[url]...I added clear button, which clears all lines from user's whiteboard, but every other user who is connected to whiteboard, still sees lines. But when other users refresh the page, lines are gone too. That means I'm able to delete data from shared object, but I don't know how to update other users' whiteboard.[code]...
I want to share an Array which all classes can "get" and "change" data inside that array. Something like a Global array or Multi Access array. How this is possible with ActionScript 3.0 ?
I'm trying to duplicate the behaviour of the "Share on Facebook" button from Youtube. Basically, inside a Flex app I'll have a button and when I click it I want a popup that enables me to post something on the wall. While it is possible to make a call to javascript to open the pop-up I want to be able to set the images and the text of my posting. How I could set the images or text as a parameter to the sharer window?
How to share TextArea Component in multiple swfsaylib.swf (has TextArea Componenet)main.swf (Import TextArea Componenet from lib.swf)section.swf (Import TextArea Componenet from lib.swf)
I want to set it up so the size properies will pass over to the block (same object size - height and scale) but also changing the collision properies so the player will be enable push the block around the screen but I'm not sure how to implement such functionality/feature. I've experimented with two ways so far; 1.) The enemy changes to a frame of a block when he dies (illusion of a different object but the same object with a different frame on the timeline) using the same size properies but I can't seem to the change the collision properies from it's prior setting of causing damage and re-bound/bounce to the player. 2.) The enemy is removed completely from the game and a new block object is added in the same position where enemy died but I can't share/code the same size properies to this new block object making obvious that is a different object. Here is a code I've what I've done so far (which is attempting to do first approach);
Flex Mobile applications are view based. And I'm using Adobe Cirrus (im assuming its the same for any FMS netConnection) Does anyone know how to maintain a persistent netConnection between views in a flex Mobile Application?[code]I want to be able to trace(netConnection.nearID) on this view, go to another view and trace(netConnection.nearID) and get the same result. and be able to have a cirrusStatusHandler() function like I have a above to listen for cirrus events. Then be able to do netConnection.close() on another view if i wanted to to be able to close the connection.
Brainstorming Ideas what I was thinking I could do:I was thinking I could maybe set up the connection on the main ViewNavigatorApplication mxml file, but i have so much going on and being triggered based on netConnection status events it seems it might be really complicated to handle everything from that mxml file on each of the views. Maybe I could declare the netCon vars in the ViewNavigatorApplication mxml file, and just add event listeners to those vars on each view? But i'm not familiar with accessing vars that exist in the mainViewNavigatorApplication mxml file.I just need to be able to make the connection once, and then it stays persistent until I call netConnection.close()I guess I could use separate views where I dont need the netConnection and just have this particular view use "states" inside the view where the netCon needs to be persistent. It just seems silly be be using states since this is a view based application.[code]and the same in my Home View but i'm getting a null error when i try and call trace(netConnection.nearID) in the crationComplete function on profileView (which is after homeView) to see if it still has the same netConnection and should then be able to get the same nearID
i was wondering how you guys set up different projects that share an interface (interface object, not an UI element). i have several modules in separate projects that use an interface from the main project. right now i'm either doing it by copying and pasting the interface to the module projects or by adding the source path to the project.
I'm learning ActionScript 3.0 and I made a small app to draw rectangles on stage. Now I want to drag&drop them around. I want to be able to click on an object, without triggering the stage.addEventListener(MouseEvent.MOUSE_DOWN, clickEvent); but when I click on an object, it also triggers that event. How can I save the click on object from triggering that event on stage?
Here's the code: Main.as package { import flash.display.Sprite; import flash.events.*; public class main extends Sprite { var startX, startY, endX, endY: Number; function main() { [Code] .....
I want adobe sockets to send "customized" class object to a server socket(WinSock2). I used socket.writeObject(myClassObj). Actually My flash application and windows application works for string buffer but not for object.
Code: //Flash var buffer:String = "God Bless Us"; socket.writeUTFBytes(buffer);
I am using a custom Flex skin to create an active blur/frosted glass effect on the background of floating Panels, TitleWindows, and other containers (similar to http:url....). There is a background image in the Application skin, and potentially any number of other components above and below the active blur component. Here's some relevant code within the skin:
public static const BLUR_FILTER :BlurFilter = new BlurFilter(16, 16, BitmapFilterQuality.HIGH); private var _bitmapFill :BitmapFill = new BitmapFill; private var _matrix :Matrix = new Matrix;[code]....
Unfortunately, the performance of this when the component is being resized, and especially when moved, is poor. There is noticeable drag delay and overall slowdown, and this is with only one popped-up TitleWindow in the test application. There is especially poor performance when components inside the TitleWindow are changed (button hover states, etc.)I've attempted to optimized a little bit by avoiding reinstantiation of the blur filter, bitmap fill, and matrix, but this has had little or no effect. I removed the blur at one point, just drawing the Application to a bitmap, and the performance is still poor, so it's clear that it's mostly the BitmapData.draw() call.
I've read about using scrollRect and cacheAsBitmap, but I'm not sure where to apply these properties (or other optimizations I'm not aware of) within the Application or its components.
Lets say I have a visual component (button) and a non-visual Object that receives a message and generates music in realtime (using an internal Sound object, etc). What's the best way to make the connection in OOP/AS3? In other languages, I've used to add the objects to a top level object (something like the Application object) and let them see each other. Example: Add button to App, add SndManager to App. Click on button, notify App, make App invoque the play() method on the SndManager.I'm asking you this because the above example looks odd to me. In fact, I'm not sure if I can add a non-visual object like my SndManager to the Application object.how can I bridge this?
I am trying to save a component as a JPG file and I can't seem to get the BitmapData.draw() to give me the pixels I'm expecting and instead I am seeing a plain white rectangle when I open the resulting JPG file. I am first creating an object which contains an image and a caption (the MultigraphCanvas below) and when I display the object as a pop up it looks perfect -- however when I try to draw it as a bitmap and then encode and save it as a JPG I don't end up with the same image I can display on the screen. [code]...
i have a simple .fla here which by using masks appears to "draw" a wavy box... (kinda choppy, just made it fast for example), what i am wondering is if there is a same way to achieve this effect through actionscript (not just draw a box, but to reveal any picture or shape, for a "drawing effect")[URL]. i'm kinda newish to AS, not much more then basics.
I have a complex graphics data on a sprite or a shape (no matter which is exactly). But I want to draw shadow (inner too) for one Rect ( [10, 10, 240, 25] for example) or another path.
A simple moveTo(x, y) call before beginBitmapFill does not work :/ Neither does changing the x and y value of drawRect... (That just seems to have the same effect as an translation with the matrix...) Additionally I don't want do draw that thing in a separate Graphics-Object and add that one into the other...
I am struggling with an issue where I want to create a function that draws an outline of any object and I want to use this outline as curve path so I can animate objects on this path using Tweener. Like that:
All the images have to be in timeline 1 on different layers(they all have to be in timeline one........).I have a frame, it has a lot of images on it, with them all set to _alpha = 0;
on a button press the required image has its alpha set to 100;
however this means there will be a lot of images on the screen at once....
If alpha is set to 0 does flash have to still draw the object, is there a better way ?
My basic requirement is to draw a circle inside a BorderContainer with the layout set to BasicLayout.I run this method in the CREATION_COMPLETE event of the BorderContainer object.[code]I know I must be missing something VERY basic here. Can I just draw like this OR should I draw in some other event? I know that I can create a Ellipse object and easily add it to the border container but I would like to know how I can do this using the graphics object.
I'm having a little difficulty getting to grips with the getBounds() Movie Clip function. I assumed the getbounds() method simply got the boundary coordinates for the movie Clip, that one could use to draw a rectangle. This is what I'm trying to do;I'm trying to get a movie clips coordinate bounds, and use the min and max values of x and y to draw rectangle around the object. Simple right? But in my case, I'm getting some unexpected results. I wonder does ther registration point of the object determine the coordinate values? Also are the coordinate values local to the clip instance or global to the stage?
I am using the draw() method of the BitmapData to encode a jpeg of part of the image. Now this should be easy enough given the object I want to draw to the bitmap is on the stage at design time so I know its location and dimetions exactly! Heres the code I have in place.
Code: var myBitmapSource:BitmapData = new BitmapData ( street.width, street.height, false, 0x333333); myBitmapSource.draw(street, null, null, null, new Rectangle( 96, 5, 571, 450 ), true );
I know for a FACT that no part of the street clip I am drawing out is in negative space, and it's registration is (0,0). However, it cuts off A lot of the top of my image. y=5 in the above rectangle is where I need the top to be, but it cuts the top off of the image... even if I change it to 0, it has no effect.
I'm trying to do some lean blitting for an object that rotates by rotating it once at startup and capturing a BitmapData snapshot of each 5 degrees. The problem I'm having is that the draw() method of the BitmapData object is only picking up pixels in the MovieClip that are below and to the right of the registration point. If I change the MC so that the registration point is in the top left corner, I sometimes get what looks like most of the pixels, but the entire object rotates into and out of the frame, since it's rotating around the corner and not the center.
so I have a lot of classes in actionscript 2. But I need to modify my application to use the soundchannel object for audio monitoring. as far as i know this is only in actionscript 3. so it it possible to write one class in AS3 and leave the rest in AS2?
if not is there a conversion tool which can make the process easier?
I need to be able to draw a thick patterend line between 2 points in AS3, I can't use the draw API because it doesn't all me to actually put detail (pattern etc) into the thickness of the line, I thought about perhaps using the line to create a bitmap version and then using that as a mask, but I remember many years ago seeing some examples that use a movieclip as a source for a line.