Declaring Variables In Flex?
Feb 25, 2011I found this in an ActionScript class in flex.
protected::valueMin know what this exactly means. at the outset, I dont see any type declaration. I am a newbie in flex.
I found this in an ActionScript class in flex.
protected::valueMin know what this exactly means. at the outset, I dont see any type declaration. I am a newbie in flex.
I have an empty SWF that's sole purpose is to call loadMovieNum and start the project. Each loaded movie has a few variables defined within them - unique to those loaded SWFs. Instead of declaring all the variables in each SWF can I declare all of them in one place, in the first frame of the empty loader it all starts from? I'm thinking I can then declare a variable which each loaded movie can increment as needed for me.
View 2 RepliesI have a simple math game where the user enters his answer and clicks a button. The problem I am having is that if the answer is wrong, the numbers in the question do not change on the screen but but in the actionscript, the variables being used to check the answer change. How do I get the variables to stay the same when the user's answer is wrong? Not redeclare all of the variables.
Code:
var num1:uint = Math.Random()*1000;
var num2:uint = Math.Random()*1000;
var sum1:uint = num1 + num2;
[Code].....
I want to declare on multiple numerated variables like this:
var myVar1;
var myVar2;
But I don't want to do this manually for every variable instance but automatically, so I need a way to instruct the compiler to declare by himself on every variable and to numerate them automatically.
So hopefully I explained myself well, I wanted to know if there is such way to do this?
I was wondering what the rules are for declaring variables which you would increment say in an for loop. I tried to declare a variable outside the for loop, and then increment it within the loop but that didn't work.
View 2 RepliesI want to declare 8 variables at the class level like this:
Code:
private var graphicDesign1:Sprite;
private var graphicDesign2:Sprite;
private var graphicDesign3:Sprite;
private var graphicDesign4:Sprite;
[code]....
But I would like to do it with a for loop. Is that possible? If so i'm doing it wrong this is what I have.
Code:
for(var i = 1; i < 9; i++){
private var +"graphicDesign"+i:Sprite;
}
does anyone know if declaring new variables within a switch statement (inside of case: break actually creates new variables inside those switch statements, or are the variable declarations moved to the top of the function when compiled?
i know that when declaring new variables inside a for or while loop, the compiler declares those variables at the beginning of the function. is it the same for if or switch statements?
I know that as long as a I declare variables inside a function I can only call them as long as the scope of the function is active. Outside of that function the variables don't exist. Is there any way I can create those variables inside a function and use them outside of it?
View 1 Repliesi am wondering where and how i can insert global variables in my code (below)....or is that too 'C' a concept!?!...see what i am trying to do here is this...onClipEvent calls within it attachMovie from my library with the appropriate linkages...a few setProperty here and there...what i want is a few characters initialised above the rest of the code...why?...coz as u will see, when k=0, a movie is picked up, put at level m=1...
...the second time round the loop begins, k=1 so a movie gets picked up again at random...now this is where i need ur help...the second (and subsequent 3 movies) need to be placed on top of the basemovie...i am trying swapdepths here...good hoice?...anything else i can do?...yet to figure out reducing the opacity of subsequent movies...see i am looking for a motion trail kinda effect...so at one point of time 5 mc will be visible...total no. of mc=250 and at random they get picked up over and over again...
[Code]....
I am writing a program that requires the use of 36 boolean variables with different names (e.g. box1, box2...): does anyone know of a quick way to optimize this program.
View 5 RepliesI am creating a Weapon class for a game and the weapons itself will be the sub classes. The sub classes will hard code some values (such as max ammo and the weapon name).
I trying to access this declared data in the base class constructor, at the moment it's not outputting the values. Is this possible?
I've broken my Weapon class for simplicity:
ActionScript Code:
package
{
import flash.display.MovieClip;
[Code]....
My current workaround is creating a protected method in the base class to trace the information and calling that method in the sub class's constructor, this works fine but this doesn't seem like the most efficient technique?
How to declare the buttons in the following AS code What is the library that needs to be included
package
{
public class caml extends Sprite
[code].....
We 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?
What I want to achieve is pretty basic: I have an input text with instance name (contact_date) and I want the information the user enter in this input field to be kept in a variable that I can reuse later on in my movie.
View 2 RepliesCode:
if (teamA>teamB) {
gotoAndPlay("teamA_wins", 1);
//playerOne wins
[code]....
this is the code i am using if i wanted to add in the effect of a tie, what would the code be for that. i am thinking it might be
Code:
if (teamA>teamB) {
gotoAndPlay("teamA_wins", 1);
//playerOne wins
[code]....
I have 26 buttons in my library named BUTNA, BUTNB, BUTNC, etc. all the way to BUTNZ.
I want the script to pick a random button from the library and place it on the stage.
I am probably doing this wrong, but I am lost.In my script, I need the variable btnp1 in place of BUTNZ in line 8.I don't know how to do this.[code]...
If you declare an instance of an object with out assigning it a variable, does it stay in memory or does flash automatically garbage collect it? For example if I just keep using new Date().getTime() to update a persons time from his/her system clock with out assigning it a variable will instances of Date() objects just keep piling up in memory or is it ok to do this?
View 6 RepliesHow can I declare a string with quotes in Actionscipt 3 like this:var str1:String="(SayText "Hello world.")";
View 3 RepliesI have a question about assigning instance names. How do I set a Loader's instance name so I can refer to it outside of the function (without using event.target or event.currentTarget or event.target.name)? Here's an example...I'm writing this on the fly...
[Code]...
how to declare a mulitidimensional array in AS3?
View 2 Repliesin as2 you used to be able to just declare a variable on a movieclip something line myMC.newvar= "something". this does not seem to work in as3 I get undefined property. Am I missing something on how to dynamically declare variables to sprites and movieclips?
View 6 RepliesI'm trying to trigger a public var which is located in an external class but can't trigger them from my Main class.[url]...
View 2 RepliesI'm trying this for creating and populating a 2D Vector of Integers:
Code:
var vector2D:Vector.<Vector.<uint>> = new Vector.<Vector.<uint>>
[
new <uint>[1, 2, 3, 4, 5, 6, 7, 8, 9],
new <uint>[10, 11, 12, 13, 14, 15, 16, 17, 18]
];
And well, that's not working...For this program I'm working on I'll also need to declare and populate a 3D vector.
I have this little flash movie, that goes full screen when you launch it, there's a big button in the middle that says "Press here", when you press it the screen goes black, and a movie starts playing.
When I run this NOT in fullscreen it works like a charm. The problem is though when I run it in fullscreen it freezes a frame before the movie.
Here's the error I get when debugging: ReferenceError: Error #1056: Cannot create property ryt on flash.display.Stage.
From what I googled I understood that this was caused because somehow the movie clip is set to private, and flash can not access it.
The solution is to declare this movie clip public.
That's where my AS3 knowledge ends, I tried "public var ryt;" but then it says I have to declare this in some package.
I have several movieclips that I exported to actionscript from the library (c01,c02,c03,...)In the actions I have a conditional that checks a variable and depending on the variable provided I want to create a new instance of that movieclip. For example if cityY==1 then I want to create a new c01.
I tried with conditional and with a switch/case but I get an error declaring the newCity variable more than once.[code]...
I know how to easeIn a movieClips property using something like:
this._x+=(Xvalue-this._x)/5 so it gradually slows down.
But what would I use to make it start slow then speed up?
I am guessing something like:
Code:
var speed =20
this.onEnterframe=function(){
this._x+=(Xvalue-this._x)/speed
speed--
if(Math.abs(Xvalue-this._x)<1{
this._x=Xvalue
speed=20
delete this.onEnterFrame
}}
But trying this on multiple mcs and it goes wack because speed is constantly changing. How can I declare the speed var for each onEnterFrame?
This will sound odd, but I would like to find a way for Flash to declare one instance of each class inside a package. That is to say, if a package com.rezmason.stuff contains five classes, some code makes an instance of each class in an array; but if, later on, I take out two classes, that same code only makes an instance for each of the three remaining classes within the package. Later still, if I add seven classes, the same code makes an instance fore each of those ten classes.
I doubt that this is possible, but I figured that if anyone would know, it would be you folks. Code with this kind of flexibility would greatly simplify managing the code in a project that frequently has classes being added, removed and swapped. If anyone has an idea, I'd like to hear it.
What is the difference between declaring a variable like this: variable = 1; and declaring it like this: var variable:Number = 1? Why is it better to use the second way?
View 4 RepliesIs there anyway to dynamically declare tweens? This doesn't work (and I was really hoping it would):
Code:
var tweenArray:Array;
for(var try1:int = 0; try1 <100; try1 ++)
[code].....
Although I have a long experience with AS2, I am just stepping in AS3 now. As should be expected, I have bumped a few issues here and there, that really puzzles me.
One of them is the way to correctly name a variable dynamically. In AS2, as far as I know the only way to do that is with _root, like that:
Code:
for (var z=0;z<=5;z++)
_root["myvar"+z] = z;
I have used quite the same way to do that in AS3, like that:
Code:
for (var z=0;z<=5;z++)
root["myvar"+z] = z;
However, it doesnt seem to be too good, because it just allows me to create global variables. What if I want to create local vars into the function? I tried to remove the "root" and use "var" statement but ActionScript doesnt like that (it tells me that there is an identifier missing before the left bracket):
Code:
for (var z=0;z<=5;z++)
var ["myvar"+z]:Number = z; // Flash yelds when I try that!
What is the trick to do that... or simply THERE IS NOT a way to do that, but always declare dynamic vars as public??