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  • flashplayer for my website.

    - by MaNa
    hey everyone. Lets assume i got 3 .flv files in a folder. How can i create a flashplayer which can read the amount of .flv files from that folder and play them. And if example, i add 2 more videos to that folder, the flashplayer will detect them too, and play them chronologically after the name, date, etc.. ?? just need some guide or maybe links which explain how to do this? tnx in advance.

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  • Progress bar in a Flash MP3 Player

    - by Deryck
    Hi I have coded a simple XML driven MP3 player. I have used Sound and SoundChannel objects and method but I can´t find a way of make a progress bar. I don´t need a loading progress I need a song progress status bar. Canbd anybody help me? Thanks. UPDATE: Theres is the code. var musicReq: URLRequest; var thumbReq: URLRequest; var music:Sound = new Sound(); var sndC:SoundChannel; var currentSnd:Sound = music; var position:Number; var currentIndex:Number = 0; var songPaused:Boolean; var songStopped:Boolean; var lineClr:uint; var changeClr:Boolean; var xml:XML; var songList:XMLList; var loader:URLLoader = new URLLoader(); loader.addEventListener(Event.COMPLETE, Loaded); loader.load(new URLRequest("musiclist.xml")); var thumbHd:MovieClip = new MovieClip(); thumbHd.x = 50; thumbHd.y = 70; addChild(thumbHd); function Loaded(e:Event):void{ xml = new XML(e.target.data); songList = xml.song; musicReq = new URLRequest(songList[0].url); thumbReq = new URLRequest(songList[0].thumb); music.load(musicReq); sndC = music.play(); title_txt.text = songList[0].title + " - " + songList[0].artist; loadThumb(); sndC.addEventListener(Event.SOUND_COMPLETE, nextSong); } function loadThumb():void{ var thumbLoader:Loader = new Loader(); thumbReq = new URLRequest(songList[currentIndex].thumb); thumbLoader.load(thumbReq); thumbLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, thumbLoaded); } function thumbLoaded(e:Event):void { var thumb:Bitmap = (Bitmap)(e.target.content); var holder:MovieClip = thumbHd; holder.addChild(thumb); } prevBtn.addEventListener(MouseEvent.CLICK, prevSong); nextBtn.addEventListener(MouseEvent.CLICK, nextSong); playBtn.addEventListener(MouseEvent.CLICK, playSong); function prevSong(e:Event):void{ if(currentIndex 0){ currentIndex--; } else{ currentIndex = songList.length() - 1; } var prevReq:URLRequest = new URLRequest(songList[currentIndex].url); var prevPlay:Sound = new Sound(prevReq); sndC.stop(); title_txt.text = songList[currentIndex].title + " - " + songList[currentIndex].artist; sndC = prevPlay.play(); currentSnd = prevPlay; songPaused = false; loadThumb(); sndC.addEventListener(Event.SOUND_COMPLETE, nextSong); } function nextSong(e:Event):void { if(currentIndex And here the code for the lenght and position. It´s inside a MovieClip. That´s why I use absolute path for find the Sound object. this.addEventListener(Event.ENTER_FRAME, moveSpeaker); var initWidth:Number = this.SpkCone.width; var initHeight:Number = this.SpkCone.height; var rootObj:Object = root; function moveSpeaker(eventArgs:Event) { var average:Number = ((rootObj.audioPlayer_mc.sndC.leftPeak + rootObj.audioPlayer_mc.sndC.rightPeak) / 2) * 10; // trace(average); // trace(initWidth + ":" + initHeight); trace(rootObj.audioPlayer_mc.sndC.position + "/" + rootObj.audioPlayer_mc.music.length); this.SpkCone.width = initWidth + average; this.SpkCone.height = initHeight + average; }

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  • Soft Paint Bucket Fill: Colour Equality

    - by Bart van Heukelom
    I'm making a small app where children can fill preset illustrations with colours. I've succesfully implemented an MS-paint style paint bucket using the flood fill argorithm. However, near the edges of image elements pixels are left unfilled, because the lines are anti-aliased. This is because the current condition on whether to fill is colourAtCurrentPixel == colourToReplace (the colours are RGB uints) I'd like to add a smoothing/treshold option like in Photoshop and other sophisticated tools, but what's the algorithm to determine the equality/distance between two colours? if (match(pixel(x,y), colourToReplace) setpixel(x,y,colourToReplaceWith) How to fill in match()? Here's my current full code: var b:BitmapData = settings.background; b.lock(); var from:uint = b.getPixel(x,y); var q:Array = []; var xx:int; var yy:int; var w:int = b.width; var h:int = b.height; q.push(y*w + x); while (q.length != 0) { var xy:int = q.shift(); xx = xy % w; yy = (xy - xx) / w; if (b.getPixel(xx,yy) == from) { b.setPixel(xx,yy,to); if (xx != 0) q.push(xy-1); if (xx != w-1) q.push(xy+1); if (yy != 0) q.push(xy-w); if (yy != h-1) q.push(xy+w); } } b.unlock(null);

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  • For commands to check duped/multiple mc's.

    - by Desmond
    Currently I'm working on a platform type game. I have a for loop in place to check weather or not the players feet are touching the ground. I had this; for (i=0; i<5; i++) { //There are 5 floors if (this.feet.hitTest(_root["g"+i])) { _root.mc.groundTouch = true; //triggers the mc falling } } This works fine only if one of the floors exist(IE if floor1 is on the stage, but floor2-5 aren't); So to try and counter it I tried using; for (i=0; i<5; i++) { if (this.feet.hitTest(_root["floor"+i])) { _root.mc.groundTouch = true; //triggers the mc falling } if (!this.feet.hitTest(_root["floor"+i])) { _root.mc.groundTouch = false; } } This obviously doesn't work because in order for it to function properly, _root.mc.feet would have to be touching all 5 instances of "floor". So my question is; How do I get the code to make _root.mc.groundTouch = true if _root.mc.feet is touching any of the floor instances, but make _root.mc.groundTouch = false only if its touching none of the floor instances? I know that if I really wanted to I could do something like if (_root.mc.feet.hitTest(_root.floor1) && !_root.mc.feet.hitTest(_root.floor2) && etc) But to save myself time, and to give myself the ability to add floors without altering more then i<5 to the amount of floors I have, I would prefer a easier method hopefully something to do with for loops. Thank you ahead of time and your help is very much appreciated

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  • How to smooth an image loaded with FileReference?

    - by Lost_in_code
    Been trying to smooth images loaded with FileReferece with no luck. Below is the code I'm using: fileRef = new FileReference(); fileRef.addEventListener(Event.COMPLETE, fileLoaded); private function fileLoaded(e:Event):void{ var ldr:Loader = new Loader(); ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, function(e:Event):void{ var bm:Bitmap = Bitmap(e.target.content as Bitmap); bm.smoothing = true; img.load(bm) }); ldr.loadBytes(fileRef.data); } <custom:SWFLoaderAdvanced id="img"/> bm.smoothing should've smoothened the loaded image, but for some reason it doesn't. Am I missing something here? Note: SWFLoaderAdvanced automatically smoothens any image that's loaded inside it. It works perfectly with loaded images other than the ones loaded with FileReference.

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  • Flash - Ease out scrolling moviclip, scrolled by sensor on each side

    - by webfac
    I am hoping someone can shed some light on this issue for me... I have a movieclip that is scrolled by means of a 'sensor' on each side of the stage. The clip scrolls fine in both directions, however here is my problem: When the users mouse leaves the stage, the movie clip stops dead in it's tracks, and this does not provide a noce smooth effect. Looking at the code below, is there any way I could tell the animation to ease out when the users mouse leaves the stage rather than simply stop suddenly? Much appreciated! class Sensor extends MovieClip { public function Sensor() { } public function onEnterFrame() { // var active:Boolean; // is mouse within sensor? if ((_level2._xmouse >= this._x) && _level2._xmouse <= (this._x + this._width)) { active = true; } else { active = false; } if(active) { // which area of the sensor is it in? var relative_position:Number; var relative_difference:Number; relative_position = _level2._xmouse / this._width * 100.0; //_level2._logger.message("relative position is " + relative_position); if (!isNaN(relative_position)) { // depending on which area it is in, tend towards a particular adjustment if(relative_position > _level2._background_right_threshold) { relative_difference = Math.abs(relative_position - _level2._background_right_threshold); //relative_difference = 10; } else if(relative_position < _level2._background_left_threshold) { relative_difference = Math.abs(_level2._background_left_threshold - relative_position); relative_difference *= -1; } else { _level2._background_ideal_adjustment = 0; } var direction:Number; if(_level2._pan_direction == "left") { direction = 1; } else { direction = -1; } _level2._background_ideal_adjustment = direction * (relative_difference / 10) * _level2._pan_augmentation; //_level2._logger.message("ideal adjustment is " + _level2._background_ideal_adjustment); if (!isNaN(_level2._background_ideal_adjustment)) { // what is the difference between the ideal adjustment and the current adjustment? // add a portion of the difference to the adjustment: // this has the effect that the adjustment "tends towards" the ideal var difference:Number; difference = _level2._background_ideal_adjustment - _level2._background_adjustment; _level2._background_adjustment += (difference / _level2._background_tension); // calculate what the new background _x position would be var background_x:Number; var projected_x:Number; background_x = _level2["_background"]._x; projected_x = background_x += _level2._background_adjustment; //_level2._logger.message("projected _x is " + projected_x); // if the _x position is valid, change it if(projected_x > 0) projected_x = 0; if(projected_x < -(_level2["_background"]._width - Stage.width)) projected_x = -(_level2["_background"]._width - Stage.width); _level2["_background"]._x = projected_x; // i recommend that you move your other movieclips with code here } } } } }

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  • [AS2] Use for variable as parameter and keep it different for each iteration

    - by Adam Kiss
    Hello, I have a basic for loop to loop through buttons and set some stuff and onPress handlers: for (i=1;i<=20;i++){ //do some stuff _root["button"+i].onPress = function(){ someMC.gotoAndStop(i+1); } } However, as I noticed, all buttonsthen link to one and same frame - all point to last i + 1 - Is there any possibility to call gotoAndStop with "static" Number, so in next iteration, it won't change? Edit: Ex. for last statement: Iteration 5 will call gAS /*gotoAndStop:]*/(6); Iteration 6 -> gAS(7); Iteration 7 -> gAS(8);

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  • Accessing an ItemRenderer in a DataGrid

    - by mmattax
    I have a data grid that has a checkbox item renderer in a cloumn to allow row selections: Main application: <mx:DataGrid id="dg" <mx:columns <mx:DataGridColumn id="ir" itemRenderer="renderers.RowCheckbox" / <mx:DataGridColumn dataField="Name" headerText="Name" / </mx:columns </mx:DataGrid Item renderer: <-- RowCheckbox -- <?xml version="1.0" encoding="utf-8"? <mx:HBox xmlns:mx="http://www.adobe.com/2006/mxml" horizontalAlign="center" <mx:CheckBox id="chk"/ </mx:HBox How can I get a handle to the item renderer / checkbox so that I may determine which rows are checked?

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  • Bug when adding a sprite to 1 <s:State>

    - by lostincode
    I'm working within a skin for a button that has some <s:State> normal over In the tag, I'm drawing a circle private var theshape:Sprite; private function drawShape():void { theshape = new Sprite(); theshape.graphics.beginFill(0x666666); theshape.graphics.drawCircle(3,5,10); theshape.graphics.endFill(); //i then add it to a Spite Visual Element that's defined in mxml canv.addChild(theshape); } This works fine, until I try to control under which states that canv SpriteVisualElement appears. If I just add an includeIn like this <s:SpriteVisualElement id="canv" includeIn="over" /> I get a run-time error TypeError: Error #1009: Cannot access a property or method of a null object reference. Any ideas what the problem is, or a different way I can accomplish the same thing. What I need is to simply include the circle in the button when it's in the hover state.

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  • Flex PopUpManager: How can I detect the existence of a modal popup?

    - by Glenn
    My Flex 3 application has some modal dialogs displayed via the PopUpManager, but there are times when I'd like other view components to know there is popup displayed. The PopUpManager doesn't have any method for actually checking the existence of popups. Is there any other way to detect this in flash/flex without writing my own global manager? (also systemManager.popUpChildren.numChildren == 0 even when there's a modal popup) Cheers.

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  • "Link" against a SWC in Flex

    - by ggambett
    I'm trying to do a very simple app in Flash/Flex, that loads an image embedded in the swf itself and then shows it. The thing is I'm trying to do it using the command line only (mxmlc and compc) and without using @Embed, and failing miserably. I have a very simple Main.as : package { import flash.display.*; import flash.utils.*; public class Main extends Sprite { public function Main () : void { var pDef:Class = getDefinitionByName("icon_big.png") as Class; var _image:BitmapData = new pDef(0, 0); var pSprite:Sprite = new Sprite(); pSprite.graphics.beginBitmapFill(_image); pSprite.graphics.drawRect(0, 0, _image.width, _image.height); pSprite.graphics.endFill(); addChild(pSprite); } } } This works fine if I add icon_big.png to the Library using the Flash IDE, but I can't figure out how to do it from the command line. I'm using compc to put the png inside a swc : compc --include-file icon_big.png icon_big.png -output assets.swc This generates a 17 kb assets.swf, slightly bigger than icon_big.png. Then I try to compile and link Main.as : mxmlc -include-libraries+=assets.swc Main.as This produces a 944 byte Main.swf, which clearly doesn't include the asset, and fails at runtime. According to the mxmlc docs I found, -include-libraries should link with every class, including the ones not directly referenced by code (as is the case here, since I'm getting the class from code), and it unsurprisingly fails at runtime. Note that this same code (or, more precisely, quite equivalent code) works when used within a Flash project - I'm not looking to fix the code, but how to do in the command line whatever Flash does internally. I feel I'm just "not getting" something... any clues?

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  • adding a sprite to 1 <s:State>

    - by lostincode
    I'm looking for a flex 4 compatible way of adding a sprite generated with graphics library to a skin. If I generate the sprite like this: private function drawShape():void { theshape = new Sprite(); theshape.graphics.beginFill(0x666666); theshape.graphics.drawCircle(3,5,10); theshape.graphics.endFill(); } What would be the best way to add it such that I can control its presence by state

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  • Possible to pass parameters to a skin?

    - by nick
    I have 2 skins, almost identical, but differ in 1 small way that can be accounted for if I could pass a Boolean to the skin while assigning it to the host component (a button). <s:Button skinClass="MyBtnSkin" /> Is there a way while assigning the skin to the button, I could also pass a parameter to the skin somehow?

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  • I need a true mouseOver...

    - by invertedSpear
    Ok, so mouseOver and RollOver, and their respective outs work great as long as your mouse is actually over the item, or one of it's children. My problem is that I may have another UI component "between" my mouse and the item I want to process the mouse/rollover(maybe a button that is on top of a canvas, but is not a child of the canvas). The mouse is still over the component, there's just something else that it's over at the same time. Any tips or help how to deal with this? Let me know if I'm not being clear enough. Here is a simplified code example detailing my question copy/paste that into your flex/flash builder and you'll see what I mean: <?xml version="1.0" encoding="utf-8"?> <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute" width="500" height="226" creationComplete="ccInit()"> <mx:Script> <![CDATA[ private function ccInit():void{ myCanv.addEventListener(MouseEvent.ROLL_OVER,handleRollOver); } private function handleRollOver(evt:MouseEvent):void{ myCanv.setStyle("backgroundAlpha",1); myCanv.addEventListener(MouseEvent.ROLL_OUT,handleRollOut); } private function handleRollOut(evt:MouseEvent):void{ myCanv.setStyle("backgroundAlpha",0); myCanv.removeEventListener(MouseEvent.ROLL_OUT,handleRollOut); } ]]> </mx:Script> <mx:Canvas id="myCanv" x="10" y="10" width="480" height="200" borderStyle="solid" borderColor="#000000" backgroundColor="#FFFFFF" backgroundAlpha="0"> </mx:Canvas> <mx:Button x="90" y="50" label="Button" width="327" height="100"/> </mx:Application>

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  • AS2 acts randomly when changing scenes on the first frame

    - by fabieno
    I have a flash movie containing to scenes: scene1, scene2. I have chosen the order so that scene1 starts first, I was requested to add a functionality to allow flashvars to be passed, if fv_change equals one then scene2 should be the first to appear when the movie is loaded. I have included the following code in scene1 first frame of some layer: this.onEnterFrame = function() { delete this.onEnterFrame; if (isset==undefined && _root.fv_change && _root.fv_change==1) { isset = true; gotoAndStop("scene2",1); } } when testing in my flash environment everything worked fine, when I exported it to an HTML & SWF combo I got random results, I refreshed the page several times and some of the times scene2 appeared and some of the times it stayed with scene1. Am I doing something wrong? what is the correct way to change scene order using AS2 and external data(flashvars for that matter).

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  • How can I modify my code to line through the bezier control points?

    - by WillyCornbread
    HI all - I am using anchor points and control points to create a shape using curveTo. It's all working fine, but I cannot figure out how to get my lines to go through the center of the control points (blue dots) when the line is not straight. Here is my code for drawing the shape: // clear old line and draw new / begin fill var g:Graphics = graphics; g.clear(); g.lineStyle(2, 0, 1); g.beginFill(0x0099FF,.1); //move to starting anchor point var startX:Number = anchorPoints[0].x; var startY:Number = anchorPoints[0].y; g.moveTo(startX, startY); // Connect the dots var numAnchors:Number = anchorPoints.length; for (var i:Number=1; i<numAnchors; i++) { // curve to next anchor through control g.curveTo(controlPoints[i].x,controlPoints[i].y, anchorPoints[i].x, anchorPoints[i].y); } // Close the loop g.curveTo(controlPoints[0].x,controlPoints[0].y,startX,startY); And the shape I'm drawing for reference: How can I modify my code so that the lines go directly through the blue control points? Thanks in advance! b

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  • Populate Tree using data from ArrayCollection

    - by jtorrance
    Let's say I had an ArrayCollection like this: public var ac:ArrayCollection= new ArrayCollection([ {item:"dog", group:"Animal"}, {item:"orange", group:"Fruits"}, {item:"cat", group:"Animal"}, {item:"apple", group:"Fruits"} ]); How would I create a Tree component in Flex 3 that uses the groups as nodes, with the appropriate items listed under each node?

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  • Open a web page in the browser using flash

    - by Mahmoud
    Am using this AS 2.0 Code on a button in flash CS3 : on(press, release) { getURL("http://somethinghere...","_top"); } unfortunately, it doesnt work. However, when i Ctrl+Enter in flash and click the button, it does. it doesnt work after embedding the SWF movie in the webpage/browser. any ideas?

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  • can not access MovieClip properties in flashDevelop

    - by numerical25
    I know there is something I am doing wrong. In my controls I have keydown events that control my hero. As of right now, I am trying to rotate my hero but he refuses to turn . Below is my Hero Class, my control class, and gameobject class. pretty much all the classes associate with the controls class. package com.Objects { import com.Objects.GameObject; /** * ... * @author Anthony Gordon */ [Embed(source='../../../bin/Assets.swf', symbol='OuterRim')] public class Hero extends GameObject { public function Hero() { } } } Here is my Controls class. This is the class where I am trying to rotate my hero but he doesnt. The keydown event does work cause I trace it. package com.Objects { import com.Objects.Hero; import flash.events.*; import flash.display.MovieClip; /** * ... * @author Anthony Gordon */ public class Controls extends GameObject { private var aKeyPress:Array; public var ship:Hero; public function Controls(ship:Hero) { this.ship = ship; IsDisplay = false; aKeyPress = new Array(); engine.sr.addEventListener(KeyboardEvent.KEY_DOWN, keyDownListener); engine.sr.addEventListener(KeyboardEvent.KEY_UP,keyUpListener); } private function keyDownListener(e:KeyboardEvent):void { //trace("down e.keyCode=" + e.keyCode); aKeyPress[e.keyCode] = true; trace(e.keyCode); } private function keyUpListener(e:KeyboardEvent):void { //trace("up e.keyCode=" + e.keyCode); aKeyPress[e.keyCode]=false; } override public function UpdateObject():void { Update(); } private function Update():void { if (aKeyPress[37])//Key press left ship.rotation += 3,trace(ship.rotation ); ///DOESNT ROtate }//End Controls } } Here is GameObject Class package com.Objects { import com.Objects.Engine; import com.Objects.IGameObject; import flash.display.MovieClip; /** * ... * @author Anthony Gordon */ public class GameObject extends MovieClip implements IGameObject { private var isdisplay:Boolean = true; private var garbage:Boolean; public static var engine:Engine; public var layer:Number = 0; public function GameObject() { } public function UpdateObject():void { } public function GarbageCollection():void { } public function set Garbage(garb:Boolean):void { garbage = garb; } public function get Garbage():Boolean { return garbage } public function get IsDisplay():Boolean { return isdisplay; } public function set IsDisplay(display:Boolean):void { isdisplay = display; } public function set Layer(l:Number):void { layer = l; } public function get Layer():Number { return layer } } }

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  • Flash: dynamically adding events code to instances possible?

    - by Kohan
    I want to make a movieclip invisible initially but i dont want to set it manually within the properties in flash because i cant then see it on the scene. I was hoping i could add some code like so: MC Frame one. this.onClipEvent(load) { this._alpha = 0; } but I cannot. How can i set the MC _alpha to 0 for all instances without adding it manually to each instance or setting it in the properties? edit: or creating a class for it just to set the alpha.

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  • save button error in AS project

    - by Rajeev
    Whats wrong with the following code,There is an error at saveButton.visible = false; discardButton.visible = false; package { import flash.display.Sprite; import flash.media.Camera; import flash.media.Video; import flash.display.BitmapData; import flash.display.Bitmap; import flash.events.MouseEvent; import flash.net.FileReference; import flash.utils.ByteArray; import com.adobe.images.JPGEncoder; public class caml extends Sprite { private var camera:Camera = Camera.getCamera(); private var video:Video = new Video(); private var bmd:BitmapData = new BitmapData(320,240); private var bmp:Bitmap; private var fileReference:FileReference = new FileReference(); private var byteArray:ByteArray; private var jpg:JPGEncoder = new JPGEncoder(); public function caml() { saveButton.visible = false; discardButton.visible = false; saveButton.addEventListener(MouseEvent.MOUSE_UP, saveImage); discardButton.addEventListener(MouseEvent.MOUSE_UP, discard); capture.addEventListener(MouseEvent.MOUSE_UP, captureImage); if (camera != null) { video.smoothing = true; video.attachCamera(camera); video.x = 140; video.y = 40; addChild(video); } else { trace("No Camera Detected"); } } private function captureImage(e:MouseEvent):void { bmd.draw(video); bmp = new Bitmap(bmd); bmp.x = 140; bmp.y = 40; addChild(bmp); capture.visible = false; saveButton.visible = true; discardButton.visible = true; } private function saveImage(e:MouseEvent):void { byteArray = jpg.encode(bmd); fileReference.save(byteArray, "Image.jpg"); removeChild(bmp); saveButton.visible = false; discardButton.visible = false; capture.visible = true; } private function discard(e:MouseEvent):void { removeChild(bmp); saveButton.visible = false; discardButton.visible = false; capture.visible = true; } } }

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  • How can I reload a datagrid in flash action script, after an xml file has loaded

    - by optician
    Hi Everyone, Does anyone know how to change the rowcount of a datagrid in flash after it has been created on the stage. I am loading an xml file externally that contains the number of rows the datagrid should have, but the problem is that becuase this file is not loaded at runtime, it just picks the default 3 items. Maybe I have to reload the datagrid on the stage, or loop until it is defined. Does anyone have experince of this. Regards, Chris

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