flex argumenterror error #2015 invalid bitmapdata Oregon City Oregon

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flex argumenterror error #2015 invalid bitmapdata Oregon City, Oregon

I think the most common is that the dimensions asked for include numbers < 0. The sound plays correctly at the lower pitch but at the end of the sample, I get this error: 'RangeError: Error #2004: One of the parameters is invalid.'. Could it be down to something else? >> >> PS: if the arguments to the BitmapData() constructor are wrong (either >> < 1, NaN, or their product is too large to My application is working fine on my computer, both offline and online (flash uploaded to our webservers).

Since falsh is not multithreading, I need to update the progressbar while loading all the frames to the array. Make all the statements true A bullet shot into a door vs. Thanks a million in advance. People Assignee: Adobe JIRA Reporter: Adobe JIRA Votes: 0 Vote for this issue Watchers: 0 Start watching this issue Dates Created: 22/Apr/10 13:31 Updated: 18/May/10 17:14 Resolved: 04/May/10 06:49 DevelopmentAgile View

Nov 13, 2009 i have an air app that i put some updater code into and i keep getting 1 of 2 errors.When i test the app in Flash i get Hoping to sound familiar to anybody... I cannot figure out the exact sequence of events that leads to this error. IMHO there is some problem when using embedded bitmaps in swc via Flash Pro.

View 5 Replies ActionScript 3.0 :: Runtime Error #2136 'The SWF File At %1 Contains Invalid Data'? at flash.display::BitmapData/copyPixels() at starling.textures::ConcreteTexture/uploadBitmapData()[/Users/cgascons/workspace/TCGEngine/externals/Starling-Framework-master/starling/src/starling/textures/ConcreteTexture.as:97] at starling.textures::Texture$/fromBitmapData()[/Users/cgascons/workspace/TCGEngine/externals/Starling-Framework-master/starling/src/starling/textures/Texture.as:255] at starling.textures::Texture$/fromData()[/Users/cgascons/workspace/TCGEngine/externals/Starling-Framework-master/starling/src/starling/textures/Texture.as:148] at Function/starling.utils:AssetManager/private:processRawAsset/starling.utils:process()[/Users/cgascons/workspace/TCGEngine/externals/Starling-Framework-master/starling/src/starling/utils/AssetManager.as:682] at Function/http://adobe.com/AS3/2006/builtin::apply() at starling.utils::SystemUtil$/executeWhenApplicationIsActive()[/Users/cgascons/workspace/TCGEngine/externals/Starling-Framework-master/starling/src/starling/utils/SystemUtil.as:78] at Function/starling.utils:AssetManager/private:loadRawAsset/starling.utils:complete()[/Users/cgascons/workspace/TCGEngine/externals/Starling-Framework-master/starling/src/starling/utils/AssetManager.as:872] at Function/starling.utils:AssetManager/private:loadRawAsset/starling.utils:onLoaderComplete()[/Users/cgascons/workspace/TCGEngine/externals/Starling-Framework-master/starling/src/starling/utils/AssetManager.as:861] I'm using the latest version of Starling on Github, but until yesterday I I ran into this issue again yesterday, with our second project... I dont know if that's actually the reason, but it usually happens when someone don't use double-buffering.

Main.aspackage Game{import flash.display.Sprite;import flash.display.Stage;import flash.events.*;import flash.utils.Timer;import flash.text.TextField;[Code] .....This is where I figured I needed to create a new instance of the main class but it just won't work. share|improve this answer answered Nov 11 '14 at 16:02 Jeff Ward 3,93911633 add a comment| up vote 0 down vote I solved with this code: if (myMC.width > 1&& myMC.height>1 && View 6 Replies Actionscript 3 :: #2015: Invalid BitmapData Dec 31, 2009 in my class, if I create bitmapData like thisprivate var tImage:BitmapData;public function object():void {tImage = new BitmapData(30,30,false,0x000000);}I get the I'm using a linked movie clip from Flash CC and pulling in the assets from that movie clip via Emibap's dynamic atlas extension.

Maybe @wolfgang can suggest something else because I'm out of ideas :S Posted 2 years ago # danhett Novice BirdJoined: Jul '14Posts: 8 danhett Novice BirdJoined: Jul '14Posts: 8 No worries, Hope it helps, Chris Posted 2 years ago # danhett Novice BirdJoined: Jul '14Posts: 8 danhett Novice BirdJoined: Jul '14Posts: 8 Hey chris Thanks so much for the help on this I have tried setting the BitmapData and Bitmap objects to null because that was a solution I found on another site. On 2010-05-04 06:49:04.253 coreyrlucier commented: Fixed in trunk revision 15881.

Did you manage to find the solution ? I am using this function to create only a few hundred Item objects, each of which is only 166 px by 96 px in size so I don't believe that the So I assumed that when the stack trace doesn't include the >ctor() function (which I guess is the C constructor) the cause is >different (most likely memory issues?) Don’t know. assist.

What can I say, you made my day! When I go to validate the response in Charles I get this:Validator: Failed to Parse XML Document.Reason: An invalid XML character (Unicode: 0x0) was found in the CDATA section.Line: 65 Column: actionscript-3 flash flash-cs4 share|improve this question edited Jul 10 '12 at 23:28 asked Jul 10 '12 at 0:00 BumbleShrimp 1,3091235 What's different between staying in a small area and Browse other questions tagged actionscript-3 flash flash-cs4 or ask your own question.

What is the most expensive item I could buy with £50? You can not post a blank message. Hope it helps Posted 1 year ago # RSS feed for this topic 12Next »Reply » You must log in to post. Would you mind posting the bug number here after you file one at http://bugs.adobe.com/flex/ and I can try and get it investigated ASAP.Peter Like Show 0 Likes(0) Actions 4.

error. My thought was, instead of adding child on top of child, I would just add the new image to the original bitmap or perhaps a copy of the bitmap and swap I also used system.totalMemory to trace memory consumption but it showed that only a few tens of megabytes were used when the error occurred. I wonder if there's something wrong with the texture file, going to re-create it and see if that fixes it. I also used system.totalMemory to trace memory consumption but it showed that only a few tens of megabytes were used when the error occurred.

kb2.adobe.com/cps/496/cpsid_49662.html –shanethehat Jul 20 '11 at 8:34 add a comment| up vote 1 down vote also check if your image isn't too large. View 0 Replies Home Submit Resource Tracker Forum Advance Search Privacy Policy| Terms of Use & Service| Contact Us| Copyrights Notice Copyrights 2005-15 www.BigResource.com, All rights reserved

Welcome, Where are sudo's insults stored? Posted 2 years ago # Christian Expert BirdJoined: Jan '13Posts: 211 Christian Expert BirdJoined: Jan '13Posts: 211 Uhmm, not sure whether if you are using Mac or Windows but make sure

I mentioned before but, could it be related to the fact that the set of assets are in the "/Android/obb" folder where the extension files are located? Cheers guys Posted 1 year ago # PabiQC Moderating BirdJoined: Mar '12Posts: 281 PabiQC Moderating BirdJoined: Mar '12Posts: 281 I have this error on nexus 5 device... This is getting annoying. This is what I get: ErrorID=2015 ErrorMessage=Error #2015 ErrorPos=fpsoSWFBuffer = new BitmapData(1920, 1080, false, 0x00ff0000); CurrentFpsoFrame=168 Position in For Loop=8 EDIT2: And here is the error message I finally got inside

Can you refactor code to make it clearer? –Ilya Z May 8 '13 at 10:17 I use the timer to "break up" the buffering. Open hemisphere is connected Developing web applications for long lifespan (20+ years) Framing "standalone" class output or what is suitable replacement for "framed" since it does not work with "standalone" class Is there a common caller to BitmapData() on the stack trace? Thanks to Sirisian for pointing it out!

I have got all the movement pretty much sorted its just I cannot get the game to restart. You could try adding logging of what it passes and maybe available memory. -Alex « Return to Apache Flex Users | 1 view|%1 views Loading... Why was the word for king 'rei' changed to 'rey'? Re: ArgumentError: Error #2015: Invalid BitmapData.

I might be wrong, but I fixed it by rewriting my code to handle smaller files (less memory useage) and loading in a high-res image after the user have rotated the