I opened an existing Flash CS5 project in Flash CS6. All works fine exept for loading external SWF files. After some experimenting it seems the loader class doesn't fire on the event.COMPLETE:
myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,completeHan dler);
It just freezes. Did anybody else experience this kind of problems?
regards,
Ivo van de Grift
But that's not the problem. The problem is that the project won't work correctly while working in Flash CS6. It works fine in Flash CS5, so in the meanwhile I'll keep working in CS5.
Allready spoken to Adobe cutsomer service but it seems nobody knows what the problem could be. I think I'm going to re-install Flash CS6, maybe there was a problem with the installation...
I did, but it didn't help. I figured out that the problem is in how Flash CS6 treats relative URL's (or that what I think it is). The problem seems to revolve around loading external bitmap files. Also the loader class doesn't seem to respond on load complete. It looks like this is only the case with project that are made in earlier versions of Flash...(?)
Hi ,
Can you share the project or just the code snippet with us so that we could investigate and get back to you on this.
Ideally what you are doing is correct -
We need to call Loader.contentLoaderInfo.addEventListener(Event.COMPLETE , function(event:Event):void
I tried this with a small snippet in Flash CS6 and it got called as expected.
var url:String = "http://www.helpexamples.com/flash/images/image2.jpg";
var urlRequest:URLRequest = new URLRequest(url);
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loader_complete);
loader.load(urlRequest);
addChild(loader);
function loader_complete(evt:Event):void {
var target_mc:Loader = evt.currentTarget.loader as Loader;
target_mc.x = (stage.stageWidth - target_mc.width) / 2;
target_mc.y = (stage.stageHeight - target_mc.height) / 2;
}
The situation when the COMPLETE event wouldn't be called is when we give an incorrect urlRequest.
Thanks and regards,
Sudeshna Sarkar
Adobe Flash Professional Team.
Hi Sudeshna,
i have the same problem mentioned in this post.
I have one project that imports external SWF on CS5 Working , and the same project on CS6 giving the error mentioned when click to load the external SWF. (working on CS5)
VerifyError: Error #1053: Illegal override of createGeometry in flashx.textLayout.elements.FlowGroupElement.
ReferenceError: Error #1065: Variable _11f1d66f38eb234da07a684678bb07c1e6cff9d15441f91af33073b7534701e8_fla sh_display_Sprite is not defined.
Thanks for the attention,
Gonçalo Miguel
Portimão
Portugal
HI Sudeshna,
Thank for the code, this code works fine in CS6, it identical to the code I use in the project. I think the problem is more in how Flash CS6 loads external files while running local in 'Test Movie'. I already found out that CS6 has a different way to address relative URL's(?) Has that something to do with the security sandbox or...?
sudeshna sarkar wrote:
Hi ,
Can you share the project or just the code snippet with us so that we could investigate and get back to you on this.
Ideally what you are doing is correct -
We need to call Loader.contentLoaderInfo.addEventListener(Event.COMPLETE , function(event:Event):void
I tried this with a small snippet in Flash CS6 and it got called as expected.
var url:String = "http://www.helpexamples.com/flash/images/image2.jpg";
var urlRequest:URLRequest = new URLRequest(url);
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loader_complete);
loader.load(urlRequest);
addChild(loader);
function loader_complete(evt:Event):void {
var target_mc:Loader = evt.currentTarget.loader as Loader;
target_mc.x = (stage.stageWidth - target_mc.width) / 2;
target_mc.y = (stage.stageHeight - target_mc.height) / 2;
}
The situation when the COMPLETE event wouldn't be called is when we give an incorrect urlRequest.
Thanks and regards,
Sudeshna Sarkar
Adobe Flash Professional Team.
I should think so. It shows that not the Flash Player version itself is leading in a Flash project to work. I thought that publishing the project for Flash Player 10 should make all assets work together cause it's the same Flash Player version right? ...wrong
I don't mind if there is a difference between CS5 or CS6 how actionscript is interpreted. As long as you can choose for one of the two versions in Flash CS6. For now I continue working in CS5 because of the current projects I'm working on are all orginaly CS5. I don't want to lose time investigating mysterious bugs in Flash CS6.
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