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  • Looking for resources to explain a security risk.

    - by Dave
    I've a developer which has given users the ability to download a zip archive which contains an html document which references a relative javascript file and flash document. The flash document accepts as one of it's parameters a url which is embedded in the html document. I believe that this archive is meant to be used as a means to transfer an advertisement to someone who would use the source to display the ad on their site, however the end user appears to want to view it locally. When one opens the html document the flash document is presented and when the user clicks on the flash document it redirects to this embedded url. However, if one extracts the archive on the desktop and opens the html document in a browser and clicks the flash object, nothing observable happens, they will not be redirected to the external url. I believe this is a security risk because one is transferring from the local computer zone to an external zone. I'm trying to determine the best way to explain this security risk in the simplest of terms to a very end user. They simply believe it's "broken" when it's not broken, they're being protected from a known vulnerability. The developer attempted to explain how to copy the files to a local iis instance, which I highly doubt is running on the users machine, and I do not consider this to be a viable explanation.

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  • Should I use "id" or "unique username"?

    - by roa3
    I am using PHP, AS3 and mysql. I have a website. A flash(as3) website. The flash website store the members' information in mysql database through php. In "members" table, i have "id" as the primary key and "username" as a unique field. Now my situation is: When flash want to display a member's profile. My questions: Should Flash pass the member "ID" or "username" to php to process the mysql query? Is there any different passing the "id" or "username"? Which one is more secure? Which one you recommend? I would like to optimize my website in terms of security and performance.

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  • AS3 + addChild() getting image from library to the stage

    - by Colin
    Hi, I have an .fla file with 1 image in the library and 1 .as file. I have linked the image up with the Class name of libraryImages and Base class is flash.display.BitmapData. This is my AS: package { import flash.display.Bitmap; import flash.display.BitmapData; import flash.display.MovieClip; public class Banner extends MovieClip { var defaultImage:libraryImages = new libraryImages(469, 60); var myImage:Bitmap = new Bitmap(defaultImage); addChild(myImage); } } I am getting two errors: 1180: Call to a possibly undefined method addChild. 1120: Access of undefined property myImage. Any ideas?

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  • What language is better suited for P2P video streaming?

    - by Roman
    I would like to write a Skype like software which allows P2P video/audio streaming. What language is better suited for that? There are several requirements: Software should be easy to install. It should be easy to program. I want to have access to video information. For example to make a face expression recognition on the fly. It should be free. I am thinking of Python and Java. Which one would be better? Or may be there is a third choice which is better? ADDED Flash is an attractive option since users can use their browser in which flash is installed by default and if not, it's easy to install flash. But I do not know if I can have access to video (if I want to do some processing). Moreover, Flash is not free.

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  • Running game, leaving game and continuing animation

    - by Madrusec
    I have been trying to learn some Actionscript recently and have been trying to run an interactive story that at one point turns into an extremel simple shooter game. After the player either wins or looses, then he/she is taken to the rest of the animated story. So I have everything up to the point where the games runs (successfully) but for some reason I am unable to have flash run the rest of the frames, most of which have no code at all. This is the code for scene 1: stop (); import flash.display.MovieClip; import flash.events.MouseEvent; import flash.utils.Timer; import flash.events.TimerEvent; var stoneInGame:uint; var stoneMaker: Timer; var container_mc: MovieClip; var cursor:MovieClip; var score:int; var anxiety:int; var anxiety_mc :MovieClip = new mcAnxiety(); //stage.addChild( anxiety_mc ); function initializeGame():void { stoneInGame = 10; stoneMaker = new Timer(1000, stoneInGame); container_mc = new MovieClip(); addChild(container_mc); container_mc.addChild(anxiety_mc); anxiety_mc.x = 497; anxiety_mc.y = 360; stoneMaker.addEventListener(TimerEvent.TIMER, createStones); stoneMaker.start(); cursor = new Cursor(); addChild(cursor); cursor.enabled = false; Mouse.hide(); stage.addEventListener(MouseEvent.MOUSE_MOVE, dragCursor); score = 0; anxiety = anxiety_mc.totalFrames; anxiety_mc.gotoAndStop(anxiety); } function dragCursor(event:MouseEvent):void { cursor.x = this.mouseX; cursor.y = this.mouseY; } function createStones(event:TimerEvent):void { var stone:MovieClip; stone = new Stone(); stone.x = Math.random() * stage.stageWidth; stone.y = Math.random() * stage.stageHeight; container_mc.addChild(stone); } function increaseScore():void { score ++; if(score >= stoneInGame) { dragCursor.stop(); createStones.stop(); stoneMaker.stop(); trace("you wind!"); } } function decreaseAnxiety():void { anxiety--; if(anxiety <= 0) { stoneMaker.stop(); trace("you lose!"); } else { anxiety_mc.gotoAndStop(anxiety); } increaseScore(); } initializeGame(); So what I tried to do was adding gotoAndPlay() inside both the decreaseAnxiety and increaseScore functions after the trace statements and referenced a frame where I have more keyframes that continue a story. However, Flash just goes back to the beginning of the timeline and I even the functions that change and control the cursor seem to be running. This leads me to believe that I need to make sure that I tell flash o stup running certain functions before jumping to another frame. However, it seems to me that I would still have the same issue and not be able to continue in the timeline. Is there something I am missing? How can I jump out of all this code once the game finishes and simply continue playing the rest of the frames? Any pointers would be greatly appreciated. Thank you

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  • Can FDT deal with .fla files or not ?

    - by user198729
    I'm trying to find an all-in-one IDE for flash, one that can deal with various flash related files. I just read this answer and it recommends fdt, but seems fdt can only deal with scripts but not .fla ones. Which IDE should I use so that I can use it to develop various files involved in flash developing?

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  • Problems with capturing an event in child object in Actionscript

    - by Raigomaru
    I have two classes. The first one (the starting class): package { import flash.display.Sprite; import flash.events.KeyboardEvent; import tetris.*; public class TetrisGame extends Sprite { private var _gameWell:Well; public function TetrisGame() { _gameWell = new Well(); addChild(_gameWell); } } } The second: package tetris { import flash.display.Sprite; import flash.events.KeyboardEvent; public class Well extends Sprite { public function Well() { super(); addEventListener(KeyboardEvent.KEY_DOWN, onKeyboard); } private function onKeyboard():void { //some code is here } } } But when I press any buttons on my keyboard, the child class Well doesn't have any reaction. What's the problem?

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  • *.exe is not a valid win32 application

    - by Sohail
    Hi everybody. recently I've bought a VGA card, "ATI Radeon HD4650", and after that I installed it on my PC, i cant run any .exe files just from my CD-Rom ! even when i attempt to install the driver of VGA Card, I couldn't do that, So I downloaded it and installed it with no problems. after that when I try to install some games from DVD (more than 5 different games I have tried) it prompt me with: "setup.exe is not a valid win32 application" therefore I cant install the game, in addition I need to say that there's nothing wrong with DVD's and my DVD-Rom. I would really appreciate if you just can help me through this one !

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  • Vector-based fonts vs. bitmap fonts in (2d) games?

    - by jmp97
    I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? Prefer a focus on 2d games when answering this question. If relevant, please include examples for games using either approach. Some factors you might consider: amount of text used in the game scaling of text overlaying glyphs and anti-aliasing general rendering quality font colors and styling user interface requirements localisation / unicode text wrapping and formatting cross-platform deployment 2d vs 3d Background: I am developing a simple falling blocks game in 2d, targeted for pc. I would like to add text labels for level, score, and menu buttons. I am using SFML which uses FreeType internally, so vector-based features are easily available for my project. In my view, font sizes in simple games often don't vary, and bitmap fonts should be easier for cross-platform concerns (font-formats and font rendering quality). But I am unsure if I am missing some important points here, especially since I want to polish the looks of the final game.

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  • What are the advantages to use vector-based fonts over bitmap fonts in (2d) games?

    - by jmp97
    I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? Prefer a focus on 2d games when answering this question. If relevant, please include examples for games using either approach. Some factors you might consider: amount of text used in the game scaling of text overlaying glyphs and anti-aliasing general rendering quality font colors and styling user interface requirements localisation / unicode text wrapping and formatting cross-platform deployment 2d vs 3d Background: I am developing a simple falling blocks game in 2d, targeted for pc. I would like to add text labels for level, score, and menu buttons. I am using SFML which uses FreeType internally, so vector-based features are easily available for my project. In my view, font sizes in simple games often don't vary, and bitmap fonts should be easier for cross-platform concerns (font-formats and font rendering quality). But I am unsure if I am missing some important points here, especially since I want to polish the looks of the final game.

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  • What language/framework (technology) to use for website (flash games portal)

    - by cripox
    Hello, I know there are a lot of similar questions on the net, but because I am a newbie in web development I didn't find the solution for my specific problem. I am planing on creating a flash games portal from scratch. It is a big chance that there will be big traffic from the beginning (millions of pageviews). I want to reduce the server costs as much as possible but in the same time to not be tide to an expensive contract as there is a chance that the project will not be as successfully as I want and in that case the money would be very little. The question is : what technology to use? I don't know any web dev technology yet so it doesn't matter what I will learn. My web dev experience is a little php 8 years ago, and from then I programmed in C++ / Java- game and mobile development. I like Java and C syntax and language very much and I tend to dislike dynamic typing or non robust scripting (like php)- but I can get along if these are the best choices. The candidates are now: - Grails (my best for now) Ruby on Rails Cake PHP Other technologies (Google App Engine, Python/Django etc...) I was considering at first using pure C and compiling the web app in the server- just to squeeze more from the servers, but soon I understand that this is overkill. Next my eyes came on Ruby - as there is a lot of buzz for it's easiness of use. Next I discovered Grails and looked at Java because it is said that it is "faster". But I don't know what this "Faster" really means on my needs, so here comes the first question: 1) What will be my biggest consumption on the server, other than bandwidth, for a lot of flash content requests? Is it memory? I heard that Java needs a lot of memory, but is faster. Is it CPU? I am planning to take some daily VPS.NET nodes at first, to see if there is a demand, and if the "spike" is permanent to move to a dedicated server (serverloft.com has some good offers), else to remain with less nodes. I was also considering developing in Google App Engine- cheap or free hosting to use at first - so I can test my assumption- and also very easy to use (no need for sys administration) but the costs became high if used more ( 3 million games played / month .. x mb/ each). And the issue with Google is that it looks me in this technology. My other concern is scalability (not only for traffic/users, but as adding functionality) My plans are to release a functional site in just 4 weeks (just the basics frontend and some quick basic backend - so I can be able to modify some things and add games manually) - but then to raise it and add more things to it. I am planning to take a little different approach than other portals so I need to write it from scratch (a script will not do). 2) Will Grails take much more resources than RoR or Php server wise? I heard that making it on Java stack will be hardware expensive and is overkill if you don't make a bank application. My application will not be very complex (I hope and i will try to) but will have a lot of traffic. I also took in account using CDN for files, but the cheapest CDN found was 5c/GB (vps.net) and the cost per gb on serverloft (http://www.serverloft.com/dedizierte-server/server-details.php?products=4) is only 1.79 cents/GB and comes with the other resources either. I am new to this domain (web). I am learning the ropes and searching on the web for ~half of year but don't have any really practical experience, so I know that I must have some naive thinking and other issues that i don't know from now, so please give me any advice you want regarding anything, not just the specific questions asked. And thank you so much for such great community!

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  • Getting a job in the games industry as a developer, just knowing a game engine

    - by numerical25
    I recently enrolled in a community college for games developement. But I am skeptical about the curriculum. I have no experience in the gaming industry so I wouldn't be able to tell whether it's a good investment or not. So I am asking you. I don't want to get too much into the details of all the classes I am taking so I will try to be brief. By the time I graduate, I should have a understanding of how a game engine works. I will be working with the Unreal Engine to develop a Multiplayer game from scratch. So in the process of my final project, I will learn how to work within the Unreal Engine, learn Python and learn how to use its API to connect to a remote server and build game mechanics. Overall I will also recieve an associates degree in game development. I learn C++ but not C. The director said he was trying to implement C in the program as well. What I notice is I will not learn how to build a 3D game engine from scratch. They do not teach any artificial intelligence (AI). I will not learn how to work with the graphics card using a graphics API such as DirectX or OpenGL. I know building a game engine from scratch is a little complex, but at the same time the track is requiring me to take some advanced mathematics courses such as calculus and geometry 1 and 2. I also got to take a physics class. I just think that's a little much for just learning how to use the Unreal Engine but not actually build one or try to learn the anatomy of a games engine. Is this good enough to possibly land my a job in the industry? If I left anything out or was not detail, please feel free to ask more questions. Edit: I do learn data structures and algorithms.

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  • Windows Vista - Can Boot into Safe Mode Command Prompt, Cannot Access Flash Drive

    - by Adam
    Hey there, Got a laptop dropped into my lap. Has Vista installed. Normal boot never gets past the login screen. Safe mode will get past, but just barely. I can try and start the task manager at that point, but it never opens. Only reliable way to do anything I've got is the safe mode command prompt... Boots up and logs in fine. I can't see anything noticably wrong via regedit, but it's been a long time since I've had to fix up a Windows box... not sure that I would. Problem I'm having, is that I want to run ComboFix/etc, but have no way to get them on there... When I pop a flash drive in, it seems to mount it (flash drive flickers as normal) but it never seems to be mounted... I cannot access it through any drive letter on the command line. I managed to start the device manager (devmgmt.msc) and the flash drive was recognized and listed... Any ideas on how to get this thing going again? (Short of a reinstall.) (It has no CD drive, either, so burning files to CD would not be easy...) Thanks! Adam

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  • How to download video from a website that uses flash player but

    - by TPR
    Possible Duplicate: Download Flash video file from any video site? Livestream.com seems to be using flash player to show both live streams and archived/recorded streams (meaning previously shown streams). I want to download the archived streams. I am assuming that it should be much easier to download archived video from the website compared to the live stream. Here is a sample video: http://www.livestream.com/copanamericana/video?clipId=pla_6f9f4d97-e48f-4b04-bcaa-18e281341b0f&utm_source=lslibrary&utm_medium=ui-thumb ^^ I am not interested in this particular video, just an example. Firefox plugins like DownloadHelper and all do not work. Any suggestions? If I look at the browsing cache, no matter what the website plays, all files have the same size! If I open them, of course no video gets played. So something clever/funny is going on with the flash player on livestream.com (yes, even the archives videos), so it is definitely not the same as downloading videos from youtube. However, ads played on livestream.com videos are properly stored in browser cache.

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  • How to flash Dell Precision 390 from linux (debian)

    - by malat
    I am trying to update my BIOS: $ sudo dmidecode -s bios-version 2.1.2 With a newer one: 2.6.0. I went to this page Dell Precision System BIOS, 2.6.0 After downloading the file WS390-020600.BIN, here is what it states: $ ./WS390-020600.BIN --help Usage: WS390-020600.BIN [options] Options: --help Print this text. --version Print package versions. If no options, update the BIOS. and $ ./WS390-020600.BIN --version Dell BIOS Update Installer 1.2 Copyright 2006 Dell Inc. All Rights Reserved. ./WS390-020600.BIN: 60: ./WS390-020600.BIN: ./flash: not found Does anyone knows where this flash command can be found ? Update: it looks like this is a self-extracting archive (need bash as per comment in header). $ head -30 WS390-020600.BIN [...] Extract() { tail -n +`awk '/^__ARC__/ { print NR + 1; exit 0; }' $0` $0 | gzip -cd >$_PRG So the flash command should have been auto-generated, however the above command does not appear to be running as original author intended. I do not see anything wrong with the command though.

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  • Using Event Driven Programming in games, when is it beneficial?

    - by Arthur Wulf White
    I am learning ActionScript 3 and I see the Event flow adheres to the W3C recommendations. From what I learned events can only be captured by the dispatcher unless, the listener capturing the event is a DisplayObject on stage and a parent of the object firing the event. You can capture the events in the capture(before) or bubbling(after) phase depending on Listner and Event setup you use. Does this system lend itself well for game programming? When is this system useful? Could you give an example of a case where using events is a lot better than going without them? Are they somehow better for performance in games? Please do not mention events you must use to get a game running, like Event.ENTER_FRAME Or events that are required to get input from the user like, KeyboardEvent.KEY_DOWN and MouseEvent.CLICK. I am asking if there is any use in firing events that have nothing to do with user input, frame rendering and the likes(that are necessary). I am referring to cases where objects are communicating. Is this used to avoid storing a collection of objects that are on the stage? Thanks Here is some code I wrote as an example of event behavior in ActionScript 3, enjoy. package regression { import flash.display.Shape; import flash.display.Sprite; import flash.events.Event; import flash.events.EventDispatcher; import flash.events.KeyboardEvent; import flash.events.MouseEvent; import flash.events.EventPhase; /** * ... * @author ... */ public class Check_event_listening_1 extends Sprite { public const EVENT_DANCE : String = "dance"; public const EVENT_PLAY : String = "play"; public const EVENT_YELL : String = "yell"; private var baby : Shape = new Shape(); private var mom : Sprite = new Sprite(); private var stranger : EventDispatcher = new EventDispatcher(); public function Check_event_listening_1() { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { trace("test begun"); addChild(mom); mom.addChild(baby); stage.addEventListener(EVENT_YELL, onEvent); this.addEventListener(EVENT_YELL, onEvent); mom.addEventListener(EVENT_YELL, onEvent); baby.addEventListener(EVENT_YELL, onEvent); stranger.addEventListener(EVENT_YELL, onEvent); trace("\nTest1 - Stranger yells with no bubbling"); stranger.dispatchEvent(new Event(EVENT_YELL, false)); trace("\nTest2 - Stranger yells with bubbling"); stranger.dispatchEvent(new Event(EVENT_YELL, true)); stage.addEventListener(EVENT_PLAY, onEvent); this.addEventListener(EVENT_PLAY, onEvent); mom.addEventListener(EVENT_PLAY, onEvent); baby.addEventListener(EVENT_PLAY, onEvent); stranger.addEventListener(EVENT_PLAY, onEvent); trace("\nTest3 - baby plays with no bubbling"); baby.dispatchEvent(new Event(EVENT_PLAY, false)); trace("\nTest4 - baby plays with bubbling"); baby.dispatchEvent(new Event(EVENT_PLAY, true)); trace("\nTest5 - baby plays with bubbling but is not a child of mom"); mom.removeChild(baby); baby.dispatchEvent(new Event(EVENT_PLAY, true)); mom.addChild(baby); stage.addEventListener(EVENT_DANCE, onEvent, true); this.addEventListener(EVENT_DANCE, onEvent, true); mom.addEventListener(EVENT_DANCE, onEvent, true); baby.addEventListener(EVENT_DANCE, onEvent); trace("\nTest6 - Mom dances without bubbling - everyone is listening during capture phase(not target and bubble phase)"); mom.dispatchEvent(new Event(EVENT_DANCE, false)); trace("\nTest7 - Mom dances with bubbling - everyone is listening during capture phase(not target and bubble phase)"); mom.dispatchEvent(new Event(EVENT_DANCE, true)); } private function onEvent(e : Event):void { trace("Event was captured"); trace("\nTYPE : ", e.type, "\nTARGET : ", objToName(e.target), "\nCURRENT TARGET : ", objToName(e.currentTarget), "\nPHASE : ", phaseToString(e.eventPhase)); } private function phaseToString(phase : int):String { switch(phase) { case EventPhase.AT_TARGET : return "TARGET"; case EventPhase.BUBBLING_PHASE : return "BUBBLING"; case EventPhase.CAPTURING_PHASE : return "CAPTURE"; default: return "UNKNOWN"; } } private function objToName(obj : Object):String { if (obj == stage) return "STAGE"; else if (obj == this) return "MAIN"; else if (obj == mom) return "Mom"; else if (obj == baby) return "Baby"; else if (obj == stranger) return "Stranger"; else return "Unknown" } } } /*result : test begun Test1 - Stranger yells with no bubbling Event was captured TYPE : yell TARGET : Stranger CURRENT TARGET : Stranger PHASE : TARGET Test2 - Stranger yells with bubbling Event was captured TYPE : yell TARGET : Stranger CURRENT TARGET : Stranger PHASE : TARGET Test3 - baby plays with no bubbling Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Test4 - baby plays with bubbling Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Mom PHASE : BUBBLING Event was captured TYPE : play TARGET : Baby CURRENT TARGET : MAIN PHASE : BUBBLING Event was captured TYPE : play TARGET : Baby CURRENT TARGET : STAGE PHASE : BUBBLING Test5 - baby plays with bubbling but is not a child of mom Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Test6 - Mom dances without bubbling - everyone is listening during capture phase(not target and bubble phase) Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : STAGE PHASE : CAPTURE Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : MAIN PHASE : CAPTURE Test7 - Mom dances with bubbling - everyone is listening during capture phase(not target and bubble phase) Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : STAGE PHASE : CAPTURE Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : MAIN PHASE : CAPTURE */

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  • calling jQuery function from Flash

    - by Cris
    Hi, i have a problem only with IE: if i try to invoke a JS function from Flash using ExternalInterface i cannot get result if Flash is embedded inside a JQuery dialog; when i make the same thing from a normal html page it runs. How can i invoke ExternalInterface.call to run a function even if flash is inside a dialog? Thanks in advance C.

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  • resource_controller get rid of setting flash notice?

    - by goodwill
    I am talking about rails resource_controller gem plugin here: Basically when I am doing json format, I would like to completely suppress the flash notice if possible, trying to call flash "" will fail, while calling flash[:notice]="" doesn't look really nice either. Is there some better approach?

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  • Standalone XULRunner app not loading the Flash player plugin

    - by Rajeesh
    Hi, I have created a standalone XUL application, and I copied "NPSWF32.dll"(flash plugin dll) to the "plugins" folder under the browser. When I launch the application, flash content is not getting displayed. If I set the MOZ_PLUGIN_PATH to the "plugins" directory before launching the application, everything is working as expected. Could someone tell me, what I needs to do in order to load the flash plugin automatically from the "plugins" folder. Thanks, Rajeesh

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  • Test flash notice in layout view spec (rspec2, rails3)

    - by jbpros
    Hi! I'd like to spec the fact that my application layout view prints out flash notices. However the following code does not run, the flash method does not exist in view specs (as opposed to controller specs where it works perfectly): describe 'layouts/application' do it "renders flash notices" do flash[:notice] = "This is a notice!" render response.should contain "This is a notice!" end end Is my code wrong or is it a "not-yet-implemented feature" in Rspec 2? I'm on Rails3 and Rspec2 from its master branch on Git. Thanks!

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  • SIFR Newbie: font display problem in non-flash browsers

    - by bullquartz
    Hi, I'm wondering if someone can help me with this as I'm fairly new to siFR and think there is something essential i'm not comprehending in the documentation. I'm having success using siFR 3 (r436) to render fonts and it's working just how I want. However if I turn flash off in any browser the original (no longer rendered) html text displays very badly indeed. I thought that in any non-flash browser my inital stylesheet would be referred to and not siFR.css and I would be able to adjust the html text as a seperate entity. I think i probably developed this bad idea because I remember in earlier siFR versions you had to mess around alot with stylings on the original stylesheet + the sifr-config so you would get corresponding line heights/widths etc between the html and rendered font. (i realise that siFR 3 renders the flash in a different way) So it seems that siFR.css controls both the non-flash text and the rendered font. Anyway my essential noob questions is: how do i get the the original html text to have the same dimensions as the rendered font? thanks for you help

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  • Flex NetConnection error: Property onDirtyList not found on flash.net.NetConnection

    - by David Wolever
    I'm having some trouble with NetConnection. The following code makes a connection without issue… var n:NetConnection = new NetConnection(); n.objectEncoding = ObjectEncoding.AMF0; n.addEventListener(NetStatusEvent.NET_STATUS, function(...args):void { trace("HERE"); }); n.connect("rtmp://...host...", ...args); But as soon as the NET_STATUS event handler finishes (ie, hitting "step into" with the debugger), I get this error: ReferenceError: Error #1069: Property onDirtyList not found on flash.net.NetConnection and there is no default value. Error #2044: Unhandled AsyncErrorEvent:. text=Error #2095: flash.net.NetConnection was unable to invoke callback onDirtyList. error=ReferenceError: Error #1069: Property onDirtyList not found on flash.net.NetConnection and there is no default value. at Test/___Test_Application1_creationComplete()[/Users/wolever/Workspace/Test/src/Test.mxml:13] at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at mx.core::UIComponent/dispatchEvent()[C:\autobuild\3.5.0\frameworks\projects\framework\src\mx\core\UIComponent.as:9440] at mx.core::UIComponent/set initialized()[C:\autobuild\3.5.0\frameworks\projects\framework\src\mx\core\UIComponent.as:1168] at mx.managers::LayoutManager/doPhasedInstantiation()[C:\autobuild\3.5.0\frameworks\projects\framework\src\mx\managers\LayoutManager.as:718] at Function/http://adobe.com/AS3/2006/builtin::apply() at mx.core::UIComponent/callLaterDispatcher2()[C:\autobuild\3.5.0\frameworks\projects\framework\src\mx\core\UIComponent.as:8744] at mx.core::UIComponent/callLaterDispatcher()[C:\autobuild\3.5.0\frameworks\projects\framework\src\mx\core\UIComponent.as:8684] Which is kind of scary because onDirtyList only yields two hits on Google. So... Any suggestions?

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