ActionScript 3.0 :: Use Flex Builder 3 To Write Code?
Feb 23, 2009
I am trying to use Flex Builder 3 to write my Actionscript 3.0 Code however whenever I try to Eg: import fl.transitions.Tween; it does not recognize the fl folder let alone the Tween Class to import.
Where is the default Actionscript 3.0 Classpath so that I can add it to Flex Builder 3's Source path?Btw I am using Adobe CS4 / Flex Builder 3.
We've got several Flex projects, one of which has just been refactored. I'm wondering if there's an easy way to tell which classes and functions (if any) aren't being used any more?
I've discovered that we've definitely got some unused code, because running ASDoc on the entire project reports some compilation errors which don't get reported by Flex Builder (implying that those classes aren't being used any more). I'm hoping to find a more robust and complete method, and preferably one which can work at function level too.
I am new to flex framework.I have created an application using flex framework 4.1 which is having various components that are shown to the end user in the form of a popup window using <mx:TitleWindow>.This titlewindow is closed either on the click of the close button (displayed in it's titlebar) or by pressing the "escape key" on the keyboard.I coded a functionality wherein I close the current TitleWindow whenever an 'escape' button is pressed.Here is what I did.On the keydown event of TitleWindow I called this function.[code]I had to repeat this code for every TitleWindow that I have used in the project.How can I write the above functionality only once and reuse it amongst various TitleWindow and other components so that the code for the same is not repeated across various components? Every TitleWindow that I am using has different code, scripts and layout in it.
I created a new actionscript project using Flex Builder 3 and tried to run the following file. I get this error : Definitions: fl.controls:Button could not be found.All I want to do is, to add a button to the application.How could I do it?
I'm trying to import a web service with the Flex builder feature (Data > Import Web Service). The process proceeds as expected and the classes are generated based on the web service description. The code is generated with compile errors in it though.There are 20 errors of 2 varieties. I've included a sample of the errors below.It looks like an error in the auto gen. The auto gen code is trying to dispatch an object of ArrayCollection type. As far I know that isn't possible. rror examples:
1067: Implicit coercion of a value of type net.responsys:ListTablesForCampaignResultEvent to an unrelated type flash.events:Event. Responsys/src/net/responsysResponsysWS57.as 1119: Access of possibly undefined property headers through a reference with static type
I was editing a very basic mobile Flex project, and after I debugged the master (application) mxml file, Design View stopped working (blank screen displayed, no Design View errors) for all files. Creating new projects, either mobile or else, or testing old, working projects, doesn't work either. Out of the related issues I've found info on, most concern earlier versions of the IDE, and deal with either Design View errors (got none), use of certain functions or custom components (I get the error even on a new project), or are solved by changing styles back-and-forth (tried already, to no avail).
I can't drag and drop components to the design area, either (a "prohibited" symbol appears and nothing happens when I drop); so I'm pretty sure it's not code-related or a bug, but probably something stupid, like a configuration issue, so I definitely need someone to take a fresh look at it.
I have a small slideshow loading 3 different images with XML in an animated loader.My problem is that the first round, when the images are not cached in the browser, it starts playing before the images are finished loading.Is there a way to add a sort of preloading code to my code below without having to re-write everything? I tried to add an eventListener COMPLETE to the loading images but somehow it wont work?[code]
I just upgraded to Flash Builder 4 (beta 2) from Flex Builder 3 which I have been using since it came out. Problem: All the projects that were in my workspace from Flex Builder 3 did not carry over into Flash Builder 4 (e.g. in the "Flex Navigator" view if FB3). Flash Builder 4 now uses the .FXP format to manage projects, but Flex Builder 3 did not. Is there an easy way to get all my projects back into Flash Builder 4?
I am new to CS4. I have been using Macromedia 8 and used to be able to write code on a button very easily. So click on the button and go the actions. But How do I do it in Cs4?
Does anyone know if there is a way to make the new Package Explorer window in Flash Builder emulate Flex Builders 'Flex navigator' window?
Bottom line is I don't always need to peer into SWC's, and I don't like having a 'default package' automatically created for me. Not sure why the interface wasn't made simpler, allowing access to more power and complexity only if necessary. I want to focus on the code, not on how to navigate and use the bells and whistles in the coding environment.
I am bringing movie clips in from the library, and I want to make a button to bring you back to the first frame and remove all the movieclips that I just brought out. My code to bring out the movie clips is:
var _fourSidedDie:fourDice; var _sixSidedDie:Dice; var _eightSidedDie:eightDice; chooseDice_btn.addEventListener(MouseEvent.CLICK, onClick1);
I'm trying to position a MC within a MC but don't seem to be getting the write code.[code]So, I'm trying to target myText3 and position it but it doesn't move. I've tried several ways but can't seem to get it.
In my application i write the code in three frames. First frame - call the second frame using gotoAndStop(2) similarly Second frame - call the third frame using gotoAndStop(3) and Third frame - call itself using gotoAndStop(3) but it is not working .
I was wondering so long that how can people analyze the trait of each file extension (of course open it in notepad is not readable) For example, I want to write a program that can read everything from .fla file like timeline, movie clips, position of each MCs or all the motion tween values. And get the image embeded in it. (I'm planning to use flash as IDE for another project.)
(The reason that I tried to read proprietary format is I want to utilize their awesome editor. What I actually want to do is, I want to make an iOS game with cocos2d. There is a code to move things around in cocos2d but there is no decent editor. So I'd like to use Flash as an editor, then convert the motion to objective-C cocos2D code by reading the .fla file.)
I have 16 tweens happening at the same time which I've done using actionscript. Its basically the same thing happening 16 times with slight changes to coordinates and mc names in each tween.
Is there a way of creating an array with a list of mc names which can just be dropped in to a template? Below in my code:
I have a button named 'red_btn' which is placed on different keyframes at different positions on the stage. but the function of all the instances is same, on mouse over should move timeline to nextframe. [code]...
Is it possible to write code that so when you hit a "next" button, it tells a movie clip to move so far each time it is hit? Same as with the "prev" button moving the opposite way.
I am trying to decide whether or not I should go with Flash or XCode for my next project. I am trying to determine if Actionscript 3.0 + Flash CS 5.5 will allow me to write code to make in app purchases - something that is vital for my project.Is there an API that will allow in app purchases through CS 5.5?
I have flash cs4 and when I am typing code in the editor. It appears that the more code I add to my .as document, the more sluggish it gets. When typing, it appears to be a delay for when my text actually appears on screen. does anyone know what this could be.
Im making a transition from Java to Flash/Actionscript and Im having sort of a hard time figuring out where to write my code for my flash game loop(or engine) due to flash having "frames" unlike Java.Am I able to put the loop inside the Document class even having like game menus in the game? I havent found a way to put it in there without it always running when the flash application begins.Or should I just have the game loop called every frame? For instance, frame 4 will be level 1 and so the engine will be called out there. And frame 5 will be level 2 and ill call a different instance of the game engine there.Im just having a difficult time due to the "frames". So where would be the best place to put the game loop?
I have four MC's that I want to fade onRollOver and onRollOut. As you can see, writing code for each MC is a rather convoluted way to achieve the effect.how to write the code as a function and apply it to all of the clips?
I just had a quick stupid question. I'm trying to write a code that switches back and forth between a certain color. If you click it, it turns green, if u click it again, it turns back to its normal color and so forth.
I tried just using a function in the timeline but it doesnt seem to be working:
When setting up a source control repository for a Flex Builder workspace, what do you consider to be worth checking in? Do you exclude the workspace .metadata folder but keep the .project and other project specific files? Keep both? Throw away both? Is there a guideline you use to decide which is worth holding onto or do you do it out of practical experience?
I've been playing with the random motion code from the vibrate tutorial.I like the effect I'm getting but I'm wondering if it's possible to write some code to animate the movement between the random jumps the objects make.I'm trying to create random motion with smooth transitions.