My exported charts won't work depending on where I move the bin-debug folder.
They work if I move it from my workspace:
C:\Users\Flexer\Adobe Flash Builder 4.5\charts\bin-debug
to my desktop:
C:\Users\Flexer\Desktop\bin-debug
But not if I move it to:
C:\Users\Flexer\Desktop\test\bin-debug
or
C:\bin-debug
What's going on?
Mats
You mean they don't operate, as opposed to not loading your data?
In your project properties, Flex Build Path - Library Path, assure you are merging into code dependent libraries. Otherwise, be sure SWC, SWZ, RSL also exist at the location you move your application.
Related
I've just inherited a large React project. I do not have much experience with React but I'm trying to make some improvements where I know how.
One issue we have is that our main CSS file is huge and one of the main reasons for this is that a bunch of images used in background-image properties have been embedded as Data-URIs despite them being set to relative URLs in the original SASS files.
These images are used multiple times throughout the app and so we end up with a final CSS file that has the same images embedded multiple times!
The application is built using react-scripts build which I believe is the culprit. As stated here:
To reduce the number of requests to the server, importing images that
are less than 10,000 bytes returns a data URI instead of a path.
I don't want this. Is there a way I can disable this? The project isn't using Webpack or any other build tool/bundler. All I have is the scripts in package.json to play with.
I'm not sure if you can do this with a simple toggle, since create-react-app isn't very customizable by design.
In order to change any configuration you'd like, you have a couple of options:
Forking the configuration (https://auth0.com/blog/how-to-configure-create-react-app/), which allows you to modify the configuration but still stay within create-react-app's boundaries.
Ejecting (https://facebook.github.io/create-react-app/docs/available-scripts#npm-run-eject) which will irreversably give you full power over the build configuration (which means you also have to maintain it going forward).
I know, this has been asked a few times, but mostly for Xcode 3.x. For the iPad, I have two projects both living in a common workspace
Foo, a view-based application and
Foolib, a static Cocoa-Touch library
the former depending on the latter. I seem unable to work out how to add that dependency. It's not well explained in the documentation, so I tried the following:
Click on the Foo project in the Navigation Area on the left,
Select Build Phases up the top and expand the Target Dependencies section
Click the plus button, but the resulting list is empty.
I have also tried to drag/drop the .a file into that section, with little success. Also, the documentation states
If the build product of one project in a workspace is dependent on the build product of another project in the workspace (for example, if one project builds a library used by the other project), Xcode discovers such implicit dependencies and builds in the correct sequence.
I wonder how Xcode discovers those dependencies. Is Apple saying I don't have to add this target dependency at all? But then how would Xcode discover that one is using the other?
Last but not least, I will need to get the .h files from Foolib across to Foo somehow. What is the recommended way of doing that? Obviously, I don't want to just copy them. With frameworks the header files come included, but what do people generally do when working with static libraries that they themselves develop in parallel.
A nudge in the right direction would be much appreciated. Thank you.
In general Xcode 4 seems to discover the dependencies automatically as the Edit Scheme sheet implies. Other developers have mentioned that the dependencies are not automatically discovered and require explicitly listing them:
So, Edit Scheme -> Build -> add targets from your workspace.
As far as the static library header files go, Xcode 4 seems to have a problem, at least with code completion and syntax highlighting. The only way I can get either to work properly with classes in static libraries to to drag a copy of the header files in question to a location into a group folder in the main project. Note that you should uncheck Add to Target... That takes care of the syntax highlighting and code completion. The rest should be handled by giving it the proper header search path. That would be User Header Search Paths = $(BUILT_PRODUCTS_DIR) - depending on how you set up your locations preferences.
See: this link
Someone sent me a .fla file containing several art assets, with instances all configured to be displayed properly and in the right positions. However, since I'm using FlashDevelop with the Flex 4 SDK, I have no idea how to access these instances in code. Some of the objects are MovieClips that I need to modify the size of, and others are Dynamic Text objects that I need to change the display strings of at runtime.
If you have access to Flash (as in the development tool) you can right-click on a MovieClip in the library and select "Export SWC file".
The SWC file will contain all of the elements that have the "Export for ActionScript" property enabled. Place this SWC file on your classpath and FlashDevelop will tell the Flex SDK to link against it when building your final SWF.
If you don't have access to Flash to export the SWC you will need to get the other person to export the SWC file for you - you can't link against the FLA directly.
There's no obvious solution to this. basically, you will have to traverse the display list to find them, using numChildren, getChildAt etc. if you're lucky, they are named and you can use getChildByName.
greetz
back2dos
Is it possible to use Flex 3 component/code inside Flash (cs4) SWF file ?
I know its possible in the opposite direction.
With my minimal testing it seems you can't use Flex components when building a "pure AS3" project. (Can we start calling it PAS3 or something? Like "passé". Or "pastry". :)
I did this admittedly limited testing by creating a test project with one AS class as the "document class", which would instantiate and addChild one mx.controls.Button. I copied the whole mx package from the path mentioned by hasseg into the project source path.
This is what I found out:
By removing the use of mx_internal from a certain Version.as file, I got Flash IDE to compile my test project without warning. Nothing showed up on the stage though.
Using Flex Builder (and the flex compiler, obviously) I also managed to compile the project without errors. I put breakpoints in the code and watched it build itself in the debugger. The components were instantiated flawlessly, but still nothing showed up on the stage. This swf also crashed the browser numerous times.
I haven't used Flex code in a "pure AS3" project myself, but I don't see why you couldn't do that.
You can download the Flex SDK and get the Flex components from there, both as an swc file (under /frameworks/libs) and as AS3 source code (under /frameworks/projects/framework/src).
It looks like this can be done after all: http://labs.wichers.nu/2007/12/25/using-flex-compiled-code-within-flash/
In general you need to use MXML to initialise the Flex framework and use Flex components.
Mike Chambers from Adobe says:
There is not support for using the Flex Framework in an AS only project. While it is theoretically possible, you would have to manually bootstrap a lot of the application initialization code that Flex handles (something which would be rather complex). - Source
To see how complex, you can tell the compiler to keep the intermediate AS3 files that it generates from the MXML. Open your AS3 project properties and set -keep-generated-actionscript as an argument to the compiler. Compile your project then look in the obj/generated folder. Using Flex 4, I get 13 small files the main of which extends spark.components.Application and overrides a few methods.
So it's possible but you probably wouldn't want to do it. Flex is meant to make your life easier, not harder.
Which is a better format to store graphic assets for a Flex application, SWF or SWC?
Are there any real differences, and if so what are they?
Assets in a seperate SWF are loaded and included at runtime.
Assets in a SWC are loaded and included / compiled at compile time.
You can also directly embed assets within the main app SWF at compile time (check out the Embed meta data).
Of course, you can also load individual assets (such as a PNG) directly at runtime.
As far as which is better, it really depends on what you are trying to do, and how the assets are used.
mike
SWC is what you use when you're looking for a library to compile into your app. You have access to the classes and can import individual parts. SWF is more likely what you're looking for when embedding graphics.
Here's the docs you might be interested in:
http://livedocs.adobe.com/flex/3/html/help.html?content=layoutperformance_06.html#223998
I've been having good success with SVG for images, but there's some caveats since Flex only implements a subset of the features.
I have no real reason for doing this so it may be incorrect but I usually create SWF's for things that need to be loaded during runtime and SWC's for things that need to be available for design time.
A SWC is simply a SWF and some metadata wrapped into a zip file. Other than the fact that runtime loading of SWC isn't supported, I don't think there are any major differences between using the two formats.