Actionscript 3 :: Does Timers Interrupt Current Code
Sep 8, 2011
I'm just curious about the implementation of timers as flash is single threaded.If a timer event should fire, does it interrupt the current executing code, fire the event and then go back, or does it do something else?
If I have a playing video and I click on the next button for example, what do I need to do exactly?(this question also applies when currently playing video comes to an end and the next video comes in order)if I say:
Code: netStream.close();
and then:
Code: netConnection = new NetConnection(); netConnection.connect(null); netStream = new NetStream(netConnection);
In a game I'm making the timers that I use go one speed when I run it by pushing Ctrl-Enter in Flash but when I run the external .swf file created, the timers go considerably slower.I have managed to work around this by making the timers reset at lower intervals but I would rather not have to resort to this.
I'm creating a new look for the xspf player: [URL]The playlist highlights the current song being played. I'd like to change the color but can't find where that option is listed in the .flv file, or in the actionscript file.
Let's say function foo() is executing. Suppose that an external event occurs, for which you have a handler. Will function foo() be interrupted so that the event handler can be executed? What is the order of execution in this situation?
The simplified code: //triggered on MouseEvent.MOUSE_DOWN private function beginDrag(e:MouseEvent):void { stage.addEventListener(MouseEvent.MOUSE_MOVE, drag); stage.addEventListener(MouseEvent.MOUSE_UP, endDrag); stage.addEventListener(Event.DEACTIVATE, endDrag); [Code] .....
I am using some click-and-drag techniques within my flash code, and I've noticed some loopholes with the MOUSE_UP event: -It wont be triggered if a context menu is activated while the mouse is still held down. -It wont be triggered if the window is deactivated (alt+tab or similar) What other events can possibly interrupt the MOUSE_UP event and lead to unexpected behavior? Additionally is there a way to generically catch ContextMenuEvent.MENU_SELECT for all context menus without having to manually add/remove the listeners to each context menu?
new to AS3 and starting with an ambitious project for my father in law's website. I don't want anyone to write the code for me, but I was hoping to explain what I'm trying to do and have some more experienced coders drop some keywords, pointers on how they would code it.I want to have a movie clip of a gunsight/scope thingy moving around a map, pausing once in a while. When it pauses, some text will come up that says "Searching...Found" and then a picture of a car will appear for a couple seconds.Now, I can animate all this in the timeline easily. But, here's where I'm getting held up: Across the top of the map, there will be a menu. On each button, when you hover over it, I want the gunsight to stop what it's doing, move to the center of the map and expand to show a picture that is related to the specific menu button. When the mouse rolls off, the animation reverses and the gunsight returns to the original looping animation (either starting over at the beginning or returning to where it was before the roll over).Is this going to be really complicated? Do I need to code the original looping animation to for actionscript to pull the gunsight from where ever it is on the map and smoothly move it to the center, or is there a way to pull it away from it's current location?
I want to know if is possible to stop the streaming background download of a youtube video.
I add the video in this mode [code]...
i noted that once i removed the video from my project, the streaming download of the video continue in background... I realize that because next time that i re-add the video into mastermc, download go slowly than the first time.
Then is possible to interrupt the streaming download?
I've been working on a flash project which needs to load external images for a web.The web will need to display an image one at a time, and so if i click on a thumbnail, an image will start to load. If the user decides to click on another thumbnail to open another images, it must interrupt or pause the loading, so another loader can load the new image, so the previous image is not displayed.The problem is, when i tried to interrupt the loader, the first loader didn't stop loading the image, instead it loads the image together with the second preloader.I've tried using loader. close(), but it does not stop the loading.Also tried using loader.unloadAndStop(), but in my understanding is that loader wont unload its content BEFORE it completes loading.Is there any other way to stop the loader from completing and replace it with the new loading process?
of course i could hardcode that - but if I then change something about the as file, the linenumbers won't be correct anymore, or maybe i rename the as file and so on. It'd be great to be able to create that string somehow using compiler directives. Is this Possible in an AIR application created with ActionScript 3.0?
Does someone know a script to redirect to a different swf from another one after a certain amount of time without action?
The setting is: overview.swf links 1.swf until 13.swf via LoadMovieNum(link, 0). After 5 minutes without click (the applications runs on a touch screen). I'd like to redirect to 1.swf from whereever the user went inthe meantime. It's no big deal putting a script into each of the files.
I need 20 separate timers, to be used with 10 separate objects, and need to be able to start, stop, and edit the delay time of each timer separately.
My question is; would having 23 timers going on simultaneously slow the program down, and is there a quick or easy way to mass-create and mass-edit timers (arrays? for/next loops? I'm pretty new to ActionScript...)
I developed a flash/as3 animation recently which used a couple of timers. I devved on a mac and then transferred the fla to a pc. When I output the swf from the pc it acted different.The timers were much faster
I developed a flash/as3 animation recently which used a couple of timers. I devved on a mac and then transferred the fla to a pc. When I output the swf from the pc it acted different. The timers were much faster. Has anyone seen this before?
I'm trying to use 2 separate timers in a flash solution (CS4, AS3). The second timer won't fire. I need 2 constant events. one could drive the other
I'm displaying a different image every x seconds. I'm fading the old image out and then fading the new image in. Unfortunately, I've not been able to get these events to work in tandem. fade in and out times are both 2 secs & need to be sequential.
As far as I understand this should work, but it's not.The situation:A timer starts with a random number to determine how long it takes for a movieClip to spawn.When it spawns a second timer starts running for 2 seconds, after these 2 seconds the movieClip needs to be removed again and the first Timer starts again, again with a random number. But the comm between the Timers isn't running smoothly...The timer does get set to it's new value, it starts counting down again, but it never fires the if statement again.
PHP Code: private function nBallTimerHandler(e:TimerEvent):void{nBallCnt--; trace(nBallCnt);if(nBallCnt = 0)
I would like a lightweight script that loops through an array, counting down to the next item in the array (over and over again).
Code:
countdown_dur = new Array ( [1,20,2,20,6] );
It would be perfect if this series of countdowns could repeat until the day is then done, and then start over again at 6:29AM the following day.[edit] The countdown_dur array holds the time (in minutes) for each countdown before the next begins.
Action Script and I am having a rough time finding the solution to making my timersloop after the last timer has completed
Here is the code: import fl.transitions.Tween;import fl.transitions.easing.*; var learnDone:Timer=new Timer(3000);learnDone.addEventListener(TimerEvent.TIMER,
I have a container named circleHolder_mc. Inside I have four circles named circ0_mc circ4_mc. My goal is to have each circle blink on mouseover. The closest I've got is the following code which causes all of the circles to blink at the same time.
circleHolder_mc.addEventListener(MouseEvent.MOUSE_OVER, onBlink)circleHolder_mc.addEventListener(MouseEvent.MOUSE_OUT, unBlink) var timer:Timer = new Timer(1);timer.addEventListener(TimerEvent.TIMER, onTimer); function onTimer(evt:TimerEvent):void{ alpha +=7;} function onBlink(evt:MouseEvent):void{ timer.start();} function unBlink(evt:MouseEvent):void{ timer.stop(); alpha = 100;}
I have this random movie player with 6 buttons that play the individual movies. The random movies have a title and a countdown timer that is working.I cannot make the timer work on the individual buttons.
I have a flex app that has several timers running for various amounts of time and for various reasons. I'd like to be able to stop all timers running if the user goes over a specified amount of time, but don't want to individually stop the timers using timer.stop(); Is there a way to stop all timers globally or find and iterate over all timers running and stop them?
var LevelCode:Array = [10,20,30,40,50,60,70,80,...,990,1000]; var Piece0:Timer = new Timer(50, LevelCode[0]); var Piece1:Timer = new Timer(50, LevelCode[1]); ... var Piece98:Timer = new Timer(50, LevelCode[98]); var Piece99:Timer = new Timer(50, LevelCode[99]);
I want to start Piece0 timer, Piece1 timer, etc., at the same time. I tried Piece0+Piece1.start();, but it did not work.
There is probably an easier way to do this and I would be great full if someone has the solution. This code is on frame 1 and is the only frame in the .fla, I am trying to get it to start over once it finishes the last timer. What I really want to do is create a picture banner with 4 images visible at a time and each one transitions to 2 or 3 different images periodically. Is there a better way of doing this with code? I really don't want to animate this all on the time line. here is the code I have
take an arbitrary variable, and create that number of timers, with a corresponding number of listeners? And then write a function to deal with the listeners?