Flex SDK in linux

Flex 3 sdk install instructions would be valuable.

Making Flex3 SDK ANT Build working on Linux
Take Windows Flex 3.0 SDK
Copy to Linux system, go to folder Flex 3.0_SDK/bin
Look for file compc & mxmlc
Change Dos to Unix files using command      dos2unix 
dos2unix  compc
dos2unix  mxmlc
For compc : line - 47
java $VMARGS -jar "$FLEX_HOME/lib/compc.jar" +flexlib="$FLEX_HOME/frameworks" "$@"
change it to >> "$@" > $@
java $VMARGS -jar "$FLEX_HOME/lib/compc.jar" +flexlib="$FLEX_HOME/frameworks" $@
For mxmlc : line - 47
java $VMARGS -jar "$FLEX_HOME/lib/mxmlc.jar" +flexlib="$FLEX_HOME/frameworks" "$@"
change it to >> "$@" > $@
java $VMARGS -jar "$FLEX_HOME/lib/mxmlc.jar" +flexlib="$FLEX_HOME/frameworks" $@
5. Make sure before firing the build that the SDK home is given correctly in build.properties file.
Incase of any issues,  please feel free to mail me @ [email protected]

Similar Messages

  • [Flex SDK in Linux] Errors running a .swf file

    Hi! Trying to set up flash development on my linux machine. Using FDT in Eclipse. The version of Flex sdk I have is 4.6.0.23201-2.
    I have in the first place had problems running the project. It gets terminated instantly and I get this output in my terminal:
    [Info] Listening to port 7935.
    Using Flex SDK 4.5 Debugger Adapter.
    [Info] Could not connect to the player, will try to connect for the next 72000 ms
    [Info] Listening to port 7935.
    [...etc etc...]
    [Info] Could not connect to the player, will try to connect for the next 8000 ms
    [Info] Listening to port 7935.
    [Info] Could not connect to the player, debug session stopped. Maybe you do not have the Debug Flash Player installed.
    Does "the Debug Flash Player" here mean Flex?
    And this is what happens when I run the .swf file that is compiled by FDT (Using Flex..), in Flex: http://justpaste.it/dlr3
    Any idea what could be the problem? Thanks!

    Hey Mark,
    Thanks for replying.  It's a standalone swf.  I'm still stuck on this issue.  It seems like it would be simple but it's baffling me.

  • Can't package native installer on Linux with Flex SDK 4.5 : Invalid AIR file

    Hi,
    We've moved our application to compile against the 4.5 SDK.
    We're compiling it with Flash Builder (on mac) into an air file and as our application is using NativeProcess API, we're packaging it on each platform into a native installer with the following command (linux example) : adt -package -target native app.deb app.air
    We think we fall into the same issue as http://forums.adobe.com/message/3271944#3271944 but for the 4.5 DSK.
    On Linux it used to work with the following environment (env1):
    - Ubuntu 10.10
    - Java Sun 1.6.0_24
    - Flex SDK 4.1.0.16076 + Adobe Air SDK 2.5.0
    It stops to work when we upgrade to the new Flex SDK (env2):
    - Ubuntu 10.10
    - Java Sun 1.6.0_24
    - Flex SDK 4.5.0.20967 (with the default embeded Adobe Air SDK 2.6)
    The faut message is "Invalid AIR file" and nothing is logged in the log file (/home/<username>/.appdata/Adobe/AIR/Logs/Install.log).
    1) The .air file is installing correctly on env2 (without the support of the NativeProcess as expected)
    2) We also tried to compile the project directly on env2 :
    amxml app.mxml
    adt -package -storetype pkcs12 -keystore cert.p12 app.air app-app.xml air.swf
    The .air file is installing fine but the packaging into a native process fails in the same way...
    3) We tried to package a native installer of our .air file on env1 and it works!!! (the installed application seems to work fine also on env2!!!)
    Are we missing something or does it seems to be a bug of the Flex SDK 4.5?
    Are there some restrictions to package a native installer with the Flex SDK 4.1 a air app build with the Flex SDK 4.5 ?
    Thanks in advance,
    Mich

    Hi,
    Finally we figure out how to solve the issue.
    The packaging into native .deb installer fails as explain above because with the hole Flex SDK 4.5 (adt -version told 2.6.0.1920).
    The packaging is successfull if only Air SDK 2.6 is install.
    What is strange that both adt seems to be the same "2.6.0.1920" (found with "adt -version").
    Can someone from the Adobe dev team explain it?
    I suppose as the Flex SDK is not available for the Linux platform, the download only contains the Air SDK for Windows and Mac OS as opposed to the specific download of the Air SDK for te Linux platform...
    Thanks,
    Mich

  • Package into a native installer fails on Linux (Flex SDK 4.5) : "Invalid AIR file"

    Hi,
    We've moved our application to compile against the 4.5 SDK.
    We're compiling it with Flash Builder (on mac) into an air file and as our application is using NativeProcess API, we're packaging it on each platform into a native installer with the following command (linux example) : adt -package -target native app.deb app.air
    We think we fall into the same issue ashttp://forums.adobe.com/message/3271944#3271944 but for the 4.5 DSK.
    On Linux it used to work with the following environment (env1):
    - Ubuntu 10.10
    - Java Sun 1.6.0_24
    - Flex SDK 4.1.0.16076 + Adobe Air SDK 2.5.0
    It stops to work when we upgrade to the new Flex SDK (env2):
    - Ubuntu 10.10
    - Java Sun 1.6.0_24
    - Flex SDK 4.5.0.20967 (with the default embeded Adobe Air SDK 2.6)
    The faut message is "Invalid AIR file" and nothing is logged in the log file (/home/<username>/.appdata/Adobe/AIR/Logs/Install.log).
    1) The .air file is installing correctly on env2 (without the support of the NativeProcess as expected)
    2) We also tried to compile the project directly on env2 :
    amxml app.mxml
    adt -package -storetype pkcs12 -keystore cert.p12 app.air app-app.xml air.swf
    The .air file is installing fine but the packaging into a native process fails in the same way...
    3) We tried to package a native installer of our .air file on env1 and it works!!! (the installed application seems to work fine also on env2!!!)
    Are we missing something or does it seems to be a bug of the Flex SDK 4.5?
    Are there some restrictions to package a native installer with the Flex SDK 4.1 a air app build with the Flex SDK 4.5 ?
    Thanks in advance,
    Mich

    Hi,
    Finally we figure out how to solve the issue.
    The packaging into native .deb installer fails as explain above because with the hole Flex SDK 4.5 (adt -version told 2.6.0.1920).
    The packaging is successfull if only Air SDK 2.6 is install.
    What is strange that both adt seems to be the same "2.6.0.1920" (found with "adt -version").
    Can someone from the Adobe dev team explain it?
    I suppose as the Flex SDK is not available for the Linux platform, the download only contains the Air SDK for Windows and Mac OS as opposed to the specific download of the Air SDK for te Linux platform...
    Thanks,
    Mich

  • Flex SDK Compatibilty

    Hello,
    I would like to know what is the extact status of the
    compatibility of the Flex SDK on Unix.
    - In
    http://labs.adobe.com/wiki/index.php/Flex_SDK:Open_Source,
    the supported Unix platform are Linux, Solaris.
    - In
    http://www.adobe.com/products/flex/productinfo/systemreqs
    the paragraph "Adobe Flex Data Services" (includes Flex 2 SDK)
    claims an additional compatibility with AIX and HP-UX.
    Does anyone use successfully the Flex compiler on AIX or
    HP-UX ?
    If so what does the term "supported" platforms refer to ?
    Thanks in advance
    Seb Foucault

    Hello,
    Self-response.
    I made some tests. It is possible to compile Flex
    applications on HP-UX and AIX. However modifications have been
    however in the mxmlc shell script.
    The produced SWF file are usable.
    seb foucault

  • Compiling an existing as3 packag with flex sdk (for a flash/flex/as beginner)

    Hi
    I am new to flash, flex, mxml, and actionscript (with a strong background in c, python, and scheme and some background in Java, VBA, and Javascript). I have a website for which I would like to develop some simple swf content. Basically, I would like to load esri shp files at runtime (and display a series of them as an animation) using these APIs.
    I have read through some flex getting started material, but I have found that there is no better way to learn a framework/language than to look at and modify existing code. Happily, I've found a sample that is both salient to my project and about the right level of complexity.
    I have the Flex SDK 3 and have created some simple movies. However, I haven't managed to compile the example as3 source code to a successful swf movie. I'd like to write mxml for layout/structure and as3 for functionality, and compile with mxmlc, period. Most examples I've found use of Flex Builder, Adobe Air plugins, other IDEs, etc and so they aren't very helpful.
    Here is a link to the content I'm interested in, and more importantly the as3 source packages (zip or browesable) that I'd like to compile. There are two: ManualCartogramTest.as and USStatesCartogramExample. I can use mxmlc to compile either one sucessfully, but the resulting swf file displays nothing. It seems that I should use the ManualCartogramTest class to create an instance of it, but none of my efforts have worked.
    Can anyone help out? How should I generate the swf movie given one of these packages? What key piece am I missing?
    Jeff
    For completeness, here is another example using the shp/dbf packages (from the creator) that I just can't figure out what to do with.

    1. Perhaps this wasn't the right forum.
    2. I had to use set -use-network=false to enter "local-with-filesystem" mode. Unfortunately, it took a while before I finally used a flash player that told me the problem instead of silently failing. The linux standalone or linux debugger from adobe was key! Gnash, swfdec, and my firefox plugin hid the problem.

  • How to install open source Flex SDK in Eclipse 3.3 ?

    Iam currently workin on UBUNTU 10.04 OS
    I have downloaded flex_sdk_4.1.0.16076.zip
    How to install open source Flex SDK in Eclipse 3.3 ?
    Thanks in advance,
    Jai.

    Hi Jai!
    I'm not sure about this information because the last time I have used the flash builder into a linux machine was in 2007, but check this out:
    http://labs.adobe.com/technologies/flex/flexbuilder_linux/
    It says you will need to use SDK from the command line to build flex application.
    Best regards,
    Pablo Souza

  • Installing Flex SDK

    Hello All,
    Please excuse my ignorance; however, I am new to development.
    After talking to a friend I decided to have a go at building flash into my websites.  As a skint student I opted to download the Flex SDK open source package.
    I have downloaded FlexSDK from the Adobe site, unzipped the folder and saved it to my c:programes folder.  When I looked for an execuatble file to launch the application - nothing.  I continued to research which led me to install the plugins from the runtime folder after first unistalling my current version of flash.
    As there was no joy launching an application I did further research into the open source Flex SDK; pretty much every review mentions developing within an IDE /your chosen IDE.
    Please help:
    - What am I missing please?
    - How do I get to work with flash using Flex SDK?
    - How do I unintall Flex and the plugins and get back to how I was, as I cannot find any uninstall information? (without restoring windows as I have just installed a load of new software)
    There must be a way to make use of these files in an IDE; I must be launching it wrongly.
    Thanks!

    Hey, give this a try. I successfully installed "Flex Builder"
    on Slackware Linux 11 (2.6.15 kernel).
    http://blog.davr.org/2007/04/22/flex-builder-201-under-linux/

  • Tracing references in the Flex SDK

    I work with Flash Builder on a daily basis and I find great value in  "Find reference (Ctrl+Shift+G)" and "Open declaration (F3)". In Flex SDK 4.6.0 I was able to find references and open declarations not only in my own projects but also in the SDK files which I find valuable for various reasons. Using Apache Flex SDK 4.11.0 Flash Builder seems to have lost this ability: Open declaration works half the time and most often navigates to the wrong place in the file, and Find references does not work with SDK files at all. I have tried with both Flash Builder 4.6 and 4.7.
    By tracing references in the SDK I mean working with the files accompanying the compiled Flex SDK (ie. C:\sdk_location\framework\projects\project\src\).
    Any ideas how I can make Flash Builder help me browsing the SDK again?
    Details:
    My project compiles with both
    Apache Flex SDK 4.11.0
    Flex SDK 4.6.0
    I can use Find references in my own project.
    I can use Find references in Flex SDK 4.6.0.
    I can't use Find references in Apache Flex SDK 4.11.0.

    Change to the Flex bin directory and use mxmlc like this:
    mxmlc path/to/my/App.mxml
    This should create a SWF file that you can then run. If you
    plan on posting the app somewhere, you'll probably want to create
    an HTML wrapper. You can use the wrappers in the html-templates
    directory.
    For more info on using mxmlc, see the online help (type
    "mxmlc -help list") or look in the Compilers chapter of the
    Building and Deploying book. For more on using the wrappers, look
    in the wrappers chapter of the same book.
    hth,
    matt horn
    flex docs

  • How to setup Flex SDK with latest AIR SDK?

    Now the latest AIRSDK web page has a small link at the bottom for Flex users and it states that Flex users should take the SDK version without the compiler. BUT....
    the http://helpx.adobe.com/flash-builder/kb/overlay-air-sdk-flash-builder.html page says to download the SDK from
    http://labs.adobe.com/downloads/asc2.html
    but this page now redirects to:
    http://helpx.adobe.com/air/kb/archived-air-sdk-version.html
    which contains a large list of archived SDK's. So that help page never really says which version of the SDK to use - with or without the compiler. But other forum posts have implied its suppose to be the one with the compiler.
    Now since we're overlaying the ...plugins\com.adobe.flash.compiler_4.7.0.349722\AIRSDK folder that would make sense.
    But now there's a second overlay instructions page at:
    http://helpx.adobe.com/x-productkb/multi/how-overlay-air-sdk-flex-sdk.html
    with different instructions.
    So my questions are:
       Which overlay instructions are we really suppose to use?
       Which version of the AIR SDK (with or with-out compiler) are we suppose to use?
       What does the Flex Library Project properties -> Flex Library Compiler -> 'Include Adobe AIR libraries' checkbox really do?
            If I've followed the (first) overlay instructions above, does this checkbox now mean I'm using the overlaid AIR SDK 3.6
            with the current Flex SDK I've chosen?
            What if I'm using the Apache Flex 4.9.1 SDK? Will the AIR SDK 3.6 overlay that?
                (Doesn't Apache Flex have AIR 3.4 embedded - will this confuse Flash Builder 4.7 ?)
    Is it just me, or is this just getting more and more confusing? Can we perhaps get a AIR SDK combo box to go beside the Flex combo box and when we check the 'Include Adobe AIR libraries' then we can select the AIR SDK we want? And get a 'configure AIR SDKs...' link too? Then perhaps we can get completely away from overlays and all this merged SDK nonsense. I've had nothing but problems with it.
    The real reason I need all this info is because I'm trying to use Flash Builder 4.7 to build an Android ANE and I'm having a devil of a time just trying to find my resources. When I use context.getResourceID() I'm not getting the correct resources - and after reviewing other posts here I came to the conclusion that it might be due to bugs in older AIR SDK's. So really, at the moment I could care less about the latest Flex SDK, I just need to know I'm working from the latest AIR SDK.
    Thanks in advance.

    If you are not using Flash Builder go here: http://www.adobe.com/devnet/air/air-sdk-download.html
    At the bottom it says:
    Note : Flex users will need to download the original AIR SDK without the new compiler. Mac Windows.
    Download the proper one for your OS and then extract it over your existing Flex SDK directory.
    EDIT: Just read your post again and noticed you mentioned Flash Builder. In that case you want to follow these directions: http://helpx.adobe.com/flash-builder/kb/overlay-air-sdk-flash-builder.html and grab the version with the compiler at http://www.adobe.com/devnet/air/air-sdk-download.html

  • The selected Flex SDK does not support building mobile projects

    I am unable to create a new Actionscript Mobile project.  The new project dialogue gives the error: "The selected Flex SDK does not support building mobile projects."  I tried seting the default Flec SDK both to the SDK included with Flash Builder 4.7, and also to a version of the 4.6.0 SDK (build 23201) with AIR 3.3 SDK overlayed on it, which already existed on my computer.  Both resulted in the same error.  Any ideas?

    Hi ,
    Actionscript Mobile projects use AIR SDK by default in Flash Builder 4.7 . Flex SDK won't be used for Actionscript projects.
    Could you please try creating an Actionscript project in fresh workspace and let me know if the issue still exists.
    Also attach screenshot and error log if any.
    Thanks,
    Sanjay

  • Flex SDK and AIR runtime version in mobile

    Hi, guys.
    I'm trying to make my first Flex mobile app.
    I'm a little confused about the relationship between Flex SDK and AIR  runtime versions for mobile development.
    In the "Developing Mobile Applications with ADOBE FLEX 4.6 and ADOBE FLASH BUILDER 4.6" pdf document, it says:
    "AIR requirements
    Flex mobile projects and ActionScript mobile projects require AIR 2.6 or a higher version. You can run mobile projects on physical devices that support AIR 2.6 or a higher version of AIR.
    You can install AIR 2.6 or a higher version only on supported Android devices that run Android 2.2 or a higher version. For the complete list of supported Android devices, see Certified Devices. Also, review the minimum system requirements to run Adobe AIR on Android devices at Mobile System Requirements.
    Note: If you do not have a device that supports AIR 2.6 or a higher version of AIR, you can use Flash Builder to launch and debug mobile applications on the desktop."
    So, I go and check the Certified devices in http://www.adobe.com/devnet-apps/flashruntimes/certified-devices.html and find that the minimun FLASH PLAYER version accepted by ALL devices is FP 10.1
    1. Does this mean that if I want to release an app to target ALL mobile devices, then I can only use Flex 4.5?
    2. Do support for Flash Player mean the same than support for Adobe AIR? Or the application will prompt the user to install whatever version of the AIR runtime and all of them would be supported by the device, even in the FLASH PLAYER support is for a lesser version?
    Thanks!

    Thanks for your help, Flex harUI,
    The first impression that comes to mind is that FP version is indeed only for the web browser plugin. Then, why does the official Flex 4.6 mobile development documentation have a link to that page that only speaks about the supported FP version in mobiles under the title "AIR requirements"??
    This makes it way too confusing.
    Do you know whether there is something like an equivalent matrix/list of mobile devices with their supported AIR runtime versions?  I went a great deal in trying to keep my original app under 400kb... I didn't know that in the end it would end up weighing 9.5Mb... :S
    Thanks again,

  • Installing Flex SDK into Flash Builder 4.7 problems

    Hi,
    Im completely new to Flash Builder, today I have installed Flash Builder 4.7 & Flash CS6 from Creative Cloud for my son to start to learn game programming (with my help), I have used simple coding in web design however this terminology is new to me.
    I bought my son the latest 'Foundation Game Design with ActionScript 3.0' book on recommendation but it was written when FB was version 4.5 so im guessing this might be the problem.
    The book is very easy to follow but have hit problems at the beginning of the tutorials, the book talks about Flex SDK but it seems that FB 4.7 uses AIR SDK ?
    So the first project called HelloWorld, we got up to:
    Got an exclamation mark which said
    'The import flash.display.Sprite is not used
    locally'
    Continuing with the rest of the project the exclamation mark disappeared:
    However on selecting run- Debug we got a blank Flash Player window  ('generate HTML wrapper file' was deselected)
    So either we've done something wrong, or the book and FB version are not compatible?
    Any advice would be great!
    Thank you
    Latest ...
    I thought that installing Flex SDK may solve the problem but after following instructions I have the error message, see image below. Really stumped now!

    Sorry, if I went a little overboard. After re-reading your post, perhaps I should back up a little.
    First, there are little things that Flash Builder (FB) will complain about. Having extra import statements in your code doesn't hurt anything. If I'm trying different solutions and then commenting out the code, the import statements will hang around, FB will complain, but just ignore it. If you see a little icon on the left edge of your code editor and its a red circle with an X in it, then that is something that will have to be fixed.
    When you create an app in FB or Flash you can choose to create a web app which means it will run in a browser window. The project can optionally create an HTML wrapper, or web page that will load your app. In Flash Pro you can choose File->Publish Settings and there will be a checkbox on the left to publish a HTML wrapper. In FB, you can right click your project in the Package Explorer, select Properties at the bottom, select the ActionScript Compiler, and down at the bottom there will be a checkbox to create a HTML wrapper.
    If you're just learning Flash Builder, then the FlexSDK 4.6 and the AIR SDK 3.1 that comes with it should be fine. You mentioned Apache SDK and I'd recently been working with that so I ended up getting side-tracked.
    Getting an AIRSDK to work with when build ActionScript projects is easy. Just go to the adobe site, type AIR SDK in the search box, and you should find a page that will let you downloaded the latest version. There's also a page to let you download the latest AIR runtime, and if you were just going to run AIR apps and not build them, then that's all you would need. As a developer you'll want to install the runtime from the downloaded .exe file. With the SDK, after downloading it, installing it is easy. Just create a new folder an unzip the SDK into it, then place it somewhere easy to find. I put all my SDK's in their own directory right off the c: drive. So I have c:\AIRSDK_3.5.0.880 and c:\AIRSDK_3.7.0.1530. I use very descriptive folder names so I always know which SDK's I have to work from.
    To use the SDK in Flash Pro select Help -> Manage AIR SDK, hit the plus button and add the folder you created. Now when you've opened a Flash project, you go to File->Publish Settings and select the combo box at the top, you'll see options like 'AIR 3.7.0.1530 for Android' in the list that reflect the SDK's you've added.
    Generally with FB you'll be using a FlexSDK, or perhaps a FlexSDK overlaid with a newer version of AIRSDK. Overlaid basically means you copied the contents of the AIR SDK into the Flex Folder. The article I mentioned above will give you all the details on creating those. For instance, I downloaded the Apache Flex installer, installed it, then created an empty folder called c:\ApacheFlexSDK_4.9.1, launched the Apache installer, gave it the new empty folder I'd created, selected all the download options, and let it all download. If it launches a popup box or a security warning, you can allow it, and it will continue. Once you have the SDK and you want to use it with a project in FB, just right click the project, select Properties, selected that Compiler tab again, and up in the right corner you'll see 'Manage SDK's...'. Hit that link, add your new SDK to the list and give it a descriptive name, then selected the checkbox beside it to set it up as your default. If you do this, then all your projects set to use the default will automatically switch to it and rebuild. So if you want a project to stay with a specific SDK then select that option in your Compiler tab, and then you could use the combo box to select your new added SDK.
    When I started with FB I think I spent the first 2 days going round and round with project settings and options until I got them all figured out.
    When I develop, I usually have my browser open and I have bookmarks and favorites to let me quickly get to all the pages I use most often. Here are a few of them:
    http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/index.html  <---- The API reference. In the packages window check out 'Top Level' at the top and Language Elements near the bottom. I think I have this page open in one or more tabs almost every day.
    http://www.adobe.com/devnet.html
    http://www.adobe.com/devnet/actionscript/learning.html
    http://help.adobe.com/en_US/as3/learn/index.html
    http://helpx.adobe.com/flash.html
    http://help.adobe.com/en_US/flashbuilder/using/index.html
    Free videos to help you learn Flash Pro:
    http://tv.adobe.com/show/learn-flash-professional-cs6-/
    http://tv.adobe.com/show/learn-flash-professional-cs5/
    And you've already found the forums! But if you don't find an answer here, many times you can find your question already answered on www.stackoverflow.com forums.
    Ok, I think I went a little overboard again.

  • Maybe Flex SDK bug: Setting visible of DataGrid item renderers

    Hi all, I'm still a noob at flex but this looks a bit strange to me.
    I've been trying to hide a button renderer in a DataGrid but it just wouldn't hide.  I've been setting visible inside the mxml and also in the the class that extends buttonbut it just wouldn't hide.  I then overloaded the visible property set/get and traced what was setting the property to true and found that inside DataGridBase.as the function setupColumnItemRenderer always sets visible of the renderes to true.
    DataGridBase.as
    protected function setupColumnItemRenderer(c:DataGridColumn, contentHolder:ListBaseContentHolder,
                        rowNum:int, colNum:int, data:Object, uid:String):IListItemRenderer
            var listItems:Array = contentHolder.listItems;
            var item:IListItemRenderer;
            var rowData:DataGridListData;
            item = listItems[rowNum][colNum];
            if (!item || itemToUID(item.data) != uid
                || columnMap[item.name] != c)
                item = createColumnItemRenderer(c, false, data);
                if (item == null)
                    return null;
                if (item.parent != contentHolder)
                    contentHolder.addChild(DisplayObject(item));
                // a space is used if no data so text widgets get some default size
                columnMap[item.name] = c;
                if (listItems[rowNum][colNum])
                    addToFreeItemRenderers(listItems[rowNum][colNum]);
                listItems[rowNum][colNum] = item;
            //[Matt] moved from inside the block above to outside because
            //the item definitely exists at this point, and always needs
            //its data refreshed
            rowData = DataGridListData(makeListData(data, uid, rowNum, c.colNum, c));
            rowMap[item.name] = rowData;
            if (item is IDropInListItemRenderer)
                IDropInListItemRenderer(item).listData = data ? rowData : null;
            item.data = data;
            item.visible = true;
            if (uid && colNum == 0)
                contentHolder.visibleData[uid] = item;
            return item;
    Why does it do this?  Shouldn't it respect the visible property already set for the renderer in mxml and not force it to true on init?

    Renderers use the visible property for recycling.  Invisible renderers are not supported.  The hit detection logic would find it the cell it belongs to even if it was invisible.  You can set alpha=0, but it won't stop the hit detection logic.
    Why are you trying to hide a renderer?
    Alex Harui
    Flex SDK Developer
    Adobe Systems Inc.
    Blog: http://blogs.adobe.com/aharui

  • AS3 Preloader (without Flex SDK or Flash CS)

    I use FlashBuilder but not the Flex SDK, just pure Actionscript. I have a swf application that is too long to download, so I would like to display a progressbar while the swf is being downloaded from the host.
    My main class is a Sprite. I tried to add a progressEvent.PROGRESS listener on root.loaderInfo in the constructor of my main Sprite, but then a PROGRESS event is fired only when all the swf is downloaded. Useless.
    On a Flex project, you have a Preloader included in the main Application, that displays a progressBar while the application swf is being downloaded from the server and initializing.
    That's what I want.
    Does someone understand how the Flex Preloader works ?
    Do you know how to do that without Flex SDK ?

    Here is the Preloader class :
    public class Preloader extends MovieClip
      public function Preloader()
        super();
        stop();
        if (root && root.loaderInfo)
        root.loaderInfo.addEventListener(Event.INIT, initHandler, false, 0, true);
      private function initHandler(e:Event):void
        root.loaderInfo.removeEventListener(Event.INIT, initHandler);
        displayProgressBar();
        root.loaderInfo.addEventListener(ProgressEvent.PROGRESS, progressHandler, false, 0, true);
        root.loaderInfo.addEventListener(Event.COMPLETE, completeHandler, false, 0, true);
      private function progressHandler(e:ProgressEvent):void
        displayProgressBar(e.bytesLoaded, e.bytesTotal);
      private function completeHandler(e:Event):void
        root.loaderInfo.removeEventListener(ProgressEvent.PROGRESS, progressHandler);
        root.loaderInfo.removeEventListener(Event.COMPLETE, completeHandler);
        removeProgressBar();
        nextFrame();
        var mainClass:Class = Class(getDefinitionByName("MainApplication"));
        if(mainClass)
          var app:Sprite = new mainClass();
          stage.addChild(app);
        stage.removeChild(this);
      private function displayProgressBar(bytesLoaded:int = -1, bytesTotal:int = -1):void
       // add a progressBar and display the progress
      private function removeProgressBar(bytesLoaded:int = -1, bytesTotal:int = -1):void
       // remove the progressBar

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