ActionScript 3.0 :: Clone DisplayObject Or Load New One?
Dec 4, 2009
I have a lot of objects that gets loaded to the stage over time. Should I clone the objects that are already loaded or do URLRequest for all of them? Will the engine automatic pull loaded objects from cache if I just do URLRequest?
var myLoader:Loader = new Loader();
myLoader.contentLoaderInfo.addEventListener(Progre ssEvent.PROGRESS, onLoaderProgress);
var fileRequest:URLRequest = new URLRequest("myImage.jpg");
myLoader.load(fileRequest);
fileRequest = new URLRequest("myImage.jpg");
myLoader.load(fileRequest);
I do not know how to copy a DisplayObject can anyone can help me on this one? I've downloaded an image from a website at runtime and putting it into a DisplayObject and now I'd like to create a completely separate copy of it so I do not have to make another request to download it again.
I would like to be able to quickly check if a given DisplayObject is a descendant (not in the inheritance sense - ie. child, grandchild, great-grandchild, great-great-grandchild, etc.) of another DisplayObject. There doesn't seem to be a native way to do this and I can only think of two ways to achieve it: Create the mother of all nested loops. Seems a bit, I dunno, wrong? Dispatch a bubbling event at the 'child' and check if the potential 'parent' receives it.
This is probably a stupid question with a simple solution but I have been searching with no luck.
I created a shape and added it to the display list calling it arrowBtnL. But how do I take the same shape and clone it to another place on the stage calling it arrowBntR? I did a makeshift and just made the exact same shape again but it seems to unnecessarily take up lots of code lines and is uneconomical. Am I wrong here?
I have a toolbar with some cars on the left of the window, and I want to click on one element and drag it to the board creating a clone of it, but I can't do it.[code]...
i am using 2 instances of an flv, and as you would expect they arent sync'd.so how do i 'clone' an flv in AS3 so that they are exactly the same?i have seen an example, but it was AS2, i am working with AS3, cs4..[URL]
I was wondering if it's possible to have 2 selection simultaneously. Let me explain. I wanna be able select a piece of text within a textfield and have that selection-square displayed also on another textfield, using the Selection.getBeginIndex() and EndIndex(); i.e. I select the 1st 5 characters of my textfield 1 and I have then the 1st 5 characters of my textfield 2 selected simultaneously.
I have a movieclip that inside have secuence of image, I will like 1000 instances of this movieclip, but I not like reload the 100 of images inside the movieclipIt is posible.That the movieclip have a child share with more objects
Im trying to make a breakout clone which I have working however I cant figure out how to test which side of the blocks the ball hits. I woul like to have a different reaction if it collides with the right side than if it hit the bottom etc.
I need to be able to clone an object. The object is not a visual one, only having basic information (strings, booleans and integers). What I want to do is be able to get another object that is identical with the current one. Let me be more specific. I have the class RAM that has some info (like capacity and stuff like that). I have different object with different specs. let's call them ram1, ram2 and ram3.
I want a function that given an object will return another object with the same specs. I can always implement a clone() method inside the RAM class...but this isn't something portable and it won't work with other objects, for example CPUs. Is there any way I can clone an object. I already tried this: [URL] but that returns null.
I need to take a jpg and clone it 200 (can be any number) times. I want the files to all be saved in the same directory but with numbers. Essentially creating an image sequence of one image. Photo001.jpg ... Photo200.jpg Is this possible? The file reference class seems like would ask me each time where to save the file, I clearly don't want that. Ideas?
I am trying to duplicate a flex component at run time. For example if I have this: mx: Button label="btn" id="btn" click="handleClick(event)"/> I should be able to call a function called DuplicateComponent() and it should return me a UI component thts exactly same as above button including the event listeners with it.
I've some strange behavior using ObjectUtil.copy() and ByteArray.writeObject/readObject(). I clone an ArrayCollection and sometime the result is two identical instance of the class. Example :
I have created a custom even class which is pretty basic. But when calling an event and then relaying that event to another class I have encountered the "cannot transform thisEvent into thisOtherEvent" error. I realize this is because I needed to override the Clone function in my custom event like so:
i have a website which is basically a omegle copy (text version only) - it connects 2 random users in a chat. I hosted it on a shared hosting and also on a VPS but it "eats" the whole resources when i have 50+ users online. It "refreshes" the page every 2 seconds (its using ajax+php+mysql database). I was told, it could not be optimized any further, only delaying the refresh period. So now Iam trying to make it run many users without this problem, basically i found two options:
Make the chat using node.js+socket.io (or alternatives like APE). I dont have the knowledge and time to make this myself so I asked som freelancers about it - they can make this, but it would cost me $600 (which is too much for me ,Make it using Flash and buy a complete software from this site maybe http://www.chatroulette-clone.com - I can edit it after buying it, so I would delete the webcamera option from it. They say, that it utilizes the newest Flash technology and it should make very little server load.
I can't work out how to create a temporary copy of a 3D point class on which I'll perform some calculations which I don't want to effect the original. In C++ it's called deep copying. How do you do it in actionscript?
with a "small" problem:I can't seem to duplicate or clone a mc created at runtime, with a child mc inside, which is attached at runtime... Here is my file:
i've built a little game, where the user can drag and drop objects on a canvas. there's a button wheren the canvas turns black, and the objetcs (images) become white, like a photographic image. What I'm trying to do without sucess until now, it to make the draggable objects infinit, so the user can drag as many objects as he can.
In our app, we create complex nested movieclip with code. Essentially, we use lots of loadbytes and addchild to create these complex movieclips. Sometimes, we need to duplicate one of these complex movieclip hundreds of times to create hundreds of instances of it.Currently, we perform the "duplication" by re-creating the complex movieclips from scratch with loadbytes and such. However, this is proving to be very slow.What would be a quicker way to "duplicate" or "clone" a complex movieclip?Is there a way to serialize a complex mc into a bytearray and the resurrect it as a new object with a single loadbytes?
(I see this same type of question was posted almost three years ago with no resolution, does anyone have a solution now? am trying to save a clone of a custom object (contains arrays and other custom objects as properties) to a Shared Object.Basically I have a menu system that created this program, it's running and at any point I want the user to be able to save it so he can go back to that exact point at a later date. Here is what I do so far:1. Pause the program2. The menu saves the variable that references the running program using a bytearray to a shared object3. A a later time, to load the program I pull the data from the shared object and save it to a variable, which I then treat like the original programHere is my code to save the data:
Code: var byteArrayCloner:ByteArray = new ByteArray(); byteArrayCloner.writeObject(myProgram);
I have this "left half of a door" image in my library, and I did cloned the same image to the stage, making it "right half of a door" but really would like to know what would be the right way of doing such things..[code]Should I just make new instance, or do it through function? Is there a memory issues in one of those, what hurts Flash more?
I have a collection of movieclips, I would like to create a clone (a new instance) of a instance everytime I create a new object.
For example
var s:Star = new Star(); // star-shaped movielcip addChild(s); // then I want to duplicate an instance of s and add it beside s
For an example like above, it's simple enough to create a new instance with a different name and just add it to the display list. But I have a list of objects I would like to clone as a group...?
I need to clone .png image data loaded from server in AS3, so that I am not required to load same data again and again from server. After a search on cloning image data in AS3 I was able to find following code over internet clone = new Bitmap(Bitmap(this._loader.content).bitmapData.clone()) By using this code I am able to clone bitmap data but the problem which I am facing is that my png background is transparent. If I typecast loaded png data to bitmap my icons background becomes white.
I want to load some .swf files using the Loader class. I'm all set with that and got the image on screen but I wish to have multiple instances of it. Do I have to reload one for each that I intent on using?
For example say I'm attempting to load a power up's graphic from an .swf (i'll call it ex.swf). I load it and then put the image I loaded into the power up. But then I also want to have another power up of the same type somewhere else, and I want to use that same graphic. Neither adding the loaded ex.swf's contents or simply assigning the contents to a child of the power up will work obviously. So do I have to load a new copy every single time i want a new one, or can I just clone/duplicate the contents?
I mean I know it must be common for games to have 100's of copies of the same graphic being used by different things, yet If I try to preload the amount I'd need it's not exactly flexibly and if I load them as I need them it seems bad practice..