ActionScript 3.0 :: Clearing Output Panel After A Function Is Completed?
Oct 16, 2009Is it possible to clear the output panel after a function is completed?
View 7 RepliesIs it possible to clear the output panel after a function is completed?
View 7 RepliesI don't have any practical need for this but just for learning purposes, is it possible and how to trace the name of the function to the Output panel?
View 6 RepliesDoes anyone knows of a way to get the output panel in flash or the console panel in flex builder or flash builder, to format the "traces" with html or any thing else? for example:
trace( <b>brett</b> ); and to get that to appear in bold in the console window or the output window?
I've never had this happen before and it's stumped me...yesterday the output panel stopped outputting traces ie. 'trace("hello"); is not working! The Omit Traces in teh Publish Settings is not ticked...I'm wondering whether i have accidentally pushed a short cut key which stops this functioning?
View 1 RepliesIf there's a way to disable the Output panel in Flash? I've tried turning off most of the Warnings section in the prefs, but apparently that doesn't affect the Output panel.
View 3 Repliesin CS5 (ancd CS3-4) how do I stop the "Output" panel from showing up automatically each time I test the movie using the Command+Enter keys? I know I have an error but it's a network error which does not effect my clip.
View 1 Repliesi am using FlashDevelop and i have created 2 very simple classes, [code]When i create an instance of the Vehicle class in my VehicleOnly.as file and send the values to my constructor, and run the appplication, it does not show any output to my Output panel.[code]
View 4 RepliesWhen I trace something in flashcs5, font size in the output panel is very big. Is there somewhere where I can set preferences for this panel? In other version of flash it was a lot smaller and readable.
View 1 RepliesHow to disable output panel while running app in background for debugging I use trace commands to keep track of what happens, but this is super annoying when trying to run the application in the background as the output window keep popping up thus obscuring everything else on the screen. Is there a way to prevent the output from popping up like that?
View 1 RepliesHow to disable output panel while running app in background
for debugging I use trace commands to keep track of what happens, but this is super annoying when trying to run the application in the background as the output window keeps popping up thus obscuring everything else on the screen. Is there a way to prevent the output from popping up like that? Some setting in the publish menu or other?
Lets say i want to have a communication console for my game user, to communicate to them what is happeiong in terms of their game, particularly, anything that i have traced in my code? is it possible to have these traces output as dynamic text that opens up in another window, adjacent and smaller to the swf that has the game?
View 1 RepliesI am trying to save information that I have displaying in my output panel to a .txt fille. I have tried this tutorial here: [URL] but it is not working for me.
I have the output panel displaying information such as:
PHP Code:
[URL]
I need to somehow save this information to a text file so I can forward it onto my email. Or if anyone knows a way to forward information from the output panel to your email
I have a play and mute/unmute MC in a timeline instanced as "btn_playMute." The movie clip contains two frames. Each frame contains a button and some AS3. Here's the goal: When the flash loads, a video starts playing with the volume turned all the way down. This video continues, and loops when it gets to the end, ensuring that the volume is all the way down. I'm doing this as such:
HTML Code:
import fl.video.VideoEvent;
videoPlayer.volume = 0;
videoPlayer.source = "dieSort.f4v";
videoPlayer.addEventListener(VideoEvent.COMPLETE,rewindAndMute);
function rewindAndMute(videoEventObject:VideoEvent):void {
[Code] .....
The problem is that when I click the button the first time, which restarts the video with the volume up, I get the following error in the Output panel:
HTML Code:
Play Button Clicked
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at Semigen_fla::btn_playMute_1/frame2()[Semigen_fla.btn_playMute_1::frame2:3]
at flash.display::MovieClip/gotoAndStop()
at Semigen_fla::btn_playMute_1/playHandler()[Semigen_fla.btn_playMute_1::frame1:9]
Any reason why my control MC is not changing states properly from "rewind and unmute" to "mute"?
I'm just beginning to learn AS3 and I've been reading Colin Moock's Essential ActionScript 3.0.(I've been doing some exercises on how to randomly choose elements from arrays). All of the book's example codes that I've tried so far (in FLASH CS5) seem to work pretty well. But I'm having a bit of problem with the example code below which is found in chapter 11 (Arrays):
var row1:Array = [6, 2.99]; // Quantity 6, Price 2.99
var row2:Array = [4, 9.99]; // Quantity 4, Price 9.99
var row3:Array = [1, 59.99]; // Quantity 1, Price 59.99[code]....
When I test the movie the output panel displays NaN instead of 117.89.
So I've got a flv embedded on my stage and I want to call a function (a getURL) after it finishes playing
View 2 RepliesI have multiple functions in one frame. Each function runs an seperate animation. I would like to have the first animation run, and then as soon as that animation is complete, I would like to have the next animation play, and on so on.
Code:
import mx.transitions.Tween;
import mx.transitions.easing.*;
import flash.filters.*;
[Code].....
How do i disable this button (portBtn) once the function has been completed?
[Code]...
I set a function for
this.onEnterFrame = function(){
code;
}
[code]....
I set a function for
this.onEnterFrame = function(){
code;
}
but later I want this onEnterFrame to stop functioning to conserve on processor resources.setInterval isn't too good of an option from the way I have things set up, so right now I just set it to a new function with a trace action which overwrites the old one.
how to clear the interval in this code? I'd also like to know if there is a better way of firing makeStars() than using setInterval in a function - like I'm doing. I've looked at the Kirupa tutorial and I'm not seeing what should be done.
Basically, this attaches a number of stars within the Stage width and height properties. When the browser resizes I rewrite the stars to the screen with the new bounds. But I can't get the interval to stop, so the stars just keep getting replaced - disappearing and relocating abruptly.
It all works great outside of the resizeIt() function, but once inside she goes down hill from there. A couple of things I need cleared up (pun intended) are:
1. Am I creating a new interval each time resizeIt() is executed?
2.What is the scope of the interval(s), and does how you access them change depending on where you are in the code, or are they more global?
stop();
//number of stars to make
var numstars:Number = 100;
_root.attachMovie("background","bkgd",this.getNext HighestDepth());
[Code].....
I have a repeater which creates a child named "wholeProject" each time the repeater loops.
<mx:Repeater id="projectRP" dataProvider="{projectsHttp.lastResult.project}">
<Block:project
id="wholeProject"
[Code]....
As you can see from the last line of the piece, i have a the creationComplete option run two functions. What I would LIKE to happen is once the repeater is done loading all of the block:project pieces for each function to run once and only once. Instead, the two functions are running after each is created. I tried putting the creation complete in the tag, but that didn't work.
Is there a way to tell the creationComplete piece to run only when the last piece of the repeater has been created?
I'm using this code
Code:
on (click) {
var x = 1;
print(x,"bmovie");
}
To print out the current page as displayed on the screen. The command works great, but when the button is pressed all of my variables seem to be reset, along with various combo boxes.The print function works as intended except clearing all my values .Is there a way around this?
Edit: I just ran a small test on a blank .fla with 3 buttons 1 - set variable = 1, 2 - trace variable, 3 - my print code
This does not clear the variables like it does in my application.What exactly goes on during the print function? If I can isolate and trace the problem, I could find a fix for it, but I have no idea whats going on.
osting to PHP - but decided to have an initial message in my textInput to instruct people to input their email address.But now that the onFocus function is telling the textInput it equals "" when clicked, it is posting the variable as "" instead of what the user has input!!How do I clear my textInput for the user but still post the user's info?The onFocus code is:
Code:
this.email_address.text = " your@email.com";
tiListener = new Object();
[code].....
i'm reusing a function as a timer with setInterval. it works the first time around but then for some reason the counter var gets stuck at 10 (the delay var = 10) and won't reset and start counting up from zero again...code:
Code:
_global.count=0;
startTimer1=function(){
[code].....
I built a flash file( acitonscript3.0),then I added "trace(1);"in the first frame.If I save this file in root of disk ,like C:,when I presse "Ctral+Enter",Nothing in the panel.But if I save this file in a folder like C: est ,when I press "Ctral+Enter",I cant see "1" in the output panel.
View 1 RepliesI have a movie clip with an actions layer. Can I call a function from an actionscript file from the actions panel?
View 2 RepliesI am trying to replace some code which loaded an external image and triggered and function once completed with code that uses and embedded image. The relevant code looks like this.
Code:
[Embed(source='globe.png')]
public function Globe()
{
var imageLoader:Loader = new Loader();
[code]....
The commented out section is where it used to take the loaded image and apply it to a texturemap.I need to replace the lines of code in the first function with something that calls the second function correctly.
I have tried using function imageLoadComplete (e:Event = null)and calling it with imageLoadComplete(); in the first function but although it compile and runs without error, the program does not work properly. I suspect this is to do with the dispatchEvent(); line which I do not understand.
how can i call function inside movieclip in library panel it is not on time line
View 2 Repliesi have a movie clip with an actions layer can i call a function from an actionscript file from the actions panel?
View 6 RepliesI'm working through some tutorials from my instructor to eventually build a simple e-com website for a state park. Basically, I'm using the two as3 files shown below and trying to get "bob" in my output with an array function and trace. Load store function is intentionally coded out. When I test project, nothing comes up in output, and I have no errors.
Main012.as:
package {
import flash.display.MovieClip;
public class Main012 extends MovieClip {
public function Main012() {
[Code] .....