ActionScript 3.0 :: ADDED_TO_STAGE Execute Twice?
Mar 24, 2010I've got a strange issue: an ADDED_TO_STAGE event listener executes twice..should I pay attention to some particular thing?
View 2 RepliesI've got a strange issue: an ADDED_TO_STAGE event listener executes twice..should I pay attention to some particular thing?
View 2 RepliesI can't get the event to run, what's wrong?
ActionScript Code:
package classes{
import flash.display.*;
import flash.events.*;
import flash.net.*;
import flash.text.*;
[Code]...
How does the ADDED_TO_STAGE work? I have a class but it doesn`t work outside the document class. How do i create a new instance of the class i have? It throws me an Error #1009...
this is the class... it works if i put it in the document class field...
Code:
package {
import flash.events.*;
import flash.display.*;
[code]...
When I place some codes in a keyframe, these codes are showing on all the following frames up till the next keyframe with codes. My question is, does Flash execute codes only in the keyframe or it execute whatever is in the frame regardless whether its a keyframe or not?
View 1 RepliesI'm getting this weird glitch where the added_to_stage event seems to be dispatched twice when I construct my object.Now I know that my constructor is not being called twice cause I traced a string before the event listener, and it only traces once but I traced the same string within the listener handling function body and it traced twice.
Here's the code:
Code:
package com.berubegraphics.martinemartell
{
import flash.display.MovieClip;
import flash.display.Sprite;
[code]....
I would like to listener ADDED_TO_STAGE Event, this event will run more than one, and first run time same object is null.How to fix this error?
View 1 Repliespublic function main() {<<<< CLASS CONSTRUCTORthis.addEventListener(Event.ADDED_TO_STAGE,startapp)}private function startapp(event:Event):void{trace('start app') <<TRACING
[code]....
I've got a class which attempts to call a method upon Event.ADDED_TO_STAGE firing. Instances of this class are obviously added to my stage (I can see them) yet my onAddedToStage method never gets called.
HTML Code:
package
{
import flash.display.MovieClip;
import flash.events.Event;
[Code].....
I have this slight problem with the event ADDED_TO_STAGE. The listener is launched twice so I figured the event is dispatched twice.
Here is my .fla code :
Code:
var section:SectionStructure = new SectionStructure("xml/list.xml")
addChild(section)
the SectionStructure code :
[Code].....
I'm attempting to initiate a set of variables within a movie clip myElement as soon as it's dynamically loaded onto the stage:
frame1 within myElement:
PHP Code:
this.addEventListener(Event.ADDED_TO_STAGE, initiateVars); function initiateVars(ev:Event):void{ var currentY:int = this.y; var currentX:int = this.x; }
I'm trying to make this happen only once, and only when myElement is first placed on stage, but the code above doesn't work. Am I misusing the ADDED_TO_STAGE event?
despite using ADDED_ON_STAGE it is throwing TypeError: Error #1009: Cannot access a property or method of a null object reference Below is my code of main class and menuScreen class.
MAIN CLASS
ActionScript Code:
public class main extends MovieClip[code].....
I made the following discovery while attempting to use the ADDED_TO_STAGE event with timeline code. I don't know whether to say it's a real problem, or maybe it's just an observation, but it's very simple to demonstrate. Just make a MovieClip symbol in the library, and set it for export. On frame 1 of this MovieClip symbol, enter this code:
ActionScript Code:
import flash.events.Event;
addEventListener(Event.ADDED_TO_STAGE, added);[code]....
(Note: I called my MovieClip symbol Screen1, and gave it a class name of Screen1 when I set it for export. But I am letting Flash create the class for me, there is no same-named class in the classpath)Next, put this code on frame 1 of the main timeline:
ActionScript Code:
var screen1:Screen1 = new Screen1();
addChild(screen1);
Looking at that latter code, apparently when the screen1 instance is created in line 1, the object hasn't fully finished instantiating before line 2 is executed,because the trace message never happens.Prior to this, I had assumed that code on frame 1 of a MovieClip, if it were "base level" and not inside any functions, was roughly equivalent to the constructor of a class. Apparently that isn't so, because whenever I add an event listener for ADDED_TO_STAGE in the constructor of a class, it always works, even if the object is immediately added to the display list, exactly as above.
In some of my other testing, if the movie clip instance is later removed from the stage and added again, the added and removed handlers fire just fine. It's only this initial time that it gets skipped. Also, if you add an event listener for ADDED_TO_STAGE from the main timeline instead, like this:
ActionScript Code:
screen1.addEventListener(Event.ADDED_TO_STAGE, added);
It works just fine.The conclusion I draw from all this is that there is no way to use the ADDED_TO_STAGE handler inside a MovieClip's frame code and have it fire the first time. Also that there may be no real equivalent to a constructor when you let Flash create the class for you. Thoughts, anyone? I am attaching a FLA file (CS4 format) in case anyone might want to examine this without putting a file together yourself. Don't expect anything at all fancy, though, it's nothing more than what I described above, and I fully expect you'll want to delete it later.
I have an error code #1009 and have been googling around and found a lot of links, yet I'm not sure where to put the Event.ADDED_TO_STAGE to make my project work. The error code is
[Code]...
I'm currently trying to load a gallery.swf into my mainmovie.swf. But when I try this I get this ERROR #1009:
Code:
TypeError: Error #1009: Der Zugriff auf eine Eigenschaft oder eine Methode eines null-Objektverweises ist nicht mglich.
[code].....
I'm using flash cs3. I'm trying to to add the eventlistener on a movie clip timeline (frane 1) that is in the library. If the code is in the timeline then the event is never registered when flash adds it to the stage. If however I put the code into an external class (doing the linkage stuff) it works fine.
[Code]...
well i have a problem to which there are lots of related searches over the net but none could solve it. well the problem is that i have an XML driven carousel menu that needs to be loaded using the preloader. After the load is complete i can find my swf menu's backgound and the static buttons getting loaded but the buttons that should load in the carousel using xml are not present.
I have come across the even ADDED_TO_STAGE to load the swf once it has completed its dynamic loading. But they have used it in the documentation class for thier project. I am not using any separate actionscript file.All my code is written in the 1st frame of my project .... I really need a solution to this problem
I've built a UIComponent in AS3. When I drag it onto the stage during authoring time, the ADDED_TO_STAGE event fires.
I have an event handler, but it's really only meant to perform actions at runtime, not when I'm dropping the component onto the stage to design the layout. Is there any way to check to see if the component is "running" in a live SWF?
Basically, I don't want the ADDED_TO_STAGE event handler to do anything at design time.
I have a Flash application that receives data from a php application in xml format. Would it be possible for me to call functions in flash that it receives in xml format?
Let's say the php application sends this:-
<data>
<command>gotoAndStop(15)</command>
</data>
Would I be able to get that function executed in the Flash application?
I've created a new symbol - button type. Then created a single frame in a time-line, put my button there and put a simple code into frame[code]...
View 3 Repliesscripting for holding a button down and having the action take place once.So thing is, I have code for pressing a button (which is the up arrow button)This was suppose to show the animation for someone shooting constantly until released:
if (Key.isDown(Key.UP)){ fox.gotoAndPlay(16); deploy.gotoAndPlay(2); trace("Pressed."); }
Unfortunetly the results are:Holding down the up key places out "Pressed." constantly instead of once.fox.gotoAndPlay(16) stays on 16 rather progressing the animation (to which should come back to 16 at a repeated process)deploy.gotoAndPlay(2) plays a sound but before: the sound played constanlty rather once) recently: sound never playsI also need code that prevents the player from moving when holding down the up arrow key.So in total, I want the player to be able to hold the up key, and everything executed is played once until pressed agan after release.I heard about adding listeners:
var myListener:Object = new Object(); myListener.onKeyDown = function() { KEY = Key.getCode(); if (!this[KEY]) { trace("You pressed "+KEY); } this[KEY] = true; }; myListener.onKeyUp = function() { KEY = Key.getCode(); trace("You released a key."+KEY); this[KEY] = false; }; Key.addListener(myListener);
but I can't understand this technobabble and everytime I try to work it, it only puts error outputs.
Am trying to read PHP files using AS3. the problem is, I need to get the .php files trough "http" protocol. When I call the file directly, the php script is shown instead of its result.[code]...
View 1 RepliesHow do I execute an Adobe Air app & pass arguments from Flex ?
View 2 RepliesWe have a web-framework with Flex and Java, whose basic functionality is to execute commands at the background(Unix) and parse and send it back to the client(Flex). This works fine for all silent commands.
We are using Runtime,process to execute commands at java side on request from flex side. The same we need to do for interactive commands/scripts as well.
ok, should this work or am i barking up the wrong tree?
Code:
onEnterFrame = traceMe("test")
traceMe = function(param){
[code]....
make function execute only once per second in ActionScript 2.0? As always I'll start from example to explain my problem...I have aprox. 15 buttons on my stageand all of them are calling the same function, but with different arguments. This function executes some effects, that lasts for 1 second. If someone will click on that buttons more often, than once per second, that will look horribleI can disable that button, what was pressed, but this will not solve the problem, be cause someone in a hurry can click another button
View 1 RepliesI have a flash video on the first frame of my project. Once the video is finished, it is set to go to the 2nd frame and stop. That part works great.I'd like to set it up to send an email notification on that 2nd frame. Don't worry, this isn't a low-brow type of thing. (The presentation is going to one person and the email will go to him as well.) Anyway, I've created a .php file that will automatically fire the email off when the page is loaded, but I'd like to be able to execute that .php file from my flash presentation. I don't want to launch a pop-up window or anything if I don't have to.
View 4 RepliesI need to execute a function every 30 minutes including once immediately.User loads my flash swf, function gets executed.. 30 minutes later, it does it again.. and so on..
View 3 RepliesI have a function in which all items of an array are processed. in part one of the code I have a certain function called immedietly for ever item, but after that, a function is made within this function, to be added to a timer. the function will be executed 500 milliseconds later. this works fine most of the time, but sometimes the function with 500 mill delay doesn't get executed at all, while the first part does.
Can the cause of this problem maybe be, that there is a limit to the amount of Timers, or nested functions?
This is the function:
PHP Code:
if (ballsWillBeMatchedOut.length >0)
{
//part one:
for (i = 0,num = ballsWillBeMatchedOut.length;i<num;i++)
[Code].....
I need to run a batch file which needs to execute a local windows program.
How can I call that batch file insides AS3?
I found the following command online, but it doesn't work for me.
Code:
on (release) {
fscommand("exec", "skynet.bat");
}
The .bat file is in the same folder AND has an edited copy in a folder called "fscommands", both of which work. The problem is in the flash file. I attached the code to a button (of course), but when I click it nothing happens.