ActionScript 3.0 :: External Classes Version Conflict?
Jul 7, 2009
Scenario:swf B compiles with class Vo in it and displays it's values swf A compiles with a revised version of Vo in it and loads swf B
Result:
swf B shows swf A's revised Vo class properties and not the version it got compiled with even though nobody told swf B to change it's Vo properties.
Has anyone encountered these kinds of situations? How is everyone dealing with this?
[EDIT] Since the forums still seem to be broke, you can grab my sample files here. Compile B.fla and then change class Vo version property and you'll see when you compile A that B display's the new Vo version. Link to Files
An unashamedly naive question, I'm afraid, from someone trying to get to grips with as3 classes... I have a movie clip (a car) on the stage that's linked, through the 'Class' field in the symbol properties dialogue box, to a class which allows it to move. This works fine, until I attempt to set up collision detection for a movieclip representing the track, by importing a CollisionDetection class; then, the car movement class does not appear to be imported at all. Neither does it appear to work when I include any import statement on the main movie's timeline.
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I'm new to flash, as3 and this forum so any help would be great!I've made an xml gallery, all the movieclips and everything have been created dynamically and the images are being loaded through an xml file. Except two buttons which are in the library and have the linkage names next_btn and prev_btn.
Now what I want to do is, I have 3 categories of galleries, so I want to convert my script into a class which I can use for every type of gallery. (I hope I'm being clear)When the user clicks on gallery, a the function startGallery() is called.
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I usually lurk, but on and off over the past 2-3 months...I've been trying to solve a problem and I can't seem to find a good solution for it. Here is my problem: - I have a SWF that acts as a Shell. This shell will contain the Design Template, the functions/class calls to make it run, and a call to the external SWF that contains all the core code classes.
- My main goal for this setup is to separate the front end Design part (which can be edited and modified relatively easily) from the core code. Now the core code is something the person making the Design Template should not have to mess with. They call it and they are done; they can now use the classes for most of the functionality they will need.
- The problem is, when I change the external SWF with the core code and distribute it... the Design Template needs to be recompiled to get any updates the external SWf core code has made. I want this to be done at runtime so that the user will not have to recompile their Design Template when the core code is updated. - Now, I've seen some people talk about a runtime library... but you have to go into the IDE and set things up a certain way or something something... I don't want that. Is there a way to make all this work in actionscript?
If I have an external .as file that contains a function within a public class, how do I call it?I have succesfully used examples, but don't understand the way they are addressed, and get errors when I try to create my own.So if my .as file named external.as contains a public class named exampleClass, which contains a function named doThis(), is it called in CS4 using..
exampleClass.doThis(); or external.doThis(); If it's just exampleClass.doThis(); - how does Flash know where to look for it without
if one can't communicate between mc's external classes how can you create stuff?I have a timer inside each instance form a bomber_mc via a external class:this timer places bom_mc's on the stage from the location of bomber_mc (there are several). But I want to do a do a collisiondetection test with each bom and yet another kanon_mc.can you give me a hint in the right direction?
I have external swf (ext.swf) that is loaded in my FlashDevelop as3 project.When I make check (objectsList[0] is Class1) I am getting false even though the objectsList[0] element is Class1. The Class1 is in the ext.swfBut when I write command like (objectListInExternalSwf[0] is Class1) in external swf and then use that swf in my project and make check (objectsList[0] is Class1)My question is: do I have to use all the classes in my external swf so the compile
I have external swf (ext.swf) that is loaded in my FlashDevelop as3 project.When I make check (objectsList[0] is Class1) I am getting false even thoughthe objectsList[0] element is Class1. The Class1 is in the ext.swfBut when I write command like (objectListInExternalSwf[0] is Class1) in externalswf and then use that swf in my project and make check (objectsList[0] is Class1)I get true. My question is: do I have to use all the classes in my external swf so the compilerhave to put them in the swf so they can be used in other projects where the swf is loaded as external?
- I have a SWF that acts as a Shell. This shell will contain the Design Template, the functions/class calls to make it run, and a call to the external SWF that contains all the core code classes.
- My main goal for this setup is to separate the front end Design part (which can be edited and modified relatively easily) from the core code. Now the core code is something the person making the Design Template should not have to mess with. They call it and they are done; they can now use the classes for most of the functionality they will need.
- The problem is, when I change the external SWF with the core code and distribute it... the Design Template needs to be recompiled to get any updates the external SWf core code has made. I want this to be done at runtime so that the user will not have to recompile their Design Template when the core code is updated.
- Now, I've seen some people talk about a runtime library... but you have to go into the IDE and set things up a certain way or something something... I don't want that. Is there a way to make all this work in actionscript?
Additional Notes:
- Yes, it must be an external SWF. My requirements are adamant about not using an .as file.
- From my tests (though a bit fuzzy and may be flawed) an include statement will work in runtime. Correct me if I'm wrong.
- I've seen some PNG encryption method for games suggested somewhere. I haven't tried this (because encryption isn't the main goal...), but in theory, would this make the code from an updated core code external SWF refresh in realtime without recompiling the Design Template SWF file?
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Code: public class main extends TopLevel { var accord:accordion;
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When I point my code to import an external classes such as:
import flash.display.*;
my understanding is that its referencing something within the flash directory to load up the display classes.
In other instances I create a "com.whatever" directory to store other classes that my code can point to.
Well I was running through the Kirupa tutorial (displaying google maps in flash) and I noticed in the code it says "import [url]..." the swf works just fine but where is it grabbing the google classes from if I didnt create the directory?
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Just wondering what classes I need to import into my external as fiule to make the following code work:
public static var loader:Loader = newLoader(); loader.contentLoaderInfo.addEventListener(Event.INIT, fontLoaded); loader.load(new URLRequest("font.swf"));
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The only thing I can think is it's not importing the csv class properly, or the class itself is broken somehow? I know my import path is correct because I typed it out directly based on automatic hinting. The code below is copied directly from the how-to wiki on the csv lib site.