed certain Adobe Flash games or other features of Adobe Flash don't load to the proper size that they used to. There is room on the screen to be bigger but it just looks like the game or features have shrunk.
    I am running Windows 8.1 and have the latest versions of both Firefox and Adobe Flash. I've tried going back to past versions of FF and Flash; hasn't worked. I tried FF in Safe Mode and resetting it but those didn't work either. They worked fine on my previous computer (5 years older and running Windows Vista). I also tried resizing the pages but the games/images stay small in proportion to the resizing. I have loaded the same problem pages/games in Chrome and IE without the errors reoccurring so there has to be some combo of problems between FF and Flash. On another note... not every game running has this problem. x_x
    Here's some links to some screenshots of my problem:
    http://img.photobucket.com/albums/v509/chibi_ryoko/gameproblem1_zps4e5982f5.png
    http://img.photobucket.com/albums/v509/chibi_ryoko/gameproblem2_zpsd3cb90f3.png
    http://img.photobucket.com/albums/v509/chibi_ryoko/gameproblem3_zps523c0487.png
    Maybe something went wrong when I switched over my Firefox from my previous computer?

    Did you try to right-click in the Flash player area to see if you can restore the full size?
    Try to clear the Flash local storage and settings.
    *Windows Control Panel > Flash Player > Storage: Local Storage Settings
    **Remove a specific domain: Local Storage Settings by site
    **Remove all domains: Delete All and Delete Data
    Flash Website Storage Settings panel:
    *http://www.macromedia.com/support/documentation/en/flashplayer/help/settings_manager07.html
    Global Storage Settings Panel:
    *http://www.macromedia.com/support/documentation/en/flashplayer/help/settings_manager03.html

  • RAM usage by Adobe Flash Player spikes when playing online flash games with 3D graphics

    Hi. I have recently noticed a spike in RAM usage by my flash player plug-in whenever I play online flash games that use a 3D graphics engine (for example, Farmville 2 and Chefville by Zynga). Apart from the numerous times I receive an error message that the plug-in has failed, my RAM usage goes above 70% from the regular 40% with the plug-in consuming more than 1Gb. I have experienced the problem with the updated version of Adobe Flash Player on the newest releases of Firefox, Chrome and RockMelt. This spike in usage usually leads to a crash of my GPU (ATI Mobility Rabeon 4650 - 2Gb) My specs are as follows:
    OS - Windows 7 Home Premium 64-bit
    Processor - Core i5
    Speed - 2.27 GHz
    RAM - 4.00Gb (3.86 Gb usable)
    HDD - 500 Gb (465 Gb usable)
    I should also note that the required specifications for the latest version of Flash Player (11.7.700.202) requires processing speeds of 2.33Ghz. Could that be the issue? I am still to attempt downgrading of my Flash version to see if that could help reduce the RAM usage. Are there any other suggestions out there?

    Hmmm... Win 7 will run faster than Mavericks with 8Gb. Even my Vm of 7 runs faster once I get it past all the startup processes.
    It may or may not be a connectivity problen since Windows uses a different protocol, even though it's on the same hardware. Usually though, what affects OS X will affect BootCamp too.
    What browser?

  • Finished my first Flash game on iPhone

    Hello!
    This little message to share my first game development experience with cs5.
    Codename: Boost your Brain
    http://blog.tweenpix.net/2009/11/11/boost-your-brain-flash-game-on-iphone
    That was a fun experience and I’m looking forward to start a new project now.
    Any feedback is welcome.

    I'm a pre-release customersso i have access to latest beta of Flash CS5
    but I still have problems with certificates and flash give me a UNKNOW ERROR when I try to pubblish for iPhone!!
    please help!
    I used the p12 certificate,
    the mobileprovisioning file
    and everything else
    but still get this error?
    I'm On MAC
    what can be the problem?
    it is possiible to get iphone IPA compiling with these betas?
    thank you!

  • Safari 5.1 plug in failure after running flash games for a while

    After upgrading to lion  I get plug in failure error often. I have to restart safari to get the flash game  Sunshine ranch ( a chinese farmville game) to work again
    Flash player plugin Plug-in version 10.3.181.34 is installed.

    Try deleting Flash cookies >  Flush.app – Flash Cookie Removal Tool For OS X | MacHacks.TV
    And empty the Safari cache. You can do that from the Safari menu bar, click Safari / Emtpy Cache.

  • Safari Will Not Play Flash Games or Videos on my account but will on others

    As of last night my MacMini will not play videos at mlb.com, YouTube.com or flash games at ClubPenguin.com. When I log out of my account on the same computer and log into my kids' accounts it will play all of the above mentioned sites quite well. The problem cannot be with the websites not being compliant with Safari since they are playing normally on my kids' account on the same computer using the latest version of Safari.
    Mac Mini   Mac OS X (10.4.10)   iBook, iMac, iPod, iPod Mini, iPod Nano

    Well most issues are either A. system wide, or B. User specific.
    In this case the issue was user specific because it happend only in your user, not your kids accounts.
    There are prefernce files (plists) for pretty much everything. When something goes wrong, a good place to start is to pull relevent plists from YOUR user library. home>library>preferences
    If this issue was system wide and happening in all accounts, you would start pulling plists from the library under your hard drive. harddrive>library>preferences.
    When the machine is restarted or logged off after pulling these, when you log back in the preferenece files are regenerated back to standard settings.
    Yes you can trash those plists now with no problem.
    excuse my spelling errors, im typing while on break for 5 min!
    hope this helps
    -J

  • How to let the character in my flash game make a jump using AS3?

    i want to make the character in my flash game make a jump when the player presses a key,e.g. 'space',even the player release the key instantly,the character will still finish the complete jump process.Hope somebody will give me some advice, Thank you so much!!!

    what's the problem?

  • A flash game was accidently blocked on a website, and now I can't access any of the flash games on it. Can that website be unblocked?

    == Issue
    ==
    I have a problem with my bookmarks, cookies, history or settings
    == Description
    ==
    A flash game was accidentally blocked on the website http://www.oyunlar1.com Now I can't access any of the games there. Is there anyway to unblock the flash settings for that website?
    == Troubleshooting information
    ==
    Application Basics
    Name Firefox
    Version 3.6.7
    Profile Directory
    Open Containing Folder
    Installed Plugins
    about:plugins
    Build Configuration
    about:buildconfig
    Extensions
    Name
    Version
    Enabled
    ID
    1-ClickWeather 1.1.9.1 true
    Adblock Plus 1.2.1 true
    Adobe Contribute Toolbar 5.0 true {01A8CA0A-4C96-465b-A49B-65C46FAD54F9}
    AIM Toolbar 5.96.5.1 true
    Ask Toolbar for Firefox 2.1.0.5 true
    BatchDownload 1.2.4 false [email protected]
    Big Fish Games Toolbar 2.0.0 true {6847DFAE-037A-400c-A524-27F0A281B692}
    CheckPlaces 2.2.2 false [email protected]
    Cooliris 1.12.0.36949 true [email protected]
    DownloadHelper 4.7.4 true
    DownThemAll! 1.1.10 true
    Fast Video Download (with SearchMenu) 3.1.1 true
    Fast Youtube Downloader 1.2.2 true [email protected]
    Firefox ImageGrabber 1.0.6 false {546d2a00-2bbf-11dc-8314-0800200c9a66}
    Flashblock 1.5.13 false {3d7eb24f-2740-49df-8937-200b1cc08f8a}
    FlashGot 1.2.1.27 true {19503e42-ca3c-4c27-b1e2-9cdb2170ee34}
    FoxyProxy Standard 2.21.3 true [email protected]
    Google Toolbar for Firefox 7.0.20100326W true {3112ca9c-de6d-4884-a869-9855de68056c}
    Googlepedia 0.6.3 true {1ABADB6E-DC4B-11DA-9F70-791A9CD9513E}
    HP Smart Web Printing 4.60 false [email protected]
    ImageHost Grabber 1.6.4 true
    InvisibleHand 2.4 true [email protected]
    iWinGames Plugin 1.0 false {98e34367-8df7-42b4-837b-20b892ff0847}
    Java Console 6.0.07 true
    Java Console 6.0.04 true
    Java Console 6.0.10 true
    Java Console 6.0.12 true
    Java Console 6.0.13 true
    Java Console 6.0.14 true
    Java Console 6.0.15 true
    Java Console 6.0.17 true
    Java Console 6.0.16 true
    Java Console 6.0.19 true
    Java Console 6.0.20 true
    Java Quick Starter 1.0 true [email protected]
    MegaUpload DownloadHelper 1.0.2 true [email protected]
    Microsoft .NET Framework Assistant 1.2.1 true {20a82645-c095-46ed-80e3-08825760534b}
    MSN Toolbar 4.0 false [email protected]
    myBabylon English Toolbar 2.6.0.15 true
    myibay Firefox extension 1.1.7 true [email protected]
    NoScript 1.10 false {73a6fe31-595d-460b-a920-fcc0f8843232}
    Ookong 1.5 true {95969329-aa35-473a-b537-3f6f62c0ba23}
    Rapidlibrary Search ToolBar 1.0.0 true {2832ABCD-4444-1012-2D45-132D5447C445}
    RapidShare DownloadHelper 1.0 false [email protected]
    RDown - Rapidshare Downloader 0.6.0 true dave2x@download
    Remove It Permanently 1.0.6.7 true {1dbc4a33-ea62-4330-966c-7bdad3455322}
    RSFind! 1.1.2 false [email protected]
    Search Helper Extension 1.0 true {27182e60-b5f3-411c-b545-b44205977502}
    Shareaholic 1.9.9.5 true [email protected]
    SkipScreen 0.4.12s false SkipScreen@SkipScreen
    Skype extension for Firefox 2.2.0.102 false
    Status-bar Scientific Calculator 4.9.2 true ststusscicalc@sunny
    StumbleUpon 3.64 true
    The Browser Highlighter 1.0.19126 false [email protected]
    UnPlug 2.026 true unplug@compunach
    Xmarks 3.7.9 true [email protected]
    Yahoo! Toolbar 2.1.3.20100310105313 true {635abd67-4fe9-1b23-4f01-e679fa7484c1}
    Adobe DLM (powered by getPlus(R)) 1.6.2.63 true
    Modified Preferences
    Name
    Value
    accessibility.typeaheadfind.flashBar 0
    browser.fixup.alternate.enabled false
    browser.history_expire_days.mirror 180
    browser.places.smartBookmarksVersion 2
    browser.startup.homepage http://www.refdesk.com/
    browser.startup.homepage_override.mstone rv:1.9.2.7
    extensions.lastAppVersion 3.6.7
    general.useragent.extra.microsoftdotnet ( .NET CLR 3.5.30729; .NET4.0E)
    javascript.options.showInConsole true
    keyword.URL http://slirsredirect.search.aol.com/slirs_http/sredir?sredir=2706&invocationType=tb50-ff-aim-ab-en-us&query=
    network.protocol-handler.warn-external.aim false
    network.protocol-handler.warn-external.dnupdate false
    places.last_vacuum 1279652142
    privacy.sanitize.migrateFx3Prefs true
    security.warn_viewing_mixed false
    == Firefox version
    ==
    3.6.7
    == Operating system
    ==
    Windows XP
    == User Agent
    ==
    Mozilla/5.0 (Windows; U; Windows NT 5.1; en-US; rv:1.9.2.7) Gecko/20100713 Firefox/3.6.7 GTB7.0 ( .NET CLR 3.5.30729; .NET4.0E)
    == Plugins installed
    ==
    *-Cooliris embedded in a tab
    *getplusplusadobe16263
    *np-mswmp
    *Contribute Firefox IBE Plugin DLL
    *6.0.12.69
    *RealPlayer(tm) LiveConnect-Enabled Plug-In
    *1.9.0009.1
    *npdnu
    *npdnupdater2
    *NPTURNMED
    *The QuickTime Plugin allows you to view a wide variety of multimedia content in Web pages. For more information, visit the QuickTime Web site.
    *NPRuntime Script Plug-in Library for Java(TM) Deploy
    *Adobe PDF Plug-In For Firefox and Netscape "9.3.3"
    *Default Plug-in
    *Shockwave Flash 10.1 r53
    *BrowserPlus -- Improve your browser! -- http://browserplus.yahoo.com/
    *Adobe Shockwave for Director Netscape plug-in, version 11.5
    *Delivery Network Acceleration by BitTorrent™
    *GEPlugin
    *Picasa plugin
    *4.0.50524.0
    *MSN® Toolbar
    *Windows Presentation Foundation (WPF) plug-in for Mozilla browsers
    *Google Updater pluginhttp://pack.google.com/
    *Google Update
    *Java(TM) Platform SE binary
    *Next Generation Java Plug-in 1.6.0_20 for Mozilla browsers
    *Npdsplay dll
    *DRM Store Netscape Plugin
    *DRM Netscape Network Object

    Thanks, Eric. I'm not sure what I should be checking using your suggestion--as I said, I'm an utter novice with the iMac. However,  I saw a reference to problems with the Library entries, so I checked mine and the iWork files were missing, something confirmed when I checked the crash log. In desperation, I did another software update, and that seems to have fixed the problem completely. Now wondering if I dare upgrade to Lion!

Maybe you are looking for