If you're writing something quick and dirty with a lot of code thrown all over 
the timeline (like an ad prototypeyou have two hours to put together), coding 
in a __resolve function on the _root (or right on the Object prototype) that 
throws errors when called can be a typo-finding lifesaver.

> 
> From: "Paul BH" <[EMAIL PROTECTED]>
> Date: 2006/05/10 Wed AM 09:34:33 CDT
> To: "Flashcoders mailing list" <[email protected]>
> Subject: Re: [Flashcoders] How to make flash more strict with errors ?
> 
> thats a very open question, even though it may not feel like it.
> 
> here are some of the things you can do to try and reduce things
> happening unexpectedly:
> 
> 1: In your classes make your variables / methods private unless they
> absolutely must be public.
> 2: Strictly type *everything* - this may seem like a pain at first,
> but it will save you heavy pain later.
> 3: This includes dispatched event Objects
> 4: And elements of an array if you know (or expect) that they are all
> of the same type. By this I mean, if you are iterating through the
> elements of an array, do soemthing like this:
> 
> var arrayItem:SomeItem
> var max:Number = arr.length
> for (var i:Number=0;i<max;++i){
>  arrayItem = SomeItem(arr[i])
> }
> 5: Use Exceptions
> 6: Unit test your apps.
> 
> 
> On 5/10/06, Nik Derewianka <[EMAIL PROTECTED]> wrote:
> > Hi,
> >
> > Is there anyway to make flash actually throw errors when things go wrong.
> > instead of just silently failing and pretending that everything is all okay
> > ?
> >
> > Cheers,
> > :: Nik Derewianka ::
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--
John Mark Hawley
The Nilbog Group
773.968.4980 (cell)

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