Steven Sacks wrote:
Wow am I stupid or what?
socket.readBytes(bufferIn, 0, socket.bytesAvailable);
should be
socket.readBytes(bufferIn, bufferIn.length);
This code has been working for months up until now because I never got
any large enough packets for them to be broken up to expose this
s
?
Sockets (not in AIR) are fine by me. I am surely missing the obvious
here, but sending a 100k data to my socket in Flash works like a charm.
Regarding your trace output, it seems the socket fails at the second
packet, like it is loosing it is progress
what if you do trace(event.target.r
Wow am I stupid or what?
socket.readBytes(bufferIn, 0, socket.bytesAvailable);
should be
socket.readBytes(bufferIn, bufferIn.length);
This code has been working for months up until now because I never got any large
enough packets for them to be broken up to expose this stupid bug of mine.
__
I feel your pain, wish I could help, have similar issues with the socket
being unreliable...
Maybe we need another "Adobe Make Some..." site/campaign.
"Adobe Make Some {OptionalExpletive[0]} Fixes to the
{OptionalExpletive[1]} socket, {OptionalExpletive[2]}!"
or similar. I will put a badge
I'm having major issues with the Socket class in AIR right now. All the
searches I have made result in people who have asked "Why is this happening?"
and NOBODY has answered any of their questions.
Socket progress events stop firing if "too much" data is coming across the
socket, and apparently
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