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  • not able to show the file from the array...

    - by sjl
    Hi, i'm trying to do an image gallery. i was not able to display the thumbnails stored in the array. instead it keep showing the same thumbnails. anyone can help? very much appreciated.. // Arrays that store the filenames of the text, images and thumbnails var thumbnails:Array = [ "images/image1_thumb.jpg", "images/image2_thumb.jpg", "images/image3_thumb.jpg", "images/image4_thumb.jpg", "images/image5_thumb.jpg", "images/image6_thumb.jpg", "images/image7_thumb.jpg" ]; var images:Array = [ "images/image1.jpg", "images/image2.jpg", "images/image3.jpg", "images/image4.jpg", "images/image5.jpg", "images/image6.jpg", "images/image7.jpg" ]; var textFiles:Array = [ "text/picture1.txt", "text/picture2.txt", "text/picture3.txt", "text/picture4.txt", "text/picture5.txt", "text/picture6.txt", "text/picture7.txt" ]; // NOTE: thumbnail images are 60 x 43 pixels in size // loop through the array and create the thumbnails and position them vertically for (var i:int = 0; i <7; i++) { // create an instance of MyUIThumbnail var thumbs:MyUIThumbnail = new MyUIThumbnail(); // position the thumbnails on the left vertically thumbs.y = 43 * i;/*** FILL IN THE BLANK HERE ***/ // store the corresponding full size image name in the thumbnail // use the "images" array thumbs.image = "images/image1.jpg"; thumbs.image = "images/image2.jpg"; thumbs.image = "images/image3.jpg"; thumbs.image = "images/image4.jpg"; thumbs.image = "images/image5.jpg"; thumbs.image = "images/image6.jpg"; thumbs.image = "images/image7.jpg"; // store the corresponding text file name in the thumbnail // use the "textFiles" array thumbs.textFile = "text/picture1.txt"; thumbs.textFile = "text/picture2.txt"; thumbs.textFile = "text/picture3.txt"; thumbs.textFile = "text/picture4.txt"; thumbs.textFile = "text/picture5.txt"; thumbs.textFile = "text/picture6.txt"; thumbs.textFile = "text/picture7.txt"; thumbs.imageFullSize = full_image_mc ; // store the reference to the textfield in the thumbnail thumbs.infoText = info; // load and display the thumbnails // use the "thumbnails" array thumbs.loadThumbnail("images/image1_thumb.jpg"); thumbs.loadThumbnail("images/image2_thumb.jpg"); thumbs.loadThumbnail("images/image3_thumb.jpg"); thumbs.loadThumbnail("images/image4_thumb.jpg"); thumbs.loadThumbnail("images/image5_thumb.jpg"); thumbs.loadThumbnail("images/image6_thumb.jpg"); thumbs.loadThumbnail("images/image7_thumb.jpg"); addChild(thumbs); } below is my thumbanail. as package{ import fl.containers.; import flash.events.; import flash.text.; import flash.net.; import flash.display.*; public class MyUIThumbnail extends MovieClip { public var image:String = ""; public var textFile:String = ""; var loader:UILoader = new UILoader(); public var imageFullSize:MyFullSizeImage; // reference to loader to show the full size image public var infoText:TextField; // reference to textfield that displays image infoText var txtLoader:URLLoader = new URLLoader(); // loader to load the text file public function MyUIThumbnail() { buttonMode = true; addChild(loader); this.addEventListener(MouseEvent.CLICK, myClick); txtLoader.addEventListener(Event.COMPLETE, displayText); loader.addEventListener(Event.COMPLETE, thumbnailLoaded); } public function loadThumbnail(filename:String):void { loader.source = filename; preloader.trackLoading(loader); } function myClick(e:MouseEvent):void { // load and display the full size image imageFullSize.loadImage("my_full_mc"); // load and display the text textLoad("info"); } function textLoad(file:String) { // load the text description from the text file loader.load(new URLRequest(textFile)); } function displayText(e:Event) { //display the text when loading is completed addChild(infoText); } function thumbnailLoaded(e:Event) { loader.width = 60; loader.height = 43; } } }

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  • Run custom javascript when page loads

    - by Husain Dalal
    Ran into a neat way to load and run custom javascript when an ADF page loads:         <af:resource type="javascript">         function onLoad() {       alert("I am running ! ");           }           //Script block           if (window.addEventListener) {             window.addEventListener("load", onLoad, false)           } else if (window.attachEvent) {              window.detachEvent("onload", onLoad)              window.attachEvent("onload", onLoad)           } else {             window.onload=onLoad           }         </af:resource>  Reference: http://docs.oracle.com/cd/E23943_01/webcenter.1111/e10148/jpsdg_pagelet.htm#BABGHCBF 

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  • using SeekToNavCuePoint with Custom Cue Points created by ActionScript

    - by meghana
    i have custom flvPlayBack player, i want to do like add Custom CuePoints using ActionScript and making one button Event , On click of that button , Flv should seek to that CuePoints added using ActionScript . I am using below code to do that. var rtn_obj:Object; //create cue point object my_FLVPlybk.source = "sj_clip.flv"; my_FLVPlybk.addASCuePoint(0, "abs",CuePointType.ACTIONSCRIPT); my_FLVPlybk.addASCuePoint(4, "abs",CuePointType.ACTIONSCRIPT); my_FLVPlybk.addASCuePoint(8, "abs",CuePointType.ACTIONSCRIPT); my_FLVPlybk.addASCuePoint(12, "abs",CuePointType.ACTIONSCRIPT); my_FLVPlybk.addASCuePoint(16, "abs",CuePointType.ACTIONSCRIPT); my_FLVPlybk.addASCuePoint(20, "abs",CuePointType.ACTIONSCRIPT); my_FLVPlybk.addASCuePoint(24, "abs",CuePointType.ACTIONSCRIPT); my_FLVPlybk.addASCuePoint(28, "abs",CuePointType.ACTIONSCRIPT); my_FLVPlybk.addASCuePoint(31, "abs",CuePointType.ACTIONSCRIPT); my_FLVPlybk.setFLVCuePointEnabled(true,"abs"); fwbtn1.addEventListener(MouseEvent.CLICK,Forward) function Forward(e:MouseEvent):void { if(rtn_obj != null) { traceit(rtn_obj) rtn_obj = my_FLVPlybk.findNextCuePointWithName(rtn_obj); if(rtn_obj != null) { traceit(rtn_obj) my_FLVPlybk.seekToNavCuePoint(rtn_obj.time); } } } my_FLVPlybk.addEventListener(fl.video.VideoEvent.READY, ready_listener); function ready_listener(eventObject:fl.video.VideoEvent):void { rtn_obj = my_FLVPlybk.findCuePoint("abs", CuePointType.ACTIONSCRIPT); } function traceit(cuePoint:Object):void { trace("Cue point name is: " + cuePoint.name); trace("Cue point time is: " + cuePoint.time); trace("Cue point type is: " + cuePoint.type); } I thought ,this code should work properly.. but when i run this code , it give me next cuePoint which i find using findNextCuePointWithName() method but it does not seek to that point , which i thought seekToNavCuePoint() method should do. anybody have any idea , how to make it work?? Thanks i Hope my i have explained my requirement to clear to understand. i really need this in urgent. please help me.

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  • actionscript 3 addchild within child and fade

    - by steve
    Here is my current code: import flash.display.*; import fl.transitions.*; import flash.events.MouseEvent; stop(); var container:MovieClip = new MovieClip(); container.width = 450; container.height = 450; container.x = 450; container.y = 0; var closeBtn:close_btn = new close_btn(); closeBtn.x = 850; closeBtn.y = 15; var bagLink:MovieClip = new bag_link_mc(); bagLink.x = 900; bagLink.y = 0; menu_bag_button.addEventListener(MouseEvent.CLICK, bagClick); function bagClick(event:MouseEvent):void{ if(MovieClip(root).currentFrame == 850) { } else { MovieClip(root).addChild (bagLink); MovieClip(root).addChild (closeBtn); MovieClip(root).gotoAndPlay(806); } } closeBtn.addEventListener(MouseEvent.CLICK, closeBag); function closeBag (event:MouseEvent):void{ MovieClip(root).removeChild(bagLink); MovieClip(root).removeChild(closeBtn); MovieClip(root).gotoAndPlay(850); } I need the first mouse function (bagClick) to create the bagLink within the container movieclip variable. I tried change it to this, but it didn't work: else { MovieClip(root).addchild (container); MovieClip(root).container.addChild (bagLink); MovieClip(root).addChild (closeBtn); MovieClip(root).gotoAndPlay(806); } I'm also trying to make "container" or "bagLink" fade in when it loads but that doesn't work either. Any help is appreciated.

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  • actionscript 3 addchild within child and fade

    - by steve
    Here is my current code: import flash.display.*; import fl.transitions.*; import flash.events.MouseEvent; stop(); var container:MovieClip = new MovieClip(); container.width = 450; container.height = 450; container.x = 450; container.y = 0; var closeBtn:close_btn = new close_btn(); closeBtn.x = 850; closeBtn.y = 15; var bagLink:MovieClip = new bag_link_mc(); bagLink.x = 900; bagLink.y = 0; menu_bag_button.addEventListener(MouseEvent.CLICK, bagClick); function bagClick(event:MouseEvent):void{ if(MovieClip(root).currentFrame == 850) { } else { MovieClip(root).addChild (bagLink); MovieClip(root).addChild (closeBtn); MovieClip(root).gotoAndPlay(806); } } closeBtn.addEventListener(MouseEvent.CLICK, closeBag); function closeBag (event:MouseEvent):void{ MovieClip(root).removeChild(bagLink); MovieClip(root).removeChild(closeBtn); MovieClip(root).gotoAndPlay(850); } I need the first mouse function (bagClick) to create the bagLink within the container movieclip variable. I tried change it to this, but it didn't work: else { MovieClip(root).addchild (container); MovieClip(root).container.addChild (bagLink); MovieClip(root).addChild (closeBtn); MovieClip(root).gotoAndPlay(806); } I'm also trying to make "container" or "bagLink" fade in when it loads but that doesn't work either. Any help is appreciated.

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  • converted javascript to fbjs - tabs still not working

    - by JohnMerlino
    Hey all, I tried my best to convert javascript to fbjs according to this page: http://wiki.developers.facebook.com/index.php/FBJS. Yet my tabs are still not working properly. Does anyone have any suggestions how to fix this so I can click through the tabs and display and hide content accordingly: <script type="text/javascript"><!-- var tabLinks = []; var contentDivs = []; function init() { var tabListItems = document.getElementById('tabs').getChildNodes(); for ( var i = 0; i < tabListItems.length; i++ ) { if ( tabListItems[i].getNodeName("LI") ) { var tabLink = getFirstChildWithTagName( tabListItems[i], 'A' ); var id = getHash( tabLink.getAttribute('href') ); tabLinks[id] = tabLink; contentDivs[id] = document.getElementById( id ); } } var i = 0; for ( var id in tabLinks ) { tabLinks[id].addEventListener(onclick, showTab) tabLinks[id].addEventListener(onfocus, function() { this.blur() }; if ( i == 0 ) tabLinks[id].setClassName('selected'); i++;) } var i = 0; for ( var id in contentDivs ) { if ( i != 0 ) contentDivs[id].setClassName('tabContent hide'); i++; } } function showTab() { var selectedId = getHash( this.getAttribute('href') ); for ( var id in contentDivs ) { if ( id == selectedId ) { tabLinks[id].setClassName('selected'); contentDivs[id].setClassName('tabContent'); } else { tabLinks[id].setClassName(''); contentDivs[id].setClassName('tabContent hide'); } } return false; } function getFirstChildWithTagName( element, tagName ) { for ( var i = 0; i < element.getChildNodes().length; i++ ) { if ( element.getChildNodes[i].getNodeName(tagName) ) return element.getChildNodes[i]; } } function getHash( url ) { var hashPos = url.getLastIndexOf ( '#' ); return url.getSubString( hashPos + 1 ); } init(); --></script> Thanks for any response.

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  • Extra text shown on oveflow: hidden

    - by TRiG
    I'm keeping the main content area of the webpage small, so that footer navigation can be seen "above the fold". This is done by javascript setting the main content <div> thus: sec.style.height = '265px'; sec.style.overflow = 'hidden'; And then using javascript to insert a button to change the style back to normal: sec.style.height = 'auto'; The problem is that the cut-off point of 265px (dictated by the size of an image which I don't want to hide) doesn't quite match the gap between lines of text. This means that there the tops of tall letters show as funny little marks. Is there any way to hide text which is partially showing in a <div style="overflow: hidden;">? Edit to add: Full javascript var overflow = { hide: function() { var sec = app.get('content_section'); sec.style.height = '263px'; sec.style.overflow = 'hidden'; overflow.toggle(false); }, toggle: function(value) { var cnt = app.get('toggle_control'); if (value) { var func = 'hide'; cnt.innerHTML = 'Close « '; } else { var func = 'show'; cnt.innerHTML = 'More » '; } cnt.onclick = function() {eval('overflow.' + func + '();'); return false;}; cnt.style.cursor = 'pointer'; cnt.style.fontWeight = 'normal'; cnt.style.margin = '0 0 0 857px'; }, show: function() { var sec = app.get('content_section'); sec.style.height = 'auto'; overflow.toggle(true); } } if (document.addEventListener) { document.addEventListener('DOMContentLoaded', overflow.hide, false); } else { window.onload = function() {return overflow.hide();}; }

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  • AS3 "Loader" progress immediately goes to 100%

    - by Bart van Heukelom
    If you go to http://moederdagontbijtplacemat.nl/ you will see a progress bar. The application is loading a fairly large SWF from the server using the Loader class. Strangely enough, the progress bar immediately goes to 100% (but the loading still takes a while after that). The code is below, but you'll see it's basically too simple to break. It has worked when the application was on a different server, so I though maybe the new server wasn't sending the size of the large SWF in the http headers. Firebug does show a progress bar though, so that is not the case, the information should be available. It also works when I run the loader swf locally and change the URL (new URLRequest("Placemat.swf")) to the absolute URL of Placemat.swf on the server. var l:Loader = new Loader(); addChild(l); l.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, function(e:ProgressEvent) { s.setProgress(e.bytesLoaded/e.bytesTotal); trace(Math.round(100 * e.bytesLoaded/e.bytesTotal), "%"); }); l.contentLoaderInfo.addEventListener(Event.COMPLETE, function() { removeChild(s); }); l.load(new URLRequest("Placemat.swf"));

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  • car race game collision condition.

    - by ashok patidar
    in this how can rotate car when it goes to collied with the track side. package { import flash.display.MovieClip; import flash.events.Event; import flash.events.KeyboardEvent; import flash.text.TextField; import flash.ui.Keyboard; import Math; /** * ... * @author Ashok */ public class F1race extends MovieClip { public var increment:Number = 0; //amount the car moves each frame public var posNeg:Number = 1; public var acceleration:Number = .05; //acceleration of the car, or the amount increment gets increased by. public var speed:Number = 0; //the speed of the car that will be displayed on screen public var maxSpeed:Number = 100; public var keyLeftPressed:Boolean; public var keyRightPressed:Boolean; public var keyUpPressed:Boolean; public var keyDownPressed:Boolean; public var spedometer:TextField = new TextField(); public var carRotation:Number ; public var txt_hit:TextField = new TextField(); public function F1race() { carRotation = carMC.rotation; trace(carMC.rotation); //addChild(spedometer); //spedometer.x = 0; //spedometer.y = 0; addChild(txt_hit); txt_hit.x = 0; txt_hit.y = 100; //rotation of the car addEventListener(Event.ENTER_FRAME, onEnterFrameFunction); stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed,false); stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased,false); carMC.addEventListener(Event.ENTER_FRAME, carOver_road) } public function carOver_road(event:Event):void { //trace(texture.hitTestPoint(carMC.x,carMC.y,true),"--"); /* if(!texture.hitTestPoint(carMC.x,carMC.y,true)) { txt_hit.text = "WRONG WAY"; if(increment!=0) { increment=1; } } else { txt_hit.text = ""; //increment++; }*/ if (roadless.hitTestPoint(carMC.x - carMC.width / 2, carMC.y,true)) { trace("left Hit" + carMC.rotation); //acceleration = .005; //if(carMC.rotation>90 || carMC.rotation>90 //carMC.rotation += 2; if ((carMC.rotation >= 90) && (carMC.rotation <= 180)) { carMC.rotation += 3; carMC.x += 3; } if ((carMC.rotation <= -90) && (carMC.rotation >= -180)) { carMC.rotation += 3; texture.y -= 3; } if ((carMC.rotation > -90) && (carMC.rotation <= -1)) { carMC.rotation += 3; texture.y -= 3; } if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x + carMC.width / 2, carMC.y,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x, carMC.y- carMC.height / 2,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if ((!roadless.hitTestPoint(carMC.x - carMC.width / 2, carMC.y, true)) && (!roadless.hitTestPoint(carMC.x, carMC.y- carMC.height / 2,true)) && (!roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true)) && (!roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true))) { //acceleration = .05; } } public function onEnterFrameFunction(events:Event):void { speed = Math.round((increment) * 5); spedometer.text = String(speed); if ((carMC.rotation < 180)&&(carMC.rotation >= 0)){ carRotation = carMC.rotation; posNeg = 1; } if ((carMC.rotation < 0)&&(carMC.rotation > -180)){ carRotation = -1 * carMC.rotation; posNeg = -1; } if (keyRightPressed) { carMC.rotation += .5 * increment; carMC.LWheel.rotation = 8; carMC.RWheel.rotation = 8; steering.gotoAndStop(2); } if (keyLeftPressed) { carMC.rotation -= .5 * increment; carMC.LWheel.rotation = -8; carMC.RWheel.rotation = -8; steering.gotoAndStop(3); } if (keyDownPressed) { steering.gotoAndStop(1); carMC.LWheel.rotation = 0; carMC.RWheel.rotation = 0; increment -= 0.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } increment -= 1 * acceleration; if ((Math.abs(speed)) < (Math.abs(maxSpeed))) { increment += acceleration; } if ((Math.abs(speed)) == (Math.abs(maxSpeed))) { trace("hello"); } } if (keyUpPressed) { steering.gotoAndStop(1); carMC.LWheel.rotation = 0; carMC.RWheel.rotation = 0; //trace(carMC.rotation); texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } increment += 1 * acceleration; if ((Math.abs(speed)) < (Math.abs(maxSpeed))) { increment += acceleration; } } if ((!keyUpPressed) && (!keyDownPressed)){ /*if (increment > 0 && (!keyUpPressed)&& (!keyDownPressed)) { //texture.y -= ((90-carRotation)/90)*increment; increment -= 1.5 * acceleration; } if((increment==0)&&(!keyUpPressed)&& (!keyDownPressed)) { increment = 0; } if((increment<0)&&(!keyUpPressed)&& (!keyDownPressed)) { increment += 1.5 * acceleration; }*/ if (increment > 0) { increment -= 1.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } } if (increment == 0) { increment = 0; } if (increment < 0) { increment += 1.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } } } } public function keyPressed(event:KeyboardEvent):void { trace("keyPressed"); if (event.keyCode == Keyboard.LEFT) { keyLeftPressed = true; } if (event.keyCode == Keyboard.RIGHT) { keyRightPressed = true; } if (event.keyCode == Keyboard.UP) { keyUpPressed = true; } if (event.keyCode == Keyboard.DOWN) { keyDownPressed = true; } } public function keyReleased(event:KeyboardEvent):void { trace("keyReleased..."); //increment -= 1.5 * acceleration; //increment--; if (event.keyCode == Keyboard.LEFT) { keyLeftPressed = false; } if (event.keyCode == Keyboard.RIGHT) { keyRightPressed = false; } if (event.keyCode == Keyboard.UP) { keyUpPressed = false; } if (event.keyCode == Keyboard.DOWN) { keyDownPressed = false; } } } }

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  • Attached event triggering if event is same as current event

    - by Psytronic
    I have a button which start/stops a timer. When I click it, I remove the current event handler, and attach the opposite one. Ie, click "Stop", and the "Start" function is attached for the next click. However in IE (7), not sure about 8. The newly attached event is also triggering after the original function is finished: Lifeline in IE7: Button pushed -- "Stop" function begins -- "Stop" function removed -- "Start" function attached -- "Stop" function finishes -- "Start" function is called. I know it's to do with the attaching event bit, because If I remove it, the Start event doesn't fire. This seems a bit odd, as I have the same situation in the "Start" function, ie, "Start" removed, "Stop" called. But this doesn't seem to cause an infinite loop, thankfully. if(btn.attachEvent){ btn.detachEvent("onclick", stop); btn.attachEvent("onclick", start); }else if(btn.addEventListener){ btn.removeEventListener("click", stop, true); btn.addEventListener("click", start , true); } It all works fine in FF and Chrome. I have switched the order of attach/detach, just to see if it makes a difference, but it doesn't. Addendum Sorry, and no answers involving jQuery, Protoype et al. Its not something I want to integrate for this project.

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  • AS3 Working With Arbitrarily Large Files

    - by Kekoa
    I am trying to read a very large file in AS3 and am having problems with the runtime just crashing on me. I'm currently using a FileStream to open the file asynchronously. This does not work(crashes without an Exception) for files bigger than about 300MB. _fileStream = new FileStream(); _fileStream.addEventListener(IOErrorEvent.IO_ERROR, loadError); _fileStream.addEventListener(Event.COMPLETE, loadComplete); _fileStream.openAsync(myFile, FileMode.READ); In looking at the documentation, it sounds like the FileStream class still tries to read in the entire file to memory(which is bad for large files). Is there a more suitable class to use for reading large files? I really would like something like a buffered FileStream class that only loads the bytes from the files that are going to be read next. I'm expecting that I may need to write a class that does this for me, but then I would need to read only a piece of a file at a time. I'm assuming that I can do this by setting the position and readAhead properties of the FileStream to read a chunk out of a file at a time. I would love to save some time if there is a class like this that already exists. Is there a good way to process large files in AS3, without loading entire contents into memory?

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  • javascript using 'this' in global object

    - by Marco Demaio
    What does 'this' keyword refer to when used in gloabl object? Let's say for instance we have: var SomeGlobalObject = { rendered: true, show: function() { /* I should use 'SomeGlobalObject.rendered' below, otherwise it won't work when called from event scope. But it works when called from timer scope!! How can this be? */ if(this.rendered) alert("hello"); } } Now if we call in an inline script in the HTML page: SomeGlobalObject.show(); window.setTimeout("Msg.show()", 1000); everything work ok. But if we do something like AppendEvent(window, 'load', Msg.show); we get an error because this.rendered is undefined when called from the event scope. Do you know why this happens? Could you explain then if there is another smarter way to do this without having to rewrite every time "SomeGlobalObject.someProperty" into the the SomeGlobalObject code? Thanks! AppendEvent is just a simple cross-browser function to append an event, code below, but it does not matter in order to answer the above questions. function AppendEvent(html_element, event_name, event_function) { if(html_element.attachEvent) //IE return html_element.attachEvent("on" + event_name, event_function); else if(html_element.addEventListener) //FF html_element.addEventListener(event_name, event_function, false); }

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  • Facebook Graph API - Image Uploading (as3/flash)

    - by lollertits
    I have been trying to get a bit more familiar with the Graph API for facebook. Its very convenient although the documentation is poor at some places. Im having trouble uploading an image to an album. Anyone know how to do it ? This is the code im currently working on :) private function uploadNewPic(albumId:String):void { var bmd1:BitmapData = new BitmapData(200, 200, false, 0x666666); var bm1:Bitmap = new Bitmap(bmd1); var jpgEncoder:JPGEncoder = new JPGEncoder(); var ba:ByteArray = jpgEncoder.encode(bmd1); var data:URLVariables = new URLVariables(); data.message = "Message"; data.image = ba; data.photos = ba; data.url = ba; var method:String = URLRequestMethod.POST; var loader:URLLoader = facebook.call(albumId + "/photos", data, method); loader.addEventListener(FacebookOAuthGraphEvent.ERROR, onPicError); loader.addEventListener(FacebookOAuthGraphEvent.DATA, onPicUploaded); } Im pretty much down to trial and error :) Any ideas ?

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  • error insert text in papervision typography class

    - by safeDomain
    hi evryone , i am encounter with a small problem i want to make a 3d rtl text animation with papervision this code generet a problem to this : [Fault] exception, information=TypeError: Error #1009: Cannot access a property or method of a null object reference. but when using a english text this error dont genereta my code : package { import flash.display.Sprite; import flash.events.Event; import org.papervision3d.scenes.Scene3D import org.papervision3d.view.Viewport3D import org.papervision3d.cameras.Camera3D import org.papervision3d.render.BasicRenderEngine import org.papervision3d.typography.Font3D import org.papervision3d.typography.fonts.HelveticaBold import org.papervision3d.typography.Text3D import org.papervision3d.materials.special.Letter3DMaterial import flash.text.engine.FontDescription import flash.text.engine.ElementFormat import flash.text.engine.TextElement import flash.text.engine.TextBlock import flash.text.engine.TextLine /** * ... * @author vahid */ public class Main extends Sprite { private var fd:FontDescription private var ef:ElementFormat private var te:TextElement protected var st:String; private var scene:Scene3D private var view:Viewport3D private var camera:Camera3D private var render:BasicRenderEngine private var vpWidth:Number = stage.stageWidth; private var vpHeight:Number = stage.stageHeight; private var text3d:Text3D private var font3d:Font3D //private var font:HelveticaBold private var textMaterial:Letter3DMaterial private var text:String public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); // rtl block fd = new FontDescription () ef = new ElementFormat (fd) te = new TextElement ("?????? ?????? ???? ?????? ?? papervision", ef) text = te.text //3d block scene = new Scene3D () view = new Viewport3D (vpWidth,vpHeight,true,true,false,false) camera = new Camera3D () render = new BasicRenderEngine() addChild (view) this.addEventListener (Event.ENTER_FRAME , renderThis) textMaterial = new Letter3DMaterial(0xFF0000,1) font3d = new HelveticaBold() text3d = new Text3D (text, font3d, textMaterial) scene.addChild (text3d) } protected function renderThis(e:Event):void { text3d.rotationY +=5 render.renderScene(scene,camera,view) } } } i am using flashdevelop. please help me thank's

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  • iPhone Objective-C service handlers

    - by Xavi Colomer
    Hello community! I am a as3 developer, I am used to use handlers everytime I launch an event and I am wondering which is the best way / practice to do that in Objective C. Let's say I want to call a diferent services from my backend. In as3 would be something like this to listent to the finish event: service.addEventListener( Event.COMPLETE, handler_serviceDidFinished ) service2.addEventListener( Event.COMPLETE, handler_serviceDidFinished2 ) But how can I do the same in Objective C? The problem is I already created the protocols and delegates, but how can I separate each response from the server? For example: -(void)callService:( NSString * )methodName withParameters:(NSMutableDictionary *) parameters { ... if (self.delegate != NULL && [self.delegate respondsToSelector:@selector(serviceDidFinishSuccessfully:)]) { [delegate serviceDidFinishSuccessfully:data]; } } Well I'm trying to create a generic delegate here, so how can I separate each response for every service? My first idea is that maybe I should return the name of the service method in the delegate call to identify each service. Maybe I should create a UID for each service and pass it the same way... Any idea?

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  • how can I unload a swf with AS3?

    - by Ole Media
    Any body can help on how I can do to unload a swf before I load the next one? var mLoader:Loader = new Loader(); function loadSWF(e:Event):void { var imageId:Array = e.target.name.split("_"); var targetId:int = imageId[0]; var caption:int = imageId[1]; txt = arrayText[caption]; dynText1.text = ""; dynText1.text = arrayText[caption]; dynText1.setTextFormat(textFormatMain); var swf:String = "swf/" + xmlList[targetId].image[caption].@swf; if (mLoader.content != null) { swfLoad.swfArea.mLoader.unload(); swfLoad.swfArea.mLoader.load(null); } mLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onCompleteHandler); mLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgressHandler); mLoader.load(new URLRequest(swf)); } //-------------------------------------------------------------------------// function onCompleteHandler(loadEvent:Event):void { swfLoad.swfArea.addChild(loadEvent.currentTarget.content); TweenLite.to(swfLoad, 0.5, {alpha:1}); } function onProgressHandler(mProgress:ProgressEvent):void { //var percent:Number = mProgress.bytesLoaded/mProgress.bytesTotal; //trace(percent); }

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  • Call Init from XUL after Page Loads (Firefox add-on)

    - by mattyboy123
    Hi all, I've been working on some code in js/html and it works great. I'm now trying to package it into an add-on for Firefox, and having some issues getting the XUL document correct. PLAIN OLD HTML/JS In my html test file between the <head></head> I have: <script type="text/javascript" src="js/MyCode.js"></script> At the end of the test file before the </body> I have: <script type="text/javascript">MyCode.Static.Init();</script> FIREFOX ADD-ON: OVERLAY.XUL In an overlay.xul file in the extension package I have : <?xml version="1.0"?> <overlay id="mycode" xmlns="http://www.mozilla.org/keymaster/gatekeeper/there.is.only.xul"> <script type="application/x-javascript" src="chrome://mycode/content/MyCode.js"></script> <script> window.addEventListener("load", function () { gBrowser.addEventListener("load",MyCode.Static.Init,true); }, false); </script> </overlay> This does not seem to enter the method, but then again I'm not even sure if I've got the listeners firing properly. Would this be the correct way to duplicate what I was doing in plain old html/js ?

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  • Flash gets XML but the values are wrong, as3

    - by VideoDnd
    Flash receives the XML, but the values are wrong. How do I fix this? Problem I can see the XML loaded with no errors, but my output is way off. It's as though it's not receiving any values. Numbers in the output window and animation move rapidly. The Flash file runs as if it's variables where set to zero. I changed the order of my code, but that didn't help with this. Please explain how I can correct this. SWF //load xml var myXML:XML; var myLoader:URLLoader = new URLLoader(); myLoader.load(new URLRequest("xml.xml")); myLoader.addEventListener(Event.COMPLETE, processXML); //parse XML function processXML(e:Event):void { myXML = new XML(e.target.data); trace(myXML); //receive values from XML delay = parseInt(myXML.DELAY.text()); trace(delay); repeat = parseInt(myXML.REPEAT.text()); trace(repeat); } //variables var delay:uint = 0; var repeat:uint = 0; //timer and event var timer:Timer = new Timer(uint(delay),uint(repeat)); timer.addEventListener(TimerEvent.TIMER, countdown); //counter function countdown(event:TimerEvent) { myText.text = String(0 + timer.currentCount); trace(0 + timer.currentCount); } timer.start(); XML <?xml version="1.0" encoding="utf-8"?> <SESSION> <DELAY TITLE="starting position">1000</DELAY> <REPEAT TITLE="starting position">60</REPEAT> </SESSION>

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  • MXML composite canvas component initialization error

    - by mkorpela
    I'm getting an odd error from my composite canvas component: An ActionScript error has occurred: Error: null at mx.core::Container/initialize()[C:\autobuild\galaga\frameworks\projects\framework\src\mx\core\Container.as:2560] at -REMOVED THIS FOR STACK OVERFLOW-.view::EditableCanvas/initialize()[.../view/EditableCanvas .... It seems to be related to the fact that my composite component has a child and I'm trying to add one in the place I'm using the component. So how can I do this correctly? Component code looks like this (EditableCanvas.mxml): <?xml version="1.0" encoding="utf-8"?> <mx:Canvas xmlns:mx="http://www.adobe.com/2006/mxml" creationComplete="{init()}"> <mx:Script> <![CDATA[ private var _editable:Boolean; public function set editable(edit:Boolean):void { _editable = edit; } private function init():void { if(_editable){ addEventListener(MouseEvent.MOUSE_OVER, showEdit); addEventListener(MouseEvent.MOUSE_OUT, hideEdit); } } private function showEdit(event:Event):void { editTextImage.visible = true; } private function hideEdit(event:Event):void { editTextImage.visible = false; } ]]> </mx:Script> <mx:Image id="editTextImage" source="@Embed('/../assets/icons/small/process.png')" click="{dispatchEvent(EditPoiEvent.text())}" visible="false"/> </mx:Canvas> The code that is using the code looks like this: <view:EditableCanvas width="290" height="120" backgroundColor="#FFFFFF" horizontalScrollPolicy="off" borderStyle="solid" cornerRadius="3" editable="{_editable}"> <mx:Text id="textContentBox" width="270" fontFamily="nautics" fontSize="12" text="{_text}"/> </view:EditableCanvas>

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  • Dynamic Google Maps API InfoWindow HTML Content

    - by Peter Hanneman
    I am working in Flash Builder 4 with Google Map's ActionScript API. I have created a map, loaded some custom markers onto it and added some MouseEvent listeners to each marker. The trouble comes when I load an InfoWindow panel. I want to dynamically set the htmlContent based off of information stored in a database. The trouble is that this information can change every couple of seconds and each marker has a unique data set so I can not statically set it at the time I actually create the markers. I have a method that will every minute or so load all of the records from my database into an Object variable. Everything I need to display in the htmlContent is contained in this object under a unique identifier. The basic crux of the problem is that there is no way for me to uniquely identify an info window, so I can not determine what information to pull into the panel. marker.addEventListener(MapMouseEvent.ROLL_OVER, function(e:MapMouseEvent):void { showInfoWindow(e.latLng) }, false, 0, false); That is my mouse event listener. The function I call, "showInfowindow" looks like this: private function showInfoWindow(latlng:LatLng):void { var options:InfoWindowOptions = new InfoWindowOptions({title: appData[*I NEED A UNIQUE ID HERE!!!*].type + " Summary", contentHTML: appData[*I NEED A UNIQUE ID HERE!!!*].info}); this.map.openInfoWindow(latlng, options); } I thought I was onto something by being able to pass a variable in my event listener declaration, but it simply hates having a dynamic variable passed through, it only returns the last value use. Example: marker.addEventListener(MapMouseEvent.ROLL_OVER, function(e:MapMouseEvent):void { showInfoWindow(e.latLng, record.unit_id) }, false, 0, false); That solution is painfully close to working. I iterate through a loop to create my markers when I try the above solution and roll over a marker I get information, but every marker's information reflects whatever information the last marker created had. I apologize for the long explaination but I just wanted to make my question as clear as possible. Does anyone have any ideas about how to patch up my almost-there-solution that I posted at the bottom or any from the ground up solutions? Thanks in advance, Peter Hanneman

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  • Flex: FileReference and Image unhandled IOErrorEvent

    - by deux11
    The following code shows a button that allows you to select a file (should be an image) and display it into an image component. When I select an invalid image (e.g. a word document), I get the following error: "Error #2044: Unhandled IOErrorEvent:. text=Error #2124: Loaded file is an unknown type." I know I can pass a FileFilter to the FileReference:browse call, but that's beyond the point. My question is... I want to handle the IOErrorEvent myself, what event listener am I missing? private var file:FileReference = new FileReference(); private function onBrowse():void { file.browse(null); file.addEventListener(Event.SELECT, handleFileSelect); file.addEventListener(Event.COMPLETE, handleFileComplete); } private function handleFileSelect(event:Event):void { file.load(); } private function handleFileComplete(event:Event):void { myImage.source = file.data; } private function handleImageIoError(evt:IOErrorEvent):void { Alert.show("IOErrorEvent"); } <mx:Button click="onBrowse()" label="Browse"/> <mx:Image id="myImage" width="100" height="100" ioError="handleImageIoError(event)"/>

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  • How to run an external SWF inside a Flex Application?

    - by lk
    I want to run an Action Script 3.0 Application into a Flex Application. To do this I've done the following: <?xml version="1.0" encoding="utf-8"?> <mx:WindowedApplication windowComplete="loadSwfApplication()" xmlns:mx="http://www.adobe.com/2006/mxml"> <mx:Script> <![CDATA[ private function loadSwfApplication() { var urlRequest:URLRequest = new URLRequest("path/to/the/application.swf"); swfLoader.addEventListener(Event.COMPLETE, loadComplete); swfLoader.load(urlRequest); } private function loadComplete(completeEvent:Event) { var swfApplication:* = completeEvent.target.content; swfApplication.init(); // this is a Function that I made it in the Root class of swfApplication } ]]> </mx:Script> <mx:SWFLoader id="sfwLoader"/> </mx:WindowedApplication> The problem is that in the calling of swfApplication.init(); the AIR Player throws me an exception: Security sandbox violation: caller file:///path/to/the/application.swf cannot access Stage owned by app:/SWFApplicationLoader.swf. This is because somewhere in application.swf I use the stage like this: if (root.stage != null) root.stage.addEventListener(Event.REMOVED, someFunction); root.stage.stageFocusRect = false; How can I load this swf application and USE the stage without any problems?

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  • How do I cancel the link action?

    - by Tobbe
    I though returning false would be enough to cancel the link action, but apparently it isn't. When I click the link in the code below I do get the 'click' message, which is expected. But I also end up at google.com, which is unexpected. <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> <html> <head> <title>Link test</title> <script> window.addEventListener('load', function () { document.getElementsByTagName('a')[0].addEventListener('click', function () { alert('click'); return false; }, false); }, false); </script> </head> <body> <a href="http://www.google.com">google</a> </body> </html> How can I make the url NOT change when clicking the link? Pure JavaScript solutions only please, no additional libraries (like jQuery). It only has to work in FireFox 3+ and Chrome.

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  • ActionScript Drag and Drop Display Objects With Mask And Filter?

    - by TheDarkIn1978
    i've created a sprite to drag and drop around the stage. the sprite is masked and has it's mask as it's child so that it too will drag along with the sprite. everything works fine until i add a drop shadow filter to the sprite. when the drop shadow is added, i can only mousedown to drag and mouseup to drop the sprite if the mouse events occur within the original location of the sprite when it was added to the stage. how can i fix this problem? could this be an issue with 10.1? if not what am i doing wrong? var thumbMask:Sprite = new Sprite(); thumbMask.graphics.beginFill(0, 1); thumbMask.graphics.drawRoundRect(0, 0, 100, 75, 25, 25); thumbMask.graphics.endFill(); var thumb:Sprite = new Sprite(); thumb.graphics.beginFill(0x0000FF, 1); thumb.graphics.drawRect(0, 0, 100, 75); thumb.graphics.endFill(); thumb.addEventListener(MouseEvent.MOUSE_DOWN, drag); thumb.addEventListener(MouseEvent.MOUSE_UP, drop); thumb.filters = [new DropShadowFilter(0, 0, 0, 1, 20, 20, 1.0, 3)]; thumb.addChild(thumbMask); thumb.mask = thumbMask; addChild(thumb) function drag(evt:MouseEvent):void { evt.target.startDrag(); trace("drag"); } function drop(evt:MouseEvent):void { evt.target.stopDrag(); trace("drop"); }

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  • Actionscript project that loads a Flex SWF, "Could not find resource bundle" Error when using Layout

    - by Leeron
    Hi guys. I'm using an actionsciprt only project (under FlashDevelop) to load an .swf flex file built by another department of the company I work for. Using the follwing code: var mLoader:Loader = new Loader(); var mRequest:URLRequest = new URLRequest('flexSWF.swf'); mLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onCompleteHandler); mLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgressHandler); mLoader.load(mRequest); That worked fine until I wanted to use Flex's mx.managers.LayoutManager. I've added the this line to my class: import mx.managers.ILayoutManagerClient; import mx.managers.LayoutManager; . . . private var _layoutManager:LayoutManager; And I get this run time error: Error: Could not find resource bundle messaging at mx.resources::ResourceBundle$/getResourceBundle()[C:\autobuild\3.5.0\frameworks\projects\framework\src\mx\resources\ResourceBundle.as:143] at mx.utils::Translator$cinit() at global$init() at mx.messaging.config::ServerConfig$cinit() at global$init() at _app_FlexInit$/init() at mx.managers::SystemManager/http://www.adobe.com/2006/flex/mx/internal::docFrameHandler()[C:\autobuild\3.5.0\frameworks\projects\framework\src\mx\managers\SystemManager.as:3217] at mx.managers::SystemManager/docFrameListener()[C:\autobuild\3.5.0\frameworks\projects\framework\src\mx\managers\SystemManager.as:3069] commenting the LayoutManager line, the swf works fine. But I do want to use LayoutManager. Any hints?

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