Data Integration :: Pulling In Children Of Children In XML
Sep 23, 2006
Newbie to XML here and I have what I *hope* is an easy problem, but I just don't know the answer. And as I have to try and show this by Monday, I'm sort of stuck. I am trying to pull in information about houses via an xml file. Each house has 1 address, 1 owner, 1 description, and about 6 photos. I have no problem accessing the address, owner, etc, and I can always access the first photo, but whenever I cycle through the photos, I seem to cycle through the first photo for every house, not every photo for each house.
Basically, I need the children <images> to go up by one, without the the parent going up by 1. I am hoping I am describing this well. My code looks like this:
I am trying to pull in information about houses via an xmlfile. Each house has 1 address, 1 owner, 1 description, and about 6photos. I have no problem accessing the address, owner, etc, and Ican always access the first photo, but whenever I cycle through thephotos, I seem to cycle through the first photo for every house,not every photo for each house.Basically, I need the children <images> to go up byone, without the the parent going up by 1. I am hoping I amdescribing this well.My code looks like this:
total = xmlNode.childNodes.length; totalb = xmlNode.childNodes[0].childNodes[5].childNodes.length;
I'm making a OSX-finder-type file browser in CS4.The Structure for the folder and files is being generated by a PHP in a XML, heres an example:(sorry the xml is not sorted, but the command i'm using in php doesn't sort it)
In this game attached I need the old Children (rats) to hurt the character when he walks into them, however only the most recently added Child is active in that way... also the rats seem to appear above the character instead of below, is there any way to resolve these issues??
I have a Sprite called pageContent. Inside pageContent are 12 more Sprites with unique names, a couple of Buttons, and some TextFields. Inside each of the 12 Sprites I have either one or two TextFields and one TextInput. My question is, since they are children inside a child of pageContent, how can I access them? Here is how I am trying to do it:
[Code]...
In my mind, this should totally work. But surprise, surprise, it doesn't. I have debugged it and it works fine for the first two lines, but when it tries to get numChildren of a Child of pageContent (line 3), I get this error: PHP Code: 1119: Access of possibly undefined property numChildren through a reference with static type flash.display:DisplayObject.
I'm wondering if anyone has figured out how to pull data from a column in a SharePoint 2007 list to be able to dyamically generate a reaction in a flash object.Our designer created a dashboard of thermometers for our projects that use two variables, % complete and status (green, yellow, red, blue).
As the end user, I want to be able to update my project in my SharePoint list and have it so that my updates automatically populate that flash based dashboard.Right now, he's using an XML document that is stored in a folder on our SharePoint site and then simply updating the XML file when there are changes.It would be ideal to pull this data from the list rather than having to update and then upload the xml document to the SharePoint site.
I want to have a rollover effect of a movieclip (mo1) inside a movieclip (mo) of another movieclip (popup1).Is it possible to do that? I try calling it using this code in the frame 1 of my flash, am i doing wrongly?
I have a Canvas which has many components inside it and those again, have many components inside them.
getChildren() returns only the top level children. What is the best way to retrieve all the children (children of children of children and so on).
Well, I sorta know how to do this by iterating through the children, but the code is really messy. I'd prefer to use a nice recursive function. Has anyone written this before? Or is there a Util class to do this?
for some reason STORAGE[0].getChildAt(0) works whereas liner.getChildAt(0).getChildAt(0) does not. STORAGE is a movieclip and a child of liner. the error is something about not being able to use getChildAt on a display object. what's wrong? is there any other approach i could use? PS: liner.getChildAt(0) works and does indeed seem to refer to STORAGE[0]
In flex 3 I have a hierarchical data structure. I would like to display the content of it in a tree. My problem is that I have nodes which data calculated from children nodes. How to structure the hierarchy to make automatic changes to those parent nodes, if their children's data changed? For example:
Every node has a warning flag. If some of the children warning flag changed to true, then the parent warning flag should change automatically set to true. A node integer field is the sum of the children integer fields, and if any of the children changes, the parent integer field "calculates" the sum immediately. Is there an easy solution wit good structuring changes happen automatically, or I have to make some custom functions?
I have a tree using an ArrayCollection/Object data provider. The following code worked with an XML data provider but won't work with the non-XML data provider:
I am creating a breakout game and below is a part of my code:
function updateGame(e:Event) { if (ball_mc.hitTestObject(brickone_mc)) { beepSound.play(); yVel*=-1; removeChild(brickone_mc);
[Code]...
I have got it removing the bricks as each brick has an instance name, I am now wanting to go to an end screen once all the bricks have been removed, is there a way to count the children and then put a gotoAndStop() in?
ok, my Digital arts class is making a flash project, and im like the only one actually making a game, so im pretty much alone. i got a lot of help from the people on the AS3 forum, but im pretty sure that my question is too easy to put there. so, i have an array, and it basicly puts a spike on the screen at a random Y, and moves it across the screen, but, when i hit a spike, and ti goes to the you lose screen, the loop keeps adding children, and putting them on the screen, is it possible to just say stop adding children, and go to the next frame? i have a break, but when i stop colliding with the spike in the next frame, the spikes start coming again. also, can i totally reset the movie? cause when i just go to frame 1, the array plays itself ontop of itself and it gets twice as hard
I'm getting a list of movieclips with attached scripts to display, but when I try to put them on the sceen nothing shows up.I can trace the elements in the list and it will tell me there are elements there.I can trace getChildAt(numChildren -1) and it will tell me there is something there but nothing is visible.If I generate the list in the constructor of the class that handles the displaying it does show them, but when I try to load them when they are actually needed they don't show up.Here's a simplification of the code(its a small part of a larger project and I can't put all of it up somewhere public)This code does what it should do(unfortunately that is not what I need done)
The traces all show up so I know its running the method, the traces tell me it adds stuff the the screen, but what I see on the screen remains completely stagnant, as if nothing is being added.
adding all the bricks of another movie clip into an array in my controlling mc (GameScreen). Except, when I try to remove them from the display list by accessing them from their array, I get
Quote:
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller at flash.display:isplayObjectContainer/removeChild()...and so on
I'm guessing it's something to do with adding another movie clip's children into an array in a movieclip that isn't the stored clips' direct parent, but it's parent's parent.
Code: private function checkBrickHit():void{ for(var i:int=0;i<brickArray.length;i++){
I have a movieclip called "myClip" and I add a random child to myClip which is either "myChild1", "myChild2", or "myChild3" and inside of all of these is a child called "myLittleChild".
I have 4 tab movieClips (Suppose 1_mc,2_mc, 3_mc, 4_mc).Not 1_mc is on top and covering some part of 2_mc, same as 2_mc is covering some part of 3_mc, and 3_mc is covering some part of 4_mc.Now whenever i clicked any tab Movieclip. it should come on top of all MovieClips.
in AS2 there was a method swapDepths(This.getNextHighestDepth()) and by that we can swap current movieclip by all other MovieClips.So is there any code in AS3 also, which can swap child at once with all the Movieclips? I checked from setChildIndex and swapChildren too but its taking more length of code and complexity too, to understand which movieclips has to be swaped now?
I am loading external swf in main swf using Loader. this external swf has an as class which extends sprite and adds images and sprite to that class sprite..now when i load this external swf in main swf i get external class sprite...But if i trace this sprite children then i get 0.
For starters let me just say that I am very new to action script and also that I'm not using adobe creative suite, I am using notepad with flex as a compiler. I have two classes, a main class and a class called OBJECT_square.
Now my problem is this. Simply put I would like the square that OBJECT_square draws to move right when I press the right arrow key. Right now I can only get it to be drawn once (though I am actually creating two separate squares in two different spots). Now the thing I need to know is if I have used the keyboard event correctly in OBJECT_square. I used keyboard event in the main class as well to display the last key I pressed but I'm not sure how to use it in a class other than the main one. Also I'm not sure how to 'update' the square so that it is redrawn when it moves, that is remove its old self from the display list and reinsert its new self. The whole kinda point to the code is that the square be 'self-sufficient', ie contains all the code needed to draw it and move it rather than relying on any other class. I basically want it so that once another class has made a square the square is capable of doing everything else on its own.
I have a container symbol called BoxContainer. This can contain an unknown number of Radio Button components. To add these, I have an array of Radio Buttons called boxes.This is part of the CheckBoxes class.Here's my problem: When I add the radio buttons as children to the stage, from the frame itself, it works just fine. However, I need to add it to the BoxContainer movie clip. I have tried:
On the frame: for(var i in Checkbox.boxes) {[code]..........
However, both of these do not work. When I run the flash, the radio buttons are not visible. How can I fix this?
I have an movieClip Container and I want to move all its children into an Array.i think about the method I used to delete all children of a container by using while and removechild at 0, but I think it wont work in this situation.
Is there a way to create XML or an array of the <act> content (ie: p12_intro) in one swoop as apposed to having to loop through each node and use hasOwnProperty('act') or something similar? At the moment im looping through XML created with this line...
How do I publish and import a SWC in a way that allows me to access the exported symbols as well as their children? working on an action script project in Flash Builder 4. In my SWC I have a sprite called SP_ViewHome. That sprite has a child called mcContent which is another sprite instance.I've included the SWC so that the FB4 recognizes the class SP_ViewHome (and auto completes when I create references to them). But my problem is that I can't access it's child by using the regular syntax for accessing children (compiler error 1119: "Access of possibly undefined property mcContent through a reference with static type flash.display:Sprite")
Code: public class ViewHome extends Sprite { private var s:Sprite;[code]....
I can access that child with the getChildByName() function. However this seems inefficient both in terms of development and run time performance.I need to do to be able to access children of SWC classes more easily?
I have two symbols. player and wall. The player symbol has a custom made class.For some reason a player object on the stage is a child of the stage but the wall objects are not. Why are the wall objects not children of the stage?