ActionScript 2.0 :: Call Function With Argument?
Apr 16, 2011In the code I want to call the function like this _root.onMouseUp=do("xyz"), but the way is not correct.
Code:
function do(abc) {
trace(abc)
}
[Code]....
In the code I want to call the function like this _root.onMouseUp=do("xyz"), but the way is not correct.
Code:
function do(abc) {
trace(abc)
}
[Code]....
In this following function I would like to pass a parameter when i call the function tchauBalao.
which is actually the Mouse Event ( "e" ).
Code:
function outPassaro(e:MouseEvent):void
{
var passaro:MovieClip = e.target as MovieClip;
TweenLite.to(passaro.balao, 0.2, {scaleX:0, scaleY:0, ease:Expo.easeOut});
[Cod]....
I want to be able to call a JavaScript function from a Flex app using ExternalInterface and pass a reference to a different JavaScript function as an argument.
[Code]....
Im trying to create a loop of items like this...
for each (var btn:Object in ViewButtonData)
{
// build element[cocde]..........
I would like to pass in current HBox to the 'HoverTab' function. Is there a way to do that?
how to do this
function foo(x:*, ...args):* {
}
function bar(x:*, ...args):* {[code].....
how to expand args ? when I call bar(1,2,3), I wish it call foo(1,2,3), but it call foo(1,[2,3])
How do I execute callback functions dynamically by passing a function in as an argument to another function?
Look at this example:
Code:
package {
public class myClass extends MovieClip {
public function myClass(callback) {
[code]....
I'm trying to create a swfPanel for Flash CS5.5 using JSFL.I created my interface in flash and try to communicate with a JSFL command.So, in my .fla file, I use an ExternalInterface with callBack to call a specific function in JSFL,and then swfPanel.call() for the return.The problem I encounter is that I can't pass an Array as argument for the call function (after the AS3 function name). Here's the code :
In AS3 :
function init():void{
ExternalInterface.addCallback("callBackPanel", JsflCallback);
MMExecute("fl.runScript( fl.configURI + "AirMobileFramework/AirMobileFrameworkPanel.jsfl", "checkSettings" );");[code]....
When calling panel.call("callBackPanel", result[0], result[1]); there is no problem, my callback is well called, but when using panel.call("callBackPanel", result); I've an error :
La ou les erreurs JavaScript suivantes se sont produites lors de l'exécution de AirMobileFramework :
La ou les erreur(s) JavaScript suivantes se sont produites :
is any way to get argument for onFinishTween's function ?!
[Code].....
How can I pass a 'set' function as the Function Object argument of another function?eg:
public class IdModel
{
private var _id:String;
[code].....
I want to guess the type of every argument from an anonymous function, something like mapping a class with reflection but just for a function, something like...
public function guessMyArgumentType(f:Function):void {
for each (argument:* in f.arguments) {
trace(typeof(argument));
[code]......
I have a global function that does some stuff with a LoadVars in it.I 90% of the cases, the onLoad reference of the LoadVars is the same, but I sometimes need to do something else when the LoadVars is loaded.Is there a way to pass a function reference to a function so that I could do something like that :
[AS]
_global.function myFunction(maybeFunction)
{
myLoadVars = new LoadVars();
[code]...
I have an extended MovieClip class that has 10 Boolean properties. There are 6 instances of the clip on the stage. Any of the properties of each instance can be set independent of the same property in other instances, so...
[Code]...
My question is slightly complicated : I have a global function that does some stuff with a LoadVars in it. I 90% of the cases, the onLoad reference of the LoadVars is the same, but I sometimes need to do something else when the LoadVars is loaded. Is there a way to pass a function reference to a function so that I could do something like that :
[Code]....
Well I want to set up a function that will calculate the x position of where my MovieClip's instance name will go. Here is the code i currently have.
function xBtnPosition(btnName: String, btnXpercentage: Number):String
{
var xFinalPosition: String = -(((btnName.width * btnXpercentage) / btnName.scaleY));
[code].....
im trying to pass in an optional argument into a function. The datatype of this needs to be an object... however, im not getting very far. I know i can do this....
[Code]....
I want to add about 10 textBoxes and I want them all to be contained in different variable names. I need to declare them outside the document constructor function because of scope, but how then can I use them in a function? I want something like
[Code]...
So I guess the usual stuff is to have
function listenToEvent(evt: Event){
//stuff
}
[code]......
I want to write a function which has 2 dimensional array as one of its arguments
_global.getList = function ( type:Number, list[]:Array )
This is giving syntax error, if I do
_global.getList = function ( type:Number, list:Array )
Then there is no error, but then, list is now, single dimensional array, which I don't want. Whats the correct syntax to write it as two dimensional array?
I have recently moved from AS2 to AS3 and I am finding the transition fairly easy, however I do have a few questions, some of which may not have been possible with AS2 but I would like to achieve them in AS3
1. Is it possible to pass the name of a class as an argument in a function and then use it to create a new instance. e.g [code]
2. Carrying on from the previous question, if a class can infact be passed, can I specifying a variable type for the argument so that only classes and not instances will be accepted?
3. I have three class files that all inherit some functions and variable from another class called Ship. Is it possible to specifying a variable type so that the variable can only hold instances of classes that are inherited from the Ship class?
How do I put in an array as a default argument for a function ?eg
Code:
test();
function test(_arr:Array = new Array(0xFF0011,0x112233,0x000000))
[code]....
having some problems understanding how I can bypass function arguments without changing its default value. Here are some examples:
function myFunction ( arg1:Boolean, arg2:String="default string", arg3:Number=3 ):Array{ return new Array (arg1, arg2, arg3);}
trace(myFunction(true, "new string", 5));// true,new string,5
[code].....
im tryng to call a function with a argument in the ContextMenuItem class.[code]It seems that when ever I try to send an argument with the down function, it simpley dont work and without it, it does work
View 1 RepliesCode:
import fl.transitions.Tween;
import fl.transitions.easing.*;
var animTween:Tween;
[Code].....
I have figured out the following: Well, as you see the function moveStuff accepts three arguments, namely:
objectdurationeasingWhen easing has a default value, I get an error. But if it doesn't have a default value, then it works fine, the code would look like so then:
Code:
import fl.transitions.Tween;
import fl.transitions.easing.*;
var animTween:Tween;
[Code].....
I can't call the method which has an only "long" type argument for using Adobe BlazeDS?[code]...
View 1 RepliesOk, I have 2 buttons on the stage. Each button does almost the same thing, so I want to create a single function, and each button calls that same function (we'll name that function "Navigate")... however, the function will need to end up doing something different dependant on which button was clicked.So, previously, in AS2, I would've added some code onto the buttons themselves with on(release) methods, like so:
Code:
// Define the Navigate function
function Navigate(myLabel){
[code].....
Trying to migrate my way of thinking from AS2 to CS4/AS3. Ok, I have 2 buttons on the stage. Each button does almost the same thing, so I want to create a single function, and each button calls that same function (we'll name that function "Navigate")... however, the function will need to end up doing something different dependant on which button was clicked. So, previously, in AS2, I would've added some code onto the buttons themselves with on(release) methods (see CODE EXAMPLE 1) So, each button effectively calls the Navigate function, and passes a different frame label to the function. Now, I'm trying to recreate this functionality in AS3. As you all know, on(release) has been done away with (still don't know why), but we now have to use event handlers, so I'm trying to figure out a way to pass a different frame label argument to the Navigate function. Currently I can achieve that by using a switch statement to test which button was clicked, and act accordingly (see CODE EXAMPLE 2).
[Code]...
I want to pass an optional data parameter to some callbacks, but only to callbacks that support a single parameter; right now, I have a moderately-sized code base of callbacks that cannot accept a parameter at all. How can I check what parameters a Function object supports?
View 3 RepliesFor a game I'm attempting to develop, I am writing a resource pool class in order to recycle objects without calling the "new" operator. I would like to be able to specify the size of the pool, and I would like it to be strongly typed.
Because of these considerations, I think that a Vector would be my best choice. However, as Vector is a final class, I can't extend it. So, I figured I'd use composition instead of inheritance, in this case.
The problem I'm seeing is this - I want to instantiate the class with two arguments: size and class type, and I'm not sure how to pass a type as an argument.
Here's what I tried:
public final class ObjPool
{
private var objects:Vector.<*>;
public function ObjPool(poolsize:uint, type:Class)
[Code].....
I saw a post that touched on this, but I thought it deserved a thread of its own for explicit verification. It seemed that some of the resident geniuses here had given the thumbs-up to passing your whole doc or app class to a function. Please correct me if I'm wrong, as this sounds convenient but I assumed it would cause heart attacks and CPU meltdowns.
EXAMPLE: Say I have an app class that controls my entire game (or slideshow), and it has an ENTER_FRAME scrolling function that's 50 lines long with tons of conditionals so I want to take it out and make it an external file. I pop it into a new .as file but now all my variables are out of scope. I could pass them each individually, but there are so many it's impractical. So my question is: good or bad practice to pass the entire class?
[Code]...
I have a function that uses the ... rest argument as follows:
public function dispatchActions(... actions):void
{
var params:Object = new Object();
params.actions = actions; // I also tried casting ie. = (actions as Array)
this.target.dispatchEvent(new ActionEvent(ActionEvent.dispatchActions, params));
}
I call it using myActionObject.dispatchActions("all"); The problem is that when a listener receives the dispatched params object and try to access the actions array, it does nothing. If I try to trace evt.params.actions it traces blank and if I try to trace evt.params.actions[0] it traces undefined.
ex:
function actionsListener(evt:ActionEvent):void
{
var actions:Array = (evt.params.actions) as Array; // I also tried without casting
trace("actions", actions, "actions 0", actions[0], "action 1", actions[1]);
}
This is the output: actions actions 0 undefined actions 1 undefinedI don't understand why I can't pass the ... rest argument through an object as an event parameter. How can I make this work?