I read this post where someone asked
How can I change flash player version in flash cs6? and there was an answer instructing him how to add Flash Player 15, so I figured I could do something similar with Flash Player 23, but it doesn't seem to be working properly. Does Adobe not provide a FlashPlayer23_0.xml file themselves? There are lots of lines in there, and copying one of the older xml files and editing a couple of them as the guide suggests doesn't seem right. In one of the lines I'm supposed to edit, I'm not sure what to put in for the version of FlashPlayer23.0.
<player id="FlashPlayer23.0" version="XX" asversion="3">
After doing all that, in Flash Pro I now see a "Flash Player 23" in the Target dropdown of the Publish section, and I have that selected, but when I actually publish, I get an error when I try to use one of the newer Flash features.
I'm actually just trying to use the new removeAt() Array method where you can remove one element of an array by its index. It says you need at least Flash Player 19 for it to work. Here is my test code:
var a:Array = [0,1,2];
a.removeAt(1);
trace(a);
If I try that out with Flash Player 11 as the publish setting, I get the following expected error:
TypeError: Error #1006: removeAt is not a function.
If I set it to publish to Flash Player 23, I get this error:
ReferenceError: Error #1069: Property http://adobe.com/AS3/2006/builtin::removeAt not found on Array and there is no default value.
Does anyone know why this is?
(1)
In one of the lines I'm supposed to edit, I'm not sure what to put in
for the version of FlashPlayer 23.0.
Always look for something called "release notes" for your version and it will tell you the number. The FlashPlayer 23.0 release notes (see Authoring Guidelines section) say :
To use the new Flash Player, you will need to target SWF version 34 by
passing "-swf-version=34"...
Set that as : <player id="FlashPlayer23.0" version="34" asversion="3">
(2)
I get an error when I try to use one of the newer Flash features
Did you actually replace the existing older playerglobal.swc file with the newest downloaded one (for FP 23.0 features)? The compiler needs the latest Flash Player file placed in the installation folders.
Remember installing the plugin from Adobe website is just for benefit of browsers, you still need to manually setup the installed Flash CC or CS software with the latest SWC file so that the compiler understands these new commands/features.
Related
I am following the book I bought but then also found this pdf after which is way easier than reading on the kindle cloud reader for MAC.... https://www.codenameone.com/files/uber-book/Creating-an-Uber-Clone-In-7-Days-before-sketch.pdf
(I am using both books and haven't ran into any real differences that I saw yet). As I did the tutorial, it is definitely missing some code to get to this picture, but I just added a counter so each time the bottom left floating red + I add a different label. The action code from the tutorial therefore was modified to
private void addNewItem() {
String str;
if(counter == 0)
str = "First Item";
else if(counter == 1)
str = "Second Item";
else
str = "Third Item";
counter++;
TodoItem td = new TodoItem(str, false);
add(td);
revalidate();
td.edit();
}
What is very weird is every simulator seems screwed up in that they print First Item but then when clicking a second time, First Item is cleared. Here is a picture...
Is there a stable release to use where these simulators work? OR do others fine 6.5.1 is working just fine and perhaps my environment is somehow whacky. I have intellij version 2020.1.3. If anyone knows of a stable release combination, please let me know.
EDIT:
Here is a picture using eclipse and codenameone 6.0.0 with same exact code. It works fine in 6.0.0.
I tried downgrading in intellij but codenameone 6.5(not 6.5.1) is incompatible when I upload the plugin via zip with both intellij 2020.1 and 2020.1.2 and 2020.1.3 AND then I realized it says that. 6.5.1 claimed it was compatible with everything higher than 2016 which was weird so I suspect the issue is I need intellij 2019 actually even with 6.5.1. Perhaps that is the reason BUT not sure why the simulator would care and act very weird.
I don't understand how you reached that state. Did you finish the whole tutorial?
Just to be sure I placed the full code of that demo here: https://github.com/codenameone/TodoApp/ I think it should also be in the release source zip.
The above was missing java files for me so for anyone else, this is the begin of a todo app which is exactly what I needed to get me going.
https://github.com/deanhiller/codenameOneExamples
I'm trying to write a wpf with webrtc support. The access to the camera works but the display of the <video> from the page doesn't. Can anyone help?
You can do something like this:
var cefSettings = new CefSettings();
cefSettings.CefCommandLineArgs.Add("enable-media-stream", "enable-media-stream");
Cef.Initialize(cefSettings);
This has the same effect as passing the command line argument
I assume you want to display video from your camera via WebRTC so I think it requires a call to .getUserMedia() to get hold of your camera. For that to work you must use CefSharp based on Chromium 30 or later. So either:
Use the latest CefSharp.Wpf NuGet. Right now you need latest -Pre release
or build from source with the current master branch.
I just did a quick test again using CefSharp.MinimalExample so here are the steps:
Make sure your MinimalExample uses Chromium 31 or higher - see this PR - unless it already got merged by the time you are reading this.
In MainView.xaml modify the <cefSharp:WebView Address= /> attribute to "https://simpl.info/getusermedia/sources/index.html"
Build and when running add the --enable-media-stream command line flag.
That's it! With your camera connected and a bit of luck you should see your own face - or whatever the camera points to - on the screen.
Bonus info: Hopefully soon PR #365 can get a bit of extra love to allow for passing flags too and get merged into CefSharp. With that you can set the flag in code instead of having to pass it in as a command line parameter.
The correct code is this
Dim settings As New CefSettings settings.CefCommandLineArgs.Add("--enable-media-stream", "1") CefSharp.Cef.Initialize(settings) settings.CachePath = "cache"
I have done a 1 hour and 36 min long movie on my weeding and it's made of around 80 "clips", where in some places the original sound is used and in some places external sound is placed instead. In some places iMovie text boxes is used and in some places the video has filters and slow motion (so a lot of random filters, effects, etc and chapters).
So my problem? When I export is, regardless if its to iDVD, iTunes, MOV HD720 or 1080, and regardless if its "finilized" first or not, or if its shared to "media library", the transitions is not working (un sync) and the sound is fading out to 0% during all the transitions before up to the original level. This in the final film.
When in the "project view" looking and listening, everything is just perfect. As soon as I finilize the project, or export it, it doenst work (not even in the project preview after export). I also tested to install miDVD pro (10$) and WonderShare DVD Creator (39$) to just sharing the project to them, but the result was the same.
I have macbook 13, moutain lion, iMovie 11, any suggestions?
Thanks in advance
The reason may be caused by using free trial version. You can try the fullversion of miDVD pro (10$) and WonderShare DVD Creator (39$), if it doesn't work, you can ask for refund.
I thought this should be asked but turned out it hasn't been.
So my question is: I have a project which generate a series of products, in old XCode I specified loading image, i.e. the Default.png and Default#2x.png for each target, and it worked well. Now due to the tall screen I had to add another Default-568h#2x.png to each target. But every time I added one in the target->summary pane, xcode copies this Default-568h#2x.png to my project folder. And when I added another 568h image for another target, the old one is replaced. How can I specify different Default-568h#2x.png for different targets?
In your info.plist file (there is a separate one for each target), you can set these:
This is the 'base name' for the target's launch image. For example, I have SplashScreenPro.png (non-Retina 3.5"), SplashScreenPro#2x (Retina 3.5"), and SplashScreenPro-568h#2x (4" Retina).
For my Lite target, I have Launch image set to SplashScreenLite.png, and I have SplashScreenLite.png (non-Retina 3.5"), SplashScreenLite#2x (Retina 3.5"), and SplashScreenLite-568h#2x (4" Retina).
It turns out that the Summary part of Xcode is smart enough to pay attention to these attributes, meaning you don't have to manually name the files.
This question already has answers here:
Xcode 4: Creating a UIView xib, not properly connecting
(33 answers)
Closed 9 years ago.
Could not insert new outlet connection: Could not find any information for the class and not showing any class named "ViewController"
Solutions I have done :
- Restarted XCode
- Restarted System
- Deleted the Deriveddata contents from /Library/developer/xcode
But nothing worked for me
Here is the screenshot for the error
I got the same problem as you today... I think this is a bug of Xcode, below is the way to fix the issue:
Close the project you are working on with.
Delete your project's【DerivedData】folder. (This folder may inside your project's folder, or inside ~/Library/Developer/Xcode/DerivedData/(your project)/ ) or somewhere else that was setup by you.
restart your project.
After these steps, the problem should be solved. And from my experience, these steps can solve many Xcode problems, so if you got some problem with Xcode again, try these steps first.
Removing(removing reference, not deleting) and then adding the appropriate file(the file of class you want to add the outlet to) is actually enough.
Edit 1 I found that after unchecking (in XCode 6.3.1) I had to wait a few seconds for the Indexing to appear and complete in the project name box. Same for the way backwards. This increased chances to fix the issue in almost all (but not all) cases.
Edit 2
Removing reference means that You do not delete the file completely but just remove it from the project (it still exist in the folder of your project, you add it later).
That's most often a problem of file indexing.
To fix it try to clean your target and if this doesn't work, go to your Derived Datafolder and delete your application there.
This will force xCode to reindex the files
Just got the same issue on Xcode 4.6.2.
Tried solutions presented in different answers/comments, but it still didn't work.
Then all I did was to just:
save all my work;
just quit Xcode & load it again;
then I was able to insert the new outlet connection successfully.
Hope this will save some time/frustration for somebody else.
Personally, I had the same problem: "could not insert new outlet connection" AND when I was starting typing something like "UI..." XCode wasn't doing anything.
I searched for answers, I tried several things... but it was just an unchecked box. When I was creating a new class, XCode unchecked the box linking the class to the project (I guess).
I can't post a screen shot because I don't have 10 reputations but when you create your class, XCode asks you where you want to save it. Down the finder window, you have 'Targets' and two boxes: 'YouProjectName' and 'YouProjectNameTests'. You should check the first one (at least).
Hope this will help. I saw different discussions about the subject.
I recently came across this problem. I soon realized that the cause had been my own doing. I had previously disabled XCode indexing (which used to take forever & eat up my RAM), using the below code in a terminal window:
defaults write com.apple.dt.XCode IDEIndexDisable 1
To revert XCode to its default state, i used the following line in a terminal window:
defaults write com.apple.dt.XCode IDEIndexDisable 0
Voila! All's well again..
If you've imported the Class into your Xcode Project you have to manually add the Class (.m file) to your 'Compile Sources'.
Select project icon > TARGETS > Build Phases > Compile Sources
Click the + button and add your *.m file.
Finally I did it by removing the xcode completely from my mac and reinstall the xocde.dmg file and then install MobileDevice.pkg and MobileDeviceDevelopment.pkg residing on /Applications/Xcode.app/Contents/Resources/Packages
make sure that your source have had been included in the "Build Phases" place.
This do fix my problem. But I think Xcode is still really buggy and annoying.