ActionScript 3.0 :: Import And Use The Classes FLYPlayback And VideoEvent
Mar 18, 2009I'm trying to import and use the classes, FLYPlayback and VideoEvent, I use the following code to import them,
[Code]...
I'm trying to import and use the classes, FLYPlayback and VideoEvent, I use the following code to import them,
[Code]...
I have made an AIR app that brings in local SWF files and displays them in an interface. One particular local SWF file contains a FLVPlayback component. On this component I've placed some event Listeners.
Code:
vod.player_flvp.addEventListener(fl.video.VideoEvent.PLAYHEAD_UPDATE, vodPlayheadUpdate);
vod.player_flvp.addEventListener(fl.video.VideoEvent.STATE_CHANGE, vodStateChange);
vod.player_flvp.addEventListener(fl.video.VideoEvent.COMPLETE, vodStateComplete);[code].....
Is there any way to auto-import as3 classes (internal/intrinsic Flash Player classes at least) using Emacs ?
Looked for as3-mode and actionscript-mode but nothing working was found. as3-mode can import class if it is opened in buffer (but not *.mxml files)
I tried to import a class in a .as file and I had strange behaviors that I cannot explain. First of, I tried to get work a senocular class by importing it locally his script in the same directory of my main .as class.
package{
import flash.display.*;
import flash.net.*;
import flash.events.*;
import duplicateDisplayObject;
There was no error returned from the compiler saying not found but there was one telling my class is still undefined as when I try to make the class work. (possibly undefined method). So I did it with the old fashion I found in some demos, placing the .as file in a com/senocular/display/ folder:
package {
import flash.display.*;
import flash.net.*;
import flash.events.*;
import com.senocular.display.duplicateDisplayObject;
And then no errors. The compiler recognize the class and execute it.
I'm starting to experiment with writing / importing my own classes to better modularize the code.
After trial and error it seems to me that I always have to define classes in a self-defined package as static, otherwise they cannot be accessed.
I suppose I need to import an special class to use data types as integer, long or double from my own class. But i don't know what is the correct class I have to import?
View 2 RepliesIs it wrong to have to keep importing the same libraries in classes.
In almost every class I make I'm having to import these[code]...
Is it not importing the same things over and over again into the same flash file? Making the swf bigger and slower?
I have a bunch of classes in an SWF file. I'd like to use them in my Flash project.[code]...
View 1 Repliesi am tryin to impor the following classes in my FlashDevelop project, import fl.transitions.Tween; and fl.transitions.easing.*; however, in my flashdevelop project i can't seem to find this, i can only seem to find the flash.XXX classes. What do i need to do to gain access to the fl.XXX classes? do i need to download a new sdk or change my ide to something else?
View 5 Replieslook I've got a rather annoying problem that I can't for some reason solve. my class amoeba are not importing...
[Code]....
When I point my code to import an external classes such as:
import flash.display.*;
my understanding is that its referencing something within the flash directory to load up the display classes.
In other instances I create a "com.whatever" directory to store other classes that my code can point to.
Well I was running through the Kirupa tutorial (displaying google maps in flash) and I noticed in the code it says "import [url]..." the swf works just fine but where is it grabbing the google classes from if I didnt create the directory?
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"));
Is it possible call out side folder classes like "../../com". previously iam using include. this way iam using "../../com/app.as". now iam import com folder classes how can i import?
View 3 Repliesimporting GreenSock external classes into my flash project.
Line 27: import gs.*;
DesktopmyFlashAPPS wittersrczainu witterMainClass.as, Line 271172: Definition gs could not be found.
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How can I import all files and classes into my AIR bundle... it must take a note that I created first a flex project, and set it's main class as Actionscript (.as) . When I build a release all my imports (org) etc.. are not included in the .AIR installer... i have checked this by installing the app and then after show package contents, notice that the diretory structure exists but it doesn't include any of other .as used as imports...
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Is it necessary to import the classes that an ancestor has already imported?Is there a keyword I could use so that the imports are implicit when I create an inherited class?
View 2 RepliesI'm more of a C# developer, I knew AS2 and quite enjoyed it, AS3 makes me rage.
I'm trying to load a custom class into my flash project in cs5.
error: 1172: Definition daycare.Forms could not be found.[code]...
I just installed the trial version of 4.5 of flash builder, migrating from 4.0 and I am encountering quite a frustrating problem. For some reason in which I can not peg, FB refuses to compile anything with an import from an external class, like greensock, bulk loader etc. I keep getting a 1172: Definition could not be found for any import from my external class AS3 folder on my harddrive.
Now I did edit my build path in the project and include the AS3 folder there as I usually do in past FB projects. Even code hinting works when typing in the import lines and even making new objects from those imports. But every time I save or try to compile, such errors appear on each one consistently. This is coming from a fresh install of 4.5 btw on any Flash Professional project and I would like to use it but I can't seem to get around such a fundamental problem.
The header says it all. I am trying to import a couple of classes without attaching a document class to the fla file. Is this possible? I have the class path set as appropriate (I think) in the publish settings since my fla is located inside a swf folder and my classes folder is located outside the swf folder. Its how my project is organized.
Class path set: "..classes"
Before starting an class or code, you should put all your import statements..
Now I have flash application, which offers a search feature which relies on some pretty huge classes. The user is unlikely to use this feature. However, importing those classes anyway adds some pretty large kbs to my application. Is there a way to import these classes at runtime ONLY IF the user chooses to use this feature?
how to get a Class file up and going in Flash and that works fine but say I want to import other classes. I try "import testCass" above in my import statements section of my as file and that doesn't work. What do I have to do to get that to work?
View 6 RepliesI`m using flash cs3 for my works , but i have one problem!when i use File=> Import=> Import to Library... or Import to Stage...the flash environment becomes terminated.I changed my flash version to CS4 and I have this problem again.
View 2 RepliesI have a simple swf which create flvplayback object and load from time to time an flv, replacing the old one.I manage everything in a wrapper class, identified with mdcVC in the code below, with a variable FLVPlayback in it.I notice one strange thing, before loading a new flv, the old one is replaced and the listeners removed. However in the fragment of code where this happens seems that the VideoEvent is not removed.
trace("listener:" + mdcVC.flvPlayer.hasEventListener(VideoEvent.STATE_CHANGE));
trace("listener:" + mdcVC.flvPlayer.hasEventListener(IOErrorEvent.IO_ERROR));
trace("listener:" + mdcVC.flvPlayer.hasEventListener(NetStatusEvent.NET_STATUS));[code].....
I have the following code and the FLVPlayback 2.5 item is in the Library:
import fl.video.FLVPlayback;
import fl.video.VideoEvent;
var vid1:FLVPlayback = new FLVPlayback();
[Code].....
why I keep getting the following error:
1119: Access of possibly undefined property COMPLELE through a reference with static type Class
i have a proyect wich compiles flawlessly in cs5, i decided to ported to cs5.5 because air3 does not get installed in cs5. when i try to compile i get an error... 1119: Access of possibly undefined property COMPLETE through a reference with static type Class.
[Code]...
Let's say we have a dozen classes that all import TweenLite. Does this create a dozen 'instances' of this import (using 12 x the RAM) or does the compiler know to just assign it to RAM once and then make it available to the relevant classes?
View 3 RepliesI have what should be a simple bit of code. I have 25 movie clips laid out in a grid; each is named myVideo1, myVideo2, etc. When a clip is mouseovered, it should start playing and loop until mouseout, whereupon it will stop.
Here is the code:
Code:
import fl.video.*;
for (var i = 1; i <= 25; i++) {
["myVideo" + i]addEventListener(MouseEvent.MOUSE_OVER, playMovie);
["myVideo" + i]addEventListener(MouseEvent.MOUSE_OUT,stopMovie);
[Code].....
then the listener and function work fine for that particular clip. The two mouse listeners work fine with the dynamic assignation. I was hoping to avoid having to add 25 lines of code to setup the VideoEVent listener for each individual clip and don't understand why ["myVideo" + i] doesn't work as it does for the mouse event listeners.
I have a project that I want to port to mobile platform on Android and iOS.The project uses a v.addEventListener(VideoEvent.COMPLETE, completePlay) handler to detect when video is finished playing and trigger the next action.
The project is running perfecty when publishing for Air or Flash Player 9 and above.However when just changing the target player for publishing to Air for Android or iOS the following error occours:Access of possibly undefined property COMPLETE through a reference with static type Class.
I'm trying to get a dynamic tex box to go from 0 to100%, 100% would be when videoEvent is ready. I cant think of a way to do this. Any suggestions? I guess I need to know how many bytes it takes for VideoEvent.READY to happen.heres my code as of right now..
import fl.video.*;
import fl.controls.ProgressBarMode;
// Set Variables
[code]........
Same codes... work in Flash Player 10.1 but do not work in Flash Player 10.2... Error: 1119: Access of possibly undefined property COMPLETE through a reference with static type Class.
is it flash bug or done intentionally? anyways, is there any way to run VideoEvents on FP 10.2 ??