I was going through the options the generic Vector class offers to delete and/or insert items from/to an array, and it seems to me that the only way is by using the Splice method. For me, this method does a lot of work I dont utilize in my code (like creating a new array as a result etc.), hence
is there an optimized way how to delete a certain item from a vector, instead of calling myVector.splice(idItemToRemove,1) ?
When I'm removing an object from the display list (via removeChild), I'm performing a splice on all of the arrays that the object has:
[Code]....
My thinking was that this frees up some memory similar to disposing a bitmapdata. Does this even do anything? Or, will arrays be cleared and the memory usage restored when the object is removeChilded?
I'm trying to make game like bubble spinner....I created a grid 2d array for this game... But got stuck at insertion of a new row/ column to the current matrix position.How to insert a row/ column to a matrix after its already created ie, if i have 2d array of size 4x4
I am able to add key/pair data into the associative arrays, like;
Code: var arrColors: Array = new Array(); arrColors.push({color: "aqua", code: "0x00FFFF"}); arrColors.push({color: "beige", code: "0xF5F5DC"}); arrColors.push({color: "brown", code: "0xA52A2A"}); // and so on
But, if I want to do the same with the array of generic objects, like;
Code: var obj: Object = new Object(); obj["key"] = "value";
How can I add more data into it, because push() function does not seem working with this type of array.
I seek correction and guidancem from you experts, on the Associative arrays and the arrays of Generic Objects. I created the following working code and I believe it is an Associative array:
Code: var arrColors: Array = new Array(); arrColors.push({color: "aqua", code: "0x00FFFF"}); arrColors.push({color: "beige", code: "0xF5F5DC"}); arrColors.push({color: "brown", code: "0xA52A2A"}); // and so on
Now, I want to create an array of Generic Objects for the same items, as below:
I use an AIR made program called sqliteadmin.I created a database called myDatabase.dbCreated a table like:CREATE TABLE cs (req TEXT, res TEXT);then trying to populate:INSERT INTO cs (req, res) VALUES('Hello', 'Hi'); // Error # 3115when executing this query
I am making application which will dynamically create sprites via action script and copy the sprite's image to a bitmapdata object via .draw() function. I would like to store the location of the sprite's transformation point and insertion origin (which would be set within the flash editor when the sprite is created/imported.) Is there a way to access the location of the transformation point and the insertion origin via ActionScript? I just want to read it, I do not need to change it.
Is there a way to reset the insertion point of the caret to any position within an input textfield. I would like to reset it to position 0. The only thing I can find is caretIndex prop but that is read-only. I tried setSelection(0,1) but that didn't work either.
I am now using FancyUpload (flash upload) to allow user to upload files in a small project. I use Generic Handler to handler in server when user uploads his file, but I'm getting error: Can't get session in Generic Handler (.ashx) when using Firefox or Chrome etc except IE I read so many solution and finally found out that Flash has some bug that can't send cookie in Firefox or Chrome except IE. Maybe I can check the session in Flash before it's start to send the file to the server or check session in Generic Handler before save it, How to do it?
I want to handle multiple operations on a UI Component (button ,textfield, swfs,custom objects etc) in like scaling,skewing ,color,rotations etc etc and save them too. Earlier the actions were done
using a single tool and single mxml file but now the tool is separated into different tools. Was wondering how i can design / use something like Toolmanager class to handle actions etc?
Also the tricky part is that some objects can have more operations defined for them Like 'object1' has 3 operations that can be performed on it and 'object2' has 5 operations defined on it.
We are using MVC design pattern but no frameworks as such. What are the different design patterns that can be used to do this? Edit: To be more precise i want implement this in AS3 OO way.The application is similar to drawing application which supports addition of various images,text,audio,swfs etc. One added user can perform various operations of the objects..like adding color,scaling skewing,rotation etc etc and custom effects and after that export the drawing as PNG.Likewise some effects that are applicable to text are not applicable to images and vice versa. and some effects can be common.
I'm just getting started connection to webserivces and I have looked at a lot of tutorials and I get most of them to work but I'm having a little bit of a problem. I'm coding in eclipse with the flex plug-in and I'm using flash to complile it. I'm trying to come up with a generic class for my webservices where I can just pass in the wsdl and any params and it will run. I'm using the webservicex for my wsdl in this example. Here is the code below and it works great and returns an XML.
[code]...
Now the problem. I have a specific wsdl, NOT THE ONE ABOVE, that I pass in a lot of params, which isn't a problem, and it seems to be sending them all just fine but when I trace the result I keep getting [object, object]. how to turn this into and XML, or why it is coming back as an object?
I don't understand what is structurally different between a Value Object and a Class in ActionScript3. Can any Class be a VO if you decide to call it one?
I have 2 classes representing 2 objects. From the "whoCalledMe" function, I want to find out what object called the function (without passing that information in as an argument). I've used a make-believe property, "caller", that would give me the reference I'm looking for. Is there a generic way I can get a reference to the caller from there?
package { public class ObjectCallingTheFunction { public var IDENTITY:String = "I'm the calling function!";
Is there any way, without having the creator of the object implement any special functions (no specific serialization functions) (however, they can use annotations), to have Flash serialize a generic, possibly deep (objects within objects within objects, etc, etc, etc) object?
I have to produce a generic API that provides game tracking functions (track what was clicked, track if a certain event occurred, etc). This generic API needs to wire into one of two (or more) bespoke tracking solutions provided by third parties (e.g. itracku.com and itrackutoo.com) in the background.The bespoke tracking solutions sport similar functions (trackClick, trackEvent), but vary dramatically in the number of arguments they require (e.g. one requires 1 argument to be passed, the other 6).In order for the generic API to easily switch between hitting either bespoke solution, am I right in assuming that ALL arguments need to be scoped out beforehand in order to facilitate switching tracking solutions? The desire is to NOT have to recomplie .swfs in order to switch tracking solution (i.e. it's switched via an XML config). I was thinking of achieving this by having my generic API functions accept a single object as an argument, e.g.[code]
I have this question regarding vectors. Is there a way where I can make a generic utility method which would for example, subdivide a vector into two vectors and would be able to handle all types of vectors, whether they contain <int> or <string> or <myClass>
for example:
ActionScript Code: public function splitVectorIntoTwo(v:Vector.<T>):Vector.<Vector.<T>> { var result:Vector.<Vector.<T>> = new Vector.<Vector.<T>>(); //Do logic return result; }
I don't know if this is possible but else it hinders our development quite a bit by using vectors since we can't use some generic utility methods as they will not accept generic vector types and you have to create a specific method for every vector type, one for Vector.<int> one for Vector.<string> etc.... With arrays, since they are not type-safe they can be passed within every such method.
Is there a way out there to essentially loop through a generic object to find out what parameters/properties are being used and/or what there names are?
ActionScript Code: var obj:Object = new Object(); obj.foo = "hello"; obj.bar = "world"; //... and on for however many params you need [Code] .....
I might be trying to do something that is essentially not possible, but I'm just thinking it would be very nice sometimes to access different parts of an object without having to directly know what the param name is...
I've been creating .swc files lately but I keep having one nagging little issue. When I call methods from a .swc I created my code hinting shows my parameters with generic names instead of their actual names.For example here would be the source code of a function:
ActionScript Code: public function traceMessage(message:String){ trace(message); }
Once I export the .swc and use it my code hinting shows this instead:
ActionScript Code: traceMessage(param0:String)
Notice how my parameter says param0 and not message.I'm exporting with CS5 setting the export .swc checkbox on the publish settings.
As I have done all my work for the week already I have been given the basically pointless takes of creating generic functions, classes and maybe components for a number of possible e-learning interactions for the projects we have, things such as sliders, drag and drops, multiple choice questions, scenario driven things and so on. How would I go about making things like this generic? The graphics will always be different and more then likely so will the kind of things needed from them, in many cases we don't know the capacity these things will be used in!
i have a swf that loads dynamic images from an xml. that part is working great. Also i give the swf a parameter with the xml to load through the embed code. thats working to.
What is not working I want to give the swf a height and width so i can use the same swf for multiple places and sizes. i've done it by giving absolute size to a container div and it seems to do the size job, BUT i cant get the images to load right. Ive tried every scalemode and images are expanded or they load way of the x=0, y=0 of the movie
Alright so... I really don't know the best way to approach this. I had a LOT of code that I thought could be generalized into a function. I don't know how to explian it... here is the code:i attached it...I know it's a lot of code... I just... I don't know what to do with it anymore! When it was in a bunch of small functions, it worked (sort of) just seemed reallly messy and annoyed me.Oh btw its causing the hero to jsut go to 0,0 and then a hit symbol appears there, and then nothing happens, the hit doesnt even dissappear.
I'm pretty sure there is a simple solution to this problem and I'm going to feel really dumb for not figuring it out myself but for some reason I am stuck so here goes. I have several movie clip "buttons". I would like, on release, to load a dynamic text file into a container clip on the stage. Pretty simple right? Here is the code I am using:
My requirement/need is the AS3 code for placing any type of Component(viz., Button, CheckBox, ComboBox, ListBox, radiobutton, Slider, Scrollbar,Label,TextField, etc.,) on the stage with desired width,height, X and Y parameters(values) which we mention in "Properties" tab of Properties Window in flash. Hence, What i need is, (say)a generic ActionScript 3.0 method/function, which places any of the components present in "Components Panel" onto the stage. the function prototype or signature may be like this:
function addComponent(int <width>, int <height>, int <XPos>, int <YPos>)
t is a general query i think so. i.e., A basic programmer's task for defining a function for my requirement.I think,if I want to add a Button onto the stage at 100,100 pixel position and the button component's width and height are 50,50 respectively, (i.e., button.X=button.Y=100 && button.width=button.height=50).So, a button must be placed at 100,100, then, the sample code looks like this:
Button <btn_instance> = new Button(); //creates Button instance <btn_instance>.addComponent(50,50,100,100);// properties of button.
want to simplify coding and wondered if there was a way to write a script that could be used on multiple objects without having to write it to address each object individually. I am building a simple menu where I want the menu link to rise and scale up when the button for it is rolled over and then return to its original position when the mouse rolls off. I know I can write this per button and per item, but wanted to see if there was a way to write it once and then apply the action to everything. EX. My menu consists of 5 items (and respective buttons) home_mc (home_btn), menu_mc, dining_mc, contact_mc, specials_mc.If I write the code
home_btn.addEventListener(MouseEvent.MOUSE_OVER, homeOver); home_btn.addEventListener(MouseEvent.MOUSE_OUT, homeOff); function homeOver(MouseEvent) {
I have this bit of code, and it's not working as I expected. btnContainer is a VBox that contains a ton of buttons (toggle=true); and I want to reset them to un-toggled at a certain point.
for (var btn:Object in btnContainer.getChildren()){ if (btn.isPrototypeOf(mx.controls.Button)){ btn.selected = false; } }
With the above code, "btn" shows up as just the index during each iteration of the loop (0,1,2,3,...), and the conditional never evaluates to true.I also tried this:
for (var btn:Button in btnContainer.getChildren()){ btn.selected = false; }
This works fine, except that there is also a label inside btnContainer; so it throws an error when trying to cast the label as a button.