Actionscript 3 :: Flex 4: Can't Define S:layout For Subclasses Of Classes Extending Group?
Sep 9, 2011
I'm trying to create a base class for components by extending Group in Flex 4, but I can't seem to define the layout through MXML. Any time I try to move the definition to a subclass of my base component, I get the following error:
Error: Could not resolve <s:layout> to a component implementation.
Judging by that error, it seems that some magic from the framework's side goes into assigning it for a Group and thus the compiler fails when trying to assign it for any other classes. Does anyone know how this is supposed to work? how to allow me to define it in subclasses?
how subclasses, instances, and inheritance work. The below code isn't actual project code, it's theoretical code, generalized to a simplistic level so that we can talk about the big issues. I have animals_app.fla, with a "Dog" class MC and a "Cat" class MC. Both "Dog" and "Cat" are subclasses of "Animals"; animals_app.fla uses document class "Main".
Intuitively,I think Animals should declare that every subclass should have some animalSpecies ,and each subclass will define the value of its own animalSpecies. It wouldn't make sense for Animals to provide any default value, because it will always be different per subclass.Is this correct?
I had tried out some code similar to that below, and was perplexed because it seemed like whenever a subclass tried to define a value for its own animalSpecies variable, it was actually changing the value of the variable in the Animal class, but that's not what I want. How do I rewrite this code so that each subclass defines the values of variables it inherits from its superclass, without altering the superclass? And how would I define the value of variables for each instance of a class, so that I'm only changing the values of that instance, without altering the subclass?
Also, conventionally, what should be in my Main class? Only the addChild code which attaches MCs to the stage? Or should the values of variables be defined in Main? What am I missing?I recently read Foundation Game Design with Flash and didn't feel like the explanation was sufficient.
I'm trying to figure out how subclasses, instances, and inheritance work. The below code isn't actual project code, it's theoretical code, generalized to a simplistic level so that we can talk about the big issues.
Let's say I have animals_app.fla, with a "Dog" class MC and a "Cat" class MC. Both "Dog" and "Cat" are subclasses of "Animals"; animals_app.fla uses document class "Main".Intuitively, I think Animals should declare that every subclass should have some animalSpecies, and each subclass will define the value of its own animalSpecies. It wouldn't make sense for Animals to provide any default value, because it will always be different per subclass. Is this correct?
I had tried out some code similar to that below, and was perplexed because it seemed like whenever a subclass tried to define a value for its own animalSpecies variable, it was actually changing the value of the variable in the Animal class, but that's not what I want. How do I rewrite this code so that each subclass defines the values of variables it inherits from its superclass, without altering the superclass? And how would I define the value of variables for each instance of a class, so that I'm only changing the values of that instance, without altering the subclass?
Animals.as package { import flash.display.MovieClip; public class Animals extends MovieClip { public static var animalSpecies:String; public function Animals() {} }} Dog.as
[code]....
I recently read Foundation Game Design with Flash and didn't feel like the explanation was sufficient. I've tried scouring the web for OOP tutorials, but they're either too basic or too far over my head. Can someone please explain where I should be defining values of variables for classes, subclasses, and instances?
I'm an AS3 newbie and I'm trying to figure out how subclasses, instances, and inheritance work. The below code isn't actual project code, it's theoretical code, generalized to a simplistic level so that we can talk about the big issues.Let's say I have animals_app.fla, with a "Dog" class MC and a "Cat" class MC. Both "Dog" and "Cat" are subclasses of "Animals"; animals_app.fla uses document class "Main".
Intuitively, I think Animals should declare that every subclass should have some animalSpecies, and each subclass will define the value of its own animalSpecies. It wouldn't make sense for Animals to provide any default value, because it will always be different per subclass. Is this correct? I had tried out some code similar to that below, and was perplexed because it seemed like whenever a subclass tried to define a value for its own animalSpecies variable, it was actually changing the value of the variable in the Animal class, but that's not what I want. How do I rewrite this code so that each subclass defines the values of variables it inherits from its superclass, without altering the superclass? And how would I define the value of variables for each instance of a class, so that I'm only changing the values of that instance, without altering the subclass?
I recently read Foundation Game Design with Flash and didn't feel like the explanation was sufficient. I've tried scouring the web for OOP tutorials, but they're either too basic or too far over my head. Can someone please explain where I should be defining values of variables for classes, subclasses, and instances?
how subclasses,instances,and inheritance work. The below code isn't actual project code, it's theoretical code, generalized to a simplistic level so that we can talk about the big issues.Let's say I have animals_app.fla, with a "Dog" class MC and a "Cat" class MC. Both "Dog" and "Cat" are subclasses of "Animals"; animals_app.fla uses document class "Main".
Intuitively, I think Animals should declare that every subclass should have some animalSpecies, and each subclass will define the value of its own animalSpecies. It wouldn't make sense for Animals to provide any default value, because it will always be different per subclass. Is this correct? I had tried out some code similar to that below, and was perplexed because it seemed like whenever a subclass tried to define a value for its own animalSpecies variable, it was actually changing the value of the variable in the Animal class, but that's not what I want. How do I rewrite this code so that each subclass defines the values of variables it inherits from its superclass, without altering the superclass? And how would I define the value of variables for each instance of a class, so that I'm only changing the values of that instance, without altering the subclass?
Also, conventionally, what should be in my Main class? Only the addChild code which attaches MCs to the stage? Or should the values of variables be defined in Main? What am I missing? I recently read Foundation Game Design with Flash and didn't feel like the explanation was sufficient. I've tried scouring the web for OOP tutorials, but they're either too basic or too far over my head.where I should be defining values of variables for classes, subclasses, and instances?
I am pretty new with AS3 . I am making a liquid layout in flash using as3, it worked pretty well with the following code, for the movie clips that are going to be on stage from the very beginning.
[Code]....
as you can see I have defined the variables Width adn Height inside the function as well and I am using WIDTH/2 to define the x position, Well it laods in the exact position but won't float as I minimize the stage
im trying to port my code to as3 but i stumbled on a problem i have no idea how to fix. error report:
Code: verify PointAirFri$iinit() stack: scope: [global Object$ Point$ PointAirFri$] locals: PointAirFri Number Number Number 0:getlocal0 stack: PointAirFri scope: [global Object$ Point$ PointAirFri$] locals: PointAirFri Number Number Number 1:pushundefined stack: PointAirFri void? scope: [global Object$ Point$ PointAirFri$] locals: PointAirFri Number Number Number 2:setslot 14 stack: scope: [global Object$ Point$ PointAirFri$] locals: PointAirFri Number Number Number 4:abs_jump 78424138 45 stack: scope: [global Object$ Point$ PointAirFri$] locals: PointAirFri Number Number Number 0:getlocal0 stack: PointAirFri scope: [global Object$ Point$ PointAirFri$] locals: PointAirFri Number Number Number 1:pushscope stack: scope: [global Object$ Point$ PointAirFri$] PointAirFri locals: PointAirFri Number Number Number 2:getlocal0 stack: PointAirFri scope: [global Object$ Point$ PointAirFri$] PointAirFri locals: PointAirFri Number Number Number 3:constructsuper 0 VerifyError: Error #1063: Argument count mismatch on Point$iinit(). Expected 3, got 0. at PointAirFri$iinit() at docClass/::init() at docClass$iinit() this is how the defined the classes:
Code: package{ public class Point { vars public function verlet(a) { code } public function savePoint() {; code } public function restore() { code } public function Point(__x:Number, __y:Number, __fr:Number) { x = __x; y = __y; dx = 0; dy = 0; vx = 0; vy = 0; friction = __fr; } } }
package{ import Point; public class PointAirFri extends Point { private var airFriction; public override function verlet (a) { code } public function PointAirFri(__x:Number, __y:Number, __afr:Number) { x = __x; y = __y; dx = 0; dy = 0; vx = 0; vy = 0; airFriction=__afr; } } }
if anyone has any idea why that error happens please enlighten me
Is it possible? If so, what's the preferred way? I'm seeing lots of ArrayUtil and StringUtil AS3 classes, but I don't like using them as it defeats the purpose of an object (StringUtil.trim(str) instead of str.trim()).
I dont understand how extend workes.. when i extend a class,will it replce that class entery point or will a class that extends another have "two" entery points? And can i pass paramters to the extended class?
What is the difference between importing a class and extending a class, I know that when you extend you add all the properties/methods of that class to your own class, but I am still un sure of what this actually does for you and your program, I am pretty confused on the topic and I couldnt find the difference between the two on the internet, also how do you know which one of the two you need to do?
my understanding of extending classes is that you gain all the functions and methods of that class thus You could over ride any one of them. How ever I am confused on weather or not you inherit and can over ride private methods of the class you are extending or if you have to have all methods public in an extended class.
I've recently come to a roadblock in my code for a non-visual class I created; a sound class if you want to know. At first I coded with it extending Sprite (I can't remember why I started it out that way, but that's the way it was). When I came back to this code, I thought that extending sprite doesn't make any sense if it's an audio class and non-visual, where is no real reason to add something to the stage if you can't see it. So I removed "extends Sprite" from the class and errors started popping up around "dispatchEvent" coded areas. I then tried putting back the extention with "extends Object", hoping that would solve the problem; got the same thing. I've searched with google on why I can't use dispatchEvent on objects or classes not extending anything, but it only came up with how to use dispatchEvent with the usual MovieClip or Sprite tutorial.
Code: public function SideModule() { if (stage) { init();// stage accessible, call init function[code]....
if i extends thsi class with class B (class B extends class A) how will i get this events in class B? do i have to register for them in class B as well?
I recently started working on a simple 3D fps and I did some planning.But I'm not entirely sure what's the best way to layout my classes.I made a diagram but I'm not sure if it's right..Is it wise to initialize all my classes in the Main class or should I initialize them from other classes that relate to them?
m new to as3 & am trying to make a platform game. i'm just not sure how to define the objects & variables. like my character & any other object i want it to collide with will be sprites, but im not sure where to go from there.
I have a library symbol, exported for Action-Script and to Frame1. Now in the document Class, i write
public class Test { public function Test():void {
[Code]....
Now the code works fine but when i write my own (sealed/fixed) Box Class that surely Extends MOVIE-CLIP, statement-2 gives error , i know the Box Class is not dynamic but the Movie-Clip is Dynamic. Now what i understand that Movie-Clip Class being dynamic becomes fixed/sealed when it is extended by any Fixed/sealed Class???
I'm currently developing a game in flash and want to be able to divide up my .fla assets in a way that means artists can work on a game menu .fla in isolation from the game.fla and rest of the game code.If I could briefly explain how I've approached this so far, I would be extremelyMy project is setup like this:HighScoreMenu.fla -> document class HighScoreMenu extending GameMenu class.game.fla ->document class game.asgame.as class loads the published HighScoreMenu.swf and manipulates the menu i.e. animates on and off screen via inherited functions in the GameMenu class.
Now this seemed to work to begin with, until my code evolved and upon going to publish my HighScoreMenu.fla flash started complaining about symbols being used in Game.as that were in Game.fla... If I'm only publishing the HighScoreMenu which extends from GameMenu then why is it even looking to compile Game.as
Can I define a custom class to be an AsBroadcaster in the classes constructor?
Code:
class myClass{ function myClass(){ AsBroadcaster.initialize(this); } }
And if so will that give me the ability to addListeners to an instance of that class?
The reason I want this approach is because I want to broadcast events from inside one of the custom classes methods and I want a textField on the stage to be listening for that broadcast message.
I am using Gaia framework with a fluid layout at here is what I get
This is the error: TypeError: Error #1009: Cannot access a property or method of a null object reference. at com.gaiaframework.FluidLayout::FluidObject/reposition()
I've just found a strange error when deserializing from a ByteArray, where Vectors cannot contain types that extend Array: there is a TypeError when they are deserialized.TypeError: Error #1034: Type Coercion failed: cannot convert []@4b8c42e1 to com.myapp.ArraySubclass. at flash.utils::ByteArray/readObject() at com.myapp::MyApplication()[/Users/aaaidan/MyApp/com/myapp/MyApplication.as:99]Here's how:
public class Application extends Sprite { public function Application() { // register the custom class
how to make the preloader works on the full screen website/ fluid layout. I add the Stage.resize on the code for FYI When I added this code to the bar, it expanded to full screen, but there's no loading bar. The text is also no progress.
I am working on a grid example in flex using advanced grid control. I know we can easily group data by specifying the field name. At the group node level, other than the gorup name I want to be able to show data in the rest of the cells ( calculated data ) and I am looking for some dataRowBound event or similar to be able to hook some data in it.
Example: Grid displaying list of towns grouped by state. At the group level ( for each state) I want to show the total number of towns in each state. Here how can i show the total number in the town column.
I am in a situation where user gets the cars data from the database based on the selection and displays it in datagrid like below ( for example)
Company Model Year No GM Chevy 2010 10 GM Chevy 2009 5 GM Pontiac 2010 12 Honda Civic 2009 12
and there will be a link next to datagrid to get Pie chart based on the data displays in the data grid . The pie graph should display grouping by company and the count . I mean for the above example that should give with two pie items , one for GM showing the number of vehicles ( in this case 3 ) and Honda showing the number of vehicles ( in this case 1 ).
I thought of getting it from the database by querying and grouping it .But here the problem is after getting the data above in the datagrid user can able to filter at client end ( By year or model ) and can say get graph . This time that should only display the graph for the data visible in Datagrid .Grouping on database for every operation is becoming expensive. Since we have already data available at client end , is there any way to group it at client ..?
I would expect the mask to be applied when the checkbox is selected, and removed when it issin't. But it doesn't seem to work.However, when you change to , it works like a charm. Can anyone explain to me why?
Note: In my actual application, i'm applying this in a skin to a component that is extending SkinnableComponent which can't use BorderContainer so a solution to this would be great.
My current requirement: I have menubar with 3 different button types. Skin structure is simple: one label and two state graphics. So my base skin have label, and in overridden i want add two images. But flex docs states that overriding of skin is not preferred. I try override override public function addElementAt(element:IVisualElement, index:int):IVisualElement for adding new subcomponents to custom container sdk using it but my view is blank. Does skins are really not overridable? My current code:
<s:ButtonBar skinClass="MenuSkin" dataProvider="{content}" /> in MenuSkin: ... <fx:Component id="firstButton">
[code]....
and next 2 skins have repeated <s:Label/> part. As label should look the same, naturally i want extend base skin class but it is no possible form me. First problem: if i add image in mxml it overlaps label.
I've got some MC's in my library that have radiobuttons in them -- all of this created at design time -- and pull them onto the stage dynamically. My question is how do I get the selectedData from the group? The setup is like this: In a MC called pageOne, I have a group of buttons with a group name of Q1, Q2, etc. I pull the MC onto the stage like this:
[Code]...
Do I need instance names on each of the buttons and add listeners to all of them?