ActionScript 3.0 :: Lag Between Events And Screen Update
Feb 18, 2009
I have four event handlers that are fired sequentially after four different process have been completed. After each complete process I want to change the value in a text box on the stage. I put break statements at all the lines where I want to change the value of the text box. The program stops at the right breakpoints in the correct order. The problem I have is that when I remove the breakpoints and run the app normally the textbox does not update after each process.
At the end of the fourth process the textbox is filled with the four lines of text from each event handler. Why is my text box not updating after each event and only after the last event when clearly from my breakpoints it executing the text update code in the correct order??
Im working with a flex application that pulls data from a java class file using message handler event. The received message string is added to ArrayCollection. The string consists of codeID and other values related to codeID. Had displayed the detail in a datagrid. The codeID is randomly generated and is pushed to flex for every second. Now, the problem is, I needa update the datagrid cell values, for instance, if i have pushed codeID's of (0001,0007,0005,0003) to the front end, that displays the corresponding values of each codeID in the datagrid, second instance of (0001) should update records in the existing row of (0001). I tried to check the existence of codeID in ArrayCollection using search algorithm, but dont know how to proceed further.
I have a question: I want to create a game in which you should find 100 diamonds. Every time you find a diamond, it enters to the inventory and the numbers of founded diamonds is updated on the screen.How do I update the number on the screen?On Adobe Flash ofcourse
I'm not 100% sure thats the problem, but It seems so. One other thing it could be, is maybe the screen doesnt update untill an event listener has completely finished?
Anyway here is my problem: My app does some pretty heavy calculations when the user clicks on a certain button. From testing, the calculation can take up to 3 seconds to complete. What I want to happen is, as soon as the user clicks the button, a "please wait" appears in the middle of the screen. 3 seconds later, after the calculations have completed, the "please wait" sprite disappears again.
However I cant seem to make that happen. Right now, when the user clicks the button, the please wait sprite does not show up at all. Using trace statements I'm pretty sure whats actually happening is, after the 3 seconds of calculations, the please wait sprite is set to visible and then invisible at essentially the same time, so you dont actually get to see it on screen.
Heres the code:
Code: private function mouseDownListener(e:MouseEvent):void { pleaseWaitSprite.visible = true; trace("now visible");
[code]....
The trace statements "now visible" and "now invisible" show up at exactly the same time in the output window, even though there is 3 seconds of calculations between them. I guess the same thing is happening with the visible code.
Ive tried e.updateAfterEvent() but not surprisingly that didnt help. I think I need something more like e.updateDuringEvent() ... ?
It pulls a library item out of the library and puts it on stage programmatically. No big deal, except that in order to get the image displayed on the screen to actually update, I had to removeChild() and then addChild() it back. Is there another way to force the screen to redraw?
I want to make the clown dance when he catches a hat (I have a tween for that) who otherwise will be simply standing, Basically I need to animate objects on certain events and then stop, I see so many game makers doing that, I know nothing about it, tried a lot on my own but with no success
I am loading a movie clip dynamically to the stage where I have a static fullscreen button (Flash component). After clicking the fullscreen button and in Full_Screen mode the static full screen button works without a problem, but the dynamic button event seems not to trigger at all. I wanted to attach a fla file, but mine is way over 300KB.
Here is what the file does: The script loads an external flv and loads cuepoints from an XML which trigger a dynamic button to appear on the stage at a certain time and to disappear after 5 seconds. When clicking the dynamic button the text on the button should change to "You clicked button 1". The problem is this works fine in Normal Stage mode, but in Full_screen mode only the static full screen button works the dynamic button doesn't trigger at all.
Here is the code from the fla: PHP Code: import fl.video.*; import fl.video.FLVPlaybackCaptioning; import fl.video.FLVPlayback; import fl.video.MetadataEvent; import flash.events.Event; import flash.net.URLLoader; [Code] .....
Adobe help document said, "When a component calls an invalidation method, it signals to Flex that the component must be updated. When multiple components call invalidation methods, Flex coordinates updates so that they all occur together during the next screen update."
I am deploying Updates via SCUP and SCCM to hundreds of Computers. Fortunately Adobe provides an SCCM Update Catalog for both Adobe Flash ActiveX and Adobe Flash Plugin. But now my Problem: After publishing the Update via SCCM, the client is not supposed to be interfered with the Update Progress (which is working) I figured the Updater works like this: First SCCM checks if a Update needs to be deployed, if this is the case, The Flash Updater begins. First the old Flash Version is beeing uninstalled. But now: if the Client has a Browser Window (IE, or Firefox) open, the Updater is not able to install the new Flash Version and quits with an Error. This leaves the Client PC without any Flash (because its being uninstalled before) How can I prevent Flash being uninstalled due to the Update progress not working while a Browser window is open?
I've got a movieclip, which has got a dynamic text element.The movieclip uses a package for its codeThe package if obviously derived from the MovieClip classI've got a timer, that updates the dynamic text field every second.When debugging the code, I see that the timer works well. Its updates the value of the dynamic text field.
Just wanted to ask if there is any advantage for either using mouse click event or touch tap events, when writing apps for mobiles or tablets (for the iphone especially)?
I know that both of them should work fine, but in term of performance, is anyone better? Are there any things I should be aware of when choosing either?
By the way am using actionscript3 to implement the app.
I have an animation that I want to start when clicking on the flash window. However, I've also have some buttons on the stage. If I add an event listener for MouseEvent.CLICK on the stage, then it 'eats up' the events and the buttons don't work.
I've tried some tricks, by adding some invisible buttons on top of the real ones, and use the MOUSE_OVER event to selectively enable/disable the mouseEnabled flag for the stage, but didn't work because it complains that the property or method doesn't exist (which I find odd).
I have noticed that using the "addEventListener" and coming back into a frame, I get multiple events tied to the same component.The design I am using jumps to an "I" frame (intermediate) and then back to the "M" frame (main) when the user performs an action.I add event listeners to several components when I enter that M frame. What I notice is that the events seem to stack up for a particular component.
For instance, if I enter M frame, N number of times and addEventListener("click", handleEvent) to a radio button, I get N calls to handleEvent when the user clicks on the radio button. I guess this kinda makes sense but is not what I want. I just want one event of a particular type (in this case "click") to be associated with the a particular component. I get around this issue by removing the event(s) in the I frame. Then they get reinstalled in the M frame. Only one at a time.
So, just wondering about this behaviour. Is there a way to check for the number of events that are currently active on a particular component? Better way to handle adding events?
I am designing a music player using JavaScript (jQuery) and HTML5, with Flash AS3 to fall back. Basically what I want to do is to be able to click HTML control elements and have them interact with the flash in order to play/pause and skip tracks in the playlist (playlist JSON file read by JavaScript, passes file ID to AS3, AS3 reads another JSON file to get URL, then plays audio)
This enables me to only use the Flash to play the audio, thus creating the same user experience regardless of HTML5 browser support. I'm assuming I will have to 'listen' for events in AS3, however any pointers in how to engage these events in JS and react to the events in AS3
LinkeSetFx has its own CollectionEvent, but I don't know how to map the LinkedSetFx event to mx.events.collectionEvent(I want use it in ComboBox). LinkedSetFx is in AS3Commons-collection framework.Here is the url, choose the as3commons-collections-1.0.0.zip, you'll find LinkedSetFx in srcorgas3commonscollectionsfx
I try to dispatch an error event in an AS3 application:dispatchEvent( new ErrorEvent( ErrorEvent.ERROR, false, false, "my error message"));but I get the following runtime error:
TypeError: Error #1034: Type Coercion failed: cannot convert flash.events::ErrorEvent@2c04239 to com.adobe.protocols.dict.events.ErrorEvent.at flash.events::EventDispatcher/dispatchEventFunction()at flash.events::EventDispatcher/dispatchEvent()at my line of code..
i am a beginner in action script / flex framework and i am facing a problem: i would like to have like a menu bar always anchor the bottom of the screen in normal and full screen mode... i try to set my component with bottom = "1" (so it should alway be at 1 pixel from the bottom of the stage ... But .. NO :)
The problem that I'm facing is in regards to the width of a sliding menu that I've created. The menu slides based on mouse x position and width of the movie. I would like the menu to fit to the entire screen regardless of the users resolution. I wanted to know if there's a way to detect a users screen width and then adjust the variable for screen width within my actionscript .fla if necessary.
How can I make a action script controlled print screen that will save a part of a screen And can I filter a color out of it (so that only that one color will NOT be visible on the saved img) with AS
I want to make a box come from off screen then bounce back and forth and then come settled down in the middle of the screen. It can be random bouning intervels or a set amount.
I'm new to Adobe Flash CS4. I'm making an animation of some fish underwater. I have 2 small fish motion tweened to follow a large fish from left to right. When I view the animation in full screen the small fish seem to be wiped off the screen at a certain point. The tween box continues to follow it's path but the symbol disappears. This only seems to happen with larger objects.
I'm making a side-scrolling game, with a (theoretically) infinite background. I have a block engine that places the blocks on the bitmap canvas. Now here's the catch. I'm using the bitmapData.scroll() function. Now unless I clear the screen each time the character moves, it's going to leave ghost images of the border of the screen, like this picture: zanzlanz. tumblr. com/post/18857712784 If I clear the screen each time, then it generates a lot of lag (because it has to repaint the objects again). I'm a bit lost on how I can scroll without leaving streaks of the side of the screen and without repainting the entire screen.
im making an application on the chicago bulls, its nearly finished but ive hit a problem i cant fix, when i try and move from the roster screen to any of the other screens the items on the roster screen stay visible and the script on the new screen doesnt work.URL...
I have an AIR application that will go full screen when the application starts: stage.displayState = StageDisplayState.FULL_SCREEN_INTERACTIVE; The stage size is 2560 x 1024. And I have 2 moniters (1280 x 1024 , 1280 x 1024) When I start the application, it shows my application on one of my moniter only.
I need the left side of the stage to be shown in moniter 1 and right side of the stage to be shown in moniter 2. Currently, both sides are shown in moniter 1, and in moniter 2, it shows nothing but my default desktop. *The blue color line is a divider for better visual purpose. How do I make the left side of the stage to appear in moniter 1 and right side of the stage to appear in moniter 2 when the application starts in full screen mode?
Is a command for AS2 to make my movie file play fullscreen (stretch, fit to screen, anything).
goFullScreen(); is great but it leaves white bars left and right. What's odd is that I'm using Adobe Flash Media Live Encoder and it seems to display a perfect widescreen that I want as an input and output but once compiled in flash, it's more square leaving me with white bars left and right. The frame for the video in flash is also widescreen looking.
edit: I ended up stretching the width of the frame but if there is a better way through a command that would make my life easier so I don't have to adjust to every monitor that I run this on.
It seems like the loading screen (more like frame) is the last thing to load, so you are stuck staring at a blank screen for a while. How can i prioritize how the game loads so that the instant you get on the page the loading screen comes up immediately?
I have a flash app that contains a lot of data. Part of it has a video. I want to have an option to expand just the video to full screen mode. I have this working now, however it scales it proportionally based on the size of my flash app. Instead of doing that, how can I expand it to be 100% of the screen width?
Code: function goFullScreen(base):void { if (stage.displayState == StageDisplayState.NORMAL)