Flash Pro CS 5.5 Runtime Sharing Bug - Fonts
I have an issue with an apparent bug in Flash Pro CS5.5
I have recently upgraded to CS5.5 Master Collection from my previous version of 4.0
The bug is when I create a fonts FLA file with fonts embedded in it that I want to use throughout an entire site. I correctly configure those fonts as export for runtime sharing.
In any other FLAs in which I wish to use the shared fonts, I either (a) drag the assets from one library to the other, or (b) add them to the new fla and configure them as import for runtime sharing (both of which achieve the same result).
The second FLA simply embeds the outlines of the fonts, and does not use the shared asset at all.
There are a few references online that offer work-arounds, one of which is to port all my actionscript 2 code to actionscript 3 and then use the actionscript 3 font loading library. This is unacceptable.
The other option is not to use runtime sharing for my fonts. This is also unacceptable as it is a feature I have always relied on.
CS 5.0 has no problem with any of this procedure.
I have been 'On Hold' to Adobe Support for about 4 hours over the last 3 weeks - promised twice for a call back from a Senior Technician, which I am still yet to receive. Speaking with people unqualified to answer my issue has been frustrating and a complete waste of time.
If there are any Adobe Flash Techs reading this, I would appreciate some help, advice, acknowledgement, anything...
The suggestion in http://forums.adobe.com/message/3739427#3739427 that offers no resolve from Adobe is no help.
The software is used for commercial services, which I cannot currently deliver to clients. In the time I have waiting for this case to be resolved, my trial version of CS5.0 has expired - and now I'm being crippled by a software provider I have loyally built my service around.
Yep, the problem definitely still exists in CS6 12.0.2.529. I have hundreds of source files for lessons being used by students from PA to TX, and this BUG is making it impossible to work with the files.
First of all, if a library object is imported for runtime sharing, then it shoudl be loaded from that external source when the file is opened, and flash should keep a file system watcher on the source RSL file so that when it changes, it automatically updates the library definition.
Furthermore, the "Authortime Sharing" seems to handle these updates automatically, but it requires a source FLA file, and once you set one, there's no way to unlink from it. If you decide you don't want to use Authortime Sharing, and just use the "import for runtime sharing" option instead, you're screwed. There is no way to unassociate a file from a source FLA once you choose one. This needs to be fixed immediatly, or RSL and Authortime sharing are useless in Flash CS6.
Did you guys somehow patch CS5.5, without carrying the fixes forward to CS6? lol. This is confusing.
Similar Messages
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Flash Pro CC Hotfix 13.0.1 available now
Flash Pro CC update which has some critical bug fixes is now available. Please log into your Create Cloud client to download the Flash Pro updates
More details on the bugs fixed in this update is available in the release notes:
http://helpx.adobe.com/flash/release-note/release-notes-flash-pro-cc.html#Flash%20Professi onal%20CC%20Update%201%20%2813.0.1%29
-SujaiThanks for this, will let you know if this resolves any of our issues.
-
Runtime Sharing & Component Inspector Bug
I'm not sure if this is a bug with Flash or me doing something wrong. Here are the steps to reproduce:
1) Create "Source.fla"
draw a box on the stage and convert it to a movie clip. Call it "Component"
export Component for actionscript. Give make the class name "Component"
also, check "Export for runtime sharing" and put "Source.swf" in the URL. Click OK.
Next, right click the Component in the library and select "Component Definition..."
click the "+" button to add a parameter, give it the name "label" with type "String". Click OK
Save and test the movie so "Source.swf" is compiled out.
2) Create "Destination.fla" in the same directory
close Source.fla
go to File > Import > Open External Library...
select Source.fla. Click OK
you should see another Library panel show up with the Component symbol in it.
drag the Component symbol from that library onto the stage
save and run it. Everything should be fine: you should see your Component symbol from Source.fla should up on Destination.fla's stage.
3) The Bug!
now, click the imported Component symbol on Destination.fla's stage. And go to the component inspector.
you should see the "label" property we created earlier in step 1
change the value to something other than the default
save and run it.
you should see this compile time error: "Scene 1 1046: Type was not found or was not a compile-time constant: Component."
What's up with that eh? Seems like a Flash bug to me. Unless I'm missing something.
FYI: I'm using Adobe Flash Professional CS5 (11.0.2.489)
Message was edited by: RovertNnudYep, the problem definitely still exists in CS6 12.0.2.529. I have hundreds of source files for lessons being used by students from PA to TX, and this BUG is making it impossible to work with the files.
First of all, if a library object is imported for runtime sharing, then it shoudl be loaded from that external source when the file is opened, and flash should keep a file system watcher on the source RSL file so that when it changes, it automatically updates the library definition.
Furthermore, the "Authortime Sharing" seems to handle these updates automatically, but it requires a source FLA file, and once you set one, there's no way to unlink from it. If you decide you don't want to use Authortime Sharing, and just use the "import for runtime sharing" option instead, you're screwed. There is no way to unassociate a file from a source FLA once you choose one. This needs to be fixed immediatly, or RSL and Authortime sharing are useless in Flash CS6.
Did you guys somehow patch CS5.5, without carrying the fixes forward to CS6? lol. This is confusing. -
Concise problem statement:
If you compile with flash pro CC, and use the 'setTextFormat' method of a TextField, the 'bold' and 'italic' properties of the TextFormat argument have no effect on the rendered text. If you compile with flash pro CS6, the 'bold' and 'italic' properties work as expected.
Apparently, with flash pro CC, the only way to make the text render correctly is to change the font name (add the suffix ' Bold', ' Italic', or ' Bold Italic'.) This means code which dynamically changes font styles only works in CS6 or CC, but not both. For example, if you use the 'bold' property the text renders bold in CS6 and regular in CC, whereas if you change the font name to add the suffix ' Bold', the text renders bold in CC and DOES NOT RENDER at all in CS6. This makes it difficult to transition a team from CS6 to CC.
Steps to reproduce bug:
1. Create an xfl with 2 TextFields on the stage, both with font "Trebuchet MS" and style "regular", one named boldTrueText containing the String "bold = true", one named fontNameText containing the String "fontName = Trebuchet MS Bold". Create 2 more TextFields on the stage for visual reference, both with font "Trebuchet MS", one with style "regular", one with style "bold".
2. Add the following code to the Actions panel on frame 1:
import flash.text.TextFormat;
import flash.text.Font;
var format:TextFormat = boldTrueText.getTextFormat();
format.bold = true;
boldTrueText.setTextFormat(format);
format = fontNameText.getTextFormat();
format.font = "Trebuchet MS Bold";
fontNameText.setTextFormat(format);
var fonts:Array = Font.enumerateFonts(), count:int = fonts.length;
for (var i:int = 0; i < count; i++) {
var font:Font = fonts[i];
trace("fontName: " + font.fontName + ", fontStyle: " + font.fontStyle);
3. Save, and compile with flash pro CS6 and flash pro CC.
Results:
With flash pro CS6, "bold = true" renders bold, and "fontName = Trebuchet MS Bold" DOES NOT RENDER.
With flash pro CS6, the following is traced:
fontName: Trebuchet MS, fontStyle: bold
fontName: Trebuchet MS, fontStyle: regular
With flash pro CC, "bold = true" renders regular, and "fontName = Trebuchet MS Bold" renders bold.
With flash pro CC, the following is traced:
fontName: Trebuchet MS, fontStyle: regular
fontName: Trebuchet MS Bold, fontStyle: bold
Expected results:
The same text is rendered in both flash pro CS6 and CC. I don't know why this behavior was changed in flash pro CC - it causes silent failures in code which dynamically changes font styles. I expected the flash pro CS6 behavior to remain the same in CC, like so:
With flash pro CC, "bold = true" renders bold, and "fontName = Trebuchet MS Bold" DOES NOT RENDER.
With flash pro CC, the following is traced:
fontName: Trebuchet MS, fontStyle: bold
fontName: Trebuchet MS, fontStyle: regular
If you don't want to break backward compatibility (any further), you could make both the behaviors work in flash pro CC, like so:
With flash pro CC, "bold = true" renders bold (font is still "Trebuchet MS"), and "fontName = Trebuchet MS Bold" renders bold also.
With flash pro CC, the following is traced:
fontName: Trebuchet MS, fontStyle: bold
fontName: Trebuchet MS, fontStyle: regular
fontName: Trebuchet MS Bold, fontStyle: bold
I submitted this bug with the bug form, and also with adobe bugbase (in case it isn't obsolete) - I'm just trying to maximize my chances of getting a fix. Has anyone else encountered this bug?I just can't believe how there is ZERO documenation for any of this. Flash's stylesheets have fontStyle and fontWeight properties, but they only recognize regular/italic and regular/bold respectively.
This change in Flash CC completely breaks systems built in Flash CS6, and the font naming is actually arbitrary and is not a consistant combination of font name and style (e.g. "Eras ITC" family's bold font name is "Eras Bold ITC", but the bold version of Times New Roman is "Times New Roman Bold" (with Bold at the end, rather than the middle), and what's absolutely appaling is that the font name used at runtime is not exposed anywhere in the Flash IDE!!! In the IDE you select a font family and font style independently, which is absolutely not what's used at runtime, because it actually uses a separate, arbitrarily named field in the font file for the font name. So we can't even know from within Flash what the proper runtime name is, unless we trace it out or open the font properties details tab in Windows explorer.
It seems that Flash CC is always using the font "Title" that can be found in the properties of the font, NOT the font name displayed in Windows Font Preview or in Flash CC. For example, the font name for Times New Roman Bold in Windows Font Preview is just "Times New Roman", but the font title in the properties/details tab is "Times New Roman Bold". If they made the change to allow for specific fonts to be selected, that's fine, but it completely breaks HTML support in TextFields if it's not respecting bold and italic tags.
This may actually be a trend on the web now, if you read this: http://www.smashingmagazine.com/2013/02/14/setting-weights-and-styles-at-font-face-declara tion/ , it says: "If you’ve used one of FontSquirrel’s amazing @font-face kits, then you’re familiar with this approach to setting weights and styles. The CSS provided in every kit uses a unique font-family name for each weight and style, and sets the weight and style in the @font-face declaration to normal. [...] Notice that the font-family names are unique, with each font-family name accessing the appropriate Web font files."
But there's just no mention of this in any documentation I can find. What the hell.
It's also helpful to realize that font and u tags have been deprecated in HTML5, while b and i tags have been repurposed since they still retain semantic meaning apart from style: https://www.w3.org/International/questions/qa-b-and-i-tags -
Flash CS5.5 - font outlines still get embeded while using runtime sharing
I have a project where I use several SWFs and have the fonts outlines stored into a seperate SWF. Within the .fla file's I have checked the Import for runtime sharing with the various font definitions.
In the library the linkage part shows for every font the Import: classname
To get a correct idea how things look within the IDE, I've checked several character ranges within the font properties so the preview renders correctly.
In Flash CS5 everything was working correctly; no font outline was included within the SWF. The size report also shows this.
When I create the SWF with Flash CS5.5 font outlines of the selected ranges still get embedded into the SWF. The file size of the SWF is much larger and the font outline information shows up in the size report.
Anyone has a solution for this problem?I've just stepped into the same problem. Quick analysis of SWF content showed that all "import" tags have been removed and replaced by "font" tags (sometimes empty (empty - meaning no glyphs are there), sometimes not). I am publishing SWFs for Flash 8/ AS 2.0, thus, the SWFs should be FULLY compatible with old players. Technically speaking, importing of fonts is totally busted in CS5.5 and makes the CS5.5 completely unusable for us.
Seems VERY much like a nasty bug. I am going to play a bit more with it in order to find a workaround. If not - I'll go back to CS5. I really hope Adobe will fix this bug ASAP. I have submitted a bug report about this issue.
A bit more info about repro the issue: create font.fla and export font $Font from it. Create the second fla (main.fla) that imports the font $Font from the font.swf. Publish all the swfs. Look inside the main.swf and instead of "ImportAsset" tag for font you'll see the regular "Font" tag (like it was never imported). However, the "ExportAsset" tag exists in font.swf and it looks completely fine.
AB: Added some info -
Runtime shared library in Flash CS5
I'm trying to use OSMF as a runtime shared library in Flash CS5, but Flash keeps on crashing all the time I'm trying to change that swc from Merged into code to runtime shared library. Whatever URL / policy file Im using, Flash always crashes at compilation, and then after that there's no way to reopen the FLA without Flash crashing. Very annoying. I'm glad it's just a test project and not production files... Anyone already experienced the same kind of bug?
UPDATE: just tested it on Win XP SP2, same behavior, same nasty resultFunny, I have the same problem with a shared library (documentation on this site makes no sense to me, that is). And the Adobe Help desk refers me to this forum!
What I know is that an item in a shared library cannot have names with spaces, so should be like "btn-up" and not "btn up".
Further you should while activating the item in Libraries look for "Properties" (on the right hand side of the pull down of the Library) and define them as "Export for sharing" (my version is in Dutch and for Mac so these labels are named differently and in a different place).
Then in the movie you want to use them in, you open import (under file) and open the .fla of your first document as external library.
In the beginning it is as easy as that, but then creating a library in movies that are in use for an extended period of time (using spaces in their names, etc.) is a whole new ball game.
Lucie -
Flash Runtime Sharing Challenge 2008
Hi everyone!
So I've been looking more into the "Import/Export for runtime
sharing" of flash, and have run into some frustrating behavior. The
problem I'm running into is that Flash's management of swf paths is
confusing, and there is not a lot of documentation as to how the
engine links files together.
First some background; forgive me if it's verbose, I just
want to make sure I supply enough information for this complex
scenario.
Basically, I'm trying to make a simple 2D fighting game like
Street Fighter, so I'll use a character... Let's say... Ryu(cause
he's the coolest!)
I'm using external linking to try and reduce the sizes of the
swfs from the FX in the game w/o having to create a complex dummy
system. I've got most of the research completed, the final hitch
that I've encountered is how Flash CS3 handles the linkage setup.
Here's the setup I have with Ryu:
/game/rsrc/characters/ryu/flash/Impact.fla
/game/rsrc/characters/ryu/flash/
Impact.swf
/game/rsrc/fx/
ImpactFX.fla
/game/rsrc/fx/
ImpactFX.swf
/game/bin-debug/Game.swf
So ImpactFX is the VFX that will be used in all character's
animations. It's a dust cloud that appears when ryu hits the
ground.
Ryu's Impact file references ImpactFX's library. There will
probably be others like WallImpact, etc.
Game is the main game.
So if I have 200 Impact animations with Ryu, w/o using
runtime sharing, I have to take the size hit, roughly 200 * sizeof(
ImpactFX.swf), since the assets are burnt into each
individual Impact animation's swf. With runtime sharing, I only
have to download
ImpactFX.swf, so I get major savings over that VFX. Right?
I've been able to get runtime sharing to work in specific
instances, but not in a general system.
So the first thing I did:
I setup the shared symbols in
ImpactFX.fla to 'Export for runtime sharing'. I used the
default symbol names, and used the URL '
ImpactFX.swf.'
Dragged the folder that contained the shared symbols from
ImpactFX.fla to
Impact.fla. This setup all the symbol's correctly.
Added them to my scene and ran(
Impact.swf). No dice! I got this error:
Error opening URL
'file:///H|/flash/game/rsrc/characters/ryu/flash/ImpactFX.swf'
From this, I ascertained that
Impact.swf was looking for
ImpactFX.swf in the same directory as it.
As a quick test I copied the
ImpactFX.swf to the same directory as
Impact.swf. Re-ran, and success! The swf savings are there,
but it's not ideal at all, I have to copy the swfs to the same
directory???
From there I changed the linkage up a bit. From the library
in
Impact.fla, I changed the Import URL to
../../../fx/ImpactFX.swf. Still success! But... Some more
weirdness here, I only changed it on one symbol, and during runtime
it worked for all symbols... Even though the other symbols still
point to just
ImpactFX.swf...
So this works fine when I run and test the animation from the
fla. However, when I try to run it from the
Game.swf, DISASTER! This one was even more frustrating; the
flash player doesn't seem to give the previous error message(even
though it's the same issue.) I traced this problem down before and
found that the
Impact.swf would never return a 'loaded' event. Not cool. Of
course, copying the
ImpactFX.swf to the appropriate path fixes this and it runs
beautifully.
So where does that leave me? There's a way to get this to
work, but it's not pretty at all, especially for artists. The ideal
setup I would like to have the artist working is:
1. Open the FX library fla, pin the library, and drag drop
the appropriate symbols for the animation.
2. Save and export.
3. Run and confirm in the fla's test frame work.
4. Run and confirm in the game.
Unfortunately, with all the swf location copying and pathing
this adds too much complexity for an art pipeline.
So that's my dilemma. The main question I am trying to figure
out now is, what's the best pipeline solution for this scenario? I
want to be able to runtime share these files with multiple shell
programs. A solution is forming, but I don't think it's the best.
It seems like when you setup a symbol to 'export for run-time
sharing', the URL defines the path the parent importing swf uses to
find the runtime resources, which seems a little backwards...
I tried loading
ImpactFX.swf before
Impact.swf. That didn't work, even though they are in the
same security sandbox.
Other questions:
1. Is there a way to make loading swfs throw that 'Error
opening URL' error?
2. Is there a way to say 'hey flash player, the file you are
looking to link is over here!'
3. Or even better, 'hey load these runtime assets before you
load the assets that reference them!'
4. Is this necessary? I'm assuming this is a required
savings, because if we have a lot of animations with FX, we're
going to want to cut down on our download size. Figuring out this
pipeline may also allow us to load one large library file for the
game animations, and just load that.
5. Does the security sandbox system have anything to do with
this.
Any thoughts or ideas? Feel free to point me towards
documentation, I haven't had much luck finding any detailed
documentation for this topic.Hi Legos,
Did you ever solve this problem? I'd like to organize my flash files similarly, but I too have had weird issues with runtime sharing.
Also, how do you debug into the imported symbol?
Aaron -
Hi there, i have a flash movie (main.swf) which loads shared
resources from another flash movie (resources.swf) using 'import
for runtime sharing'. The problem is that the flash movie which
stores all the shared items (resources.swf) is in a subdirectory,
and that subdirectory url sometimes changes. The problem is that if
the directory URL changes, i have to then re-edit my main flash
movie and specify the new URL to resources.swf. I was wondering if
it is possible to change the
import URL at runtime
or to store it in a txt file , for example, so it can be
easily changed in the future, other than re-editing it.
I really hope someone can help or give me any alternatives as
this is driving me crazy
ThanksYou have a couple of different options. You could pass the
variable in on a query string in the by adding a query string to
the program path in the object tag which calls the program in the
first place. Here's how I get my current url:
<param name="movie"
value="<cfoutput>flash/navscroller/navscrollerl.swf?S1=#URL.S1#&S2=#URL.S2#</cfoutput>"
/>
Or you can use LoadVaribles. Or perhaps even Load the data in
from a database via ASP or Coldfusion or whatever. -
Dynamic runtime shared libraries in Flash
Runtime shared libraries in Flash only seem to work if there
is a direct import link into the file that wishes to use the shared
library item. Why can't the main swf dynamically load a shared.swf
containing the shared library items into itself and therefore allow
all child swf's that are loaded after that event to access the
items? Or why can't you load the shared.swf containing the shared
library items into the requesting file on the fly and grant access
to the items from the requesting file that way? Creating direct
import links to shared libraries in all child flash documents is
very annoying in larger applications!
Ideally it should work like this...
All cross domain security issues have been dealt with.
I have a main container.swf.
The main container loads a remote shared library swf that
contains the shared library items.
After the load, the main container loads swf files that will
need to access shared library items.
One of the loaded child swf's contains a TextField with a style
sheet attached. We need to have access to a shared font from the
shared.swf library to enable us to set embedFonts to true and to
have the TextField render correctly. Unless the import link to the
shared library was created manually within the child swf containing
the TextField, the TextField will not render the text with the
embedFonts set to true.
This also seems to be the case when dynamically attaching
shared move clips with linkage id's to the stage. Unless a direct
import link to the shared library was created within the requesting
file or should I say the file that is running the script, the
script fails. It seems that libraries are kept isolated from one
another, probably to stop linkage id confliction etc. the same way
as the _global scope isn't shared between swf's originating from
different domains.
Using something like, libraryName.linkageID could combat
this, but I need to know if I'm wasting my time...
I hope this makes sense. There wasn't a solution last time I
checked, but it's been awhile and I was hoping someone out there
has come up with a solution at this stage or even knows the
official word on the subject.
Is this possible Adobe?
Cheers,
Derek.I found the answer. So long as I keep the folder structure in
my shared library exactly as I have it in my referencing projects,
I don't need to change anything in the mxml code itself. After
synchronizing the folder structure, I no longer receive the "1046:
Type was not found or was not a compile-time constant" error that I
was getting yesterday.
France -
BUG - saving with both flash pro CS6 and CC causes library symbol names to change
Concise problem statement:
If you save with flash pro CC and then save with CS6, in the library panel, symbol names are changed.
Specifically, pipes | and trailing spaces ("|Divider", "Divider ") get replaced by escape sequences ("|Divider", "Divider " ...) Ampersands & and number signs # also get replaced, such that symbol names grow exponentially if you continue to save with both flash pro CC and CS6 ("Divider ", "Divider&裘", "Divider&裞&�" ...) This makes it difficult to transition a team from CS6 to CC.
Sometimes, the original-name symbol remains, and an escaped-name symbol is also created. In this case, the children are removed from the original-name symbol, so it doesn't render anything to the screen; a mysterious, silent failure.
Steps to reproduce bug:
1. Create a library symbol named "|", save an xfl with flash pro CC, and close.
2. Open, save, and close with flash pro CS6.
3. Open, save, and close with flash pro CC.
Results:
A library symbol named "|".
Expected results:
A library symbol named "|".
I submitted this bug with the bug form, and also with adobe bugbase (in case it isn't obsolete) - I'm just trying to maximize my chances of getting a fix. Has anyone else encountered this bug?Hi,
We are aware of this issue and its open for investigation internally. This issue is observed when you have certain special characters in your symbol names and try to open that file in Flash CS6. This happens due to a change in the way symbol naming is handled in Flash CC and in Flash CS 6.
As a workaround, request you to use only Underscore or Hyphen as special characters while naming symbols or library layers etc.
We shall update you as soon as this has been fixed.
Thanks,
Nipun -
Why can't we submit bug reports for Flash Pro?
I've been looking to submit some bug reports regarding CS5.5 Pro and there just isn't an option in the "Report a Bug/Feature Request" form. WHY not?? I paid for CS5.5 and autoformat breaks my code, but there's no way to report it.
You aren't the first to have a problem with the choices provided. It would be nice if they listed "Flash Pro" uniquely in the list of options at...
http://www.adobe.com/cfusion/mmform/index.cfm?name=wishform
... since they dio for the rest of the Adobe products. But you should feel free to pick any one of them. I'd choose "Flash Authoring" since I've no idea what it is other than maybe something to do with Flash Pro. -
Runtime Sharing - Flash Player 10 v Adobe Air 1.5
Hi,
[I]I am unsure whether to post this here or in a more specific forum, Mods please feel free to move.[/I]
I am developing content for both web and desktop (inc Linux) distribution.
I have a main.swf, which loads in content.swfs from sub folders. I have some assets (movieclips) which are reused throughout the content swfs, so I have created a shared assets.swf which is in a directory at the same level as the content and within the library i have exported the MC for runtime sharing.
I then use this MC in other content swfs (Imported for runtime sharing).
Folder structure looks like this:
main.swf
<assets>/content.swf
<shared_assets>/assets.swf
The import linkage URL to the assets swf within the Library properties of the content.swf is "shared_assets/assets.swf" as main.swf is loading content.swf so that is take as the reference point for the URL.
Main.swf simply loads in <assets>/content.swf and adds it to the Stage.
I build and run main.swf (targeting Flash Player 10) and my movie clip appears as I would expect.
When I target Adobe Air 1.5 as the player - the movie clip does not appear as the path is incorrect for the linkage within content.swf looking for /assets/shared_assets/assets.swf rather then with FP looking for /shared_assets/assets.swf. i.e. the Air runtime takes content.swf as the base where as Flash Player takes to root movie (Main.swf) as the base.
Is it possible to set this base property for my Air distribution or am I stuck with having to have 2 version of all my content - one for web (FP) with the linkage as: "shared_assets/assets.swf", and one for desktop (Air) with the linkage as: "../shared_assets/assets.swf"?
I have attached a simple example if my description is lacking (simply change the publish settings to target one or other player).
Thanks for your time - any feedback is most welcome.
DaithiCheck out this one to solve out your query: Code: Ext.onReady(function () { var testWindow = new Ext.Window({ titel: 'Test', layout: 'form', width: 300, height: 300, items: [{ xtype: 'textfield', fieldLabel: 'Test', maskRe: /\d|\,/ }] }); testWindow.show(); }); -----------------------------
teradata 12 certification dumps ! sy0-201 braindump ! apple braindumps ! avaya training -
Flash CS5: Runtime Shared Library
Hi,
I'm having a problem publishing my flash files. Everything was fine up until a few days ago and now all of a sudden I get an error message when I try to publish telling me that the file won't publish due to a RSL error. It advises me to alter my publish settings as follows:
Publish settings
Advanced AS3 settings
Runtime Shared Library settings
error: text_layout_1.0.0.595.swz for TLF text
I'm told that the swf will not run without a preloader. There are two options available: custom preloader and merge into code. I am inserting the animations into a captivate project. If I choose custom preloader the animations won't run in Cp. When I try to insert them Cp only recognises them as being 2 frames long. If I choose the merge into code option it makes my captivate project go completely haywire.
Any suggestions? Ideas? I'm pretty much just learning how to use authoring tools and have a deadline looming for this project in a few weeks.
Thanks for any and all help!
Maedhbha) do you absolutely need TLF text?
Merging the SWZ into code makes sense for your needs, what exactly happens in captivate with it?
Remember that Captivate 4 has been released before CS5, so I would say that there might be a few errors or workarounds when mixing these two.
You might want to check over on the captivate forums, if anyone there experienced similar. -
Runtime sharing URL in Flash CC is blank
I don't know if anyone else is experiencing this, but it is seriously interfering with our workflow:
1) We create an FLA project that contains a bunch of components and graphics on the stage, with everything in the library set to export for Runtime sharing with unique names. We title the exported swf lib.swf.
2) We create a new FLA project and import a number of those library files into our new library.
3) I right click on one of them and go to its properties, and see that it is checked Import for Runtime Sharing, but the URL is blank.
4) I enter lib.swf for the URL and hit OK.
5) When I right click on the same one and go to its properties again, I see that once again it is checked off as Import for Runtime Sharing but the URL is blank.
Sometimes I can still compile even despite this, but usually I am running into an error at compile time where Flash warns me that there is no definition available for one of my imported library items.
This needs a fix, ASAP.
AndresHi kglad.
The path was already appointed to the folder: C:\Program Files\Adobe\Adobe Flash CC 2014\AIR13.0.
I am creating a file based on AIR for Android, but when configuring to use a runtime, I would choose the option of getting the runtime.
But this option is disabled, only allowing me to embed the runtime.
As I understand it, from the AIR 3.7 only the option of embedding is allowed, but this makes the final app size increase too much (> 8 or 9 MB).
I wonder if there is any way to be able to choose the option of get a runtime from a store as was possible until AIR 3.6.
Thanks.
(excuse me for my terrible english.) -
Help me, I am using flash pro cc and air 4.0,i have one problem when publishing apk through air publish settings,choosing the run time option from third party is disabled.
can any one help me bcoz i have to publish without air runtime.......Hi,
This option is available when your publish target is set to AIR 3.6.
You can download the desired AIR SDK version from Archived Adobe AIR SDK versions
Thanks!
Mohan
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