As3 Error Handling
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elements Error-handling strategies Since many applications can run without building the logic to handle errors, developers are tempted to postpone building error handling
As3 Try Catch
into their applications. However, without error handling, an application can easily as3 error 1009 stall or frustrate the user if something doesn’t work as expected. ActionScript 2.0 has an Error class that
As3 Error 1010
allows you to build logic into custom functions to throw an exception with a specific message. Because error handling is critical for making a user-friendly application, ActionScript 3.0 as3 error 1046 includes an expanded architecture for catching errors. Note: While the ActionScript 3.0 Reference for the Adobe Flash Platform documents the exceptions thrown by many methods, it might not include all possible exceptions for each method. A method might throw an exception for syntax errors or other problems that are not noted explicitly in the method description, even when as3 error 1119 the description does list some of the exceptions a method throws. ActionScript 3.0 error-handling elements ActionScript 3.0 includes many tools for error handling, including: Error classes. ActionScript 3.0 includes a broad range of Error classes to expand the scope of situations that can produce error objects. Each Error class helps applications handle and respond to specific error conditions, whether they are related to system errors (like a MemoryError condition), coding errors (like an ArgumentError condition), networking and communication errors (like a URIError condition), or other situations. For more information on each class, see Comparing the Error classes. Fewer silent failures. In earlier versions of Flash Player, errors were generated and reported only if you explicitly used the throw statement. For Flash Player 9 and later Flash runtimes, native ActionScript methods and properties throw run-time errors. These errors allow you to handle these exceptions more effectively when they occur, then react to each exception, individually. Clear error messages displayed during debugging. When you are using the debugger version of a Flash runtime, problemat
statements The throw statement Displaying a simple error message Rethrowing errors The most common error handling is synchronous error-handling logic, where you insert statements into your code to catch synchronous errors while an application is running. This
As3 Error 1120
type of error handling lets your application notice and recover from run-time errors when as3 error 1067 functions fail. The logic for catching a synchronous error includes try..catch..finally statements, which literally try an operation, catch any error response from
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the Flash runtime, and finally execute some other operation to handle the failed operation. Using try..catch..finally statements When you work with synchronous run-time errors, use the try..catch..finally statements to catch errors. When a run-time error occurs, http://help.adobe.com/en_US/as3/dev/WS5b3ccc516d4fbf351e63e3d118a9b90204-7ed2.html the Flash runtime throws an exception, which means that it suspends normal execution and creates a special object of type Error. The Error object is then thrown to the first available catch block. The try statement encloses statements that have the potential to create errors. You always use the catch statement with a try statement. If an error is detected in one of the statements in the try statement block, the catch http://help.adobe.com/en_US/as3/dev/WS5b3ccc516d4fbf351e63e3d118a9b90204-7ed1.html statements that are attached to that try statement run. The finally statement encloses statements that run whether an error occurs in the try block. If there is no error, the statements within the finally block execute after the try block statements complete. If there is an error, the appropriate catch statement executes first, followed by the statements in the finally block. The following code demonstrates the syntax for using the try..catch..finally statements: try { // some code that could throw an error } catch (err:Error) { // code to react to the error } finally { // Code that runs whether an error was thrown. This code can clean // up after the error, or take steps to keep the application running. } Each catch statement identifies a specific type of exception that it handles. The catch statement can specify only error classes that are subclasses of the Error class. Each catch statement is checked in order. Only the first catch statement that matches the type of error thrown runs. In other words, if you first check the higher-level Error class and then a subclass of the Error class, only the higher-level Error class matches. The following code illustrates this point: try { throw new ArgumentError("I am an ArgumentError"); } catch (error:Error) { trace("
here for a quick overview of the site Help Center Detailed answers to any questions you might have Meta Discuss the workings and policies of this site About Us Learn more about Stack Overflow the company Business Learn http://stackoverflow.com/questions/3315904/global-error-handler-for-flash-player-10-1-not-working more about hiring developers or posting ads with us Stack Overflow Questions Jobs Documentation Tags Users Badges Ask Question x Dismiss Join the Stack Overflow Community Stack Overflow is a community of 4.7 million programmers, just like you, helping each other. Join them; it only takes a minute: Sign up Global Error Handler for Flash Player 10.1 not working up vote 2 down vote favorite 2 Trying to implement the new FP 10.1 Global error handler into as3 error my projects but no matter what I do any uncaught error will still show up the Exception window (both in debug and release versions of the SWF). All I want to do is to prevent these popups but instead send a message to my logger. Here's my code ... EDIT: I simplified the code now. Could somebody do me a favor and test the following class and see if it's works for him? Because it's doesn't as3 error handling for me! ... package { import flash.display.Sprite; import flash.events.UncaughtErrorEvent; public class GlobalErrorHandlerTest extends Sprite { public function GlobalErrorHandlerTest() { stage.loaderInfo.uncaughtErrorEvents.addEventListener(UncaughtErrorEvent.UNCAUGHT_ERROR, onUncaughtError); throw new Error(); } private function onUncaughtError(e:UncaughtErrorEvent):void { var message:String; if (e.error["message"]) { message = e.error["message"]; } else if (e.error["text"]) { message = e.error["text"]; } else { message = e.error["toString"](); } trace("Uncaught Error: " + e.text); } } } actionscript-3 flash error-handling global share|improve this question edited Jun 10 '14 at 15:30 Raidri 11.2k62142 asked Jul 23 '10 at 6:50 BadmintonCat 3,12563159 add a comment| 4 Answers 4 active oldest votes up vote 1 down vote accepted I had the same issue as above - I was referencing stage.loadInfo, believing that as that references the stage, it would capture all uncaught errors. However, that doesn't work, you have to actually follow grapefukt's suggestion verbatim: On the actual base display object, place the code loaderInfo.uncaughtErrorEvents.add... When you try to place onto stage.loaderInfo or frame.loaderInfo, it has no effect. In my case, I had to place it in the class that extended the base display object. Very Odd. share|improve this answer answered Apr 11 '11 at 17:15 Jake 261 I wish that would work but, alas it does not for me. I've added the event listener directly to my base display object. Normally this code should be caught by it, right? ... setTimeout(function():void { throw new Er