ActionScript 3.0 :: Best Way To Create Clean Documentation?
Feb 4, 2009
I've been trying to clean and organize my code as much as possible lately and I'm wondering what the best way is to create documentation that resembles the professional ASDocs.
I've been working on a framework in AS3 that I want to release, but first I obviously need to prepare some documentation for it.I've noticed that quite a few sites have the exact same layout, functionality etc as Adobe Livedocs, which has let me to believe that there's something open source out there for creating online documentation.
Ideally the system would be specifically suited for documentation in ActionScript 3. I don't have a requirement in terms of the documentation being automatically generated either - if there's something out there that looks/works nice I'm happy to manually create the documentation (provided it comes with tools for easily adding classes, arguments, etc).
As the title says - is it possible to document my ActionScript packages / namespaces using the ASDoc comments and the included asdoc command line tool?
I am trying to create a reusable class. documentation says to use as package name the directory structure.
in directory C:JJGFlashSourceRF i have a class in a package called "package C.JJG.FlashSource.RF {" in my test flash file I have "import C.JJG.FlashSource.RF;" I also tried import JJG.FlashSource.RF;
I finished a project with flash cs5, and now I need to delete all the symbols and graphics that are not used, from the library is there a simple way to do that?
I am attempting to create a swc file that is CLEAN; meaning a .swc files without odd symbols included as classes and whatnot. I am able to not include undesired external classes so that's not a problem, that is working fine. The problem is that I have found that if any of my movieclips have a stop(); on them (and presumably any other as code) those movieclips show up as classes in my .swc library which I really would not like to see. I want my class to have only it's main class visible without any extra classes generated by flash.
For example: I have a movieclip with a linkage to a Main class and inside that I have a movieclip called btn1 that has an animation inside with a stop at the end. When I export the .fla as a .swc I get my main class in the library as com.test.display.Main but then in addition I also have the flash generated class in there as test_fla.btn1. I didn't create this class so I don't want it in there
I'm trying to build a listeners clean up class. I can do it for any item that isn't associated with an object or movie clip. However, how can I modify this to make it work for those items?
I'm quite annoyed by the lack of link graphic management of the flash ide, don't you? In a web application like flash, it's quite surprising that I can link a static text but I cannot easily style it's hover/out state like html, nor simply get it underlined.Yes, I know, use the StyleSheet class and dynamic text fileds, yes... But no, that's not the way I want.
I have this code where I include Tweens in an array, and once the last Tween has run, I try to clean up the Array, but I get an error message: TypeError: Error #1010: A term is undefined and has no properties.k and let me know what's wrong
Code: var coordCounter:int = 0; var array:Array = new Array();
It seams no matter what publish settings I use the image quality of JPGs in my flash movie is poor (see linked image) Am I missing a setting? how do you get really crips, clean, beautiful image preview in Flash?
I'm trying to make a rotating banner with buttons on it (check the uploaded FLA... I had to set the extension to *.zip to get it uploaded, so once you DL it, change it to .FLA). It sorta does what I want it to do right now, but my code is really... REALLY awful. The only thing I can say about my code is that the functionality is close to what I'm looking for. Basically, this is what I want it to do:
1) banner consists of 3 different banners that rotate out with an animation in a continuous loop.
2) little buttons in the lower right hand side will whisk you to the appropriate banner, but will NOT be clickable on its specific banner.
3) rolling over the main banner img or the button will also pause the movie
4) clicking on the main banner img will send you to a URL I have a very hard time finding a way to be able to call a function over and over again without remaking the function and renaming it. If you have some time, please take a look at the FLA and pass me some pointers. I am using Flash CS3 if that matters.
I have made a game that after you reached a certain object it will switch to the next level. The next level is in a new layer and in a new frame.Problem is I think all of the properties (speed, collions etc..) have been inherited. Meaning my charachter will move on his own and collisions will still apply for objects if the previus frame.Is there some kind of way to clean all of the properties and have "fresh" start? I have tried to clean the Array that detects the collisions, the collisions work now. But the player now is 2x faster and also jumps 2x higher.
We are building a flash based product where we need to create icons for various modules. we are having challenges in look and feel of the icons- what looks really good on Adobe Illustrator/ Photoshop looks jagged on flashPlayer. A challenge we have is that the overall screen aspect ratio and hence aspect for the icons which are relatively sized can change
we were told in discussions with some adobe folks that
a) we need to build icons which are square, and in multiples of 32 pixels.
b) use a png format
As per them, this way the pixelation is reduced and diagonal lines won't appear jagged- we still have an issue on rendering in flash player
I tried to include a free photogallery based on as 3 in to a free flash template site. Now, if u click photogallery, the photogallery have to build up!
I have following problem: -If u click the photogallery a second time, it doesnt work correctly! (I think it has something to do with the existing objects from the first call!.. The second thing is, it uploads the pictures for the gallery 2 times. So i have 40 picture instead of 20 (20 of 20 are the same :/)....
I tried this but with no succes: (i tried to remove the objects with remove child...Its the last part of this code)....
Code: /* Created by Min Thu http://www.flashmo.com AS3 References and Credits
im making an application that swaps out rims and tires on cars, there is a car selector screen as well car selection.swf ----> car mod.swf ---> car selection.swf you can go back and forth between the different cars, swapping rims... so ... here is where I'm at so far with what I'm doing. calling in a new swf file, and it pops overtop of the one im using... all the false hidden stuff, seems to stay in memory, i need to wipe it clean, so m animation is still smooth.. code :
I am building a website that has a separate .swf for each page of the site. Each page is loaded into shell_mc using loadMovie. When a new page loads, I run shell_mc.unloadMovie before calling shell_mc.loadMovie(newPage). I am just wondering if the unloadMovie command will destroy everything in the current page that might take up memory before it begins loading a new page.
How do I use it? Lets say I have a movie with the name "movie1" and another movie with the name "movie2". Now I want to load "movie2" into "movie1" in an empty MC with the name "content" when I press a button.
I am trying to put a Flash ActiveX control into a Windows Form but I am running into a problem: a lack of documentation. The best I have found is a site called "F-IN-BOX" that has some documentation but much of the API is still a black box. For example, some property will take an integer or a string and provide no clue about what it wants. Another exanple is the FlashVersion() function that inexplicably returns 655361 on version 10.
Incidentally I'm having the same problem with Apple's Quicktime OCX. I've searched both sites and Google and I'm starting to wonder if either of these companies provide documentation for any of their products. Does anybody know where I can find documentation for either of them, even if it's the unofficial variety?
It's been a while since I've done any AS3 dev. but now I'm working with CS5. I remember back in the good ol' days of CS3, You opened it up and there was a whole list of classes and it allowed you to drill down into each and see great examples and full documentation. Now, whenever I click on help it brings up this awkward and overly complex AIR interface. I don't like this! Is there anything like the old interface?
I have a little game where I'd like a background image to slowly resolve. Basically, it starts out quite pixelated and slowly resolves to "clean". Is there a popular library or something for this? I've found a couple of examples on the web, but they all seem a bit heavy duty.
I have a program where a few traces will display needed information for test purposes. Within this trace I would like to show an array, but when I do trace ("Array = " + myArray); It will just show every entry as: Array = 1,2,3,4,5,6,7,etc... What I would like to achieve is: Array = 1, 2, 3, etc... Is this possible?
What is your approach to writing documentation explaining the options and use of XML files for a project ?Do you write commented instructions directly in the XML file ?Do you create a different text file in which you write instructions ?Do you explain the use of blocks of XML or do you detail each element and it's function ?I am looking for some guidelines on how to write the documentation for large XML files that control the settings and content of projects.
[code]1. Rewrite the class and put it in a package statement and save it as Example.as
2. Create an Fla file and place in it an import statement and the code where the instance is created.If the code can run as is, how do you do that by merely pasting all the code into a FLA file.