ActionScript 3.0 :: Vector Contents On Declaration?
Feb 7, 2011
Is it possible to add elements to a vector when it is declared, like you can for arrayse.g.for an array, you can just go Code:var myArray:Array = [2, 4, 1, 17, 16, 24]which will leave you with an myArray filled with those numbers in one nice, tidy single line of code .However vectors seem to complain whenever you try to add anything to them when you instantiate them.As far as I know you have to do this instead
Code:
var myVector:Vector.<int> = new Vector.<int>
myVector.push(2)
I have built a simple Flash application that will be presented using a projector, the application will show messages in the form of questions that will come from a simple flat-file text file or XML file.
In addition to this I would also like to be able to add my own messages using a simple HTML form.
I've been looking around the web for some resources, but have been struggling to find what I am looking for. The basic idea is that the flash application will loop through these different messages from the XML, but then when a user types in a message that will also appear within these messages. Think of it as a sort of dynamic tag cloud.
ActionScript Code: 1067: Implicit coercion of a value of type __AS3__.vec:Vector.ie.aro.floorplanviewer.model.buildingVOs:ConfigurationVO>[code]....
which surprises me as ConfigurationVO inherits from NodeVO.Is the compiler really not able to figure out that a Vector of a superclass should be able to hold a reference to a Vector of a subclass?
I'm customizing an xml flash website and while I can handle all the html and xml well enough, but in Flash, I have no clue how to: Now go on the stage, and delete the contents of the last layer(background & pattern). Here, add from the library, the square movieclip, and name it mcBackColor(see attached image).And then to add your swf background in the "background & pattern" layer from the main.fla file.
I can change the name, but don't know how to delete just the contents of the layer and then add the new clip.I've made a slideshow before and that's all I can do.
I need to import a bunch of vector work from Photoshop into Flash. Is there a trick to it. So far, on import, it's converting the layer styles into black.
I am currently being confused by the Vector class.I wrote a beautiful XML to TypedClass parser. Works beautifully and without fault. UNTIL a co-worker noticed we got a Conversion Error for Vector.<Number> to Vector.<*>.
Every Vector I've ever tested all extend Vector.<*>.
Vector.<Sprite>, Vector.<String>, Vector.<Point>, Vector.<Boolean>, Vector.<TextField>, Vector.<CustomObject>, etc etc etc. ALL of them. <type name="__AS3__.vec::Vector.<String>" base="__AS3__.vec::Vector.<*>" isDynamic="true" isFinal="false" isStatic="false"> <extendsClass type="__AS3__.vec::Vector.<*>"/>
[code]...
But then when I use describeType on Vector.<Number>, Vector.<uint> and Vector.<int>.
Now I have accounted for these 3 vectors individually as even uint and int does not extend Vector.<Number> as I would have expected. And my parsing function works for all types correctly again. But my confusion comes as to WHY this is the case, and why I couldn't find any documentation on the subject.
It's XML text that loads externally from a URL using URLLoader. I create the XML object by doing var xml:XML = new XML(evt.target.data) upon load complete. I've tried XML.ignoreProcessingInstructions = false and no effect. xml.children()[0] is the first node, not the declaration. Do I need to manually parse the raw string data that is returned from URLLoader?
I'm currently working on a project where I'm having to deal with a lot of different variables and am wondering if there would be a way to cut down on my declaration ones (there are currently 152 variables dedicated to one small portion of the project.)What I have is a type, which has some subtypes(4), which have even more subtypes(subtype 1a-c: 7 types, subtype 1d: 13), which have yet another set of subtypes(which are basically subtype 1a-c's + few more, and are all applied to subtype 1d.)
ActionScript Code: mc.addEventListener(MouseEvent.CLICK,clic); function clic(evt:MouseEvent){ var clip:MovieClip=evt.target as MovieClip; removeChild(clip); }
1) Why it's also possible write removeChild(DisplayObject(clip)) and for what? In which case it's necessary? 2) if I write var clip=evt.target it's works too but if I write var clip:MovieClip=evt.target it doesn't work. Why? It's a movieClip that should go in the variable var.
I'm having trouble reading an XMLDocument object that has an xml declaration. When I try to trace the first child of the document I get nothing. I've run into this before but it wasn't a problem because previously I was in control of the format of the xml, so it was no problem to just not have an xml declaration, but for this project I don't have that control.
i am having a multiple empty movie clip with dynamic loaded swf.now the swf path may change frequently by day by day.how to make it as static with out change ip address
I'm building a Flex/Flash Builder 4 application that loads data using E4X/XML, like this:I originally build an application that was a single MXML file which loaded this XML file and built a form from the data.I've now build a main menu screen with a button to load the form screen as a seperate module. How do I get the XML declaration to work in this module without loading it again.
How do you add an XML declaration - < ?xml version="1.0" encoding="UTF-8"? > - to a Flex XML object? The same thing you could do with the old XML - new XMLDocument class and the xmlDecl property.
In Flex you can use Declarations tags fo non UI elements.Problem:The order of classes inside the Declaration is sorted ascending or something...Meaning that in this example, AClass will be instantiated before BClass:
I am trying to use the global variable declaration. Up to know I've been using the x coordinate of a movie clip to pass variables between different movies, and I thought it was time to learn properly! Just to get it to work, I am trying a flash file with two movies in the root. One movie defines a glabal variable on load; _global.numb = 6;
And then I am trying to just get the other to trace it on enter frame, so the code attached to the other movie (on enterframe) is... trace(numb); (And I tried trace(_global.numb) as well, but I was under the impression that you only had to define it as being a property once.). All that happens when I run the movie is nothing is traced.
I am putting together my file right now which is now using visual elements purely added and removed via AS3 (addChild / removeChild) methods.My question is just about the proper time / place to declare their variables.Can I declare them all at the start of the movie (frame 1) and just call them when I need them, or is it better to declare them on the frames that they are introduced on? I guess the question is really, will I ever lose those variables throughout the movie once they are declared?
I need it to create "pieceName1" and "pieceName2" etc.I tried:var this["pieceName" + i]: PieceName = new PieceName();But that didn't work.I tried googling Array Notation but I also couldn't find anything that would help in class declarations.
I have an SWC which includes a number of Assets for my project. Within this SWC is also a static AS file which contains Class declarations for each image in the library. For example, the SWF contains these images:
I am new to AS3 and I want to organize my code as what I did in C++, which I can have a .h and .cpp file. Is there any way to organize code like this in AS3? [code]....
In AS3 I can use interfaces to declare required methods of a class, so that implementors throw a compiler error if the method does not exist.Is there a way to get similar functionality for properties? In other words, make it so that a class using a certain interface must also contain certain properties, not just methods?
I'm trying to make an array of clothing items, but before I do, I want the user to be able to choose Male (Tom) or Female (Sue). I always just assumed you could, though perhaps I'm wrong afterall.When I do this, I get a bunch of these errors:1151: A conflict exists with definition Top1 in namespace internal.this problem?
Code: Select all// Pick Sue (0) or Tom (1) whichPerson = 1; if(whichPerson == 0) {
I am trying to access a function in a MovieClip that has been added to the stage. Right after loading in the function, I create a function that calls the function in the recently added MovieClip. The compiler does not recognize the Function and when I go into debug mode it shows up as null. I've tried declaring the function in the MovieClip using 3 different methods, but I get the same result.
Code: function Sleep(){ var Sleep = function(){ this.Sleep = function(){
What I find strange is that when I declare the function on the stage, it looks just fine and I can even see it (as a Function object) in the debug panel.