My question is pretty simple: Do get and set functions have an increased chance of being inlined compared to standard functions? If so, is there anything that prevents me from using them for something other than their intended use? (Other than my code becoming less readable.)
I have a set of custom UI elements that are used in a number of activities, and want these maintained separately but linked into the activity on compile.Basically an external library that can be linked to by all activities.My understanding is that a SWC is the correct way to implement this.I have created a bare-bones example of this duplication problem,download here.The following description is based on this example.The "shared.fla" has a library symbol with a linkage id (which is actulaly just a TLF Textfield).Compiled to SWF this is 52KB (all of which is flashx.textlayout.* TLF actionscript bytes) + 153KB textLayout_ *. swz.Compiled to SWC this is 397KB.The "activity_link_swc.fla" displays this shared library symbol on the stage, and links to the "shared.swc".This creates a 179KB swf file. This filesize is the same if the Runtime Shared Library Settings default linkage is either "RSL" or "Merged Into Code" - obviously the inclusion of my "shared.swc" automatically inlines the textLayout code.
If instead of linking to the SWC I just copy all of the SWC's library contents into the activity, of course this gives a SWF size the same as the "shared.fla" - 52KB + external textLayout.swz 127KB smaller (assuming the swz file will be cached locally, and that's the whole point of SWZ files).Is there any way to get this to work?Having a compile time shared library of assets, without incurring a penalty for touching the mess that is TLF?
I have a series of calculations i'm doing over a bunch of objects stored in a array. Each function is pretty CPU demanding but if you only run one function, it just works fine.
I've got a project thats getting a bit big, so Im taking the actionscript out into separate as files. I want all the basic functions to be in BasicFunctions.as and the make a library for more specific functions. I find that a lot of people use the import statement but I cant get that to work with a simple Hello World trace, yet the include statement works fine (see attached). I understand that import/include work differently, but which is the better method? If import, then is that heavier to work with. Any rate, what's the best way to organise code when it gets to the 1000+ lines?
I'm trying to find a way to have global functions in my as project, similar to how flash does with stuff like the util functions (describeType()...), where you can just call the function wherever you need it. For example:
[Code]...
So when I call Test(), it prints out "hello world" fine. My problem comes in that I can't change the name of the Test function, and I can't add any other functions without compiler errors. Is it possible to have a load of global functions in one file, or do I have to split them up into separate files like in the example? Also, I know that I can make a Global class and call static functions like Code: Global.doSomething() but I'd like to know if there's a way to do it as flash does it (describeType(), getDefinitionByName(), etc), or rather, how does flash do it?
I have one function that puts text in a text field and makes a button goto a url onRelease.The code is like this:
Code: item.onRelease = function() { myButton.onRelease = function() { getURL("http://google.com", "_blank"); } talk = this.txt; } the only problem is that the button doesn't work onRelease. i think that it is because there are too many functions there, but at the same time,
Functions embedded inside other functions? In all my years of ActionScript programming, I've never seen this (this is part of legacy code written by someone else which I am adapting):
Its a complicated senario for me. I have a sound management singleton with an asset like dictionary storing all referances to my urls and assets and the guff inside it-
I have a function called addItem(id:String, url:String):Object
I would love to do something similar as soundManager.addItem(id:String, url:String).play() or soundManager.addItem(id:String, url:String).stop() of which it'll both add my item to my dictionary, and begin playing the sound
Let's I have a class Square that has a several functions. I want to call it from a class Grid, which is a group of Squares.So in the class file for Grid, how would I do this:
Code: public function doSquareFunction(thisFunction:Function):void{ square1.thisFunction();
I have a function with 4 necessary arguments (aka parameters) in order to perform the actions. I would like to have the ability to pass the same function to itself as an argument (sort of like a recursive function) along with its arguments. Basically I want to "base" to engage an onMotionFinished event handler if there is another function passed as an argument. Something like...
[Code].....
Would there be a way to use listeners to do this or the AsBroadcaster?
I created SWC with classes, functions and symbols. When I trying import it to library in Adobe Flash CS3 nothing happens. If I create SWC without functions it is imported to library without problems. Is it expected behaviour? Or is it bug of Adobe Flash CS3? Do Flash CS4 and Flash CS5 import SWC with functions without problems and then can use functions from SWC?
Is there a way to compare running time of functions to find out which one runs faster? In Flex Builder, there's the flex builder profile that monitor performance and speed of functions. Besides using AS3, is there a similar tool in Flash Pro CS5 (or if there has always been one in lower versions)?
We have hooked up a Kinect to Flash and using it to control an avatar inside Flash, then we added another player in the Kinect and control the avatar using both players. One arm and one leg each. Now the problem comes. We want to mix it up during a game we are making. So, we need a function on a timer that randomly selects an arm and a leg from each player. But we gotta be sure that we don't get both arms/legs from one player or vice versa.We thought about using the Array and using several math functions in order to get the final result, but I was hoping there was a better way?[code]
I'm coding a small flash game, and wan't to access different functions between classes. In C# I'm used to just making it static, but I'm having some problems with it.Here goes:
I am working on learning how to work with functions in flash. I ran into a bit of trouble. What I am trying to do is make a function that creates a random _x number. Then have another function that takes that _x number and adds some easing to it. Finally I have a movie clip that will read that last function and move the object to the random _x position and ease into it when clicked. I think I have the basics of it done but I just cant seem to get it to run! I included a file so you can see were I am at with this. If anyone has a more efficient solution to this I am all ears. My hope is that with using functions I will be able to add this script to other objects in the movie more easily.
In most web-based programming languages you can use the left() and right() functions to move through a string and pull out individual characters. In ColdFusion, I could do this:
left("hello", 1) and it would produce "h"
I could also do:
right("hello", 1) and it would produce "o"
Is there a conversion for this method in Flash? I want to pick the first letter of a string and capitalize it.
In ColdFusion I would do it like this:
uCase(left("hello", 1)) -- and it would give me: "H"
the only problem is that the button doesn't work onRelease. i think that it is because there are too many functions there, but at the same time, i think it's just me..
I use the following jQuery code to access functions in my SWF (FP 10.1 SWF embedded via SWFObject): $('#FlashApp')[0].someFunc(); This works fine in every browser.. except for Internet Explorer (surprise!). Surely, the point of jQuery is to make this code work across all browsers? I'd really rather not write extra code to check for IE. How can I talk to my SWF in a browser independent way?
Is it possible to call javascript functions inside flash (as3)? How about not in the same domain? Can you provide an example snippet for samedomain and not same domain?