Actionscript 3 :: Difference Between Object, *, And No Type At All?
Aug 2, 2010Is there any difference between those three declarations?
var x;
var y:Object;
var z:*;
Is there anything in AS that's not an Object?
Is there any difference between those three declarations?
var x;
var y:Object;
var z:*;
Is there anything in AS that's not an Object?
anyway im using flash as3 for about 6 months, and im still kinda confuse in this things like getters and setters, and idk what you call that but here's and example :
private function myBoolean():boolean
{
//codes here //
{
idk how to use it, and what it differs from getters and setters,
I want to know the difference between [object main timeline], [object Stage] and root in as3? I have read from the topic How stage, root, and MainTimeline Fit Together. But I didn't get clearly.
View 3 Replies1118: Implicit coercion of a value with static type Object to a possibly unrelated type flash.geom:Rectangle.I got this error coming from the bold words when I tried to use this AS2 code in my AS3 stage. I'm currently trying to convent an AS2 printing of DataGrid to AS3. [code].....
View 3 RepliesI'm in the beginning stages of trying to understand AS3.Flash is outputting these two errors:1118: Implicit coercion of a value with static type Object to a possibly unrelated type Function.1120: Access of undefined property event_obj.
Code:
my_cb.addItem({data:1, label:"First Item"});
my_cb.addItem({data:2, label:"Second Item"});
my_cb.addItem({data:3, label:"Third Item"});
[code]....
I keep getting the following error msg below I would be very happy if some knows the solution to this: Error Msg: 1118: Implicit coercion of a value with static type Object to a possibly unrelated type flash.events:Event Object A dispatches Event as:
[Code]...
I think i am lost with basics itself. What is the difference between these two. String object is an instance of String Class.
[Code]...
say i have an xml node like this:
Code:
<vars>
<start>45</start>
<duration>10</duration>
</vars>
how would i go about parsing that out into an Object so that it looks like this:
[Code]...
I have this code, and in the end, where I am trying to removeChild(ball) I get an error:
[Code]...
1) Is it true that every data type within as3 is a subtype of Object?
2) Is there any (ANY) difference between typing a variable or function argument or function return as Object versus *?
What exactly is the difference between an object and a dictionary in Actionscript?
var obj:Object = new Object();
obj.something = "something";
var dict:Dictionary = new Dictionary();
dict.something = "something";
trace(obj.something, dict.something);
The trace statement seems identical...
What is exactly difference between casting with np: DisplayObject(myObj) or
myObj as DisplayObject
What the difference between an object and an array is?
View 14 RepliesWe create Objects in flex by declaring type Object. for example
var objSampleObject:Object = new Object();
and we create properties directly with dot operator without creating any class
[Code].....
My question is in above process is there any class is created internally by flex?
I don't understand what is structurally different between a Value Object and a Class in ActionScript3. Can any Class be a VO if you decide to call it one?
View 1 RepliesWhen declaring a variable to have an open datatype, is there any difference, especially a performance difference, between typing a variable as a "wildcard" (I'm not sure of the official name for this) and typing a variable as an Object?
var myVar:*;
var myVar:Object;
What is the difference between the code (i) and (ii) written below ?
[CODE]...
What is the differences in use of these two objects? Which one should be used for a "Youtube-like" video player with a custom skin and playlist?
View 2 RepliesI have 2 possiblities. It looks like these are the same (or I'm wrong). Which is better and why?
var quest1:DisplayObject = FrameCanvas.baseCanvas.addChild(app.questionmark1); //
quest1.x = posX; //
quest1.y = posY; //
or
app.questionmark1.x = posX;
app.questionmark1.y = posY;
Premesis:I am using actionscript with two arraycollection containing object with value to be matched...Let's assume I have two list of elements A and B (no duplicate values) and I need to compare them and remove all the elements present in both, so at the end I should have
in A all the elements that are in A but not in B
in B all the elements that are in B but not in A
now I do something like that:
for (var i:int = 0 ; i < a.length ;)
{
var isFound:Boolean = false;[code].....
I cycle both the array and if I found a match I remove the items from both of the array (and don't increase the loop value so the for cycle progress in a correct way).I was wondering if (and i'm sure there is) there is a better (and less CPU consuming) way to do it...
I want to know the difference between [object main timeline], stage and root in as3.
View 1 RepliesThe title might be a little misleading. Look at my code and I will explain
public static function loadTile(tileDir:String = "empty"):void
{
if(tileDir != "empty")
{
tPoint = new Point(0,0);
tRect = new Rectangle(0,0,30,30);
[Code]...
I am trying to do tiling with sprites. I want my tiles to be interactive, so that is why I am using the sprite object instead of using regular bitMaps to represent my tiles. You might be wondering why I wouldnt just use graphics.beginBitmapFill(tImage); and graphics.drawRect(0, 0,tWidth ,tHeight ); to pick out the tiles I want to use. Well reason being is because it turns out that drawRect() first and second parameters actually alter the location of where the actual sprite sits at.
So if I set the x and y properties of the sprite to x = 20, and y = 20. then I set my drawRect(20,20). it actually adds an extra 20 pixels to my x and y coords of my sprite. And I know the reason why, I just need to know a better way.
I have a task: I need to place about 100 sprites on one canvas (with prepared grid on it). I need to place them as invisible (circles) stones, on the board, and make visible only on mouseover. The problem I come across is following, I can't place those objects accurately into the nodes on the grid.
[Code]...
I'm coding a really simple 2D platforming game in Flash using AS3. I'd like to define two different types of terrain surfaces that the player can walk on based on classic platforming elements. Type1: the player can walk on, and if the player jumps, they will hit their head on it and bounce back to the ground. Type2: the player can also walk on, but if the player jumps and hits their head, they will simply pass through the surface and not bounce back to the ground.
I am using hitTestPoint to resolve collisions for this. My question is: What would be the best method to test for what TYPE of ground I am colliding with? Each ground type has it's own Class associated with it in my Flash IDE and all the different terrain surface types are in the same movie clip on the stage.
Currently I'm testing to see if it hit one type of ground surface, then i'm testing if it hit the other, and then based on those results, I process what I want to happen. This seems to work okay right now, but I'm imagining that I may want to create more than 2 types of ground to collide with. For example, moving platforms. It seems like the code will start to get complex
Eg.
if(_groundType1.hitTestPoint(_player.x, _player.y, true))
{
if(_groundType2.hitTestPoint(_player.x, _player.y, true))
[Code].....
I have a variable named "type". And I want to instance an object with the name of the value of type. Here is an example: var myObjectName = "ball"; var object = new ball(); //Except I want to use the value of myObjectName. I believe this used to be easy with AS2 when using _global, but I'm not sure how to do it in AS3?
View 1 RepliesHere's the example:
var cartesian:CartesianChart = new CartesianChart();
cartesian.width = 100;
var column:ColumnChart = new ColumnChart();
column = cartesian as ColumnChart;
Why does this not work? "column" ends up null. ColumnChart is a derived class of CartesianChart, so I would have thought I'd end up with a ColumnChart with a width of 100.
I want to do something like this in Actionscript 3:
if(variable is Object) ...;
else ...;
Where variable could be a String(), Number(), Array(), Object()...Currently the above check returns true for all of these types, which makes sense. I only want it to return true for objects made with new Object(), however.
I have a custom class say class A :
class A
{
public testA:int;
public testB:int;
}
Now, I have a object say Object C , the object has the exact same names of variables and everything as the class.
can I cast that object into class or vice versa. Instead of set/get of individual variables.
I want to find a way to only allow certain objects into an array that have a certain word in thier class name. Or at least find the optimal way of doing something like this. Heres the details. I have an Array that stores all the objects dropped into a cart.
function addProductToArray (e:MouseEvent):void{
currMC = (e.target as MovieClip);
myCart.itemsInCart.push(currMC);
trace(myCart.itemsInCart);}
[code].....
I'm trying to use addChild on a movie clip but can't as Flash gives me this error:Error #2007: Parameter child must be non-nullGreat. Okay.The movie clip into which I'm trying to add a child is set to null by default. How do I unnull it? Just what am I not understanding?
View 1 Replies