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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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  • Can I prevent Flash's Input Events from stacking up when my framerate low?

    - by Matt W
    My Flash game targets 24 fps, but slows to 10 on slower machines. This is fine, except Flash decides to throttle the queue of incoming MouseEvent and KeyboardEvents, and they stack up and the Events fall behind. Way behind. It's so bad that, at 10 fps, if I spam the Mouse and Keyboard for a few seconds not much happens, then, after I stop, the game seems to play itself for the next 5 seconds as the Events trickle in. Spooky, I know. Does anyone know a way around this? I basically need to say to Flash, "I know you think we're falling behind, but throttling the input events won't help. Give them to me as soon as you get them, please."

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  • iphone flash lite 2.0 support?

    - by cometta
    1.i dont have iphone, so may i know does iphone come with pre-installed flash lite 2.0 or above? if answer is Not, if a web page that embed flash lite app. can it prompt user of iphone to install flash lite easily ? 2. where can i get list of phones that support flash lite 2.0 and above?

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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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  • Flash - eval() available?

    - by user246114
    Hi, Is there any way to execute arbitrary code in Flash, like javascript's eval()? I'd like to take some code as a string and execute it, if possible (I understand this is not a great idea), Thanks

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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 add a new Stage to my default stage?

    - by Raigomaru
    I want to add a new Stage called field to the default stage (i need to place different elements on it later). And then i want to add a bitmap called myBitmap to the field. But nothing happens. I don't understand what should i do... var field:Stage = new Stage(); field.x = 200; field.y = 200; field.width = 300; field.height = 300; stage.addChild(field); var bdWidth:Number = 100; var bdHeight:Number = 100; var bdTransparent:Boolean = true; var bdFillColorARGB:uint = 0xFF007090; var myBitmapData:BitmapData = new BitmapData(bdWidth, bdHeight, bdTransparent, bdFillColorARGB); var myBitmap:Bitmap = new Bitmap(myBitmapData); myBitmap.x = 10; myBitmap.y = 10; field.addChild(myBitmap);

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  • Scrollbar skininng problem

    - by simplemagik
    I'm skinning scrollbar in my flex app and got one problem. This white square between scrollbars(view the image) ruibs all my design and i need to disable it, make it invisible, change it background color, alpha or smth like this. I can paste some code here but i think there is no need in it. Working in Flex 3. any ideas? image

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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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  • Loading Flash / Flex Applications in another AIR Application

    - by t.stamm
    Hi there, i'm loading a Flex Application in my AIR App and i'm using the childSandboxBridge and parentSandboxBridge to communicate between those two. Works like a charm. But i've tried to load a Flash Application (the main Class extends Sprite, not Application) and therefore i get a SecurityError when trying to set the childSandboxBridge on the loaderInfo object. In the Flex app it's like this: I'm casting the loaderInfo since the childSandboxBridge Property is only available in AIR. loaderInfo = FlexGlobals.topLevelApplication.systemManager.loaderInfo; try { Object(loaderInfo).childSandboxBridge = this; } catch(e:Error) { ... } In my Flash app it's like this: loaderInfo = myMainObject.loaderInfo; // myMainObject is the same class as 'root' try { Object(loaderInfo).childSandboxBridge = this; } catch(e:Error) { ... } In the below example i get the following SecurityError: Error #3206: Caller app:/airapp.swf/[[DYNAMIC]]/1 cannot set LoaderInfo property childSandboxBridge. The SecuritySandbox for both examples is 'application'. Any ideas why it doesn't work with the Flash app? Thanks in advance.

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  • Flash - playing video

    - by Yippie-Kai-Yay
    Hello! I'm developing a Flash-only application and I want to integrate the flowplayer directly into it, but not on the webpage using some swfobject-like approach. So, at some moment (for example, when arbitrary event fires), I would like to add the flowplayer object to the scene so that it starts streaming the specified video. Does someone know if that is possible? Would the following API (http://releases.flowplayer.org/apidoc-latest/index.html) help me somehow? Thank you.

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  • How to add namespaces to a flex AIR project in Flash Builder 4?

    - by milkplus
    In my ant build.xml script I have... <namespace uri="http://ns.foo.com/mxml/2011" manifest="src/manifest.xml"/> <namespace uri="library://ns.adobe.com/flex/spark" manifest="flex_src/spark-manifest.xml"/> <namespace uri="http://www.adobe.com/2006/mxml" manifest="flex_src/mx-manifest.xml"/> That works! But... I'm not sure how to add these namespaces to my project properties in Flash Builder 4 so I can debug. When I try, it changes this line in my .actionScriptProperties <compiler additionalCompilerArguments="-namespace http://ns.foo.com/mxml/2011 src/manifest.xml -namespace=library://ns.adobe.com/flex/spark flex_src/spark-manifest.xml -namespace http://www.adobe.com/2006/mxml flex_src/mx-manifest.xml" autoRSLOrdering="true" copyDependentFiles="true" fteInMXComponents="false" generateAccessible="true" htmlExpressInstall="true" htmlGenerate="false" htmlHistoryManagement="false" htmlPlayerVersionCheck="true" includeNetmonSwc="false" outputFolderPath="bin-debug" sourceFolderPath="src" strict="true" targetPlayerVersion="0.0.0" useApolloConfig="true" useDebugRSLSwfs="true" verifyDigests="true" warn="true"> but gives me a "no default arguments are expected" error. What is the reason for this error? The error location is "Unknown" and seems to refer to these compiler arguments.

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  • Running The JVM From Within An MXML Component

    - by Joshua
    Thinking outside of the box here... What possible basic approaches could be taken in an effort to create a Flex component that could run Java? I know I can easily use flex to browse to or launch a Java app, but there are things I can only do if I can run the Java from WITHIN an MXML Component. I the strictest sense, I know it's not impossible (ie: if you had all the source code for flex and for the jvm), but what's the least impractical means to this end? Showcase your creativity.

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  • One DataGrid Item Renderer for multiple columns

    - by user329650
    Hey, I'm trying to create a Flex DataGrid where the firstname and lastname are shown under each other, but in the DataGridColumn Ideally I would want to do something like <mx:columns> <mx:DataGridColumn headerText="Column 2" dataField="time"/> <mx:DataGridColumn headerText="Column 2" dataField="firstname,lastname" itemRenderer="renderers.FirstNameLastName"/> so that both values get passed to the itemrenderer, is this possible? Dennis

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  • How to create an object from 2 arrays?

    - by Ole Jak
    So I hava array Links and array Params with same langth N So what I need is to create an object where for each link from Links I will be able to see param from Params And than for example to be abble to call something like for each( item in object) if (item.param == "some value") { // some code } else... How to do such thing (Code exaMple, please)

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  • Resize issue to fit dynamically with any browser size

    - by Qpixo
    I'm trying to make full flash site dynamically resize in any browser size. If the browser gets smaller than the site MC should constrain to fit in the browser. (EX: 1440x900) What I have right now works like 98% of the time, but when I switch to a bigger screen size, it screws up and makes the site tiny from left to right (menu, logo, etc.) (Ex:1680x1050) Does anyone know how to fix that issue?? positionScenesOnStage(); stage.align = StageAlign.TOP_LEFT; stage.scaleMode = StageScaleMode.NO_SCALE; stage.addEventListener(Event.RESIZE, handleObjectsOnStage); private function handleObjectsOnStage(event:Event):void { positionScenesOnStage(); } private function positionScenesOnStage():void { backgroundMC = new bgMC(); backgroundMC.x = 0; backgroundMC.y = 0; backgroundMC.width = stage.stageWidth; backgroundMC.height = stage.stageHeight; addChild(backgroundMC); logo_mc = new LogoMC(); logo_mc.x = stage.stageWidth - 1420; logo_mc.y = stage.stageHeight - 700; addChild(logo_mc); menuContainer = new MenuContainerMC(); menuContainer.x = stage.stageWidth - 400; menuContainer.y = stage.stageHeight - 680; addChild(menuContainer); }

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  • Using an image as a border

    - by Tempname
    I am working on an custom container and I need a border for this container. I have a 15x15 image that I am creating a 9-slice border skin with. The issue that I am having is that the border skin does not appear the way that I had hoped it would. Here is a ss of the skin in place. Ideally I should have a transparent box with a 5 pixel border around it. Here is my current testing code: CSS Code: Box { borderSkin: Embed(source="15x15.png", scaleGridLeft="5", scaleGridTop="5", scaleGridRight="10", scaleGridBottom="10"); } MXML Code: <mx:WindowedApplication xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute"> <mx:Style source="MainTest.css"/> <mx:Box id="tw" width="400" height="400"> </mx:Box> </mx:WindowedApplication>

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  • How can you prevent both jumpiness, and interrupting tweens with animated Flash buttons?

    - by Kevin Suttle
    This is something I've never been able to figure out. You've got a button offscreen you want to animate in. We'll call it 'btn.' You've got a hit area that serves as the proximity sensor to trigger btn's animation. We'll call it 'hitZone' (as to not cause confusion with the hitArea property of display objects). Both btn and hitZone are MovieClips. The listeners go something like this. import com.greensock.*; import com.greensock.easing.*; import flash.events.MouseEvent; var endPoint:Number = 31; hitZone.addEventListener(MouseEvent.ROLL_OVER, onHitZoneOver); hitZone.addEventListener(MouseEvent.ROLL_OUT, onHitZoneOut); hitZone.addEventListener(MouseEvent.CLICK, onHitZoneClick); btn.addEventListener(MouseEvent.ROLL_OVER, onBtnOver); btn.addEventListener(MouseEvent.ROLL_OUT, onBtnOut); btn.addEventListener(MouseEvent.CLICK, onBtnClick); btn.mouseChildren = false; function onHitZoneOver(e:MouseEvent):void { TweenLite.to(btn, 0.75, {x:endPoint, ease:Expo.easeOut}); trace("over hitZone"); } function onHitZoneOut(e:MouseEvent):void { TweenLite.to(btn, 0.75, {x:-1, ease:Expo.easeOut}); trace("out hitZone"); } function onBtnOver(e:MouseEvent):void { hitZone.mouseEnabled = false; hitZone.removeEventListener(MouseEvent.ROLL_OVER, onHitZoneOver); hitZone.removeEventListener(MouseEvent.ROLL_OUT, onHitZoneOut); trace("over BTN"); // This line is the only thing keeping the btn animation from being fired continuously // causing jumpiness. However, calling this allows the animation to be interrupted // at any point. TweenLite.killTweensOf(btn); } function onBtnOut(e:MouseEvent):void { hitZone.mouseEnabled = true; hitZone.addEventListener(MouseEvent.ROLL_OVER, onHitZoneOver); hitZone.addEventListener(MouseEvent.ROLL_OUT, onHitZoneOut); trace("out BTN"); } function onBtnClick(e:MouseEvent):void { trace("click BTN"); } function onHitZoneClick(e:MouseEvent):void { trace("click hitZone"); } The issue is when your mouse is over both the hitZone and btn. The button continuously jumps unless you call TweenLite.killAllTweensOf(). This fixes the jumpiness, but it introduces a new problem. Now, it's very easy to interrupt the animation of the btn at any point, stopping it before it's totally visible on the stage. I've seen similar posts, but even they suffer from the same issue. Perhaps it's a problem with how Flash detects edges, because I've never once seen a workaround for this.

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  • Flash: Am i totally misunderstanding Event Listening?

    - by Kohan
    I don't know why but i am having trouble getting my head round event dispatching. Take this for example. someClass():Void{ this.addEventListener("onChange",someObj); } Am i right in assuming this means that someClass is listening for an onChange event and when it gets it, it is then going to fire the onChange method on someObj? Thanks, Kohan.

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  • The framerate of one movieclip slowly declines over time. What could cause this? [Flash CS3]

    - by Miles
    I'm creating a flash rhythm game. I have a looping (at a certain frame I have a gotoAndPlay) movieclip that represents the notes that scroll by, which plays for about three minutes. As the level progresses, the movieclip's framerate begins to lag and stutter. I have no idea how this could occur. It is also worth mentioning that the notes are represented by text, if that makes any difference. As far as posting my code goes, I think it would be far too convoluted to be worth your time. And I think it could be a simple problem. I just don't understand how the framerate of this movieclip could drop independent of the rest of the game.

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  • Flash Camera Permissions Dialog: Why does it sometimes take more than one click to work?

    - by Emmett Shear
    Often, but not always, the first few clicks on the "Allow" button on the Flash camera permissions dialog are ignored. This is very frustrating for users. And for me, when I'm testing code! I'm afraid I don't really know what else to say about the problem to give more insight. My hunch is that it has something to do with getting focus on the embed element, but that is merely a guess. See Justin.tv for an example.

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