Runtime Sharing, preloading warning.
I just made a flash movie and I would like it to stream and save it as mov format. But I got an error instead. It mention I can go to the publishing settings but I don't see the option it listed to fix the problems. Any ideas? Thanks.
that's a warning, not an error.
to remove, click file/publish settings/flash/actionscript 3.0 settings/library path/default linkage and select "merged into code".
Similar Messages
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[ERROR] - Runtime Shared Library Preloading Warning
Hey there guys, I have a question that probably has a very easy answer, but after searching online for a while I couldn't figure out just how to fix it.
Anyways the problem is this, when I run it, it gives me this warning and then the when i click "OK" it startes playing the movie..but when i upload the content i dont see it woking
I assume I'm receiving this warning because I'm using Adobe Flash Professional CS5 if this helps.
Thanks very much for any advice you guys have.
-=-=-=-=-=-=-=-
The warning:
Runtime Shared Library Preloading Warning
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 chane 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 TextSince my presentation requires hiding a text field behind "revealer bars", unlayering was not going to make it in my situation. By some kind of good fortune I had another FLA file that behaved properly. I found that it had the "Merge with code" switch set, but making that change to my current file did not correct the problem. It appears that the flash data base became corrupted and I had to re-build the entire file from scratch.
Here is something that hints ( but doesn't admit ) that you can corrupt the fla file:
Home / Using Flash Professional CS5 / Text
Working with Text Layout Framework (TLF) text
Converting between Classic and TLF text
When you convert a text object from one text engine to the other, Flash preserves most of the formatting. However, because the text engines are different in their capabilities, some formatting may be slightly different, including letter spacing and line spacing. Inspect the text carefully and reapply any settings that have been changed or lost.
If you need to convert text from Classic to TLF, try to do so only once rather than converting back and forth more than once. The same is true for converting TLF text to Classic text.
When converting between TLF and Classic text, Flash converts text types as follows:
TLF Read Only> Classic Static
TLF Selectable > Classic Static
TLF Editable > Classic Input
Until I become very certain that I am on the right path, I am saving a new sub-version of the file after every small advance in the restoration. If something I go breaks the "streamability", I Quit without saving then start up again with the last successfully saved version. ( I haven't yet found the "Revert to Last Saved State" menu pick. )
Hope this helps. -
Runtime Shared Library Preloading Warning
Hi there, I just finished a project and added a preloader to it (in Flash CS5 AS3) and I get this error:
Your content will not stream. Runtime Shared Library (RSL) preloading will requiere 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...
The Runtime Shared Libraries being preloaded are:
textLayout_1.0.0.595.swz for TLF Text.
I am using this preloader on a different project and I dont get this error.I have the exact same question.
-
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. -
Please help. I am receiving an error message and I don't know what I need to do to fix my file. I'm working in Flash CS5.5. I've created an animated web banner. When I go to test movie, I receive the following error message:
Your content will not stream. Runtime Shared Library (RLS) preloader 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_2.0.0.232.swz for TLF Text
I don't know what any of this means or what I need to do to ensure that my web banner will load correctly once it's uploaded to a website. Please help. I'm fairly new to Flash. Thank you in advance for any advice you can provide.Mr Benrud,
This window means you've used TLF Text Format and before all of your content download, it requires to be proloaded. To get rid of this message, just remove TLF Text Format (if you really don't require it) or else goto Publish Settings -> Flash -> Actionscript Settings and just remove it. -
first time using runtime sharing, and i found that the
sharing symbol are not load when the swf start,
it only load the symbol(swf) when required by next frame.
my questions is:
1. is there any way to get notice that the shared
library(swf) are being loading (AS3.0)?
2. how the runtime sharing actually work? as the Flex
external link which load the swf into same ApplicationDomain?
thankyou very muchYou know, the way these RSLs are set up is a joke. If I paste a RSL object in my library, I get errors in "tempInit, line 7" saying it can't find the definition of the RSL object, unless I also go into the AS3 settings and add the RSL's SWC file as a RSL reference, then it compiles. Unfortunately, that has the nasty side effect of altering the base-type of my movie, so instead of using my defined base class, it becomes some kind of RSL Preloader. What a hack. If I use an RSL, it should not modify the base type of the movie, it should be loaded transparently by the player before the loaded movie's COMPLETE event is fired. The behavior of this thing makes no sense at all. When I use a Loader to load the content, I'm getting random errors now saying "not enough information downloaded yet" for example, to get the width of the movie, however, the movie's Loader's COMPLETE event has already fired.
If I change the linkage on the RSL to be "external", then it will compile without the tempInit error, however, when the lesson loads, it completely wipes out everything in the player. If I right click on the player, it actually says "No movie loaded..." in the right click menu. What is going on? -
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. -
Hi,
I was trying to test a flash movie that I made, and an error popped up.
It said, "Your content will not stream. Runtime Shared Library preloading will require all of your content to download before the first frame can play."
It also says, "The Runtime Shared Libraries being preloaded are: textLayout_1.0.0.595.swz for TLF Text". After I click "ok", the movie runs, but I had created a mask effect for some text, but that text never appeared in the movie, as it was supposed to. How can I fix this?Can u share the fla if possible
-
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.) -
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.
ThanksI 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
UlfHi, 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 -
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 -
Either components or runtime sharing?
Hi,
I've got problem with simultaneous using runtime library
import and using
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
library), components started working properly again.
Is any solution to this problem?
Regards,
MarekHi 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: 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. -
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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No setter method found - custom tag
Hi Guys When I attempt to access a .jsp that is making use of a custom tag library that I've written I'm seeing the following message: "weblogic.servlet.jsp.JspException: (line 1): Error in using tag library ur
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Photoshop 2014 receive error message saying components missing. I deleted app as requested, how do I reinstall ? Its is not I'm my creative cloud to do so?
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Need info about SXMB_MONI
Hi, Can any give information about SXMB_MONI . How to check the Runtime process of XI.