Flash As3 Error
Contents |
Retrieving Data from Server... Run-Time Errors Properties | Properties | Constructor | Methods | Global Constants | Events | Styles | Skin Parts as3 throw error | Skin States | Effects | Constants | Global Functions | Functions
As3 Error Codes
| Interfaces | Classes | Examples Classes x The following errors can occur at run time. Run-time type checking
As3 Throw Exception
occurs in ActionScript 3.0 whether you compile in strict mode or warning mode.CodeMessageDescription1000The system is out of memory. Flash needs more memory to compile your code than your system has
Flex Error Codes
available. Close some of the applications or processes running on your system. 1001The method %m is not implemented.1002The precision argument must be between 0 and 20; got %d You specified a value less than 0 or greater than 20 for the precision argument of a method or property. Pass a value between 0 and 20 as a precision argument. 1003The actionscript try catch radix argument must be between 2 and 36; got %d You passed a value less than 2 or greater than 36 for the radix argument of a method or property. Pass a value between 2 and 36 as a radix argument. 1004A method of '%t' was invoked on an incompatible object. You tried to call a method that is not available to the specified object.This error occurs when you have copied a prototype function from one object to another, and then invoked it, but the target object is not the same type as the original object. Ensure that the target object and original object are the same type. See ECMAScript edition 3 chapter 15 for more details. 1005Array index is not an integer (%f) You tried to access a member of an array using an index value that is not an integer. Pass only integers as index values for arrays. 1006Call attempted on an object that is not a function. This error occurs when you attempt to call a function that does not exist. Make sure that you are calling
elements Error-handling strategies Since many applications can run without building the logic to handle errors, developers are tempted to postpone building error handling into their applications. However, without as3 try catch error handling, an application can easily stall or frustrate the user if something flexnet error doesn’t work as expected. ActionScript 2.0 has an Error class that allows you to build logic into custom functions as3 catch all errors to throw an exception with a specific message. Because error handling is critical for making a user-friendly application, ActionScript 3.0 includes an expanded architecture for catching errors. Note: While the ActionScript http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/runtimeErrors.html 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 the description does list some of the exceptions a method throws. ActionScript 3.0 error-handling elements ActionScript http://help.adobe.com/en_US/as3/dev/WS5b3ccc516d4fbf351e63e3d118a9b90204-7ed2.html 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, problematic code or situations generate robust error messages, which help you easily identify reasons why a particular block of code fails. These messages make fixing errors more efficient. For more information, see Workin
events Working with status change events One of the most noticeable improvements to error handling in ActionScript 3.0 is the support for error event handling for responding to asynchronous errors http://help.adobe.com/en_US/as3/dev/WS5b3ccc516d4fbf351e63e3d118a9b90204-7ecf.html while an application is running. (For a definition of asynchronous errors, see Types of errors.) You can create event listeners and event handlers to respond to the error events. Many classes dispatch error http://stackoverflow.com/questions/21852864/as3-referenceerror-error-1069-property-not-found events the same way they dispatch other events. For example, an instance of the XMLSocket class normally dispatches three types of events: Event.CLOSE, Event.CONNECT, and DataEvent.DATA. However, when a problem occurs, the XMLSocket as3 error class can dispatch the IOErrorEvent.IOError or the SecurityErrorEvent.SECURITY_ERROR. For more information about event listeners and event handlers, see Handling events. Error events fit into one of two categories: Error events that extend the ErrorEvent class The flash.events.ErrorEvent class contains the properties and methods for managing errors related to networking and communication operations in a running application. The AsyncErrorEvent, IOErrorEvent, and SecurityErrorEvent classes extend the ErrorEvent class. If flash as3 error you’re using the debugger version of a Flash runtime, a dialog box informs you at run-time of any error events without listener functions that the player encounters. Status-based error events The status-based error events are related to the netStatus and status properties of the networking and communication classes. If a Flash runtime encounters a problem when reading or writing data, the value of the netStatus.info.level or status.level properties (depending on the class object you’re using) is set to the value "error". You respond to this error by checking if the level property contains the value "error" in your event handler function. Working with error events The ErrorEvent class and its subclasses contain error types for handling errors dispatched by Flash runtimes as they try to read or write data. The following example uses both a try..catch statement and error event handlers to display any errors detected while trying to read a local file. You can add more sophisticated handling code to provide a user with options or otherwise handle the error automatically in the places indicated by the comment “your error-handling code here”: package { import flash.display.Sprite; import flash.errors.IOError; import flash.events.IOErrorEvent; import flash.events.TextEvent; import flash.media.Sound; import flash.media.
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 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 AS3- ReferenceError: Error #1069: Property not found up vote 0 down vote favorite Can someone tell me why I get this error? ReferenceError: Error #1069: Property roll_mc not found on com.usmanzubairi.theAges.TheAges and there is no default value. at com.usmanzubairi.theAges::PirGame/rolling() package com.usmanzubairi.theAges { import flash.display.MovieClip; import flash.events.*; import flash.media.*; public class TheAges extends MovieClip { private var game:PirGame; private var game2:PreGame; private var game3:SupGame; public function TheAges() { stage.addEventListener(MouseEvent.CLICK, startGame); } private function startGame(event:Event):void { if (event.target != player_btn) { removeEventListener(MouseEvent.CLICK, startGame); game = new PirGame(); addChild(game); } else { addChild(player_mc); player_mc.visible = true; player_mc.play(); } if (event.target == player_mc.tom_mc) { removeEventListener(MouseEvent.CLICK, startGame); game2 = new PreGame(); addChild(game2); } if (event.target == player_mc.pete_mc) { removeEventListener(MouseEvent.CLICK, startGame); game = new PirGame(); addChild(game); } if(event.target == player_mc.sam_mc) { removeEventListener(MouseEvent.CLICK, startGame); game3 = new SupGame(); addChild(game3); } } public function gameOver():void { removeChild(game); game = null; stage.addEventListener(MouseEvent.CLICK, startGame); } } } Here's the PirGame document class code: package com.usmanzubairi.theAges { import flash.utils.Timer; import flash.events.*; import flash.display.*; import flash.geom.Matrix; import flash.net.SharedObject; public class PirGame extends MovieClip { public function PirGame() { addEventListener(MouseEvent.CLICK,rolling); } private function rolling (event:Event):void { if (event.target == MovieClip(root).roll_mc) { addChild(roll) roll.visible = true; runner_mc.visible = false; roll.play(); } } } } Thanks. actionscript-3 flash share|improve this question asked Feb 18 '14 at 11:50 user3302134 112 Are you going to say something about "roll" stuff? also what is roll_mc you've used in rolling() function... –Bora Kasap Feb 18 '14 at 13:06 "roll" is a rolling animati