Flex complains if I want to create an object from a library symbol with linkage: 1180: Call to a possibly undefined method [linkage name]. So to avoid this, I create a class for that symbol, in this case extending BitmapData using Flex's new ActionScript Class feature. Flex create that class for me and the constructor looks like this: public function CustomBitmapData(width:int, height:int, transparent:Boolean=true, fillColor:uint=null)
Does anyone know how to cast a string into a uint?[code]...
But i keep getting an error stating that there is a mismatch in variable types or i get a value of '65280' when I trace myUint.I understand that uint is a positive integer but i need to accept a string for the colour value and need to convert it to a string for use.
I have 3 Numbers representing the RGB values of a color that I'd like to convert into a uint. I'm trying this: var color:uint = r<<16 + g<<8 + b; but it will always return 0.
I'm working with several components that take color as a uint, but the colors I have are in the format of "#161616". I'm not sure what the relation between the 2 types of colors are or how to go from one to another.It doesn't have to be an actionscript solution. I have only a small number of these colors, so can be done manually too.
I am trying to encode certain values that I receive from keyboard event. Basically I want to check if a certain key combination has been pressed or not, so for that I am converting the key codes into sequence/pattern and store it in an object and a value(function) against each code sequence. Now I have to use four bytes and in first byte(MSB) I've to store shift, alt, ctrl respectively and in the last(LSB) I have to store the keycode of the key pressed.
Here is the code: private function m_encodeValue(key:String, Ctrl:Boolean = true, Alt:Boolean = true, Shift:Boolean = false):uint { var encodedValue:uint; encodedValue = uint(Shift) << 2 | uint(Alt) << 1 | uint(Ctrl); encodedValue = encodedValue | (uint(key.toUpperCase().charCodeAt(0)) << 24); return encodedValue; }
I am new to the concept of Bitwise operations, and was messing around with some examples today. Everything seemed clear up until the point I tried to make a function to perform a circular bitshift on a uint:
I was trying to shift a colour value (e.g. 0xFF0000) and expecting something along the lines of 0x0000FF, when in actual fact I was getting 0xFF000000 (which is correct, due to the length of a uint) - the most significant bytes are for the alpha value.
Is there an easy way to multiply a color that is stored in an uint? Basically what I would like to do would be applying a colorTransform-Object (like ColorTransform(1.2,1.2,1.2,1,0,0,0,0))to the uint and get the new value in return, but it will not work. Will I have to convert it into RGB first or am I missing something here?
I have begun on a list: My reference is null!Stage is null! Convert this code from as 2 to as 3 for me! Crossdomain policies are in the way of my cool idea Dynamic property names I need to use stuff on the parent! I don't want my children to scale when I scale the parent! Classes vs instances. Mod note: I do not want this topic pinned, we will use a fresh topic once we have agreed to the content.
function setMyValue (myVar:int = undefined):void { if (myVar == undefined) {
[code]....
So if the value is supplied, use it. If not, generate it. Seems simple enough.Problem is that AS3 doesn't like this. 'undefined' gets coerced into '0', so myVar is never undefined. I've tried variations with NaN, null, etc, but nothing has worked.
the script i wrote is working fine. but the script attached to the flash player which i have no control over is throwing a script error (im using IE8).how can i fix this? if i run it locally there is no error.
I have create a menu but when clicking on menu so that it shows, I get an error on the line because of the line "myMenu.show(null,null)". See function below:
private function createAndShowmyMenu():void { myMenu = Menu.createMenu(null, myMenuDataProvider, false); myMenu.labelField="@label"[code]........
sometimes I remove child and trace it afterwards and it outputs null although I havent yet set it to null, why is that? and do I need to set it to null also in that case?
I have the following piece of code(part of a much bigger program). I this code I am re-using a motion that has been previously used successfully. The trace stmts are used to identify the exact location of the error and the error conditions as best I can.[code]
When you cast null to an object using Object(null), the result is an object.When you cast undefined to an object using Object(undefined), the result is an object.But saying null as Object or undefined as Object remains null.Why is this? I can't find anything in the documentation about this.
The objects that result from these casts can have properties set on and read from them. It's as if the cast created information, or removed whatever special information the null and undefined values have. But there's no indication in the AS3 documentation that the null and undefined special types are actually objects.
I am trying to add an EventListener to a MC, but I am getting the 1009 error. My script is referencing a MC that does exist. I have verified that my code is typed correctly, and that my instance names are correct.I am creating a portfolio site. On the first frame I have my main navigation (well, it's actually not the first frame. I alpha-fade everything in so it's really the 6th or 7th, but I'm not sure how pertinent that is). The main navigation works fine (5 movie clips, fyi). Clicking them will move to a different frame, and the information and sub navigation for the frame will fade up. It is the sub navigation that I am having trouble with.[code]
As you can see, it doesn't even get to the function before it gets thrown off. I have verified that the instance names are correct. The script and the MC I am trying to add it too [I/]are[I/] in the same frame, which is what's stumping me. Normally you get 1009 when the object you're trying to reference is not there, but mine is!!Obviously there is something wrong with my EventListener. I am not sure what else do; there is a gap in my understanding of AS.
If I set an Object = null, does that remove all references to the Object's variables assuming there are no external references to said variables? Or do I have to manually set all said variables = null?
I've a question about variables in AS3 OOP. Do I have to set them to null or I it's not needed when I define them in beginning of the class? I just noticed someone doing so so I wasn't sure is it right or no.
private var _mcComponentHolder:MovieClip = null; private var _mcComponentHolder:MovieClip;
I'm testing out some different things right now and I'm trying to make a box, that, when one of two balls is dragged and dropped into it, causes the correct color text to display (i.e. redBall displays "RED", blueBall displays "BLUE" when dropped into box).I've gone through a few different ways of doing this, but now I"m trying to use dropTarget.I'm finding that when I drop it into the box using the code below, everything works fine, but if I drop is anywhere outside the box, I get an error stating "Cannot access a property or method of a null object reference."I'm assuming that I'm just wording this second dropTarget conditional statement (if (e.currentTarget .dropTarget == null)) incorrectly, but I'm not sure how to fix it.Here's the code of the dropping function I'm using:[code]....
I'm having a little difficulty when it comes to getting objects ready for garbage collection.
I have some dynamically created movieclips.
Within each clip, I have a combo box and a close button. When the user clicks the clsoe button, it runs a function that removes all the event listeners for the close button and combo box, and removes the parent clip from stage. I also want to make the parent clip null, and this is where I get an error. I'm not sure how to tell Flash "make the parent of the close button clip = null.[code]...
It's returning null the first time I click an image however subsequent attempts traces a value (I assume because it is set then, just not when the app loads). how to recognize it when the app loads?