ActionScript 2.0 :: Code Execution Delay For Unknown Reasons?
May 8, 2009
The following code is on a movieclip being used as a button.The code is pretty simple. Originally the code was just the code after the gap. This code loaded up a movieclip (filtermc) off-stage that runs through an xml file and preloads a form. This takes a second or two, and when finished that newly loaded movie tweens into position. The tween code is on a frame in the 'filtermc' movieclip.
The problem is that in the second or two that it takes for this movie to load, people could click the button a second time which messes up the form/movieclip (everything on it is unresponsive, I think because two movieclips having the same name)
Anyway, I decided to solve this problem by loading a transparent blocker movieclilp in front of this button to keep it from being double clicked. This blocker clip is just a movie that has an empty onRelease function in it so that the button below it cannot receive any new clicks. Also, the button goes to another frame where it says "loading..." to provide feedback to the user.
The Problem When I click this button, there is a delay of about 2 seconds before the semitransparent (for testing) blocker appears. In fact it appears just as the filtermc clip has started it's tween into place.
It is almost like this code is running out of order. The traces come back in the correct order so I know it is not running out of order, but why the 2 second delay before the blocker movie gets loaded up? The button also takes 2 seconds to show the "loading" frame. The traces also have the same 2 second delay.
If I comment out the second half of the code (the filtermc part) then the blocker movieclip pops up instantly and the button changes frame instantly.
PHP Code:
on (release) {
//problems occur if button is pressed twice before filtermc scrolls into view
//this button must be disabled until the filtermc finishes loading
I am trying to delay the execution of the code within a function. But it is not working. I would like content of the doTour() function execute 25 seconds of interval.
I was editing a very basic mobile Flex project, and after I debugged the master (application) mxml file, Design View stopped working (blank screen displayed, no Design View errors) for all files. Creating new projects, either mobile or else, or testing old, working projects, doesn't work either. Out of the related issues I've found info on, most concern earlier versions of the IDE, and deal with either Design View errors (got none), use of certain functions or custom components (I get the error even on a new project), or are solved by changing styles back-and-forth (tried already, to no avail).
I can't drag and drop components to the design area, either (a "prohibited" symbol appears and nothing happens when I drop); so I'm pretty sure it's not code-related or a bug, but probably something stupid, like a configuration issue, so I definitely need someone to take a fresh look at it.
I'm querying Rotten Tomatoes' API for movies listed in an XML document. The problem I'm having is, whist iterating through and querying for each movie I'm hitting RT's API limit which, in turn, is throwing an IO error. Is there a way I can delay execution in a loop for about a second or so, to avoid this?
I am trying to find a way to delay code placed on a button. The code is executed when a learner presses it and makes a specific movie clip appear. At the same time, this code checks to see if the other movies have been viewed (which is required) and if so, goes to the finished keyframe. The problem with this is, the last movie clip goes too quickly because the code immediately executes sending the learner to the last "Finished" frame. I am trying to find a way to either use a setInterval or something else to delay the execution of this last bit of code allowing the learner time to view it. Here is what I have placed on each of the movieclips:
I just need a simple way for flash to delay the execution of a group of actions for a few seconds.
Here is the code I need delayed:
_root.randomnumber=(random(20)) if (_root.randomnumber<=8){_root.commentbox="Hit!"} if (_root.randomnumber<=8){_root.enemyhp-=15, nextFrame() } else {_root.commentbox="Miss!" }
although I do come from a OOP background. I have been asked to trial Flash and Actionscript 3 in particular - so I do come with a few preconceptions on how I expect actionscript to behave and I'm getting the impression that this is causing me problems.One issue I have is when I create a new instance of the class and assign it to a variable, subsequent background changes to that instance of the class are not 'picked-up' when referenced through the variable. I would expect that given instance of class could be assigned to many different variables and any background updates using one variable would accessible using any of the other variables. This doesn't seem to be the case.I have a test class, XMLDataLoader, which is coded as follows:
package { public class XMLDataLoader { import flash.events.*;
I have written a small bit of actionscript code which is designed so that small objects fly across a window from left to right at varying speeds, and then get moved back again with different attributes once they reach the right edge. The code is fully functional.My problem is that this eats a huge amount of system resources, and runs slowly on a 1Ghz machine. Is there a more efficient way to achieve this?
//Frame 1 Code - create 20 objects of varying scale, x/y position and alpha.
dcount = 1; dupcount = 20; while (dcount<=dupcount) {[code]......
How would I pause the execution of code? In Python it would beCode:pause(number of seconds)but I have no idea how to do this in AS3. I don't want to pause the frame, only the execution of the code.
Is there a way to measure the average time it takes my code to run and each frame to render for my Flex app? More specifically, I know how to use getTimer() but I'm not sure about which events I should listen to in order to do this. I was reading this post and am not sure how you'd figure out how long the actual rendering took (it would seem like it may be the time between the RENDER event fires and the next ENTER_FRAME event fires, but I'm not sure). Also, not exactly sure where the user code happens, or whether I should care about EXIT_FRAME and FRAME_CONSTRUCTED. [code]...
I am trying to set a couple of _global variables with if-then statement, and just after this, use these _globals in the code. However, the code moves on before the _globals are properly set. How can I make the code wait (no timers, please) until the _globals are set?
We have a big project, which include about 700 classes and based on Robotleg frameworks.at some point looks we reach some limitation of flash ide, we got this error and can't render properly.[url]...
I try to execute a code on my Stage, the problem is when I declare my own class on which they load the file (xml) the code start in the background.I tried to add a listener in the custom class for Event.COMPLETE but it doesn't work because it only affect the custom class, not the whole movie.I tried something like this:
Code: var xmlLoad: XMLLoadData = new XMLLoadData("navigation.xml"); var menuBox:MenuBox = new MenuBox();
I have this complex XML processing code that builds up thousands of objects on stage. This might take some time. Perhaps not that big time to bring up that message about slow code execution, however signifficant enough to cause interface uncomfortabilities. I understand very well that I can restructure my code in order to save all contextual variables, all counters in an object that is passed down to onEnterFrame events that process it a little bit and then pass it further, until the job is done. However, before I go into dissecting my code, I wanted to make sure if there really is not a way how tom tell flash player do it's frame rendering routine while a complex code is executed in background (without splitting it up).
I want to be able to throw an error to be traced to the trace output window and to my flashlog.txt file but continue code execution after the error. Is this possible in Actionscript 3? A try catch will not work either because I need the error to be logged with its call stack.
I try to execute a code on my Stage, the problem is when I declare my own class on which they load the file (xml) the code start in the background.
I tried to add a listener in the custom class for Event.COMPLETE but it doesn't work because it only affect the custom class, not the whole movie.[code]...
I am using a while() loop which does its job as soon as I fetch CDATA content from XML. The while() loop basically contains text conversions using replaceText()... Depending on the number of user defined XML nodes, the while loop executes. I see that the flash application hangs for 3 or 4 seconds when this execution happens.
I have created an image gallery where each "slide" is an image loaded by one UILoader component. Everything works, except I noticed that as a user it is annoying to wait for each new slide to load.So, even with my limited knowledge of AS3, I decided to figure out a way to load the next upcoming image before the user requests itone for odd numbered slides, one for even numbered slides. That way, when the user is viewing a slide with an odd number in the first loader, the next image can be loaded into the second (currently invisible) loader and ready to go when requested button would simply toggle the visibility of these two loaders.
function nextButton(event:MouseEvent):void { imageNumber++;
- create some asset in library, export for as in frame 1
- export an assets.swc, and set the relative library path publish option in othes flas that use assets.swc
- Then, there's a Main.as document class that uses other classes tha use the assets in assets.swc
Problems start when some asset has some code inside. Say, a button with stopped event states. Well, the stop() commands don't get executed, so the buttons are effectively instantiated, but their timeline plays until the end. Probably because they're not initialized in the timeline (being exported in frame 1, so, in fact, before).Usually, without swc, to solve this problem one would put all assets in frame 2 and then check for cuttentFrame == 3 (http:url...). This is what I'd really like to avoid. And from here the question: is that possible? Is there a way (in flash, not flax) to use swc to properly get assets containing some simple code (usually stop commands) in their timeline?
I'm getting this error all of a sudden when I try to compile my flash file. "5005: Unknown error optimizing byte code."[URL]Which seems to work for most people, but I am still getting this error. I'm also getting this message in the output window:"ReferenceError: Error #1065: Variable ComponentShim is not defined."It started happening after I created a new .as file that is about 43kb (holds data for a game level).
5005: Unknown error optimizing byte code. I just got this error for the first time today on a project I've been building for over a year. The really weird part is, it happens about half the times I compile it, with no changes to the code. It first cropped up when I made a change to a class that extends Loader:
[Code]...
I added a feature that checks whether the content is a Bitmap or a MovieClip, since prior to this my class was only used for quick-loading images, but now I've got a need to load MovieClips with it as well. But since the compiler error only happens half the time, I'm wondering if this has anything to do with it. I'm wondering if the logic board in my laptop is going, at this point. Has anyone run into this error before?
I'm getting this error all of a sudden when I try to compile my flash file."5005: Unknown error optimizing byte code."url...Which seems to work for most people, but I am still getting this error. I'm also getting this message in the output window:"ReferenceError: Error #1065: Variable ComponentShim is not defined."It started happening after I created a new .as file that is about 43kb (holds data for a game level).Running Flash CS5 in Mac OSX Snow Leopard.
I'm trying to compile my flash project from Flash CS4. But it raises me this error "5005 unknown error optimizing byte code" Does anybody know the exact solution for this problem?
I've made an user login, working with php and MySQL. When the user logs in, he can see all of his details, loaded from a database. Here he can press a button to change this content. After changing it, he needs to press the "save" button to load the new data into the database. But everytime the user presses the save button, it's adding an extra line to the data into the database, which results in an error of displaying the data. Warning: Unknown: failed to open stream: No such file or directory in Unknown on line 0 Fatal error: Unknown: Failed opening required 'google_verify.php' (include_path='.:/usr/local/lib/php') in Unknown on line 0
Visual Studio had a command "showDialog()" which allowed you to show your form as a dialog box on the screen. The advantage to this was that the code calling the dialog box would pause, stopping execution entirely until the dialog box closed. The benefit was you could write your code as follows (made "actionscriptey"):
Code: var result:DialogResult = form1.showDialog(); if (result == DialogResult.OK)
I've tried to create the code to do the following,.. after you press the button the movie will slide to a certain point ( 100,100 ) and then the movie will start its motion again ( nMC.startMotion() ) the problem is it doesn't have time to move to the position before the movieclip startmotion code kicks in. So basically i need some kind of delay in the code! Is this possible? [code]...