I'm aiming to integrate KML geodata. Why won't this work? I just want to create one Node for each <placemark> tag in the xml.
The xml Data trace gets: <kml xmlns="[UEL]"> <Placemark id="0" type="1"> <name>Zero - zero</name> <description>This is at zero latitude and zero longitude</description> [Code] .....
Yet, I cannot even get the second "success!" trace.
Is there any opensourse, free set of components for creating Flex mxml graphs? like aviary Peacock style ones with at least Drag, drop, and connect generators so each graph element could have or something like that. Framework should be opensource (like GPL, LGPL etc) BTW: I found one wary bacic made by Erno Aapa with Degrafa but I would really love to see something much more Flex 4 - mxml oriented and frienfdly.
I'm trying to pass an xml node from one class to another and still be able to access that node's properties with no luck. I'll get right into the code for everyone though:
I have an AdvancedDataGrid tree with a ArrayCollection as its dataprovider. Now, for instance, i drag a leaf from one node to another node. To catch the event I'm adding a Listener to dragComplete.
[Code]...
My Problem: I want to know the new node where the leaf was dropped. Actually i would have expected that in the event there is a property like dropParent. This is not the case.
I thought this was going to be easy! I would like to search an XML file for a particular data set i.e. set of nodes depending on a passed variable. However, storing a subset of my XML file via Code:var gallery = this.firstChild; and then searching 'gallery' as you would an array-using a for()-doesn't work since this.firstChild isn't returning an array
Is there a way to generate an instance of a class that implements an interface based on the name of the class?
I am trying:
var ClassReference:Object = getDefinitionByName("movement.OuterSpaceMovement") as IMovement; var m:IMovement = new ClassReference as IMovement; trace("startup..." + m);
-But I am getting an error message ReferenceError: Error #1065 (OuterSpaceMovement) not defined.
I have several classes that implement the same interface (IMovement) but I need to be able to generate new instances of these classes and then pass these instances as a datatype (IMovement datatype) to other classes...
So then I tried:
var ClassReference:Class = getDefinitionByName("OuterSpaceMovement") as Class; var m:IMovement = new ClassReference() as IMovement; and this doesn't seem to work...but the following var m:IMovement = new OuterSpaceMovement();
I'm trying to create a new instance of a MovieClip when the original one has been used. Would sound easy enough. Just use: var
instanceName:ClassName = new ClassName();
the class name/mc in the library im trying to duplicate is MCg1 so
var instanceName:MCg1 = new MCg1(); right?
However, the particular object in the library i'm trying to duplicate has a base class that is an external class file (just to control it's drag drop functionality)... i.e baseclass is not set to the standard flash.display.MovieClip, or whatever the case maybe. So i end out with a: TypeError: Error #1009: Cannot access a property or method of a null object reference.
I'm creating a slideshow where each slide can have:- a video or a still- 1 audio track or many (up to 3)- 1 button or many (up to 3)I was thinking that each slide can be it's own object, and then I would pass the video, audio, buttons, etc., into it as parameters:
I have a class that represents a turret in the center of my screen.When I hold down SPACE, I want it to create a "bullet"-object that moves in the direction of the turrets cannon, every frame the SPACE key is held down. I am having problems with this cause I am getting this error when I am trying to create the object:
Error #1009: Cannot access a property or method of a null object reference.
This is where the error occurs:
ActionScript Code: public function chaingun(x_:int, y_:int, rot:int, cd:Number, spd:Number, sprd:Number, life:Number) { this.Cooldown = cd; this.Speed = spd;
[code]....
PS: What happens is that when I press the SPACE key, the "turret" class event handler runs the function "Shoot_Chaingun" and that function creates a new Chaingun-object (which actually is a bullet), that inherits the x, y, and rotation of the turret, along with some additional varaibles, including lifetime. Then upon creation, I use "addChild(this)" to add it to the main stage, and "removeChild(this)" once it's lifetime is up.
EDIT: And also, I just realized I don't have a MovieClip linked to this chaingun class. How do I make sure that every time a chaingun object is made, the MovieClip is also loaded?
I want to create a rectangular box and add it to the stage. Easy enough.
At the moment I create custom classes and attach them to movie clips in the library via linkage, but in my example there is nothing to attach it to as it does not exist. How can I create a "generating class" like this?
I just want to call it with a call like
createRectangle() or possibly have some parameters createRectangle("200", "400")
Version: Flash CS4, AS3 is it possible to turn a given sprite into a Class with a given string as its name? The resulting class should then be available under that name in the current domain's definitions.ie.
createClass(someSprite, "someName"); .... var someClass:Class = getDefinitionByName("someName") as Class;
I am trying to create a class out of some code senocular wrote on another forum. The code controls the changing of a display object from one color to another. It's called InterpolateColor.I have managed to create a class out of the original code but I am trying to make the class static so that I don't have to create an instance of it in my controller class... I just want to access it by importing it at the top and then saying something like ActionScript Code:InterpolateColor.interpolate( _myMC, 0xFFFFFF );The problem, I keep getting errors when I try and change the class initialize line to ActionScript Code:static public class InterpolateColorWhat have I done wrong in my translation to a class that is preventing me from accessing this in a static way Here's the whole class:
first of all i `ve to say, that i am a total beginner in as3.. and also my english is not very well, but i hope u 'll be fiendly to me =) so lets go.. i am thinking about to create a design class for my project .. this class should load a xml-file, which contains some container:
What if you have methods you want to use in your project, that really have no need of a class, or in other words, there is no need for an "object" associated with it. It's not going to have member variables, so why bother making it a class?
for example,
I want to create a randomNumber method, takes two numbers, low high, returns a random between or equal.
Originally in my code I had a very top level class i just called globalLibrary that extended movie clip, i put my randonNumber method there. Then every class in the project extended that. I got the method scoped properly, but to me it looks like a hack.
For example, the most basic functionality in flash like +, even = , trace, etc. Are these also methods defined in some class that we are extending? Or are they methods that have no object associated since that would seem to make just as much sense.
why can't I just create a file of methods, and import that file and have access to these methods?
I am having some problems with creating different instance of the same class in as2..Pretty sure this should work in as3, so I'm not sure exactly.[code] I thought using the new keyword should create a new object independent of other instances..unless constructors are static in as2 and i just didn't know it.
I have a class called "playerClass" which I want to create multiple players from. I have made a movie clip symbol called "soldierOrange" and exported it for actionscript. I have also removed it off the stage. I have tried various bits of code to add it to a child and then the stage, read many tutorials but nothing has worked so far.
Here is my code below with the unrelevent code taken out.
Code: package{ import flash.display.*; public class playerClass{
How do you go about creating a Class that just holds constants such as the StageScaleMode or StageAlign classes. I tried just making a class with just public static constants and an empty contractor but I get errors.
When I try to create a new instance of a class that I created from a symbol in the library, I get a 1010 (A term is undefined and has no properties) error. I gave it a class name in it's linkage properties and it extends MovieClip. Is there anything else that I'm supposed to do? Maybe it's a syntax error when I'm creating an new instance of the class. It used just like any other class or datatype, right?
I have a main class that generates three clickable textfields (lessons). Clicking a specific lesson starts the appropriate lesson. However, once the lesson starts, I am unable to detect any mouseevents. I do not use any mouseevents in any of the lessons so I am baffled about what happened to my mouse eventlisteners. Even though I can see the nextLesson button, nothing happens when clicked. If I click it before starting my lesson, my trace indicates that I have clicked it. Do I need my lessons to somehow self-terminate when done and if so, how would I go about this. I currently use the browsers back arrow to terminate the complete session.
I need to load all images that I have used in my project externally without embedding. The images are present either in skins or as icons for items in trees. I came across the IconUtility class here I was able to modify it and use it for trees but the problem is we cannot use iconutility for the same component to set 2 different skins (like for a button - upskin downskin). I was not able to think of a workaround with iconutility. Is it possible to simulate embed and create a class dynamically and return the class at runtime?
I think I'm having difficulties thinking of the right way to word this question in the search box: I'm looking for a way to change the way a new class is formatted when I create a new class in Flash CS5. I'm very particular with my formatting, especially the placement of curly braces, and I hate the default way AS3 classes are formatted.