This document may have some information (for Starling perhaps) about the stricter compiler:
http://helpx.adobe.com/flash-builder/actionscript-compiler-backward-compatibility.html
Aside that I did one final test on my workstation (dual quad xeon, 32gb ram, radeon, yada). I'm tired of typing on this issue so here's the synopsis:
Fresh FB4.7 comes with AIR3.4 so it's mandatory to update to 3.5 for the Starling mobile demo test, FYI. So AIR 3.5.0.880
You only care about USB testing so:
Starling Mobile Demo:
- Debug Fast and Standard - Fail
- Release Fast and Standard - Fail
New AS Mobile project without Starling:
- Debug Fast and Standard - Success
- Release Fast and Standard - Success
New AS Mobile project that merely imports any Starling class:
Total Fail
Import old FB4.6 project of exist app with tons of Starling usage:
Total Success
Package traditional, debug over Wifi:
IPA created, installed, never connected via wifi - Fail
FB4.7 packaging is in complete disarray. It makes no sense an old 4.6 project that instantiates Starling works perfectly in all modes (debug/release/export w/ Fast or Standard). Everything else rides the fail boat.
Do all of the above in FB4.6, no problem at all (aside no direct USB install).
I'm done testing this. I can't even make a usable bugbase entry because I can't figure out what the difference is.
To show how volatile Starling is to FB4.7, this fails in debug/fast for me:
package { import flash.display.Sprite; import flash.events.Event; import starling.events.Event; [SWF(frameRate=60,width=768,height=1024)] public class OmgDebug extends Sprite { public function OmgDebug() { super(); addEventListener(flash.events.Event.ACTIVATE, onAc); } protected function onAc(event:flash.events.Event):void { // trace never happens, app locked because of junk() function trace("Activated...."); } // comment or remove this junk() function and app works protected function junk(e:starling.events.Event):void { // CAUSES FAILURE, starling.events.Event is compiled // but not even used, WTH? } } } |
Because I use the starling event in a methods argument the compiler must include the class (it has been declared) and the app is completely locked. Just remove the function (not even the import) and the app works.
Totally ridiculos.
So we both have just reported this issue in Starling forum!
I'm glad that i'm not the only one who has these problems.
Thank you very much for your efforts, sinious, hopefully the creators of Starling
have an idea what is going on here and can fix it soon.