Code: public function foo(bar1:int, bar2:uint, bar3:String, bar4:Boolean):void{}
What I want is to have the different types of data represented by custom named types which are essentially representing the original data types. I other word, I would like to proxy the data types and have a valid function as following:
Code: public function foo(bar1:PAR_Bar1, bar2:PAR_Bar2, bar3:PAR_Bar3, bar4:PAR_Bar4):void{}
so PAR_Bar1 would proxy the `int` data type, PAR_Bar2 would proxy the `uint` data type, so on and so forth.
The reason I need this is because I'm using a debugger with a GUI that can run methods and allows changing function parameter values in real-time, the issue is that the debugger can't tell me what parameter I'm changing, it only displays the data type of a parameter. So if I need to change 10 different parameters all of type int, the debuggers display all of them as int and not by their names.
I think that if I use proxy types I can easily differentiate between parameters.
So, my question: Is it possible to proxy data types? I mean map specific data types to custom data types that would represent the base data types?
I have a lot of objects that gets loaded to the stage over time. Should I clone the objects that are already loaded or do URLRequest for all of them? Will the engine automatic pull loaded objects from cache if I just do URLRequest?
var myLoader:Loader = new Loader(); myLoader.contentLoaderInfo.addEventListener(Progre ssEvent.PROGRESS, onLoaderProgress); var fileRequest:URLRequest = new URLRequest("myImage.jpg"); myLoader.load(fileRequest); fileRequest = new URLRequest("myImage.jpg"); myLoader.load(fileRequest);
I would like to be able to quickly check if a given DisplayObject is a descendant (not in the inheritance sense - ie. child, grandchild, great-grandchild, great-great-grandchild, etc.) of another DisplayObject. There doesn't seem to be a native way to do this and I can only think of two ways to achieve it: Create the mother of all nested loops. Seems a bit, I dunno, wrong? Dispatch a bubbling event at the 'child' and check if the potential 'parent' receives it.
So I have recently created a Tshirt design application where a user can draw on a tshirt / add text / upload images. Though I am having a few problems. Problem #1: Using the pen tool I can only allow users to draw and reset the drawing using the graphics class, no idea how to create an eraser tool
Q1 - Is there any way to create the eraser? Problem #2: Once a user saves the shirt it is later encoded into a JPG or PNG With no way of editing the shirt in the future.
Q2 - I thought of saving the locations of the shapes / items they uploaded onto the shirt and colors and later re-creating the shirt once loaded. But ran into one problem that is I cannot save the drawing they did using the pen tool, only the location of the objects (MC's) is there any better way to creating this?
I have two vector graphics I imported to my stage and want to do a shape tween between them. But shape tween is grayed out. The images are imported Illustrator EPS's. I attached two screenshots.
I very often use animated text (rather for menu titles than paragraphs) in my flash works and the render of fonts is usually quite irregular. What I now do is convert the alphabet + figures of the font I am using to vectors (Ctrl + B) on the scene and then make movieclips with each letter, which I store in the library ready for AS to call them. The rendering quality is comparably better. The truth is I've never had to make more than, say 50 clips "by hand", but it would still make my life easier and save me dull time/work if there was a way with AS to transform a text field to vectors...
How would you define/create generative typography ? I thought also of some sort of "intelligent" adaption. For example a font that uses serifs in certain condition or not... Are there some findings in how you could access the vectors of a font in actionscript ?
Is there a way to use getters and setters for Vectors?Say, in my Main class, I would like to write
myVector.push(item);
and in another class, I have written:
public function get myVector():Vector.<int> { return _opponentCardList; } public function set myVector(myVector:Vector.<int>):void { _myVector = myVector; }
This doesn't really work as you have to set _myVector to a Vector. But what if you just want to push(), pop() or splice?
I'm currently developing a Flash website that incorporates an flv player. The controls on the player's skin are all vectors. I've set it up so that when you hit fullscreen on the player controls a fullScreenSourceRect is created which is working great. However when the the player is full screen, the once crisp vectors are now pixelated as if they were a bitmap.
Is there any way to modify the vectors of a DisplayObject at runtime? I import a Sprite or MovieClip on my application, and I want to be able to modify the vectors that composes it. A close approach is to use Graphic class, but it always renders below the Sprite, it can't clear the original graphic, and it can't modify the vectors, only draw new things. And if this is totally impossible, I would like to know how I can call Sprite.graphics.drawXXX, so that the graphics are rendered above the Sprite.
I'm working on a project which draws circles continuously at framerate and animates them around the stage and I'm running into performance issues.
I'm already converting all objects to bitmapData as soon as they become static. My question is, will converting the circles to bitmapData as soon as they are drawn increase performance? In other words, is animating say, 200 bitmaps (with transparency) faster than 200 vector circles?
Are there any drawbacks to this technique? (I'm thinking opacity problems maybe?)
If they were more complex shapes than circles would the answer be different?
I'm trying to serialize data in AS3 but am running into a frustrating problem. Originally I had problems with "myObjClass" not being convertible, but after I discovered "registerClassAlias" I got things working allright. Some time later, I added vectors to the myObjClass. I ran into trouble with Vector Strings before, as was reported here:
I'm trying to scale down some vectors but when i do they become pixelated. So I tried putting then in a container and scaling down the container, but pixelation still occurs.can anyone tell me why this is happening and a possible work around?Here is the function from my class:
private function addItems():void { addChild(itemsContainer);
I'm programming in AS3 using CS3, which only seems to publish using versions of flash up to and including V9.Anyway, I'd like to use some vectors of integers in my program, but these seem only available in Flash Player 10. I'd rather not use Arrays as these cannot be assigned "types" and are a bit slow and clunky.Is there an alternative to the vector class (i.e. arrays for which we can assign types)? If not, is there a way that I can bring flash player 10 into the File >> Publish Settings menu so that I can use vectors?To me this is a remarkable issue to have, because typed arrays are an essential part of any serious programming.
I'm trying to scale down some vectors that have a z position set (other than zero) and they are becoming pixelated. So flash is obviously bitmapping the vectors.
Does anyone know of a work around to stop the pixelation?
Here is the function from my class:
private function addItems():void { addChild(itemsContainer); // make the items.
I don't know if i'm in the right category here.I have a line in the center of the screen, and i want it to bend. i guess i have to use vector operations? (I mean, what Illustrator uses. visuals, with vectors instead of pixels). I want to be able to set points, so that the line bends towards that point. And the color under the line should be different than the color above the line. Does anyone know how to get started on something like this?
i'm trying to create a dynamically named Vector. i have a critical project deadline tomorrow, and this small problem is holding back continued development i've adapted my code from this example [URL]...yet am getting an error message (see below). here is what i have:
So I have the code of two classes (I can't post any actual code as its way too long - even broken up But I can give you a sample of simmilar aspects)
public class ClassA { private var objectString:Vector.<String>; // create a new vector to hold items - this will be passed
[Code]....
Yes I have an understanding of vectors so pointing me to the documentation may be worthless. As I have read it hundred times. I would not be posting here if I didnt. How ever I may have missed something.
Upon debugging this I see that Class A has a vector that now contains one element -> "hello." When I pass that vector on Object container is null. Whats worse is now I return a null vector list and pass on a null vector list and trace should in theory show me null.
In java this is how I would pass vectors and arrays around and I believe some one showed me this is how you do it in actionscript.
I have bit of a strange problem. In have a MovieClip i resize, but the vector graphic doesn't resize with it. It's a Movieclip in my library that i'm linking to and when I insert it on my stage, it resizes just fine.
I have exported the MovieClip as an AS Object called: TabTemplate and the i extend it in a class called Tab.
I set some text in the textfield defined in it and the resize the tab accordingly. but the graphic doesnt follow :(
I'm not used to AS3's ways of doing things, so there might be something i've missed.
1) The textWidth isn't return the correct number. I have some shadow on the text and i don't know if that screws anything up. But otherwise I'm just using Regular Arial.
2) The mask of the 'Tab' + it's vector background isn't resizing when I'm resizing the MovieClip, like it does in Flash it self.
I have a large project with many layers of vector art and one relatively large bitmap underneath them all acting as a map face. I've read that combining types (vector and bitmap) is not good. My question is .. Is it worth it to cache all of the overlying vectors as bitmaps or just a few or none at all?
Everything is pretty static except for the dragging of the map face which moves everything as one movieclip. My CPU is doing overtime when I run the project because I am dealing with 100-300 small movieclips on top of the map. This is my first major project so I am now trying to optimize a cumbersome file.
I have this question regarding vectors. Is there a way where I can make a generic utility method which would for example, subdivide a vector into two vectors and would be able to handle all types of vectors, whether they contain <int> or <string> or <myClass>
for example:
ActionScript Code: public function splitVectorIntoTwo(v:Vector.<T>):Vector.<Vector.<T>> { var result:Vector.<Vector.<T>> = new Vector.<Vector.<T>>(); //Do logic return result; }
I don't know if this is possible but else it hinders our development quite a bit by using vectors since we can't use some generic utility methods as they will not accept generic vector types and you have to create a specific method for every vector type, one for Vector.<int> one for Vector.<string> etc.... With arrays, since they are not type-safe they can be passed within every such method.
I am currently working my way through a book on Game Programming in Actionscript 3, and have gotten to a formula required for collision detection on finding the intersection point of two vectors. Im not sure if the author uses vectors in the strictest definition, but the convention he uses is e.g for a vector V1 :
V1.a is the start point of the vector V1.b is the end point of the vector V1.ln is the vector perpendicular to V1 (its 'left normal') V1.vx is the difference between the x coordinate of V1.b and V1.a V1.vy similar to vx V1.dx is the same as vx , but for V1 scaled down to a unit vector (the direction vector) Now,in the example we have V1 which is the motion vector of the ship, and V2, which is the target vector (i.e the line the ship is going to collide with at some point)
In order to calculate at what point on V2 the ship will collide travelling along motion vector V1, the book gives the following code using the "perpendicular dot product" (Which i have not come across before) and creating a third vector V3 between the start point of V1 and the start point of V2 (V1.a and V2.a):
i was wondering if actionscript does have anything that allow it to trace colors or vectors on the screen, example. i have a moving red rounded shape, so action script will identefy its _x,_y,Wedth, Height,
When I'd like to know the angle between two vectors, sometimes I get negative values (radian or degree). How do you convert them so I always get positive values? Flash seems to have a strange system for calculating angles. I used the following code for doing this, but sometimes I get negative values.
Code: public function rangedAngleBetween(otherVector:EuclideanVector):Number { var firstAngle:Number; var secondAngle:Number; var angle:Number; firstAngle = Math.atan2(otherVector.position.y, otherVector.position.x); [Code] .....
I'm trying to lighten the load on the users' machine as much as possible. Which requires less resources: using Flash filters for Drop Shadow/Glow or creating vector shapes for the shadow/glow with the Modify > Shape > Soften Fill Edges command?
I'd like to port a Flash application to iPhone.I like flash for a lot of reasons and would prefer to use it for content generation. However there are a few downsides I am told, like at least 3.5 MB per app.So while using Flash would make it easier to extend the current pipeline to include iPhone content, I was wondering what other choices are there for dealing with vector assets. I'm looking to bring in assets from Flash (or illustrator) easily, be able to add placeholders that can be replaced, and package them so that they can be updated easily from iOS.
Will most likely end up outsourcing the app creation, but I would like to know what the choices are before deciding what route to go.