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 flashcoders@chattyfig.figleaf.com
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;imax;++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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