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  • The standard map/associative-array structure to use in flash actionscript 3?

    - by tstyle
    I'm relatively new to flash, and is confused about what I should use to store and retrieve key value pairs. After some googling I've found various map-like things to choose from: 1) Use a Object: var map:Object = new Object(); map["key"] = "value"; The problem is that it seems to lack some very basic features. For example to even get the size of map I'd have to write a util method. 2) Use a Dictionary What does this standard library class provide over the simple object? It seems silly for it to exist if it's functionally identical to Object. 3) Go download some custom HashMap/HashTable implementation from the web. I've used a lot of modern languages, and this is the first time I haven't been able to find a library implementation of an associative array within 5 minutes. So I'd like to get some best-practice advice from an experienced flash developer. Thanks!

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  • Why the actionscript 3.0 snippet below failed to import Button and TextInput?

    - by user198729
    package { import fl.controls.Button; import fl.controls.TextInput; public class MinRecord extends Sprite { private var recordBtn:Button; private var stopBtn:Button; private var textInput:TextInput; ... When I run it reports: Type was not found or was not a compile-time constant: Button. Type was not found or was not a compile-time constant: TextInput. Can someone point out what's wrong here?

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  • ActionScript Local X And Y Coordinates Of Display Object?

    - by TheDarkIn1978
    i'm trying to trace the x and y coordinates from within a sprite. i've added a rectangle to the stage: var rect:Rectangle = new Rectangle(10, 10, 200, 200); addChild(rect); adding a Mouse_Move event to the rect, i can trace mouseX and mouseY to receive the coordinates of the stage while moving over the rect, but how do i get the local x and y coordinates? so if i mouse over the very top left of the rect sprite, the mouseX and mouseY return 10 as the global coordinates, but how do i make it return 0 and the local coordinates of the sprite? i assumed localX and localY was what i was looking for, but this doesn't work: function mouseOverTraceCoords(evt:MouseEvent):void { trace(mouseX, mouseY, evt.localX, evt.localY); }

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  • What's the fastest way to search a very long list of words for a match in actionscript 3?

    - by Nuthman
    So I have a list of words (the entire English dictionary). For a word matching game, when a player moves a piece I need to check the entire dictionary to see if the the word that the player made exists in the dictionary. I need to do this as quickly as possible. simply iterating through the dictionary is way too slow. What is the quickest algorithm in AS3 to search a long list like this for a match, and what datatype should I use? (ie array, object, Dictionary etc)

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  • Moving x,y position of all array objects every frame in actionscript 3?

    - by Dylan Gallardo
    I have my code setup so that I have an movieclip in my library a class called "block" being duplicated multiple times and added into an array like this: function makeblock(e:Event){ newblock=new block; newblock.x=10; newblock.y=10; addChild(newblock); myarray[counter] = newblock; //adds a newblock object into array counter += 1; } Then I have a loop with a currently primitive way of handling my problem: stage.addEventListener(Event.ENTER_FRAME, gameloop); function gameloop(evt:Event):void { if (moveright==true){ myarray[0].x += 5; myarray[1].x += 5; myarray[2].x += 5 -(and so on)- My question is how can I change x,y values every frame for new objects duplicated into the array, along with the previous ones that were added. Of course with a more elegant way than writing it out myself... array[0].x += 5, array[1], array[2], array[3] etc. Ideally I would like this to go up to 500 or more array objects for one array so obviously I don't want to be writing it out individually haha, I also need it to be consistent with performance so using a for loop or something to loop through the whole array and move each x += 5 wouldn't work would it? Anyway, if anyone has any ideas that'd be great!

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  • Is possible to remove an event listener in actionscript 3 (flash) ??

    - by DomingoSL
    In the frame 1 of my movie, part of my code is: stage.addEventListener(Event.RESIZE, resizeHandler); It works all fine, but when i go to the frame 2 the listener is still there but the function resizeHandler is not anymore (and i dont want it). So the console output this: TypeError: Error #1009: Cannot access a property or method of a null object reference. at index_fla::MainTimeline/resizeHandler() at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at flash.display::Stage/dispatchEvent() at index_fla::MainTimeline/frame2() Is possible to remove the event listener on the frame 2? Thanks!!!

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  • XMLNodes being appended to an XMLNode are "undefined"? Actionscript 2.0 is being unkind

    - by DigitalMercenary
    If anyone can offer an explanation for this one, I'd LOVE to see it! I was required to append a legacy application to display 20 random questions from an XML data source, as opposed to the total of 70 questions that are part of the original XML. No big deal, right? WRONG! I got it to work just fine in the end, but it's a total HACK! For some reason, some of the nodes that I am appending to a dynamically generated XML document are being returned as "undefined". I kept getting between 16 and 20 questions to render until I modified my iteration from a 'for' loop to a 'do while' loop with the appropriate number of XMLNodes as the condition of the 'do while' loop. Can anyone offer an explanation? Below is the code, with some notes for the reader : function editXML(xml:XML):XML { var node:XMLNode = xml.firstChild; var newNode:XMLNode = new XMLNode(); var nodeArray:Array = new Array(); var usedNodes:Array = new Array(); var totalNodes:Number = node.lastChild.childNodes.length - 1; var nextNode:Number; var returnNode:XMLNode = new XMLNode(); var tempNode:XMLNode; var buildNode:XMLNode; var addNode:Boolean = true; var tempXML:XML = new XML(); var pagesNode:XMLNode = tempXML.createElement("pages"); tempXML.appendChild(pagesNode); tempXML.appendChild(node.childNodes[0]); tempXML.appendChild(node.childNodes[1]); tempXML.appendChild(node.childNodes[2]); var questionsNode:XMLNode = tempXML.createElement("pages"); tempXML.firstChild.appendChild(questionsNode); do { nextNode = Math.floor(Math.random()*totalNodes); **//random number to represent random node** //trace(nextNode + " nextNode"); **//check usedNodes Array to look for node.childNodes[nextNode]. If it already exists, skip and reloop.** trace(node.childNodes[1].childNodes[nextNode] + " : pre building Node " + totalNodes); if(usedNodes.length == 0) { buildNode = new XMLNode(); buildNode.nodeName = node.childNodes[1].childNodes[nextNode].nodeName; buildNode.nodeValue = node.childNodes[1].childNodes[nextNode].nodeValue; tempXML.firstChild.lastChild.appendChild(node.childNodes[1].childNodes[nextNode]) usedNodes.push(node.childNodes[1].childNodes[nextNode]); nodeArray.push(node.childNodes[1].childNodes[nextNode]); trace("adding first node : " + nodeArray.length); addNode = false; } else { for(var j:Number = 0; j < usedNodes.length; j++) { if(usedNodes[j] == node.childNodes[1].childNodes[nextNode]) { addNode = false; trace("skipping node : " + nodeArray.length); } } } **//if node not in usedNodes, add node to XML** if(addNode) { trace(node.childNodes[1].childNodes[nextNode] + " : building Node"); **//This trace statement produced a valid node** tempXML.firstChild.lastChild.appendChild(node.childNodes[1].childNodes[nextNode]); **//Before modifying the code from adding nodes to the xml from an Array called 'nodeArray' in a for loop to adding nodes directly to the xml in a do while loop with the length of the xml node used to retrieve data for the questions as the condition, I was not always getting 20 questions. Some of the nodes were being rendered as 'undefined' and not appended to the xml, even though they were traced and proven valid before the attemp to append them to the xml was made** usedNodes.push(node.childNodes[1].childNodes[nextNode]); } addNode = true; } while(tempXML.firstChild.lastChild.childNodes.length <= 19); trace(tempXML.firstChild.lastChild.childNodes.length + " final nodes Length"); courseXML = tempXML; //removes the old question list of 70 and replaces it with the new question list of 20. Question list is the last node. return tempXML; } If I had my choice, I would have rebuilt the whole application in Flex with AS3. I didn't have that choice. If anyone can explain this mystery, PLEASE DO! Thank you in advance!

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  • ActionScript - One Button Limit (Exclusive Touch) For Mobile Devices?

    - by TheDarkIn1978
    two years ago, when i was developing an application for the iPhone, i used the following built-in system method on all of my buttons: [button setExclusiveTouch:YES]; essentially, if you had many buttons on screen, this method insured that the application wouldn't be permitted do crazy things when several button events firing at the same time. problematic: ButtonA and ButtonB are available. each button has a mouse up event which fire a specific reorganization/layout of the UI. if both button's events are fired at the same time, their events will likely conflict, causing a strange new layout, perhaps a runtime error. solution: application buttons cancel any current pending mouse up events when said button enters mouse down. private function mouseDownEventHandler(evt:MouseEvent):void { //if other buttons are currently in a mouse down state ready to fire //a mouse up event, cancel them all here. } of course it's simple to manually handle this if there are only a few buttons on stage, but managing buttons becomes more and more complicated / bug-prone if there are several / many buttons available. is there a convenience method available in AIR specifically for this functionality?

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  • The Spring 2010 Linux Distro Scorecard (Part 2)

    <b>Linux.com:</b> ""Zonker" picks up right where he left off yesterday. In this Spring's Linux Distro Scorecard, he provides brief reviews of Debian, Fedora, Linux Mint, Mandriva, openSUSE, Slackware and Ubuntu. Today, we get his take on the final three, and he delivers the payoff"

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  • Boost Targeted Traffic and Online Sales Leads by Spring Cleaning Your Website

    Spring is here - so this is a great time to do some important housekeeping on your website. This type of house cleaning will help attract more visitors to your online home, which allows you to present your line of products and/or services to an increasingly larger targeted audience. Here are several key areas to focus on in your site cleaning: keyword strategy, web page content, on-page elements (besides copy) and off-page elements. This article shares easy-to-understand tips on exactly what to do - and how it will benefit your site!

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  • Bring Spring to Your Desktop with the Dreamgarden Theme for Windows 7

    - by Asian Angel
    Are you ready for Spring? Then bring the beauty of the season to your desktop with the Dreamgarden Theme for Windows 7. This refreshing theme comes with eighteen images full of springtime color by photographer Christina Manchenko. Download the Dreamgarden Theme [Windows 7 Personalization Gallery] How to Own Your Own Website (Even If You Can’t Build One) Pt 1 What’s the Difference Between Sleep and Hibernate in Windows? Screenshot Tour: XBMC 11 Eden Rocks Improved iOS Support, AirPlay, and Even a Custom XBMC OS

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  • OpenEjb DeploymentLoader.getWebDescriptors NullPointerException

    - by jwmajors81
    I am currently getting the following error when I try to startup an EAR that includes OpenEJB. The error is: java.lang.NullPointerException at org.apache.openejb.config.DeploymentLoader.getWebDescriptors(DeploymentLoader.java:1057) at org.apache.openejb.config.DeploymentLoader.discoverModuleType(DeploymentLoader.java:1162) at org.apache.openejb.config.DeploymentsResolver.processUrls(DeploymentsResolver.java:294) at org.apache.openejb.config.DeploymentsResolver.loadFromClasspath(DeploymentsResolver.java:248) at org.apache.openejb.spring.ClassPathApplication.loadApplications(ClassPathApplication.java:56) at org.apache.openejb.spring.AbstractApplication.deployApplication(AbstractApplication.java:106) at org.apache.openejb.spring.OpenEJB.deployApplication(OpenEJB.java:342) at org.apache.openejb.spring.AbstractApplication.start(AbstractApplication.java:94) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:79) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:618) at org.springframework.beans.factory.annotation.InitDestroyAnnotationBeanPostProcessor$LifecycleElement.invoke(InitDestroyAnnotationBeanPostProcessor.java:340) The environment consists of: - Spring 3.0 - OpenEJB 3.1 - WebSphere 6.1 (Without EJB/Web Service feature packs) - OpenEJB-Spring jar The app-config.xml that configures Spring and OpenEJB looks like: <?xml version="1.0" encoding="UTF-8"?> <beans xmlns="http://www.springframework.org/schema/beans" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:context="http://www.springframework.org/schema/context" xmlns:p="http://www.springframework.org/schema/p" xsi:schemaLocation=" http://www.springframework.org/schema/beans http://www.springframework.org/schema/beans/spring-beans-3.0.xsd http://www.springframework.org/schema/context http://www.springframework.org/schema/context/spring-context-3.0.xsd" Also please note that I do have a JUnit test that runs against the app-config.xml specified above that can successfully load the application context file. It is just when I deploy it to WebSphere I encounter the error provided at the beginning of this message. Any assistance would be greatly appreciated. Thanks, Jeremy

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  • My raycaster is putting out strange results, how do I fix it?

    - by JamesK89
    I'm working on a raycaster in ActionScript 3.0 for the fun of it, and as a learning experience. I've got it up and running and its displaying me output as expected however I'm getting this strange bug where rays go through corners of blocks and the edges of blocks appear through walls. Maybe somebody with more experience can point out what I'm doing wrong or maybe a fresh pair of eyes can spot a tiny bug I haven't noticed. Thank you so much for your help! Screenshots: http://i55.tinypic.com/25koebm.jpg http://i51.tinypic.com/zx5jq9.jpg Relevant code: function drawScene() { rays.graphics.clear(); rays.graphics.lineStyle(1, rgba(0x00,0x66,0x00)); var halfFov = (player.fov/2); var numRays:int = ( stage.stageWidth / COLUMN_SIZE ); var prjDist = ( stage.stageWidth / 2 ) / Math.tan(toRad( halfFov )); var angStep = ( player.fov / numRays ); for( var i:int = 0; i < numRays; i++ ) { var rAng = ( ( player.angle - halfFov ) + ( angStep * i ) ) % 360; if( rAng < 0 ) rAng += 360; var ray:Object = castRay(player.position, rAng); drawRaySlice(i*COLUMN_SIZE, prjDist, player.angle, ray); } } function drawRaySlice(sx:int, prjDist, angle, ray:Object) { if( ray.distance >= MAX_DIST ) return; var height:int = int(( TILE_SIZE / (ray.distance * Math.cos(toRad(angle-ray.angle))) ) * prjDist); if( !height ) return; var yTop = int(( stage.stageHeight / 2 ) - ( height / 2 )); if( yTop < 0 ) yTop = 0; var yBot = int(( stage.stageHeight / 2 ) + ( height / 2 )); if( yBot > stage.stageHeight ) yBot = stage.stageHeight; rays.graphics.moveTo( (ray.origin.x / TILE_SIZE) * MINI_SIZE, (ray.origin.y / TILE_SIZE) * MINI_SIZE ); rays.graphics.lineTo( (ray.hit.x / TILE_SIZE) * MINI_SIZE, (ray.hit.y / TILE_SIZE) * MINI_SIZE ); for( var x:int = 0; x < COLUMN_SIZE; x++ ) { for( var y:int = yTop; y < yBot; y++ ) { buffer.setPixel(sx+x, y, clrTable[ray.tile-1] >> ( ray.horz ? 1 : 0 )); } } } function castRay(origin:Point, angle):Object { // Return values var rTexel = 0; var rHorz = false; var rTile = 0; var rDist = MAX_DIST + 1; var rMap:Point = new Point(); var rHit:Point = new Point(); // Ray angle and slope var ra = toRad(angle) % ANGLE_360; if( ra < ANGLE_0 ) ra += ANGLE_360; var rs = Math.tan(ra); var rUp = ( ra > ANGLE_0 && ra < ANGLE_180 ); var rRight = ( ra < ANGLE_90 || ra > ANGLE_270 ); // Ray position var rx = 0; var ry = 0; // Ray step values var xa = 0; var ya = 0; // Ray position, in map coordinates var mx:int = 0; var my:int = 0; var mt:int = 0; // Distance var dx = 0; var dy = 0; var ds = MAX_DIST + 1; // Horizontal intersection if( ra != ANGLE_180 && ra != ANGLE_0 && ra != ANGLE_360 ) { ya = ( rUp ? TILE_SIZE : -TILE_SIZE ); xa = ya / rs; ry = int( origin.y / TILE_SIZE ) * ( TILE_SIZE ) + ( rUp ? TILE_SIZE : -1 ); rx = origin.x + ( ry - origin.y ) / rs; mx = 0; my = 0; while( mx >= 0 && my >= 0 && mx < world.size.x && my < world.size.y ) { mx = int( rx / TILE_SIZE ); my = int( ry / TILE_SIZE ); mt = getMapTile(mx,my); if( mt > 0 && mt < 9 ) { dx = rx - origin.x; dy = ry - origin.y; ds = ( dx * dx ) + ( dy * dy ); if( rDist >= MAX_DIST || ds < rDist ) { rDist = ds; rTile = mt; rMap.x = mx; rMap.y = my; rHit.x = rx; rHit.y = ry; rHorz = true; rTexel = int(rx % TILE_SIZE) } break; } rx += xa; ry += ya; } } // Vertical intersection if( ra != ANGLE_90 && ra != ANGLE_270 ) { xa = ( rRight ? TILE_SIZE : -TILE_SIZE ); ya = xa * rs; rx = int( origin.x / TILE_SIZE ) * ( TILE_SIZE ) + ( rRight ? TILE_SIZE : -1 ); ry = origin.y + ( rx - origin.x ) * rs; mx = 0; my = 0; while( mx >= 0 && my >= 0 && mx < world.size.x && my < world.size.y ) { mx = int( rx / TILE_SIZE ); my = int( ry / TILE_SIZE ); mt = getMapTile(mx,my); if( mt > 0 && mt < 9 ) { dx = rx - origin.x; dy = ry - origin.y; ds = ( dx * dx ) + ( dy * dy ); if( rDist >= MAX_DIST || ds < rDist ) { rDist = ds; rTile = mt; rMap.x = mx; rMap.y = my; rHit.x = rx; rHit.y = ry; rHorz = false; rTexel = int(ry % TILE_SIZE); } break; } rx += xa; ry += ya; } } return { angle: angle, distance: Math.sqrt(rDist), hit: rHit, map: rMap, tile: rTile, horz: rHorz, origin: origin, texel: rTexel }; }

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