ActionScript 3.0 :: Constructor Functions Must Be Instance Methods
Jan 15, 2009
Im new to AS3.[code]I have above code in a movieclip which i have Exported as a Class.But when i run it says "Constructor functions must be instance methods".
I am follwoing a tutorial on linda.com about creating a website in Flash everything was going well until i started trying to copy the action script in the online examples now I keep getting this error message and can't figure out how to get rid of it:
I am being told that this error takes place on Line 3, which is blank. I can not figure out what the problem could possibly be.
package { import flash.display.*; public class toppings extends MovieClip { var inventory:Sweettreat; function toppings() { inventory = new Sweettreat(this); inventory.makeSweettreatItems([MCsprinkles,MCchocolate,MCcaramel,MCnu ts,MCcherry]); } }}
I have a library object (SomethingMC) which extends a custom class (Something). Something, in turn, extends MovieClip.If adding SomethingMC to the stage within Flash CS3 IDE, is it possible for it's super class (Something) to assign an instance name from a class constant (Something.THE_CONSTANT)?
The above does not work. It throws Error #2078: The name property of a Timeline-placed object cannot be modified. if the instance is assigned a name in the IDE, and it just doesn't work if no name is assigned in the IDE.
I have a rather general question regarding OOP. How do constructor functions execute with multiple class extensions? I'm making an orbital physics simulation, and every spatial body is of the class SpaceObject, which extends Sprite. Then, I have all earth-type planets be of the class Earth, which extends SpaceObject. There are certain parameters that I'd like to set for every single SpaceObject (like position and size) in the constructor function, and certain parameters (like density and mass) that I'd like to set in the constructor of class Earth.But from the main timeline, when I create an instance of class Earth, I can only enter the parameters of the Earth constructor, ie
Code: var planet1:Earth = new Earth(density, mass) Or I can create an instance of SpaceObject:
I have a main actionscript file import other actionscript files into it to use their function. From the tutorials and training videos I have, other external classes apart from the document class always link to an object in the library or an object in the main.as is an instance of the other class, for example:[code]
The problem is I'm not creating any variables from the external class but only want to use the functions from it. When I test the movie, I get error 1180: Call to a possibly undefined method isPossibleNo, which is inside class ProjectileNo that is imported already.So my question is how I can use external functions without creating a new instance of the external class because they only hold calculation functions.
i'm attaching clips from library using attachMovie. inside those clips are functions. I'd like to call those functions a few lines after instantiating them using 'attachMovie.' It seems that the clip isn't fully loaded because my functions aren't being called. I tried using movieClip.onLoad, but no dice.
My question deals directly with ActionScript 3, although it could possibly appear in other languages. Consider the global trace function found in AS3. Calling the method requires no imports and is globally available from all classes. class A { public function A() { trace("Hello, A!"); // Hello, A! }}
Now, what if I create my own class method of the same name? In AS3, if I have a class method trace and then make a call to trace elsewhere in my class, the call is made to the class method over the global function. Essentially, I've blocked my ability to call the global trace method. class B { public function B() { trace("Hello, B!"); // no output } public function trace(s:String):void { // do something else. }}
Now, I know the obvious answer is to say, "don't create a class method called trace." But what if I'm unaware of the existence of the global trace function? Or what if I have a desire to "override" or "block" the global function? Is doing so bad programming? Or is this just another example of how AS3 is a poor object oriented language?
Been doing some actionscript magic lately, done a nice interpolator class. The class, whenever an update occurs, calls a previously specified callback function. Normally, setting a variable of funCallback:Function and calling it works fine. However when I wanted to specify an *object's method* as the callback for the interpolator, it apparently called it as if it would be a static method.
And it isn't.What I need to do, simply speaking, is to be able to call an object's public method, having just th object's reference and function name, just like the second variant of setInterval does ( the one having "object, string" as the first two params, not "function").
is it possible to obtain the instance name of a class from the class without having to manually pass the instance name as a string parameter to the class constructor?
//Create New SizeClass var big:SizeClass = new SizeClass(); //-------------
I have a Sprite in my library that is linked to a class (lets call it SomeClass), and i put on stage in Flash, and name the instance someClass. In my Main.as i then write: var myClass:SomeClass = this.someClass; SomeClass.as has a constructor with the same name as the class, however it require an argument. How do I pass that to the class when I made an instance of it directly in Flash by dragging it to the stage? (instead of the usual ... = new SomeClass(arg); )
I tried something like this: myClass.SomeClass(arg); But that gives me this error: 1061: Call to a possibly undefined method SomeClass through a reference with static type SomeClass.
i have a main movie. i use a loader to load a "example.swf" file. then i place that file inside a holder movieclip. in example.swf, i have an instance of a class i just wrote. this class has some particular methods. from my main movie, i want to call the methods of the instance of my class i have in example.swf. how can i do that??? i know it's a kind of casting, but none seems to work.
I have recently adopted an FLV from someone else. It is structured "unconventionally" at best. For this reason (and because I am not well-versed in AS3), I haven't been able to get a pause/play button to function properly. About the file, The project is a 6-7 minute demo for a new product complete with voiceover. You have to drill in 3 movie clips deep before you can get to much of the animation. There are gotoAndPlay functions at the end of each 3rd-level movie clip that refer to a frame on the 2nd level.
On the 2nd-level frame, there is a stop function which allows the next movie clip to play. Each movie clip contains a sound layer for voice over. About the play/pause button. The instance name is pauseBtn. The button code below is on the 1st frame of the main timeline. There is a keyframe on the second frame for another bit of code. The button itself is a 2-frame MC that spans the entire main timeline. The event.target.gotoAndStop() lines are working properly to change the look of the button.
My button scriptstop(); import flash.media.SoundMixer; var pp:Boolean = true; function ppState(event:MouseEvent) { if(pp) { stop(); [Code] .....
What happens when I test the movieThe animation plays without problem as long as the button is not clicked. I haven't been able to see a pattern in the chaos that occurs when the button is clicked. Sometimes nothing happens. Sometimes it stops the sound only. Sometimes it resets to the beginning of the movie. Sometimes it starts play random parts on top of what was already playing.
This error appears in the output pane. TypeError: Error #1009: Cannot access a property or method of a null object reference. at NameOfTheFile_fla::MainTimeline/chk()
I'm working on a video player and I initially developed the player with everything in the .FLA file with no classes. Then I started modularizing my player into classes and realised that my classes are static methods rather than instance methods which doesn't seem to be needed in my player. My question is - is this a bad design to have all of your classes methods to be static rather than instance methods ? As I dont see the need (yet) so that's why i geared more towards static methods, is this a bad design?
changed one of my methods to static and it worked for what I was trying to do but I would like to know what is the difference between static and instance method.
What is the difference between static and instance methods?
How do I write my class so it passes all of its functions/methods to the calling movieclip? For example, the following code imports my graphics class and creates a square:
ActionScript Code: import sprites.vectorGraphics; var vGX = new vectorGraphics(); var newSquare = vGX.createVector(this, 'square', 'rectangle', 20, 20, 0xff0000, 1, 0x0000ff, true);
Is it possible to create an instance of a class without triggering the class' constructor?[code]In the case above, say I wanted to play around with a Foo instance, but I really don't want my global.foobarCount going up, nor do i want to pass in any value at all for bar.This could be useful for introspection where you want to learn more about or pass a particular class object but don't want to provide required arguments or trigger anything that the constructor may do.Is this at all possible? (Obviously, new Foo() just doesn't cut it here, since it would throw and arguments error, nor does just using Foo, since that's a reference to the class itself).
I know what instance variables, contractor methods, local variables and constructor arguments are (I think) but I'm confused as to when or how to use them, for instance I have use this a lot and I don't really understand why it is used like this...
I'm new to AS3 and HaXe, but was hoping to find a way to use methods from a final class (Graphics) without always prefixing an instance variable.Instead of something like this:
var gr:Graphics = flash.Lib.current.graphics; gr.clear(); gr.beginFill(0xffffff, 1); gr.drawRect(0,0,400,400);
I was hoping to get something that works like processing.org, but I guess a lot of the convenience there comes from the preprocessing. I looked at the HaXe reference on advanced types (http://haxe.org/ref/type_advanced), but I haven't been able to make anything work so far. This probably isn't possible since Graphics is final, but I thought it wouldn't hurt to ask. It seems it would be easy if I could extend Graphics
Im stuck with actionscript error, the error i got:- TypeError: Error #1007:Tried to create an instance in a no constructor. at Away3dScene/initObjects()
I like finding out about tricky new ways to do things. Let's say you've got a class with a property that gets set to the value of an argument in the constructor, like so:[code]That's not exactly a hassle. But imagine you've got... I don't know, five properties. Ten properties, maybe. Rather then writing out each individual assignment, line by line, isn't there a way to loop through the constructor's arguments and set the value of each corresponding property on the new instance accordingly? I don't think that the ...rest or arguments objects will work, since they only keep an enumerated list of the arguments, not the argument names - I'm thinking something like this would be better:[code]
I'm having a problem with customized Actionscript objects not recognizing thier own constructor. This is the pertinant part of my script:
ActionScript Code: //File: Line.as class Line extends Object{ public function Line(args){
[Code].....
Clearly, the variable "testLine", is one of my custom "Line" objects. Clearly, it has been made with the "Line" constructor. So why won't flash acknowledge this?
For example, I have the class Bullet, with a constructor: Bullet(start:Point, target:Point)constructor
But, if this Bullet class extends the MovieClip class, how do I pass start and target into it? Right now I am using attachMovie to create instances of the class. (They behave correctly with the static properties set by the constructor, but to be useful it needs arguments.)