Re: [flexcoders] How to capture/handle runtime errors?

2006-06-26 Thread Pat Buchanan
Yep - that worked actually, but by accident.  :)  I had that player on my laptop that I used for the demo.  I apologised for the bug, and then it didn't happen.  Should have kept my mouth shut.  :)   Thanks for everyone's suggestions!   -Pat  On 6/19/06, Jason Szeto <[EMAIL PROTECTED]> wrote:

Re: [flexcoders] How to capture/handle runtime errors?

2006-06-20 Thread Michael Schmalle
coders@yahoogroups.com] On Behalf Of Jason SzetoSent: 20 June 2006 00:23To: flexcoders@yahoogroups.comSubject: RE: [flexcoders] How to capture/handle runtime errors? This is probably too late for your demo. You can use the Release version of the player. It will silently ignore any RTE.  

RE: [flexcoders] How to capture/handle runtime errors?

2006-06-19 Thread Jason Szeto
This is probably too late for your demo. You can use the Release version of the player. It will silently ignore any RTE.   Jason       From: flexcoders@yahoogroups.com [mailto:flexcoders@yahoogroups.com] On Behalf Of Pat Buchanan Sent: Thursday, June 15, 2006 5:43 PM To: fl

Re: [flexcoders] How to capture/handle runtime errors?

2006-06-15 Thread Jeremy Lu
hi Pat, as that line suggesting:"The supplied DisplayObject must be a child of the caller"you probably are using some DisplayList related functions like getChildByName(), removeChild(), setChildIndex() and providing an Object(a sprite/movieClip/displayList) which *is not the direct child of

Re: [flexcoders] How to capture/handle runtime errors?

2006-06-15 Thread Michael Schmalle
> handle/capture/mute I don't think you can mute runtime errors, I know warnings you can. The problem with trying to 'catch' an error like this is it is in an existing code base where the error will be thrown first. This is the jagged pill to swallow when working with large frameworks. Especai

Re: [flexcoders] How to capture/handle runtime errors?

2006-06-15 Thread Michael Schmalle
Hi, I have had this happen to. It's a bug with the FocusManager and I ope they fixed it for the final release! I doubt there is anything you can do other than don't push the tab key. :) Basically, the player is trying to access a child object that is not the child object of the calling Displa