Can Force Actionscript Code To Be Executed Lineary
Dec 31, 2009
Let's say I have some code like this in AS3.[code]The constructor for Thing is going to cause a swf to be rendered onto some movieclip.If the loop is run 10 times or so, most of the time I will only end up with a subset of Things showing up on the clip. I'm guessing this is a problem that flash is having loading a bunch of Things at the same time.I've been able to solve this problem by passing callbacks to the Thing constructor, and only continuing the loop once the previous Thing is completely loaded and calls back.First of all, is this a known problem? Or am I going about this in the wrong way? Secondly, is there any way I can tell flash/as to run this code in a linear fashion without the callbacks? It gets kind of annoying doing this everywhere.So I think richardolsson is right, we must be doing something wrong. To restate the problem, if I try to load multiple swfs onto the stage, even as few as two or three, without waiting for the previous one to finish loading, I will get an unpredictalbe number loaded. For example, running the loop above 10 times, I may end up getting the 2nd, 5th and 10th Things loaded. The others seemingly getting lost in asynchronousity. Flash shows no runtime errors in these situations. So here's the basic idea of how we are doing things.[code]This is the basic scheme. If I try to create a bunch of instances of 'child' WITHOUT waiting for the onLoaded function to finish on the previous 'child', random instances simply won't show up. I wrote the above code very quickly, it is not compy/paste, so ignore simple errors. Are there any glaring reasons why the above method does not work?
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Jul 22, 2009
Was testing out my movie and using the simulate download option. Bored while waiting I started to resize the movie. Then I got an error about over 256 levels of recursion. Intrigued I tried to simulate the error again. I realized that it would only happen when I resized the movie a bunch while it was doing simulate download. Sometimes I would also get an error "A with action canceled because object didn't exist".
Digging through the code I couldn't figure it out. On the first frame of my movie all I had was a setInterval that changes the loadbar display to show how much is loading. It also tells it to stop(). Once loaded it tells it to gotoAndPlay(5). Frame 5 is where all of my other code is at. This error was happening at Frame 1? Then I remembered I had used "with" in some code to realign stuff on resize. Like:
[Code]....
As soon as I commented out the stagelistener stuff the error stopped. The stage code is on frame 5. It should not start running until the movie has loaded as frame 1 stops the movie until it is loaded. It is running BEFORE the movie is loaded though because I get the "with action" error and the 256 levels of recursion error. If I put a trace in the listener function it doesn't trace back until it is at frame 5, but for some reason part of it still runs. Anyway, sorry for the long explain...just a strange, strange error. Now I don't know what to do about it. I want the stage listener, but I definitely don't want an endless loop or other errors occurring.
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Jun 20, 2011
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I have a block of code in a game I'm making that checks to see if guy1 is in contact with guy 2:
Code:
var randomGuy1X:Number = Math.random()*550;
var randomGuy1Y:Number = Math.random()*400;
[code].....
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The following code works as expected: when a user clicks the button, the installer automatically launches.
<?xml version="1.0" encoding="utf-8"?>
<s:Application xmlns:fx="http://ns.adobe.com/mxml/2009"[code]....
I verified that the installApp function is executed.Why doesn't the second piece of code work? Is user interaction required? If so what's a way around this?
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Nov 11, 2011
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Sep 23, 2009
I'm trying this:
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- export an assets.swc, and set the relative library path publish option in othes flas that use assets.swc
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Problems start when some asset has some code inside. Say, a button with stopped event states. Well, the stop() commands don't get executed, so the buttons are effectively instantiated, but their timeline plays until the end. Probably because they're not initialized in the timeline (being exported in frame 1, so, in fact, before).Usually, without swc, to solve this problem one would put all assets in frame 2 and then check for cuttentFrame == 3 (http:url...). This is what I'd really like to avoid. And from here the question: is that possible? Is there a way (in flash, not flax) to use swc to properly get assets containing some simple code (usually stop commands) in their timeline?
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Jun 29, 2011
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// --------------------------------------------------------------------
public function submitForm()
{
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Aug 31, 2011
if (variable == 1){
//code
//Execute this code.
} else if (variable == 2) {
//code
[Code]...
I dont want to copy the code from the first into the second and the first and second into the third.
My mind isn't working and there is probably an extremelly simple way to get this working.
I know I could used functions but for some reason it stops the instance referencing working: _root["bullet"+j] doesnt work in a function.
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Sep 17, 2009
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Jun 23, 2009
When, in ActionScript, an event is dispatched:
foo.addEventListener("some event", someHandler);
foo.dispatchEvent(new Event("some event"));
At what point are the event handlers executed?
I ask because I caught this at the end of an Adobe developer guide:
Notice that some properties are assigned to the [AsyncToken] after the call to the remote service is made. In a multi-threaded language, there would be a race condition where the result comes back before the token is assigned. This situation is not a problem in ActionScript because the remote call cannot be initiated until the currently executing code finishes.
But I could not find any information on what they meant by "currently executing code".
See also: [URL]
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Feb 21, 2012
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the following code snippet demonstrates what i mean:
var notyetexecuted:Boolean=true;
function addNetStream(counter) {
if (notyetexecuted = true) {
[Code]....
why this is the case and how Flash executes layer?
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Nov 11, 2010
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ActionScript Code:
if (y > 850 && splodeCount == 0)
{
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[Code]...
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this["myCustomVar"] = "bla";
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var mc:MovieClip = new MyMovieClip();
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Why does the movieclip not have myCustomVar, or to put it more generally:
When are frame scripts in movie clips executed exactly?
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here is my project :
[URL]
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[Code]....
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Code:
package {
import flash.display.MovieClip;
import flash.display.Shape;
public class DisplayList extends MovieClip {
[code]....
changed the class name when creating class accordingly - but the output is the same: empty stage.
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Code:
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