ActionScript 3.0 :: Divide Code Into Classes/package?
Sep 18, 2007
I have created the following code that pulls data from an external xml file into a datagrid. I have been trying to figure out how to get it to function using classes and/or packages. I'd like to separate the functionality into separate classes for each of the following:1) A class for loading the XML file(s) (there will likely be more datagrids and more xml files)2) A class for "drawing" the datagrid based on the xml.... others you can think of?
Code:
/////////////////////////////// BEGIN xml_to_datagrid.fla ///////////////////////////////////////
I'm posting this since i just lost a half an hour with this. FlashDevelop for some reason doesn't always know code completion for classes in the fl package, to fix this add this to you Global Class path (make sure to select AS3): C:Program FilesFlashDevelopLibraryAS3frameworksFlashIDE
This is with Flexbuilder 3.2, Eclipse 3.3.2.I am moving my development environment to a new machine. Actionscript classes that compiled in the old environment now get a compile error:
A file found in a source-path must have an externally visible definition. If a definition in the file is meant to be externally visible, please put the definition in a package.I do declare the package in these classes - I think failure to declare the package is the usual reason for this error.To add to the mystery, many classes in this project compile without errors.
I am doing an Actionscript 3.0 project which involves introspection. I am wondering if there is a way to get all the classes within a given package structure.
I'm trying to set up an AS3 project using a single package, that will have multiple classes coded in seperate files.I am looking for examples and tutorials for this kind of project.As I understand it, these files must have the same package, and their class must be public. This will allow the multiple files and various classes to be used in the single package.[code]Either of both of these files could then be imported into the main movie and their classes / functions used in the package.
Im learning about Classes. Simple question for you all. What is the best/standard way to organise my folder/package structure for the classes I write, in particular to placing Main.as for example. Some structures I have seen in other source code are:
When I create anything in a library, it's basically a class right? Meaning I can do essentially the same thing with use of a package in an AS file? In AS 2.0 this would probably mean I can add specific functions on this class as I can do when I use flash's object interface and add script to the specific class object itself. However, in AS 3.0 you cannot attribute code directly to an object right?
This leads me to my second question. I basically want to create a flash mp3 player (I've coded this already), but make it so that it is an entire package of contents, so I can add it to my website when a mouse event is detected and then take it off the website once it's no longer needed (to conserve memory and assure an overall nice experience). The problem is that I have many objects and subsequent functions (play button, pause button, etc), and want all of this to be contained in one file. Is this even possible?
I have x amount of classes in a package eg. "com.trevorboyle.lotsofclasses" and I keep adding more (These classes will probably all be static and will probably all extend the same class).I wish to create a drop-down list of all these classes, preferably without having to manually create an array myself.
Once a class is selected from the list, I'll be able to use getDefinitionByName to return it, because I will know it's name at this point.The question is, as I believe there is no support in AS3 to list all the classes in a specific package, is there a design pattern that handles this?
Main Class:package {// Flash Classesimport flash.display.MovieClip;import flash.events.Event;import flash.display.StageAlign;import [code]........
Now, I'd like to move the script between --- Start --- and --- End --- comments, to the separate package. When I do that, I've got many reference errors. how the code should look like, when it's in separate package, with all the references to variables that work? And how to call this function from Main class?
Is it possible to divide a SWF file into n parts? (for example n = 2)
what i mean is not division in time, but division in space. i want to have 2 swf files for example, one is left half of master swf and other is right half.
I'm creating a small application and I'm having problems trying to divide the value from a textField.What I have here are 4 inputFields and 2 textFields the problem is that when I try to divide the value from "totalYields" by 1 and display it on my 'textField' named "txtParts" it shows the same value on both textFields in other words it shows only the value from "totalYields" and ignores the operation.
This is the line I'm having problems with:
Code: var totalParts:Number= Number(totalYields) / 1;
This is the complete code:
Code: enterBtn.addEventListener(MouseEvent.CLICK, calculator,false,0,true); function calculator(event:MouseEvent):void { var partW:Number=Number(partW_txt.text);
To put it simply, I have this string filled with 0's and 1's (terrible right?) What's the quickest way to divide it by 64 and put it into a bytearray? (with the bits as the char's value?)
I have a List class with an itemrenderer. How can I get the itemrenderers to divide the List width between them? Normally, I would think this would be a easy as giving the renderers a percent width but that no worky.
the first variable works perfectly and the secon does too but i want to make final score get the total_score and divide it by 10 like final_score = total_score / 10 but it dont works so how do i fix it?
I'm aware that ActionScript 3.0 is designed from the ground up to be a largely object-oriented language and using it means less or even no timeline code in Flash documents.I'm quite experienced with OOP and am comfortable writing classes. However, since I mostly use Flash for animations, I hardly ever need to write ActionScript code other than for preloaders, subtitles, quality controls, website links and so on. In fact, I still set my Flash movies to use AS2 to this day because I'm used to gotoAndPlay()/gotoAndStop(), AS2 preloaders, subtitles, quality controls and even getURL(). Of course, I really want to move on now that practically everyone's on Flash Player 9 or 10 and now that I've dabbled with other OO languages like Java, C# and Objective-C too.
I'm a complete newcomer to AS3 and am not very learned with AS2 either. Considering my current use of ActionScript, are there any cases where it's still OK to use very simple AS3 code in the timeline instead of moving code to a class, especially since moving to a class might mean unnecessarily increasing the number of LOC from 4 to 40?
Im currently trying to make an as3 fantasy football application for my uni course, but am finding it hard to seperate the code I have written into classes (which I have no been told is the only accepted method for the marking scheme). So far I have an external XML file containing player names load into a datagrid component, there is then an event listener on the table which loads the player images into their correct positions on a pitch when clicked. I need to write more functionality for it including saving to XML and error handling but feel I need to sort out the classes situation before I continue and it is in for this week.
Just wondering what classes I need to import into my external as fiule to make the following code work:
public static var loader:Loader = newLoader(); loader.contentLoaderInfo.addEventListener(Event.INIT, fontLoaded); loader.load(new URLRequest("font.swf"));
I have the following code for a game how can I extract pieces of the god for example the enemy and make it run as an external class as via seperate .as file?
I am having troubles passing an x and y argument into a package function that creates a projectile on stage at the tank.gun's x and y.I have attached a zip of the code I am working on.[code]
I'm running into this weird thing with ASDoc. It will only document one package function per package.For example.I have these two functions:
gs.util.printf gs.util.ftrace
In these files:
gs/util/printf.as gs/util/ftrace.as
The only function that get's documented in ASDocs is "printf". But I know it can do more than one. As an example, in the livedocs [URL] There are more than one functions documented.
I recently discovered the incredible functionality of getDefinitionByName(), I'm attempting to load in pages for an interactive book.Each page has its own functions, listeners, nested animations, and timers.When loading in these pages, no stop()s are working within the nested clips, and any interactivty has been lost.It's just a mess of a bunch of animations running over and over.[code]
In addition to having the MovieClips not running code, I am running into serious garbage collection issues.I can unload the pages from display, but all sounds continue playing.Does anyone have an idea of why these loaded MovieClips are not running code, and why they will not unload properly with the destroy() method?
Is there a way to hide various classes from appearing in code hints while using a compiled SWC?We are trying to create a SWC that can hide classes unnecessary/hidden to third party developers. There is only one class they need to reach, however that class reaches out to so many others. We tried namespaces on our classes but that doesnt work. It only works on methods, variables and properties.Not sure if there is some metadata available to hide those classes from auto complete. That would be sweet.
I'm getting the classic preloader problem of having the preloader not display until a certain percentage (in this case %30) of the total file has loaded. I am importing the TweenLite class in the second frame, and I am also dynamically attaching MovieClips from the library in that frame as well. I've tried putting a frame between the preloader and the title screen and using the Publish Settings to export all the classes in frame 2, but it does not help at all.