If multiple instances of a singleton are trying to update the same property simultaneously, will there be any conflicts? How does AS3 handle the order?Flash is currently single-threaded.. will the write order be an issue when it becomes multi-threaded?
I have a flash drop down menu inserted. When the drop down menu overlaps the main flash graphic below it, the flash navigation malfuctions. You cannot select a page to go to on the drop down. These are two seperate flash files. The navigation flash file is used on every page, whereas the intro flash file is only used on the home page. The navigation works perfectly on other pages where there is no other flash file.
I am creating an order form for my flash site. I have never done this before in flash but I have in visual basic. I have a few questions:
1. Is assigning variable names to checkboxes and radio buttons the same as in visual basic? I mean i know that you probably assign them in the properties. ex..say i name a radio button 'radio1', to run a check in my actionscript whether radio1 was checked or not would it be something like if(radio1){}
2. After the person fills out the form I would like to have the results of the order sent to a pre-specified email adress in a certain format. What would be a good way to do this?
I've built my web site using the ZigoEngine (mosesupposes)... I'm also calling my images dynamically from a folder.The problem is that the following code is making a conflict with the button which swithes the next image. If i remove the code, it works. However the purpose of thezigo is completely different and I can't see the connection..
if I use in statement xml-child distinct of nameWin (summa, e. g.), it works good. But with nameWin, e4x compares local variable nameWin (which not interested for me at all at this time) with "necessary name" instead of compare item's nameWin with "necessary name".
I'm constructing a news section for a site with 3 cycling images in a single movieclip - with the intent to have a layer of 3 buttons within that movieclip, designated to run over their respective images, triggering an html page of news - I did this, exported and uploaded to my server with no luck on the web- the links didn't work and all I got was a little hand over the images, almost as if the computer was mocking me
- I am loading a particular FLA (let's call it Module1.fla) which contains a Symbol with an associtated class "FakeImage1"; the class file DOES NOT exist,s Flash creates it when compiling the FLA. This FLA has a Document Class (Module1.as), in which I instantiante FakeImage1 (which is a different asset/graphic) by calling ...new FakeImage1()
- then, I am using a custom ModuleManager to unload Module1 and load another SWF (Module2.swf/Module2.as). This one also has a FakeImage1 Symbol in it's Library and also instantiates it in the Document Class.
- now, assuming that I am correctly unloading Module1 (in my ModuleManager) before I load Module2, why is it that FakeImage1 in Module2 is instantiating the same asset that was instantiated in Module1 ?It seems that the automatically-created FakeImage1 class is still in memory (or wherever Flash puts it) when I load Module2 and therefore, my *new* asset isn't being loaded - instead, the first one is.
Note1: I DON'T want to use class/as files for my Library symbols;
Note2: of course, I could just use different class names in my modules/flas, but le'ts assume that I don't want to do that
I'm working on a custom AS visual component, based on UIComponent class. Inside this component, I have a button I programatically added. I set the mouseClick event of it, and it works fine. When the mouseClick for the button starts, it adds a listener for MouseDown on the stage. This is my problem. Once that MouseDown event listener is initiated it won't ever pay attention to the MouseClick listener of the button (which will turn off the MouseDown listener!). I've tried setting the priority number when creating the listeners, but this is not working. My mouseClick listeners gets ignored.
I have a project where we are trying to skin Spark components from a third party library that are built up from the drawing API primitives. Our first attempt involved creating a Flex skin (SWC) in Illustrator/Flash and applying that skin to the Spark components via CSS. We found that even with only a single instance of one of the components skinned in this way on stage, the application was brought to it's knees. For example, it failed to respond in repaint scenarios in a timely manner, and exhibited all the symptoms of being hung.
Our next approach will be to recreate the same skin artifacts in MXML classes that are in turn associated with the third-party components. Although the complexity of some of the skins leads me to believe that we might not avoid performance problems with this approach either. My question is the following: Is there a correct or recommended way to apply either a SWC or based skin to a component that is built up from the Spark drawing API to begin with? Even as I ask the question I recognize that the approach means using the Spark drawing API in two places and will probably have unexpected consequences.
I'm constructing a news section for a site with 3 cycling images in a single movieclip - with the intent to have a layer of 3 buttons within that movieclip, designated to run over their respective images, triggering an html page of news - I did this, exported and uploaded to my server with no luck on the web- the links didn't work and all I got was a little hand over the images, almost as if the computer was mocking me.
Over the past years I have created many different .fla's of aircraft panels( ie. hydraulic panel, electrical panel, pressurization panel, etc.) Each .fla has only one panel in it. Each panel is a movieclip and made up of movieclips, graphics, etc. It has it's own code built in and the idea was to be able to copy the panel from the original .fla to a new .fla, that contained other panels, and together would become part of a training program for the company. No I wasn't smart enough to uniquely name each asset(switch, guage, light, etc.). I did avoid the default names like symbol1, symbol2, etc.
Now I need to take each of the panels from the individual .fla's and put them into one larger .fla to act as a single library for all the panels. This single .fla will become the master Library that I will link all future .fla's to. As you would guess I get the "One or more library items already exist in the document:" message when I try to copy and paste a panel(movieclip) into the new .fla.
Question:Is there an easy way to identify specifically which items are in conflict without having to do a direct comparison between each of the libraries?
i was trying to make a simple analog clock flash but when i try to make a new Date() line that pops: **Error** C:Documents and SettingsUserLocal SettingsApplication DataMacromediaFlash enConfigurationClassesFP8TextFieldStyleShee t.as: Line 7: The name of this class, 'TextField.StyleSheet', conflicts with the name of another class that was loaded, 'TextField.StyleSheet'.{Total ActionScript Errors: 1 Reported Errors: 14 and i tried to make that the only action on a different project it still shows exactly the same thing
A lot of people have .com websites & put all their classes & packages inside a com folder & then their website name to avoid any possible naming conflicts when using other peoples classes - all very sensible. I have a .co.uk website however - is there an equivelant naming standard?
I am looking at the singleton design pattern and trying to really understand what is going on here. But I have some questions that it would seem my logic and/or the way I am reading this is wrong. Take the following code for example
I can't understand why should I even use the Singleton pattern in ActionScript 3. Can anyone explain me this? Maybe I just don't understand the purpose of it. I mean how it differs from other patterns? How it works? I checked the PureMVC source and it's full of Singletons. Why are they using them in the View, Module, Controller?
In the Singleton design pattern you can throw a runtime error if the instance has already been created. But this doesn't work when your singleton class extends another class and has to call super() in its constructor, because (for some reason) you cannot call super() if you've already called throw(), or in fact, you cannot compile code that has a potential call to throw() (for example, in an IF statement) that comes BEFORE that call to super().
What is the possibility of a singleton reference to be lost. Well I created a swf singletonpara a store containing some sound features of the software that I created and it's one time or another error saying that the reference is null
I have a few classes in my project which aren't display objects, but they need to know about the stage of my project (stage.stageWidth, stage.stageHeight). Is there a simple way to pass this information along to my classes without using a Singleton or passing these items in as parameters into the constructor??
The use I have for it is for storing user credentials, and calling a transfer object that functions as a sort of "cache" for the current session in all of the flex modules.
Thinking about objects that have to be present in every module. Is there any alternative to a singleton instance for this?
How can I define my own global function which will be accessible throughout the whole package or better, program? Alternatively, how can I define a singleton object? Should I use static?
I'm trying to do singleton movieclip from library, but can't get it work, how should I proceed?[code]1136: Incorrect number of arguments.Expected 1.And it is refering to the MyMovieClip.as file, to the line where I have "_myMovie = new MyMovie();".
I'm trying to load swf from 127.0.0.1 into my main.swf with Flash Pro
Both swfs have Singlenton class
How to make it that loaded swf use Singlenton of main.swf ?
I did ActionScript Code: var lc:LoaderContext = new LoaderContext(); lc.applicationDomain = ApplicationDomain.currentDomain; myLoader.load( new URLRequest("http/127.0.0.1/loaded.swf"),lc);
anyway I have 2 different Singlenton classes one comes with loaded.swf another in main.swf and variables not shared
I am trying to create a singleton class, that extends Sprite. It seems to work correctly, but it doesn't actually update the screen.If I access my instance and change the properties (x,y,alpha,etc) they will all update, but the display doesn't change.eg:My clip starts at x=0.MyClass.getInstance().x = 99;trace(MyClass.getInstance.x); //traces 99, but it still appears at 0 on the screen.
So I have this class "G" that I use for global vars, and that kind stuff.
Now I want to dispatch an event from that class and no matter what I do the compiler throws the same error: "Call to a possibly undefined method dispatchEvent."
I have already tried extending the EventDispatcher class...