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  • JavaScript socket vs. Flash socket?

    - by Dr.Dredel
    Steve Jobs just posted this article on why Apple rejects Flash... http://www.apple.com/hotnews/thoughts-on-flash/ I agree that javascript and css can be used to replicate some of Flash's animation, though Flash does all sorts of scaling and tweening that is incredibly powerful, and I'm not sure that there's anything comparable in javascript, if there is, I certainly haven't seen it. However, my question is about the socket. Flash has an incredibly powerful openSocket class that allows you to connect to a server and have the server and the client talk back and forth to one another. As far as I know there is no equivalent class in Javascript. Am I mistaken? Is there some secret mystery Ajax class that replicates the openSocket? If not, then that feature alone makes Flash an invaluable tool. I'm interested in all answers though... and yes this IS a programming question! :)

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  • How do I test if a property exists on a object before reading its value?

    - by Jeremy Rudd
    I'm attempting to read a property on a series of Sprites. This property may or may not be present on these objects, and may not even be declared, worse than being null. My code is: if (child["readable"] == true){ // this Sprite is activated for reading } And so Flash shows me: Error #1069: Property selectable not found on flash.display.Sprite and there is no default value. Is there a way to test if a property exists before reading its value? Something like: if (child.isProperty("readable") && child["readable"] == true){ // this Sprite is activated for reading }

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  • How to eat HTML tags?

    - by Lost_in_code
    Is there any function that converts <a href="test.php"/> to &lt; href=&quot;test.php&quot;/&gt; It would be helpful if all html characters were converted in the similar manner. Is there a function or library to do this?

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  • Dang Error #1009 !

    - by boz
    I'm building a simple flash site for a friend who has a spa. I keep getting this error: Error #1009: Cannot access a property or method of a null object reference. at spa7_fla::MainTimeline/frame1() through the process of commenting out code, i've narrowed down to my link section: vox_link.addEventListener(MouseEvent.CLICK,gotoVox); function gotoVox(evtObj:Event):void { var voxSite:URLRequest=new URLRequest("http://www.voxmundiproject.com"); navigateToURL(voxSite, "_blank"); } With this section commented out, i don't get the 1009 error. When the code is active, I get the error. My code syntax is correct so I'm stumped. Does someone have an idea what my be wrong? Thanks!

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  • Flex - weird display behavior on large number of Canvas

    - by itarato
    Hi, I have a Flex app (SDK 3.5 - FP10) that does mindmap trees. Every node is a Canvas (I'm using Canvas specific properties so I needed it). It has a shadow effect, background color and some small ui element on it (like icons, texts...). It works perfectly until it goes over ~700 nodes (Canvas). Over that number it shows grey rectangles: http://yfrog.com/bhw2pj . If I turn off the DropShadowFilter effect for the Canvas, they are also gone, so I assume it's a DropShadowFilter problem: http://yfrog.com/2d9y8j . The effect is simple: private static var _nodeDropShadow:DropShadowFilter = new DropShadowFilter(1, 45, 0x888888, 1, 1, 1); _backgroundComp.filters = _nodeDropShadow; Is it possible that Flex can't handle that much? Thanks in advance

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  • MovieClip property - what is the url it goes when I click on it.

    - by cosmorocket
    I have bought a flash template in an online store. There are different buttons on it and some of them link to existing local html files from the pack - index-1.html, index-2.html etc. There are also some buttons that don't go anywhere right now but they are intended to be linked to some urls too. They react with animation on mouse rollover and I suppose they should go to some url if I set it somewhere on click. But there is no documentation about that in the pack. I searched through the Flash source file and all html pages files for something like "index", "geturl", also looked through them manually to realize how it could be made but with no luck. So, my question - is that possible that way or another to make that MovieClip button link to some my page, for example, "contacts.html". Thanks.

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  • pass ...rest to a NetConnection call

    - by dome
    I want to pass a rest in a netconnection call, something like this: public function requestData(service : String, ...params) : void { nc.call(service, params); } this doesn't work since the call is expecting each parameter to be separated by commas, like: nc.call(service, params[0], params[1], params[2]); I've read some posts about apply, but I can't find a solution for this specific case.

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  • FileReference.save() duplicates ByteArray

    - by bartekb
    Hi, I've encountered a memory problem using FileReference.save(). My Flash application generates of a lot of data in real-time and needs to save this data to a local file. As I understand, Flash 10 (as opposed to AIR) does not support streaming to a file. But, what's even worse is that FileReference.save() duplicates all the data before saving it. I was looking for a workaround to this doubled memory usage and thought about the following approach: What if I pass a custom subclass of ByteArray as an argument to FileReference.save(), where this ByteArray subclass would override all read*() methods. The overridden read*() methods would wait for a piece of data to be generated by my application, return this piece of data and immediately remove it from the memory. I know how much data will be generated, so I could also override length/bytesAvailable methods. Would it be possible? Could you give me some hint how to do it? I've created a subclass of ByteArray, registered an alias for it, passed an instance of this subclass to FileReference.save(), but somehow FileReference.save() seems to treat it just as it was a ByteArray instance and doesn't call any of my overridden methods... Thanks a lot for any help!

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  • scaleX scaleY increeasing left, top margin, and line spacing

    - by Mark
    If you have Text with a font that is 72 point for example (and scaleX scaleY = 1) you can achieve the same size with a font size of 12 and scaleX,scaleY = 6. For reasons that would take too long to explain I am applying a large scale factor as in the latter example. The problem is, even though the text is the same size, the line spacing and left and top margins have all been increased but I want them to be the same size as well. As far as the line spacing, I discovered that TextFormat.leading was being automatically increased when scaleX, scaleY was greater than 1, so I just had to reset TextFormat.leading back to 0. That leaves the left and top margins, and I have no idea how those are being increased. I tried TextFormat.blockIndent=0 and TextFormat.leftMargin=0 (and also ingnorePadding=true) and it had no effect. And have no clue how to reset the top margin either to its orginal size, in case anyone has an idea for all these.

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  • Why are my event listeners firing more than once?

    - by Arms
    In my Flash project I have a movieclip that has 2 keyframes. Both frames contain 1 movieclip each. frame 1 - Landing frame 2 - Game The flow of the application is simple: User arrives on landing page (frame 1) User clicks "start game" button User is brought to the game page (frame 2) When the game is over, the user can press a "play again" button which brings them back to step 1 Both Landing and Game movieclips are linked to separate classes that define event listeners. The problem is that when I end up back at step 1 after playing the game, the Game event listeners fire twice for their respective event. And if I go through the process a third time, the event listeners fire three times for every event. This keeps happening, so if I loop through the application flow 7 times, the event listeners fire seven times. I don't understand why this is happening because on frame 1, the Game movieclip (and I would assume its related class instance) does not exist - but I'm clearly missing something here. I've run into this problem in other projects too, and tried fixing it by first checking if the event listeners existed and only defining them if they didn't, but I ended up with unexpected results that didn't really solve the problem. I need to ensure that the event listeners only fire once. Any advice & insight would be greatly appreciated, thanks!

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  • AS3 Flex masks with black background from png bitmap

    - by airlocker
    Hi all What I am trying to achieve might be trivial, however I am loading a PNG mask which does not have a transparent background, but rather a black background, with the shape defined on top in white (the actual mask which needs to be applied). Apparently Flex expects me to provide a mask with a transparent background for it to work, or am I missing something? If that's the case, could I transform the bitmapData which I am loading so that it treats black color as transparent? thanks in advance.

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  • mp3 playback stop echoing, as3

    - by pixelGreaser
    Hitting play more than once, causes an echo and I can't stop my mp3 player. What's the best practice for mp3 playback? var mySound:Sound = new Sound(); playButton.addEventListener (MouseEvent.CLICK, myPlayButtonHandler); var myChannel:SoundChannel = new SoundChannel(); function myPlayButtonHandler (e:MouseEvent):void { myChannel = mySound.play(); } stopButton.addEventListener(MouseEvent.CLICK, onClickStop); function onClickStop(e:MouseEvent):void{ myChannel.stop(); }

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  • Approaches to replace cursor in pure AS3 / Flare project?

    - by peteorpeter
    Hi there good lookin, I've got a pure AS3 (no Flex) project that uses Flare to display and interact with a data visualization. I just implemented some panning behavior, so you can click and drag the visualization around, and now I'd like to give the user a visual indicator that this is possible, by switching the arrow cursor with a nice grabby-looking hand icon. The user can click and drag at any time except when the mouse is over a clickable node (at which time the cursor swaps to a pointer - this behavior is already in place). So... 1) Do I need to create my own custom bitmap/sprite or is there a palette of built-in cursors I can use? (I'm not using Flex.) 2) Is there a way to simply replace the default arrow with the pan cursor project-wide, or do I need to attach the swapping to mouse events on display objects? Can I use the stage object to make this behavior apply everywhere? 3) How do I perform the swap? Do I use the Cursor object directly or do I need to get involved with the CursorManager? Any guidance, pseudo-code, or words of wisdom is greatly appreciated!

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  • Flex Import Class from a Module within a sub directory

    - by Tom
    I put some modules in a module folder. How do I import classes with the import statement when I'm in a sub folder? This won't work, not like classes which are in packages. modules/SomeModule.mxml <?xml version="1.0"?> <mx:Module> <mx:Script> <![CDATA[ import Fruit.Apple; ]]> </mx:Script> </mx:Module> Directory: . |-- Fruit |-- Apple.as |-- Modules |-- SomeModule.mxml `-- application.mxml

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  • certain BitMapData types dont work in a beginBitmapFill() method.

    - by numerical25
    Say I loaded a bitMap into a bitmapData type called tileImage. tileImage = Bitmap(loader.content).bitmapData; say I decided to add that bitmap into a sprite like below this.graphics.beginBitmapFill(tileImage ); this.graphics.drawRect(0, 0,tWidth ,tHeight ); It would of course work. But say If I decided to add tileImage into a another bitMapData type like below var tImage:BitmapData = new BitmapData(30,30); tImage.copyPixels(tileImage,tRect,tPoint); and I then added tImage to my sprite this.graphics.beginBitmapFill(tImage); this.graphics.drawRect(0, 0,tWidth ,tHeight ); I then get the following error ArgumentError: Error #2015: Invalid BitmapData. tRect and tPoint are all predefined and set. tRect x and y are 0,0 and the width and height are 30x30. tPoint is 0,0 as well. Yes I understand that this is a very brief explanation but I wanted to elaborate that a bitMapdata type that has its data from the copypixel method does not work with beginBitmapFill. but a varible that gets its data straigt from the source, does. One works, and one doesnt, yet they are both the same data types. why is this ?

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  • Flex 4: Getter getting before setter sets

    - by Steve
    I've created an AS class to use as a data model, shown here: package { import mx.controls.Alert; import mx.rpc.events.FaultEvent; import mx.rpc.events.ResultEvent; import mx.rpc.http.HTTPService; public class Model { private var xmlService:HTTPService; private var _xml:XML; private var xmlChanged:Boolean = false; public function Model() { } public function loadXML(url:String):void { xmlService = new HTTPService(); if (!url) xmlService.url = "DATAPOINTS.xml"; else xmlService.url = url; xmlService.resultFormat = "e4x"; xmlService.addEventListener(ResultEvent.RESULT, setXML); xmlService.addEventListener(FaultEvent.FAULT, faultXML); xmlService.send(); } private function setXML(event:ResultEvent):void { xmlChanged = true; this._xml = event.result as XML; } private function faultXML(event:FaultEvent):void { Alert.show("RAF data could not be loaded."); } public function get xml():XML { return _xml; } } } And in my main application, I'm initiating the app and calling the loadXML function to get the XML: <fx:Script> <![CDATA[ import mx.containers.Form; import mx.containers.FormItem; import mx.containers.VBox; import mx.controls.Alert; import mx.controls.Button; import mx.controls.Label; import mx.controls.Text; import mx.controls.TextInput; import spark.components.NavigatorContent; private function init():void { var model:Model = new Model(); model.loadXML(null); var xml:XML = model.xml; } ]]> </fx:Script> The trouble I'm having is that the getter function is running before loadXML has finished, so the XML varible in my main app comes up undefined in stack traces. How do I put a condition in here somewhere that tells the getter to wait until the loadXML() function has finished before running?

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  • A* algorithm works OK, but not perfectly. What's wrong?

    - by Bart van Heukelom
    This is my grid of nodes: I'm moving an object around on it using the A* pathfinding algorithm. It generally works OK, but it sometimes acts wrongly: When moving from 3 to 1, it correctly goes via 2. When going from 1 to 3 however, it goes via 4. When moving between 3 and 5, it goes via 4 in either direction instead of the shorter way via 6 What can be wrong? Here's my code (AS3): public static function getPath(from:Point, to:Point, grid:NodeGrid):PointLine { // get target node var target:NodeGridNode = grid.getClosestNodeObj(to.x, to.y); var backtrace:Map = new Map(); var openList:LinkedSet = new LinkedSet(); var closedList:LinkedSet = new LinkedSet(); // begin with first node openList.add(grid.getClosestNodeObj(from.x, from.y)); // start A* var curNode:NodeGridNode; while (openList.size != 0) { // pick a new current node if (openList.size == 1) { curNode = NodeGridNode(openList.first); } else { // find cheapest node in open list var minScore:Number = Number.MAX_VALUE; var minNext:NodeGridNode; openList.iterate(function(next:NodeGridNode, i:int):int { var score:Number = curNode.distanceTo(next) + next.distanceTo(target); if (score < minScore) { minScore = score; minNext = next; return LinkedSet.BREAK; } return 0; }); curNode = minNext; } // have not reached if (curNode == target) break; else { // move to closed openList.remove(curNode); closedList.add(curNode); // put connected nodes on open list for each (var adjNode:NodeGridNode in curNode.connects) { if (!openList.contains(adjNode) && !closedList.contains(adjNode)) { openList.add(adjNode); backtrace.put(adjNode, curNode); } } } } // make path var pathPoints:Vector.<Point> = new Vector.<Point>(); pathPoints.push(to); while(curNode != null) { pathPoints.unshift(curNode.location); curNode = backtrace.read(curNode); } pathPoints.unshift(from); return new PointLine(pathPoints); } NodeGridNode::distanceTo() public function distanceTo(o:NodeGridNode):Number { var dx:Number = location.x - o.location.x; var dy:Number = location.y - o.location.y; return Math.sqrt(dx*dx + dy*dy); }

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  • Drawing an honeycomb with as3

    - by vitto
    Hi, I'm trying to create an honeycomb with as3 but I have some problem on cells positioning. I've already created the cells (not with code) and for cycled them to a funcion and send to it the parameters which what I thought was need (the honeycomb cell is allready on a sprite container in the center of the stage). to see the structure of the cycle and which parameters passes, please see the example below, the only thing i calculate in placeCell is the angle which I should obtain directly inside tha called function Note: the angle is reversed but it isn't important, and the color are useful in example only for visually divide cases. My for cycle calls placeCell and passes cell, current_case, counter (index) and the honeycomb cell_lv (cell level). I thought it was what i needed but I'm not skilled in geometry and trigonometry, so I don't know how to position cells correctly: function placeCell (cell:Sprite, current_case:int, counter:int, cell_lv:int):void { var margin:int = 2; var angle:Number = (360 / (cell_lv * 6)) * (current_case + counter); var radius:Number = (cell.width + margin) * cell_lv; cell.x = radius * Math.cos (angle); cell.y = radius * Math.sin (angle); trace ("LV " + cell_lv + " current_case " + current_case + " counter " + counter + " angle " + angle + " radius " + radius) } how can I do to solve it?

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  • AI opponenet car logic in car race game.

    - by ashok patidar
    hello i want to develop AI car(opponent) in car race game what should be my direction to develop them with less complexity because i don't have any idea. because the player car is moving on the scrolling track plz suggest me should i have to use relative motion or way point concept but that should also be change on the scrolling track (i.e. player car movement)

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  • Drawing outlines around organic shapes

    - by ThunderChunky_SF
    One thing that seems particularly easy to do in the Flash IDE but difficult to do with code is to outline an organic shape. In the IDE you can just use the inkbucket tool to draw a stroke around something. Using nothing but code it seems much trickier. One method I've seen is to add a glow filter to the shape in question and just mess with the strength. But what if i want to only show the outline? What I'd like to do is to collect all of the points that make up the edge of the shape and then just connect the dots. I've actually gotten so far as to collect all of the points with a quick and dirty edge detection script that I wrote. So now I have a Vector of all the points that makeup my shape. How do I connect them in the proper sequence so it actually looks like the original object? For anyone who is interested here is my edge detection script: // Create a new sprite which we'll use for our outline var sp:Sprite = new Sprite(); var radius:int = 50; sp.graphics.beginFill(0x00FF00, 1); sp.graphics.drawCircle(0, 0, radius); sp.graphics.endFill(); sp.x = stage.stageWidth / 2; sp.y = stage.stageHeight / 2; // Create a bitmap data object to draw our vector data var bmd:BitmapData = new BitmapData(sp.width, sp.height, true, 0); // Use a transform matrix to translate the drawn clip so that none of its // pixels reside in negative space. The draw method will only draw starting // at 0,0 var mat:Matrix = new Matrix(1, 0, 0, 1, radius, radius); bmd.draw(sp, mat); // Pass the bitmap data to an actual bitmap var bmp:Bitmap = new Bitmap(bmd); // Add the bitmap to the stage addChild(bmp); // Grab all of the pixel data from the bitmap data object var pixels:Vector.<uint> = bmd.getVector(bmd.rect); // Setup a vector to hold our stroke points var points:Vector.<Point> = new Vector.<Point>; // Loop through all of the pixels of the bitmap data object and // create a point instance for each pixel location that isn't // transparent. var l:int = pixels.length; for(var i:int = 0; i < l; ++i) { // Check to see if the pixel is transparent if(pixels[i] != 0) { var pt:Point; // Check to see if the pixel is on the first or last // row. We'll grab everything from these rows to close the outline if(i <= bmp.width || i >= (bmp.width * bmp.height) - bmp.width) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); continue; } // Check to see if the current pixel is on either extreme edge if(int(i % bmp.width) == 0 || int(i % bmp.width) == bmp.width - 1) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); continue; } // Check to see if the previous or next pixel are transparent, // if so save the current one. if(i > 0 && i < bmp.width * bmp.height) { if(pixels[i - 1] == 0 || pixels[i + 1] == 0) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); } } } }

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  • How to get visible size of DisplayObject with perspective projection

    - by Ain
    The following is entirely a math question. As we know, PerspectiveProjection delivers perspective transformations in 3D represented by the interdependent values of fieldOfView and focalLength according to the following formula: focalLength = stageWidth/2 * (cos(fieldOfView/2) / sin(fieldOfView/2) Bjørn Gunnar Staal has prepared a good image to illustrate the situation. Q: How to get the visible on-screen size of the DisplayObject (Cube on the above-linked image) to which PerspectiveProjection has been applied?

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  • Having constrains object to move X,Y at the same time?

    - by Hwang
    The stage is separated into 4 sections, and I will be moving the camera around the stage. So at each particular section the camera will have an area of constrain it can move. I mange to constrain its X & Y, but it could only navigate either X or Y. How to move in X+Y at the same time? if (mouseX>sec2maxX) { TweenLite.to(vC, 1, {x:sec2maxX}); } else if (mouseX<sec2minX) { TweenLite.to(vC, 1, {x:sec2minX}); } else { TweenLite.to(vC, 1, {x:mouseX}); } if (mouseY<sec2minY) { TweenLite.to(vC, 1, {y:sec2minY}); } else if (mouseY>sec2maxY) { TweenLite.to(vC, 1, {y:sec2maxY}); } else { TweenLite.to(vC, 1, {y:mouseY}); } if i were to put X & Y in a same line of code it would be a lot of possibilities when the mouse is on top left or right bottom kind of situation, so I need to have it running seperately, but how can I combine it so that it could move X+Y?

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