ActionScript 3.0 :: Use Jsfl To Add Parameter To Library Component?
Jan 17, 2009Does anybody know if it's possible to use JSFL to add a new parameter to a manually added/created list of parameters of a Library item (Component)?
View 0 RepliesDoes anybody know if it's possible to use JSFL to add a new parameter to a manually added/created list of parameters of a Library item (Component)?
View 0 RepliesIs it possible to execute a jsfl function from a jsfl file instead of a full string with MMExecute? And above of that how can i change the base class with jsfl? i created a panel to create certain displayobjects but i really need to change the base class instead of the normal class name.
View 1 RepliesI am working in two different applications, one to be compiled for desktop use (AIR) and one to be compiled for the web. They are part of the same project and use the same visual components, but they are completely different apps. When a visual component is changed in one application then it should also change in the other one. Is this a good situation to use a shared library fla? I am new to the concept of shared libraries and I am considering the options.
On one had I would not have to update 2 applications everytime I change something, on the other, I would always have to recompile the library folder when I do the smallest changes to a component.
I have a class in my .fla's library called StatBar_object. StatBar_object is an inherited class that extends from a custom class StatBar, while StatBar extends from MovieClip.
However, StatBar's constructor has a parameter (the constructor reads "public function StatBar(target:int)"). Thus, I continually get an output of:
"ArgumentError: Error #1063: Argument count mismatch on StatBar_object(). Expected 0, got 1.
at actionscript.stat::StatBox_object()
at actionscript.modes::battle_mode()"
Is there any way to get StatBar_object's constructor to include StatBar's parameter?
i have a bitmap in the library with export name Dots
1. how do i take this and pass it to the class which expects a Bitmap as a parameter? if i load it externally i could say:
[Code]...
I am trying (new to AS) to set the htmlText parameter of a Label component I've added to my Flash page.[code]...
View 3 RepliesI have a custom component written in action script (no UI). I am instantiating this component in an mxml file which is present in a library project. The custom component has a constructor which takes one argument. The library project is used in some other web project from where i pass a variable to this mxml file.[I have linked source of the web project to source of library.].
I have a static variable in my library project which holds the reference of the current object of the project. I need this static variable in order to use properties present in the mxml file. I am unable to use the property sent from the web project in the constructor of the custom component, but able to use the same in some other function present in the custom component.
I have a custom component written in ActionScript. It has constructor which is expecting some arguments.
I want to include that custom component in mxml like this,
Main.mxml
...
<custom:CustomActionScriptComponent/> // Error line ..
..
But, it shows me an error saying
Error 1136: Incorrect number of arguments. Expected 1.
How to pass parameter in MXML file, to that custom ActionScript component?
I have a main mxml file (flex4) and want to pass a parameter (user_name) to a component in a directory called components. When I run the program, the user_name is NOT being sent from the main to the component file. (Interestingly, if you make the component visible, you can see the parameter has been passed).
I have hacked much larger files down to get the following two files:
Main
<?xml version="1.0" encoding="utf-8"?>
<s:Application
xmlns:mx="library://ns.adobe.com/flex/mx" minWidth="955" minHeight="600"
[Code] .....
I have an old Flex app build with the Halo library. Now that Halo was changed to mx library, it makes the old Border component stop working and I'm unable to build the project anymore. Even when I try to change the library to MX, the Border cannot build.
View 1 RepliesHow to build a textfield in library or component so that I can drag it to stage?
View 2 RepliesWe are the developers of a complex Flash component (url...) which worked without issues on Flash CS3 and CS4. Now, in Flash CS5 (both Mac and Windows versions) we have found a couple of problems at author-time
-1- After installing the mxp file containing the component, when trying to drag the component from the Components panel to the stage, or to the Library panel, it doesn't work. There's no way to import the component!
-2- If we open an existing FLA (created with Flash CS4), the component doesn't show correctly at author-time: you only get a black frame, instead of the expected result (it should show a white background with a logo in the middle). When compiling, everything works fine.
I would like to build a flex library project automatically instead of the current process, which involves one of our developers compiling it on his machine and then us checking in the resulting .swc file. It's gross. I am coming at this from the perspective of a java developer, so I'm having a hard time getting the hang of the compilation tools provided in the Flex Builder 3 application, but here's what I already have: I have created an ant file that loads the ant task library correctly, and can therefore execute <mxmlc/> and <compc/> tasks.
I have located the source code that I need to build, and know what sort of .swc I want to end up with. What I want is an ant script that will do the equivalent of these steps: We build all sources (actionscript and MXML) and assets in the project into an swc file. The library.swf file is extracted and optimized
[Code]...
I have a component in my library that I want to programmatically place on the stage and manipulate from my external actionscript file. I have a blank FLA and all the movieclips, text, etc that are on the stage have being created in an external ActionScript file and placed on the stage. However I would like to access this one component that is stored in my library without having to place it on the stage - since everything is to be done in ActionScript.
View 2 RepliesI am unable to locate this component in the user interface library, every other component is listed but this one.
Is this a new you must roll your own from the list component and create it?
PS I just noticed the Alert component is missing too.
Does Adobe had releases the source code for the components that comes with Flash CS4 (fl.controls.*). If not, is there any way to use the Flash component library with another IDE like FlashDevelop for code and compile the flash applications.
View 1 RepliesI need to load (dynamically) an image stored in the library of Adobe Flash to the loader component. So far, i have imported this image to the library and exported it to ActionScript under the linkage section. I have named its identifier as well.
I am using ActionScript 2.0.
I've developed an application which uses a couple of variations of the same font throughout.I have embedded the relevant font in to every single text field throughout the application (using the embed dialogue box).However whenever I change the text in code, the font is displayed differently. I have even tried setting it to embed every character from the font in to the field, and I have also added the font as a library component and exported for actionscript. It looks like it is losing its weighting.
View 1 RepliesI need to load (dynamically) an image stored in the library of Adobe Flash to the loader component. So far, i have imported this image to the library and exported it to ActionScript under the linkage section.
View 3 RepliesWhen I am taking textbox/inputbox component from the library I can disable them as
txt_Tno.enabled=false;But when I am clicking on the Text Tool on the left side(drawing) and giving the same instance name and doing it, its not getting disabeld
Just getting into components, and came across this recently. What's the difference between these two Component icons in the library, one with the addition of a small arrow? Images attached.
View 1 Repliesnote: all as3 is written in CS4 and compiled for flash 10.I have a parent movie that loads a separate standalone SWF movie. This standalone movie happens to use the ScrollPane component (fl.containers.ScrollPane), and it runs correctly when launched on it's own.When I attempt to have a Parent movie load the standalone SWF, i receive a run-time error:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at fl.containers::ScrollPane/drawBackground()
at fl.containers::ScrollPane/draw()
at fl.core::UIComponent/callLaterDispatcher()
I understand that this error can be avoided by adding the ScrollPane component to the Parent Movie library. My question is why is this necessary? If the component is only used in the standalone SWF being loaded by the Loader class, why does the Parent movie require the component to be in the library as well?
I have built a component, but the assets do not appear in the symbol library of the destination fla when I drag the component to the stage. This is fine, except that I have embedded a font in the component. To ensure the font exists in the destination swf, it must exist in the symbol library of the destination fla.My component extends the UIComponent class, and I have a component shim, although I'm still not entirely sure of its functionI have followed all of the steps found in the 9 part MenuBar tutorial, and everything works, except for this one issue.
View 2 RepliesCan we skip an optional parameter and assign value to the parameter after the skipped one?
For example I have a function:
public function Dialog(message:String,title:String="Note",dialogsize:int=99):void
{
}
I can easily call the function with a message and a title:
Dialog("HELLO","Intro");
Is there a way to skip the title and just pass in the dialogsize? I've tried it but can't make it work:
Dialog("HELLO",,dialogsize);
Is it possible to skip some optional parameters without using (rest) parameter?
I'm creating some custom components and backing code. I've created a Flex library project in Flash Builder which compiles to a SWC. The problem is now that all my MXML files get compiled into classes in the default package, making the whole thing a big mess.Is there a way to set a package declaration for MXML files? After all it just gets translated into AS3 classes. This seems to work in regular Flex projects using a namespace declaration so I'm at a loss how that is supposed to work. The other option is building out all the components in AS3 which I'd like to avoid.
View 1 RepliesI have an interactive presentation which will have a small barker video with audio in the corner which will play through and loop as the user is moving through the presentation. On some screens of the presentation, I won't have room for the video, so I'll need to hide the video, but continue to play the audio from the same point.I thought the easiest way to accomplish this would be to just use a "skinless" FLVPlayback component which I could then just set to visible=false when I need to hide the video.
However, the FLVPlayback component seems to want a URL to an external FLV file. I would prefer to just include the FLV in the FLA's library, so that I don't have to keep track where the external FLV is, or make sure that the published SWF can find the folder where the external FLV is stored.So, is there a way to point FLVPlayback.source to an FLV asset in the Library instead of giving it an external URL?I realize I could just import the FLV to the library and add it to the stage manually at authortime;
How to share TextArea Component in multiple swfsaylib.swf (has TextArea Componenet)main.swf (Import TextArea Componenet from lib.swf)section.swf (Import TextArea Componenet from lib.swf)
View 1 RepliesI am trying to read a XML file and check a parameter for duplicates of that parameter in the file. There could be up to 200 entries with this parameter which is a number. How can I check to see if there are any duplicates?
View 2 RepliesI an trying to get the _root node of an FLA via JSFL. A co-worker wrote a script that uses _root via actionscript. I was trying to wrap that code into a panel. I have all the trace functionality running and everything running accept I can't seem to access the "_root". I have tried _level0, and almost everything I can think of... I am looking to have JSFL return the _root object from the current file the same way can can hand "_root" to a function. (IE: myfunction( _root ); ) here is my current attempt:
Code:
var doc = MMExecute( "fl.getDocumentDOM()._root;" );
The execution of JSFL files seems to have slowed down in Flash CS5. Or, at least, the updating of the display has been severely slowed down. I have a command I use all the time -- so much that I don't even think about it -- that worked fine in CS4 and earlier, but in CS5 it seems to execute too slowly. My command is a replacement for the "Step Forward One Frame" and "Step Backward One Frame" commands in the control menu (the "<" and ">" keys). I wrote them so that the selected symbols remain selected when going to a new keyframe. Of course, I use this all the time just like I did with the original "<" and ">" keys, and they need to run fast enough that I don't notice their execution time. They don't do that much processing at all, so it really shouldn't be a problem.
I also wrote some functions for profiling, and they indicate that the command is actually running in a reasonable amount of time (around 50ms). When I run it again immediately, though, the execution time balloons to about 300ms. Not only that, but in both cases the display takes its sweet time updating itself. It seems to wait until all activity is finished, and then updates. This means that when I execute the command repeatedly (keyboard-scrubbing the timeline) I don't get to see the current state of the stage until I stop completely and wait for it to update.
As I said before, I never had trouble with this in CS4 and earlier. So my question is: is there any way to tell Flash to update its display in a command, so that I don't have to wait for Flash to get around to it? Relatedly, is there any way to give the javascript interface a higher priority so it'll execute commands faster? keys). I wrote them so that the selected symbols remain selected when going to a new keyframe. Of course, I use this all the time just like I did with the original