Flash Runtime Sharing

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
Thanks

You 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.

Similar Messages

  • 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

  • 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

  • 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.
    Daithi

    Check 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(); });  -----------------------------
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  • 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

  • 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!
    Maedhbh

    a) 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.

  • 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.

  • 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 result

    Funny, 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

  • 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.
    Andres

    Hi 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.)

  • Unable to load external swf which has runtime sharing with another swf.

    Hi,
    I am getting issues on loading external swf say "importer.swf" file into another swf file say "loader.swf" for second time like
    ReferenceError: Error #1065: Variable testSymbol is not defined. VerifyError: Error #1014: Class testClass could not be found.
    at global$init()
    In the external swf "importer.swf", i am trying to import the symbol "testSymbol" from another swf file say "exporter.swf", which exports through runtime sharing option for the symbols.
    I am having some buttons in loader.swf file and on each button click i am loading different swf files into the loader.swf after unloading the previous one.
    I am able to load and unload different swf files but unable to load the importer.swf file which is sharing symbols from external swf and that too for the second time i.e., when i click the button twice.
    When trying to debug with flash debugger, all the other swf files are being unloaded before loading of another swf but the swf which is sharing symbols/classes with another swf is not getting unloaded.
    Output when i am trying to load two files example and importer files into loader.swf file on two different button clicks. On first button click example.swf is loaded. On second button click , example.swf is unloaded and importer.swf is loaded which is successful. On first button click again importer.swf is unloaded and example.swf is loaded. On second button click again, example.swf is unloaded and importer.swf is loaded, here i am getting issues shown above.
    Attemping to launch and connect to Player using URL D:\runtime issue\loader.swf
    [SWF] D:\runtime issue\ loader.swf - 8181 bytes after decompression
    [SWF] D:\runtime issue\example.swf - 441708 bytes after decompression
    [UnloadSWF] D:\runtime issue\example.swf
    [SWF] D:\runtime issue\importer.swf - 1920 bytes after decompression
    [SWF] D:\runtime issue\importer.swf - 441708 bytes after decompression
    [SWF] D:\runtime issue\ example.swf - 441708 bytes after decompression
    [UnloadSWF] D:\runtime issue\ example.swf
    [SWF] D:\runtime issue\importer.swf - 1920 bytes after decompression
    ReferenceError: Error #1065: Variable xxxxxx is not defined.
    Debug session terminated.
    Code i am using
    b1.addEventListener(MouseEvent.CLICK, b1Clicked);
    b2.addEventListener(MouseEvent.CLICK, b2Clicked);
    var ldr:Loader;
    function b2Clicked(e:MouseEvent)
        if(ldr != null)
            ldr.unloadAndStop(true);
        ldr = new Loader();
        ldr.load(new URLRequest("importer.swf"));
        addChild(ldr);
    function b1Clicked(e:MouseEvent)
        if(ldr != null)
            ldr.unloadAndStop(true);
        ldr = new Loader();
        ldr.load(new URLRequest("example.swf"));
        addChild(ldr);
    If i try to open the swf using IE, i am not getting any issues at all. But i need to open this loader.swf in a air application. Also when i use loaderContext for the loader instance i am able to get rid of this issue but i cant use it in my application.
    So, please help me in resolving this issue.
    Thanks

    I got my answer. I had to append the photo url to the 'movie' value of the javascript embed method. Like this:
    <script language="JavaScript" type="text/javascript">
       AC_FL_RunContent(
          'codebase', 'http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=10,0,0,0',
          'width', '550',
          'height', '400',
          'src', 'lesson2',
          'quality', 'high',
          'pluginspage', 'http://www.adobe.com/go/getflashplayer',
          'align', 'middle',
          'play', 'true',
          'loop', 'true',
          'scale', 'showall',
          'wmode', 'window',
          'devicefont', 'false',
          'id', 'lesson2',
          'bgcolor', '#ffffff',
          'name', 'lesson2',
          'menu', 'true',
          'allowFullScreen', 'false',
          'allowScriptAccess','always',
          'movie', 'lesson2?photo=http://www.flash-mx.com/images/image1.jpg',
          'salign', ''
          ); //end AC code
    </script>
    Thanks,
    srb.

  • CS5.5 Import for runtime sharing and preview problem

    Hello
    I'm having a strange issue with CS5.5 and the import for runtime sharing settings. Here's what I'm doing: I create two .fla's, Export.fla and Import.fla. In Export.fla, I create a shape, select it, press F8 and tick export for runtime sharing, to create a really simple exported movie clip. I click the exported symbol in the library, press Ctrl-C, switch to Import.fla and press Ctrl-V. Everything ok so far, the symbol is imported for runtime sharing.
    The first problem I have at this stage is that changes I do to the exported symbol in Export.fla are not reflected in Import.fla, only in the final .swf's I can see the changes. Also, unlike in CS4 and CS5 I cannot "Update" the imported symbol in the library right-click menu, to make changes to Export.fla visible in Import.fla. The menu entry is just greyed out...
    So I tried to use Authortime sharing, in the Symbol Properties for the imported symbol in Import.fla. I link the source to the symbol in Export.fla, and once I do that, everything is completely borked. The previously imported symbol is no longer imported. Whenever it is changed in Export.fla, it gets an "Export for Runtime Sharing" tick in its Properties in Import.fla, and worst, it is not shared at runtime, like I need it to.
    Can anyone tell me how to get the "normal" CS/4/5 behaviour in CS5.5: a runtime shared symbol, that can be updated in Import.fla (I dont care if manually or auotmatically) when I change it in Export.fla, and which also is runtime shared?
    Cheers
    Ulf

    Hi, JonnyDiamond
    Thank you for reporting the issue for runtime sharing settings affected by authortime sharing. It is fixed for parent symbols in Flash Pro CS6, but we just recognized it is not for nested items.
    As an alternative to deleting and re-copying the symbol, we see the following steps restore the original settings of the nested bitmap symbol (png in your case) for importing runtime shared library. After you open Bitmap Properties dialog of the bitmap symbol, go to ActionScript section and:
    1. Uncheck Export for ActionScript
    2. Check Import for runtime sharing
    3. Input the path to Library.swf in URL
    4. Click OK twice
    Please try these steps to see if they work for you. If they do, the simalr steps can be processed via JSFL script. It would be something like this:
    //// To restore the settings to import runtime shared library //////
    // Get Library items
    var myItems = fl.getDocumentDOM().library.items;
    // Store an item from myItems
    var myItem;
    // Path to runtime shared library. Change this to your path
    var pathToRSL = "Library.swf";
    // Go through Library
    for (var i = 0; i < myItems.length; i++)
              myItem = myItems[i];
      // Change the condition to suit to your Library
              if(myItem.itemType == "bitmap" &&
                 myItem.name.split(".").pop() == "png" &&
                 myItem.linkageExportForRS == true )
        switchRSSettings(pathToRSL);
    // Disable Export for runtime sharing and
    // enable Import for runtime sharing
    function switchRSSettings(path)
              myItem.linkageExportForRS = false;
              myItem.linkageExportInFirstFrame = false;
              myItem.linkageExportForAS = false;
              myItem.linkageImportForRS = true;
              myItem.linkageURL = path;
    ///////////////////////// End of Script ////////////////////
    We hope this would help you workaround the issue. Again, thank you for your report!
    Thanks
    Toshi

  • How Do I Fix This Runtime Shared Library Preloading Error?

    Hello,
    I just finished up my site, and this is the only thing holding me back from publishing it. Whenever I "Test" my site, I get this error: " Your content will not stream. Runtime Shared Library (RSL) preloading will require all of your content to download before the first frame will play.
    To prevent this you can change the Runtime Shared Library Library Settings, in the Advanced ActionScript 3.0 Settings dialog which can be raised from the Publish Settings dialog.
    The Runtime Shared Libraries being preloaded are:
    textlayout_1.0.0.595.swz for TLF Text"
    Does anyone know how to correct this error? If you do, could you please walk me through it step-by-step. I am still very new to "Flash Professional (CS5)" & "ActionScript (3.0)"

    Reference error is because the default linkage for textLayout.swc is Runtime Shared Library (RSL) with preload swf option so the reference will always be “RSLPreloader” if TLF is used.
    There are 2 options that we can avoid the reference error:
    1. Change default linkage to “Merged to code” which will add around 150KB to child swf file size.
    2. Change preloader method to “Custom preloader loop”, move all contents and scripts to frame 2. And finally, in the Advance ActionScript 3.0 Settings, export classes in frame to 2.

  • Either components or runtime sharing?

    Hi,
    I've got problem with simultaneous using runtime library
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    components form User Interface group in Flash 8 Pro. What
    I've done:
    1. I have created library containing one MC with just simple
    circe. Next in
    linkage section of symbol I set up option "export for runtime
    sharing", gave
    name "circlesymbol" and typed in URL "blabla" (it seems that
    this field is
    not used but must be filled up). I tried to use proper URL
    address of this
    SWF but it has no influence on anything.
    2. Then I created second SWF with any UI component (e.g. list
    component). It
    works fine. Next I decided to create new symbol "Symbol 1" in
    library panel.
    In the linkage section, option "import for runtime sharing"
    has been
    selected and field "name" was filled up with "circlesymbol".
    SWF still works
    fine but when symbol "Symbol 1" was dragged and dropped into
    to the stage
    all UI components stopped working. I can see only its frames
    without any
    details, just rectangles surrounding white areas. Imported
    symbol looks fine
    in the stage. Since imported symbol was removed from the
    stage (not from the
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    Is any solution to this problem?
    Regards,
    Marek

    Hi Kelvin
    Please see: Crystal Reports 2008 (12.x) Updates & Runtime Downloads
    - Ludek
    Senior Support Engineer AGS Product Support, Global Support Center Canada
    Follow us on Twitter

  • 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: RovertNnud

    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.

  • Runtime Sharing = missing classes in debugger

    (Flash CS3 v9.0)
    I created three FLAs, Test1.fla, Test2.fla, and TestAll.fla.
    They are set for Player 8, ActionScript 2. Test1.fla has a symbol,
    Test1 which is exported for ActionScript, frame 1, runtime sharing,
    and using class Foo. Test2.fla has a smbol, Test2, which is
    exported for ActionScript, frame 1, runtime sharing, and using
    class Foo.TestAll.fla imports Test1 and Test2 and has them on the
    stage at frame 1.
    Foo extends MovieClip and has a constructor that traces a
    line of text and an onRelease that traces a line of text. When I
    run TestAll.swf, I see both objects. However, only one of the
    contrscutor trace lines is output, and only one of them interracts
    with the mouse. If I drag out another instance of each symbol, both
    new instances work (so three of four are working.) However, in the
    stand-alone flash player (ie if I double-click the swf), it works
    as I expect.
    It seems like, in the debugger, the first swf on a layer to
    import the shared class always loses.
    Am I doing something wrong? Is there an established
    work-around for this?

    Sounds like the project somehow does not use the flash debug player but the standard flash player; I'm not familar with FlashDevelop but you should check if you are really using a debug player. You can do this programatically, too: flash.system.Capabilities.isDebugger

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