I'm using Flash CS4 with AS3. I want a timer to call a function at 50 ms intervals for 100 times. however the timer takes much longer than it should, which adds up to 1677 ms (1.677 seconds!) too much after 100 repeats. Am I missing something here or is the timer THAT inaccurate?
For some reason whenever I try to access a any of the files within a project that I'm working on it goes extremely slow. I'll click something, or type something and it'll take like 30 seconds before I actually see it do anything. I never had this problem with this project before, seems like it came out of no where. If I just make a new document, or goto another project it's fine.
It's extremely slow to render any flash motion in CS4. I import to the stage some material and when I try to change and create any motion the processor usage raise up to 50% and the program freezing. It will be completly useless... Is there any solution to this problem?
I am working on a very simple game in Flash. I want to make all the animations framerate agnostic, so that I can change the framerate without affecting the flow and speed of the game.I read somewhere that if you want to do that, you simply create a Timer object and attach an event listener to this timer.
What if I have many objects that have to listen to the same timer? See the code to understand what I am trying to do. At this stage nothing breaks, but the event does not fire.Here is the Main class, the one that runs on swf execution:
public class Main extends MovieClip { private static var _stage:Stage; private static var _timer:Timer;
some of you have been trying the prerelease of Air for Android like myself. Its all great and easy peasy to export the apps to my phone but it seems to be ridiculously slow even for seemingly simple scripts.
This is what i'm trying to run at the moment and the app times out before it gets running (All the apps do get running eventually but only after the time out timer could have run over multiple times).
From what I can see theres nothing actually wrong with the code from what I can see but it just takes so frickin' long to load. If I make an app with some equally simple animations it loads almost instantly. I am aware that this is only a prerelease version of the software and the documentation does say that hardware acceleration has not been added yet but whenever I watch the videos up on youtube of the Adobe team making amazing apps with obviously buckets of script running smoothly on their phone I get annoyed
P.S The processor on my phone isn't the problem either (Nexus One Eclair )
The script at the top is on a movieclip these buttons are contained in called buttonHolder which does what it says, and tweens the buttons across the screen to reveal a next button once an answer is chosen.
method where you play a blank file, with a specific time length, and that will loop, and using that sound file, it will dispatch a event when it finishes, hence you get a very accurate loop.
I have a VERY odd problem, here it is: Description: I have a USA map, some states are clickable and have a rollover effect made via MCs. When you rollover a state, it changes color, and when you roll out it goes back to normal. If you click on a state a 'drop-down' layer rolls down with some text in it. You can close this layer by clicking again on the state or by clicking on a button of an 'X' at the top right of the layer.
My problem: When the map is first loaded, ALL the states' rollovers work properly, but once you click on a state the drop-down layers comes out fine but the rollover of that state and of **ALL the other states just stop working. In other words, when you put your mouse over any state after clicking on any of the other states, the rollover effect doesn't work anymore. Methods: The text inside the drop-down layer is being called from a text file with this code:
I'm using Flash CS5 and am currently working on an animation/advertisement as part of my final exam in Applied Art. This is a relatively large file consisting of internally animated Graphics and Movie Clips. When playing it in the .SWF player it seems to play fine with no extreme lag accept for a single second at the beginning but when exported to a .mov file it plays extremely slowly causing the frame rate to decrease considerably.I need to upload this onto my youtube channel when it is done as the link needs to be sent to the examiner. All this may have something to do with the fact the .mov file, although unfinished, already weighs 75.6MB at 30 seconds of work.
While playing around with as' vector.sort() I found out that it behaves normally in every case except where it needs to sort a vector with only 2 or 3 distinctive values. If this is the case, the sort() function runs extremely slowly.Here's my code:
var test:Vector.<int>=new Vector.<int> ; for (var i:int=0; i<6000; i++) {[code]....
I want to create an extremely simple chat where any client can log into this webpage, two windows, one to enter text and the other to see messages. Very irc-like. How do I resolve the communication? In Director there was the multiuser server that let you talk among swfs, is there something similar in Flash MX? Or should I resort to php/mysql as the only way to go?
So I'm using AlivePDF to generate a 6 page PDF with a range of text and graphics. It's a fairly large PDF, prob 4mb when saved. I need to be able to pass the PDF along with a few other variables to a PHP script that uploads the PDF and then sends an email.
Because I need to pass the PDF data along with other information, I've been using a standard POST request with URLVariables, only I Base64 encode the PDF ByteArray before sending to avoid any sort of corrupt data. This works fine, except the Base64 encode operation takes ~8 seconds, and sometimes longer on a slower machine, causing a timeout.
I am using an SWC library so that I could use the fl.controls.TextArea in my project in FlashDevelop. While working on an unrelated section of my code I noticed that all my TextArea objects had turned extremely blurry (both the text and the UI elements). I'm not sure when this started, but when I first added and setup the TextArea I spent a lot of time tweaking and configuring it and didn't have any issues with the sharpness of the object.
What is the difference between Timer.stop() and Timer.reset() functions because it seems that the 2 functions do the same thing? I image Timer.stop() to stop the timer and when Timer.start() is called the timer starts from where it stopped. For example, if I have a 3 sec. timer (3000 ms). If I stop the timer after 2.5 sec. and start the timer again, I would expect the timer to expire/trip within .5 sec.
I have a ActionScript 3.0 project and I have a timer that is running on 1000 millisecond intervals. I would like to delay this timer for 1500 milliseconds perform an action and start the timer again after the delay. I thought I could do this easily, but I'm having trouble, would it be better to stop the timer and perform the action and then listen for the action to be completed to start the timer again?
In my case, the timer I make doesn't reduce its time whenever a function is called. What code will I change or add in order to reduce the time in my timer? [code]At this point the timer.start(); is placed on a frame so that the timer starts as it enters the frame.
so I've got a working Timer, which will stop() when I call it to and start, but I can't get it to reset(). It just starts from where it left off.Code for the timer
How can I use variables to set my timer? I want to control delay and repeat as variable.My output acts as if there is nothing set in the timer.Not working variables
var timer:Timer = new Timer(delay,repeat); var delay:uint = 100; var repeat:uint = 60;
I'm trying to play a sound after a 3 second delay. I'm getting the following error:
TypeError: Error #1034: Type Coercion failed: cannot convert flash.events::TimerEvent@3e021971 to flash.utils.Timer.at flash.utils::Timer/_timerDispatch() at flash.utils::Timer/tick()
Code: var birdTransform = new SoundTransform(1,0); var birdStartTimer = new Timer(3000, 1); //milliseconds (1000 = 1 second), fire 1 time birdStartTimer.addEventListener(TimerEvent.TIMER, playBirdFunc, false, 0, true); birdStartTimer.start();[code]....
I am trying to save memory and space. So instead of using the Timer for my application, I was thinking about using my main loop (ENTER_FRAME) to keep track of time that passes. Is there anything wrong about this ??
My meter looks great and the needle rotates in a loop. How do I add easing to it? The meter is built from a timer event. I want the needle to bounce at the end. Rather than just adding a variable, I need some control of when it happens so I can adjust it with the animation.
My timer has three variables that I can trace to the output window,but don't know how to pass them to the timer. How to I pass the XML values to my timer? I want to test with an XML document, before I try connecting it to an XML socket.[code]
I want to pass a number value to a Timer. How do I do this? My number and integer values for other variables work fine.
I get null object reference and coercion of value, because I'm not passing to 'timer' properly. I don't want to say my variable's a number, I want to say it has a number value.[code]...
I have this class named MovingObject which extends the MovieClip class. This class will be instantianted for several times. Inside this class is a Timer that handles the speed of the objects moving. There is another class called TheStage and this is where I will instantiate MovingObject (s).
public class MovingObject extends MovieClip{ public var tmr:Timer = new Timer(1); public function MovingObject(){
[Code].....
Assuming that the code is working fine (I haven't debugged it), this makes the particles to move all at once. However after several seconds of running it, the particles seem not to be moving in synchronization with each other (because their distances between seem to get nearer).
I have been trying to do a scroll counter for the past 2 hours and i had no luck. Im new to actionscript 3 flash .. anyways. I am trying to create a text field that is incremented according to time elapsed, any ideas how to do this? Also does flash actionscript 3 update? is there a function that i need to put code under? (im experienced with c# -xna).