ActionScript 3.0 :: Event.COMPLETE Listener Not Getting Fired?
Sep 15, 2010
ok this seems to look like it should work.. but for some reason the Event.COMPLETE listener for the loader is not getting fired..
does anyone see something that I missed..
i put in trace statements in to see where its not getting to..
I verified this so far..
- the constructor function does appear to add the even listener to the loader.
- Unit3DPreview.load() function gets called (from the parent class) and receives the _path string properly..
- the loader does have an Event.COMPLETE listener at the time of the loader.load() call..
- the renderAnimation listener function never gets fired off.. even though the listener has been added..
there is no IO error.. the image is in the correct location.. I know this because if I remove it .. I get an IO error..
one thing is that there is an instance of this class already placed inside a library symbol that is associated to another class that passes a bunch of data .. the preview image path being one part of it.
not sure if having it be already existing vs me creating it via code would make a difference .. that is something I have not tried yet.
I'm loading in a jpeg and sometimes the Event.COMPLETE is never fired. I have a ProgressEvent that traces out the bytesTotal and bytesLoaded... and it goes all the way up until the bytesTotal equals bytesLoaded... but randomly, the Event.COMPLETE is never fired!
I'm having problems accessing a Event.COMPLETE listener for loading a php file:
Code: function prepareD(){ //more code before var hsloader:URLLoader = new URLLoader();
[Code]....
What is happening is I'm creating a new URLloader, then loading the php, and I create a Event.COMPLETE listener, but when the load completes (I've tested with navigateToURL), the listener doesn't trigger. I've also tried putting the var before functions, but it doesn't work either...
I am trying to create an event listener to check that a function has completed before the next action is run. In simple terms I have a module that is opened and closed via two functions... module_open() and module_close().Each function has tween elements that must complete before the next element is processed... i.e the next function, etc.This is the code I have ( have attempted to create an event listener but I seem doing something wrong. I am not even sure that it is possible to create an event listener that checks for a function finishing before calling the next function.
Code: function onAbout(event:Event):void { module_close() module_close.addEventListener(Event.COMPLETE, onClose_Complete);
when handling data, i always have to write the following:
var dataSourceRequest:URLRequest = new URLRequest("/path/file.xml"); var dataSourceLoader:URLLoader = new URLLoader(dataSourceRequest); dataSourceLoader.addEventListener(Event.COMPLETE, handleDataSource);
while i can understand the usefulness of these 2 objects and event listener being separate, since they often work with each other i'd like to know if there is a method that will combine them all? the closest i can get is this, but it's a bit pointless/nesting:
var dataSourceLoader:URLLoader = new URLLoader(new URLRequest("/path/file.xml")); dataSourceLoader.addEventListener(Event.COMPLETE, handleDataSource);
what i'd really love would be something that automatically combines the URLRequest, URLLoader and completed event listener like this:
var dataSource:Whatever = new Whatever("/path/file.xml", handleDataSource);
Im trying to get the grasp of classes and as3 and i got probably an easy question for someone with good as3 knowledge.Lets say i got a main.as and a class URLLoad.as that loads some external vars. In the URLLoad class i got a event.complete listener. So i know when the vars are finnished loading and everything works fine. But how do i know it has finnished loading the vars if i try to reach them from main.as file??? Whats the routine for doing this? Is it better to remove the event.complete listener to main.as file?
I am experiencing an issue with playback on RTMPE streams. after investigation it seems that the FMS server is firing the NetStream.Play.Complete message at random points, indicating that a stream has ended. This is happening and random points during the stream, not even close to the end.[code]As you can see roughly 17mins into playback...although the stream is 1 hour 24mins long.I have tested this numerous times, and each time it is at a different point in the stream.Intermittently the NetStream.Play.InsufficientBW warning is being fired prior to NetStream.Play.Stop.I am using a player built on OSMF 1.5
I made a test where I download a file using URLLoader - something like this:
[Code]....
in the middle of the downloading process I physically disconnect the internet connection. the download stalls - but after aproximately 30 seconds downloadSuccessful is invoked, although only half of the data was downloaded. how can I make sure that the data to be downloaded is complete and correct?
I am loading in binary files with the url class which can be quite large 10mb + and it works fine on my server but another server I am testing on it can sometimes not work. Sometimes it will not load the file and other times it will only load about 20% and it throw a complete event??? Then of course other times it works fine. This server is https maybe that has something to do this it?
I am working on Flex project these days and having java background. In my current task, same pop up is opened when two different types of custom events are being fired and I have to hide a button for one event type. So, how i can get event type.
I've just been working on a splash page/main menu for my game, and when tracing a value in the function fired when added to stage, I noticed it was tracing twice.After a process of elimination I found it was caused by some text inside a movieclip in the library.
This is literally my first time using MovieClips in AS3, as I generally just render everything manually, but I used one to knock up some quick text.When converting the text to vector graphics, the problem disappeared. Still the same MC being created and added, yet no problem. It was caused by the text.Doing away with MC's completely, embedding the required font and just using manual TextFields is my solution.Tested on 2 different FP10 builds by the way, same behaviour on both.
I have 2 files, 1 to dispatch the event and 1 to receive it (of course in addition to the event class itself).
I've done this before with both dispatching and receiving files being mxml, but this time the dispatching file is an actionscript class, and it's not working this time. Is it different for actionscript classes?
Here's a dumbed down version
The dispatching class dispatches the event as soon as it's created.
public class ASClass extends UIComponent{ public function ASClass(){ dispatchEvent(new MyEvents(MyEvents.FIRE_EVENT)); } }
in my main mxml app, I instantiate the ASClass which automatically dispatch the event as soon as it's created and the main mxml app should receive back.
protected function appCComplete(event:FlexEvent):void{ addEventListener(MyEvents.FIRE_EVENT, gotEvent); var asClass:ASClass = new ASClass();
I'm (slowly) learning Flex 4 and working on skinning a custom component that extends SkinnableComponent. The component is all in ActionScript and essentially looks like this:
[Code]...
The issue I'm having is on NULL REFERENCES in the Constructor for the various SkinParts, because they're not created yet. I'm trying to find out when is the best time to access them to assign their .text values. I know I can override partAdded() and add the .text value as each part is added, but I'd rather just listen for some magic event that is dispatched when they're all available.I'm not sure whether or not it matters, but the accountName, accountNumber variables are assigned by using a repeater with a dataProvider on the host component. I'm not sure if that too has something to do with when the data is available to the AccountSummary component - which may also needed to be waited on. I was able to successfully use FlexEvent.CREATION_COMPLETE to assign all my .text values to the SkinParts, but is that the right event/best practice?
I've got this weird problem with Flash in a embed browser in an ASP.NET Windows Application. I've got this Flash Movie that runs in the Windows application and has got a couple of comboboxes. I've added an eventlistener to such a box, but his change event isn't triggerd on some computers. When I click on the combobox it opens up, but when I click on an item in the combobox it closes before he could trigger the change event.
The weird part is that this occurs on some computers, on others it works as it should. And when I load the swf directly in the browser the comboboxes work all the time. So it has something to do with the Windows Application and Flash. All the tested computers have the Flash plugin version 9 and higher (needed for my movie) installed.
I want to validate the user detail screen and infrom user ifany error when he moves out of flex screen.Basically we have submit button out of flex area and userenters detals in flex screen and submits using jsp header
I have an AS3 movieclip with a button. Both the movieclip and button needs a click event but when I click the button it also fires the parent movieclip's event handler.
Now, I know if you click on "trends" then firstView "views.TrendsView" will be shown. Now you are in that view and click again on "trends" (bottom nav bar) which event will flex dispatch?
Using FlashDevelop, I've got a bit of code to detect keyboard events. The problem is, if I run this code from the main class (Main.as) it'll trigger the event, but not if I go to another class.
For instance, I have the main class, and it has this function
addEventListener(KeyboardEvent.KEY_DOWN,onKeyDown); public function onKeyDown(e:KeyboardEvent):void {
[Code]....
There's no message from either class. If I put the event in the second class, nothing happens. All the other events besides keyboard events still work.
the issue i face right now is that there is an item that can be dragged around the screen and if this item is dropped, physics will bring it back to the floor. all good so far. however, when i am currently dragging the item and i right click and choose "show redraw regions" or any other option available in that menu, there is no mouse up event fired, making it impossible for me to simulate the release of the item. i have looked in the googles and the doc:
I'm loading an FLV dynamically and Im using netstream to be able to control the video with buttons. I have it doing what it needs to during the movie, but when It reaches the end of the flv, I'd like it to listen for the end and then run a function (predifined--Resets buttons and plays).I've tried different listners with no luck.
TypeError: Error #2007: Parameter listener must be non-null.at flash.events::EventDispatcher/removeEventListener() at project1_fla::MainTimeline/btnName()
I have a Custom Event that takes the name of a file uploaded through FileReference and bubbles the variable back up to the parent class. The Custom Event works and when traced in the parent class, it appears the variable came through as well and traces out in the output. However when trying to use this variable in the text field and assigning it anywhere in the parent class, nothing happens, not even an error.[code]
Using flex builder with flex sdk 3.4.0 if the module is remote like url...The READY event is never fired, i don't understand why.Do you get the same behavior? Original code is from url...[code]
What is the event that gets fired when you click on a datagrid column to sort it? I could use that to know which column is getting sorted and hence have a common sortcomparefunction for all columns.
I have a Custom Event that takes the name of a file uploaded through FileReference and bubbles the variable back up to the parent class. The Custom Event works and when traced in the parent class, it appears the variable came through as well and traces out in the output. However when trying to use this variable in the text field and assigning it anywhere in the parent class, nothing happens, not even an error.