Error Handling Jsfl
catching errors in JSFL. Along with the poor IDE and limited tools, handling errors and debugging scripts could be a complete nightmare. Of course, no one wants their script to have errors when someone else is using it, but more importantly for you in the development process is actually understanding context in which the error message was provided, and tracking down the actual code which was ultimately responsible for the error in the first place. Luckily, xJSFL has some pretty nifty tools built in to help you track down those annoying bugs. try/catch & xjsfl.debug.stack() JavaScript has the try/catch construct, so your first port of call should be to wrap your code within a try/catch block and do something meaningful with the error: try { // your code } catch(error) { // do something with the error } Whilst this is fine in theory, what exactly are you supposed to do with the error? Well, in the case of xJSFL, you should pass it to the xjsfl.debug.error() method, which will print the full error stack to the Output panel: try { XUL.create('this: is meaningless'); } catch(error) { xjsfl.debug.error(error); } Error: XUL.add(): Undefined control type "this" ---------------------------------------------------------------------------------------------------- 0 > ("XUL.add(): Undefined control type \"this\"") line: 883 file: xjsfl.jsfl path: xJSFL/core/jsfl/libraries/ 1 > ("this: is meaningless") line: 1185 file: xul.jsfl path: xJSFL/core/jsfl/libraries/ 2 > ("this: is meaningless") line: 107 file: xul.jsfl path: xJSFL/core/jsfl/libraries/ 3 > ("this: is meaningless") line: 130 file: xul.jsfl path: xJSFL/core/jsfl/libraries/ 4 > line: 47 file: temp.jsfl path: xJSFL/core/jsfl/temp/ xjsfl.debug.func() try/catch is great, but what if you're feeling a bit on the lazy side? Well, if you have a function, or a method on an object you want to test, you can just pass it to xjsfl.debug.func(): xjsfl.debug.func(func); xjsfl.debug.func(object.method, [1, 2, 3, 4]); The error stack will be printed to the listener as before. xjsfl.debug.file() Loading files, or more specifically running files, in Flash is a principle cause of frustration due to the little-known fact that syntax or runtime errors inside files that are run with fl.runScript() will fail silently! To get around this, xJSFL provides functionality via xjsfl.debug.file() which wraps the nativ
script. that script loop throw all of my project folder look for FLAfiles and publish them one after a other. Add that script to the buld task in my Ant file. that was fin for the begining but now that the project is so big and any thing can go wong and staff did go wong and same time the one of the fla file did not publish as expected . The probleam was http://xjsfl.com/support/guides/debugging/handling-errors that you we did nt know about itthe JSFL script just move to the... תגיות: DEV, error handling, FLA, jsfl, Mogobe, mogobe.com, מוגובי אין תגובות חפש: פוסטים אחרונים Biomorphs js implemntaion and using GIT as DataBase גולים של הקבוצה המפסידה JSFL publishing FLA complete Error handling האם מאיה נחמיאס מאושרת ? שמות של קבצים ותקיות http://blogs.microsoft.co.il/shvilam/tag/error-handling/ בגיבריש תגובות אחרונותgosi על Mogobe is looking for a java Developerturi1235 על We took an consultant (mogobe.com)turi1235 על We took an consultant (mogobe.com)turi1235 על We took an consultant (mogobe.com)shvilam על After a year of development ( of mogobe virtual world )ארכיון מאי 2014 יוני 2012 ינואר 2010 אוקטובר 2009 אוגוסט 2009 יולי 2009 יוני 2009 מאי 2009 פברואר 2009 דצמבר 2007 נובמבר 2007 אוקטובר 2007 אוגוסט 2007 יולי 2007 קטגוריות אין קטגוריות כלים הרשמה התחבר פיד RSS לפוסטים פיד RSS לתגובות WordPress.org כתבות נוספות שלי 20 במאי 2014 Biomorphs js implemntaion and using GIT as DataBase I been requested to do code assignment during hiring process I usually I don't have any problem I love to code and I am enjoying the challenge. I had to wrote in JS implementation of Richard Dawkins Biomorph the idea is to simulate the power of natural selection. Each object has a set of gen […] 8 ביוני 2012 גולים של הקבוצה המפסידה בימים הקרובים אני הולך
files. The syntax is not very lucky, and I would have preferred something like import, but its availability allows for creation of libraries for reuse. The file http://stephan.acidcats.nl/blog/2006/06/25/reuse-of-jsfl-functions/comment-page-1/ Commands.zip contains "newItem.jsfl", that contains a few functions that come in handy http://www.adobe.com/cn/devnet/flash/articles/invisible_button.html when creating a new linked movieclip item. The main function is createNewLinkedMovieClip, that creates a new movieclip symbol in the specified library with a specified linkage class. The user is prompted for a name that has to be unique both as symbol name and as linkage id. If the user error handling cancels, the script is aborted. Here's an example of how to call this function. This example assumes that the file has been placed in a folder "includes" inside the commands folder: var library = fl.getDocumentDOM().library;
var movieclipName = fl.runScript(fl.configURI + "Commands/includes/newItem.jsfl", "createNewLinkedMovieClip", library, "org.asapframework.ui.buttons.HilightButton"); The function returns the name of the created movieclip symbol, or "null" if the user cancelled the prompt error handling jsfl for a name. It would be logical to stop the script if the user cancels. Now aborting a running jsfl script isn't entirely trivial. Apparently the only way to achieve this, other than wrapping every possible abort point in an increasingly deep if {}, is by using try{} catch (). Though more advanced in use, it has the nice effect of catching errors that would normally result in a popup from Flash, and displaying a useful message in the output window. That is, provided the error message is put through to the output window: try {
// some code here that may go terribly wrong
} catch (err) {
fl.trace("Command aborted, error = " + err);
} In order to abort a script, an error can be thrown that will be caught in the catch (err) {} statement, like this: throw("Cancelled"); The file also contains functions for writing frame labels on consecutive key frames, and creating an actionscript layer with a stop frame in the first frame. The other two files in the zip are complete commands for creating stubs for the Hilight
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