C# - Get Around Subclass Init Methods Needing Different Numbers Of Arguments To Their Super Classes?
Aug 10, 2010
Imagine I have a game with a base Entity class, with an init method that takes no arguments. Now I have a Wizard class, but I want to pass in 2 parameters, say speed and strength. In AS3 (and I believe Java and C#) I will not be allowed to do this - it is an "incompatible override" because the method signatures won't match. Now I could just make an "initWizard" method instead, but then I have the problem of the init method of each class potentially having different names. I need solutions that work in AS3, Java or C#.
Can anybody tell me why my lb.init(x, y, h, w); call doesnt call! I get no errors yet my output panel only shows.[code]could it be an issue with the cast on lb?this class is for button which i am creating via the createLightButton()Method in another class the button is created init() in not called +NO ERRORS.Ive used an example for Moocks Essential ActionScript ch13 Avatar class to create this class and I can see no reason for it not to work.[code]
I am hoping someone can explain about subclasses accessing variables from the super class. I found that the subclass can only access variables which are set in the constructor of the super class. Is there any way around this?
Now how is it that I can add the variable SPRITE which is a Sprite in the OBJECT_square class to the display list of MAIN class? I've tried addChild(SPRITE) and super.addChild(SPRITE). If everything works I should see a red square somewhere on the screen but right now its all blank, except for the text drawn in the MAIN class.
Basically I want it so i can just make a new OBJECT_square and it will draw itself without any more instructions from the MAIN class.
I'm trying access a static variable located of a super class through an instance of one of it's subclasses and I'm receiving an access of undefined property error (example of which below). Creating another static variable in the subclass and assigning the value from the super class will allow me to dot operate to it.
Is it possible to call a method in the super class of a super class? I tried the above and it doesn't work, unsurprisingly. Only way I've been able to do it is to store a reference to a super.someMethod in the super Class (eg. var superMethod: Function = super.someMethod) and call that instead. Seems reasonable and it works but wonder if there is an in-built method for doing this?
I have an abstract superclass which has around 300 subclasses. I would like to log when certain methods on this parent are called, and I'd like to know the name of the subclass thats making the call. Is there any way to do this without rewriting all my subclasses to explicitly pass their names upwards to the parent's logging method? E.g., let's say I have a superclass Foo with a method writeLog(str). Foo has a subclass called FooBar, which calls super.writeLog("hello"). Can writelog just inherently figure out that a FooBar called it, without the need to rewrite everything so that we have to call super.writeLog("hello", "FooBar") ???
Flex having any init(), destroy() method. Like Servlet init()method will run at Application initialize and never call it again if Refresh the Page also.
I want to create a method to read a list of numbers passed as an argument, but the number of numbers will depend on how many numbers the user needs to register to the method.
How do you subclass multiple classes. I have a class that subclasses MovieClip. I added a new feature. Now its yelling that my class needs to subclass SimpleButton. I know there both part of the display class. But how do you subclass that?
I am trying to create a spark datagrid item renderer. This item renderer extends a checkbox, and implements IGridItemRenderer public class CellCheckBoxItemRenderer extends CheckBox implements IGridItemRenderer
When I implement IGridItemRenderer, I need to implement the interface methods, I am having a problem with the following methods:
I want to create a game using pure AS in FlashDevelop.
The problem is that there are some methods I want to use, and because I don't like copying/pasting code, i decided to define in classes. Here is an example:
[Code].....
When I hit compile, I get an error like Call to a possibly undefined method distance through a refference with static type Class.
Is there a way in AS 3 to list all classes and their associated methods? Or at least a way to list the methods within a particular class? It seems that it's all so overwhelming and although I'm well versed in Lingo and have a handle on the Lingo dictionary,I feel as though the AS 3 library is dauntingly big.
I have this problem from time to time with AS3 where I extend a Class and then try call methods and variables which are public from the new class but I get errors that method or variable doesn't exist. My IDE recognises the methods and variables though.[code]When I run the script flash hates it. I thought when you extend a class it was supposed to inherit its properties and methods?Does anyone else have these problems? I shouldn't have to cast it as Box. I swear I have this working in a project but cant see the different in setup?
It's not clear to me, where I have to define Classes and Constructor methods. In AS2 it was possible, to define a class "light" by defining a constructor method. In AS3, I read, a class can only be defined in an external AS-file. Is it still possible to use the constructor method inside the Flash-File or do I have to source out all my constructor methods and implement them into real classes into an external AS-File?
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.
From what I read, interfaces are basically classes for methods, right? If two classes implements the same interface, then they should both have methods described in the interface.
Now, how is this useful? Let's say I want to call foo()
I am trying to do an app that requires me to change the behavior of a few native methods and classes of a an application.I want to override methods such as:ExternalInterface.call, ExternalInterface.addCallback, flash.net.navigateToURL in a loaded movie.There are a few ways to do this for example:1. Getting the SWF's bytecode and decompile it. Then change the symbols table with my own class.2. Loading the other movie in my applicationDomain, by doing so, I would be able to rewrite it's own classes.o do (2) what I did was:1. Turn off the "-strict" flag.2. Turn on the "-es" flag.in the compiler and then do something like:
Code: flash.net.navigateToURL = function(u:URLRequest,window:String):void { throw new Error("yay it works");
I have a question about classes. I just learn that static means that functions and/or properties are specifics to a class, but is it a synonym of private? And why statics (not available to any instances?) properties and/or methods can have a public (available anywhere else (timeline)) access modifier? PS: I just start with classes.
I have an application using a class that was originally a MovieClip exported for Actionscript by Flash. I have not been able to figure out how to add new properties to this class.
I am trying to extend the new AutoComplete component from Adobe. In two different places I need to bypass the AutoComplete methods and get right at the ComboBox methods.
I was told that super.super.someMethod() works just like it does in Java. But I keep getting Compiler errors:1084: Syntax error: expecting identifier before super.Any suggestions other than just cutting and pasting the code and extending the AutoComplete superClass?
Can I access a static variable of a subClass' subClass? I don't want to instantiate it, just looking to get the variable because it has already been initialized by the subClass.example:
package { public class A extends MovieClip { private var classB:B = new B();
I have buttons that need to be double clicked in order to work when they should only have to be clicked once. Once the button is clicked twice, it only takes one click to work. I have this code on the button itself.
ActionScript Code: on (release) { services_btn.onRelease = function() {
So I'm playing with a project where I want my class to be able to use the functionality of the Graphics class without needing to extend Sprite/Shape. My goal aside, I guess I'm confused as to how it works at all? It's methods don't seem to return anything, and since it's added as a child property of the Sprite/Shape classes , I can't seem to figure out what it's actually doing? It's also one of those classes that can't be instantiated.
At this point, I'm just plain curious. EDIT: I should provide more clear distinction of what I'm looking for as answer. I have read the documentation, but the documentation doesn't account for what AS3 is actually doing. I'm looking for educated guesses about the programatic relationship between Graphics and the the classes that use it.
Yesterday I found myself wondering, what is the difference between either having a class with methods that are all static, or simply giving your class the static attribute?
I am calling [url]...........to log in to facebook using the actionscript api (as explained in this tutorial: http:[url]...... But, it does not seem to do anything.Looking at the API source, the only call that is made to JS is
The two javascript libraries which are required are: http:[url].....
However, i cannot find any reference to FBAS in these libraries. Am I even using the correct libraries? Is there another reason I have missed as to why FBAS doesnt exist? or even why calling Facebook.init() does nothing?
I'm a total noob using the Facebook Graph API for AS3. I have a Flash game and the idea is to upload it to Facebook, and everything seems to be ok (When entering the Facebook app, the swf shows perfectly and I'm able to post the facebook user id, the user name and the score to a database in the server where the game is located. I intend the game to automatically post to the user feed what he/she had score, but after making a lot of tests I found out that the method is simply not running.[code]
I am creating a small file, using procedural programming, not ready for OOP.I have button that adds a MC to the stage from the library. Is there a way to re-use the same function on page load?