Flash :: Specify The Order That FlashBuilder Searches For Class Definition?
Sep 9, 2011
I have two Flash Builder projects. Let's call them MainWeb and MainAIR. MainWeb defines and includes all of the classes for my application including a runtime loaded module that interfaces with our web services. MainAIR's Source Path references MainWeb/src and includes only two unique parts. The first file is of course the root MXML document. The other file overrides a compiled, runtime module defined in MainWeb called DataStreamer. DataStreamer interfaces with our web services for MainWeb and the alternate version of DataStreamer interfaces with the OS filesystem for MainAIR. This makes a very easy to maintain pair of projects and easy to build both the web version and the AIR version of my application.
It has worked well until I needed to add an instance of mx.controls.Image. Image references SWFLoader and loads resource/content swfs at runtime. Some of those resources have executable code, so I needed to do the following:
[Code]....
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Feb 3, 2010
I have an array of objects which uses a delimited string as the keys. When examined in the FB4 debugger, the keys look like this:[code]The first two items are numeric (cast to string) but the third item in the multi-part delimited key is naturally a string -- it's like an alphanumeric library shelf reference. As expected, when you click on the [+] icon in the debugger, you can view the object associated with that string key. So far so good.The debugger shows the keys in the (pre-sorted) order in which they were added to the array. However, when iterating the object array so:[code]the keys are returned in some other order --internal hash? My question is, how does the debugger know the order the keys were added in, and can I access that knowledge at runtime when iterating the array? I want to iterate the objects in the order in which they were added. Or do I need to maintain my own index of these keys showing the order they were added to the associative array?
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Feb 21, 2012
When coding in the Flash IDE, i very often use the following procedure to create specialized versions of MovieClip classes:I design my object in the IDE, for example, i add two buttons and give them the instance names "btn1" and "btn2". Then i select them together and convert them to a symbol. I then select Export for ActionScript and give them a classname, let's say "MyClass".Then I go and write a specialized MyClass.as for it, like this:
public class MyClass extends MovieClip{
private var _button1:Button;
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[code]....
(ps: i know that i wouldn't have to assign the values to the private variables _button1 and _button2 and instead could directly make calls to btn1, but I like to use only Typesafe variables in my code)
This works very well in Flash IDE. when I create a new instance of MyClass() it will contain all the elements that i positioned in the Flash IDE when defining the Symbol. This is very convenient and straight forward.
Now I want to do the same in FlashBuilder.For this i designed the MyClass Symbol as before in Flash IDE, gave it the classname MyClass and then select the library symbol and export it to MyClass.SWC
In Flash Builder i add MyClass.SWC to the buildpath and I write a MyClass.as with the same code as in the Flash IDE example. but this time, the code won't work. on
_button1 = this["btn1"];
i will get an Error #1069 stating that "btn1" was not defined.So - how to do this properly if developing with Flash Builder? PS: i use the default package in Flash IDE when setting the Classname for the symbol as well as in FlashBuilder for the as file.
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Apr 5, 2009
I'm writing my first AS3 class and basically I'm trying to take code from an AS3 .fla and incorporate it into the class. I've been getting plenty of errors, but this one seems to be at the crux of the problem:Code:1120: Access of undefined property socket.Here is all the code that is required to cause this error:
PHP Code:
package{ public class ScratchSocket { import flash.events.Event import flash.events.ProgressEventimport
[code]......
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Apr 12, 2011
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Jan 30, 2011
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The only thing I can think is it's not importing the csv class properly, or the class itself is broken somehow? I know my import path is correct because I typed it out directly based on automatic hinting. The code below is copied directly from the how-to wiki on the csv lib site.
[Code]...
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Jul 25, 2003
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Dec 19, 2011
I have an xml snippet that contains an object hierarchy:
doc = """
<RootObj val1="ValueOne" stat1="Stat1" stat2="Stat2">
<internalarray type="array">
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<InternalObject val1="13" val2="13" />
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Feb 8, 2012
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//Class in top level package, where we make our namespaces
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Jan 7, 2010
Any way that I could get a variable definition straight from a class (or some sort) without having to create an object and read it from the object. Basically I need to know a whether an object will have a specific true or a false variable definition but I don't need to create the object right away for anything else. It seems a bit of extra processing to create an object I may not use for sometime but just needed to know a true/false early on. I can give it the name of the class just hoping to bypass the object creation and hope garbage deletion will take care of it.
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Mar 28, 2012
Why aren't statements like
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Oct 27, 2004
In a nutshell, here is the deal... I have a class that deals with image galleries and such, and in the constructor of my class
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function ImageGallery()
{
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Nov 21, 2009
My folder structure is like this
Classes
Game.as
MenuScreen.as
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Apr 23, 2010
I came across the following issue:
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- now, assuming that I am correctly unloading Module1 (in my ModuleManager) before I load Module2, why is it that FakeImage1 in Module2 is instantiating the same asset that was instantiated in Module1 ?It seems that the automatically-created FakeImage1 class is still in memory (or wherever Flash puts it) when I load Module2 and therefore, my *new* asset isn't being loaded - instead, the first one is.
Note1: I DON'T want to use class/as files for my Library symbols;
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Jan 13, 2010
I know that a class definition can not extend to two .as files, it has to be in one.My question is, can 2 class definitions be on one .as file or, do all class definitions have to have their own exclusive .as file?
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Nov 24, 2006
I'm trying to rewrite a procedural ActionScript program as an OOP one: in the procedural version I set up event handlers for movieclips on the stage with a loop and it worked fine.However, when I put these event handlers in a class definition, it's no good. Simplified version below, which is just supposed to make a sound when the user clicks on the boxclass definition:
class Event_stuff {
var nLpCntr1:Number = 0;
var nNumberOfChoiceBoxes:Number = 3;wrong use of terminology
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Feb 25, 2009
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When I press "OK" from this screen, I get this message: "A definition for the document class could not be found in the classpath, so one will be automatically generated in the SWF file upon export." On my last projects I think I have just ignored this message and everything worked out ok. But this time I want to know what the hell it means. My CMain class is definetly in the classpath, so what the heck is this message talking about?
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Aug 17, 2004
I am creating an order form for my flash site. I have never done this before in flash but I have in visual basic. I have a few questions:
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Apr 1, 2009
I'm trying to get the as3corelib to work as when I run my file at the moment it tells me: 5001: The name of package 'com.adobe.images' does not reflect the location of this file. Please change the package definition's name inside this file, or move the file. /Users/markbunyan/Websites/craftmagic.co.uk/JPG_encoder/JPGEncoder.as I thought I had imported the as3corelib fine but can't get this to work. Can I simply import the code from JPGEncoder.as???
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Jan 15, 2010
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package
{
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Nov 2, 2011
I'm using FlashDevelop4.0.0 RC1 to create AS3 library project, in which I want to import Away3D library. I follow this tutorial to set up my FD. [URL]
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at away3dmaterialsmethodsTerrainDiffuseMethod_NormalizeKernel.as(10): The definition of base class ByteArrayAsset was not found
I also have issue like the following link [URL]
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Nov 13, 2009
With reference to the subject, I am using the following statement to embed the font within my custom class:
Code:
[Embed(systemFont = "Verdana",
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Mar 26, 2011
I'm trying to get initKeys to trigger. 'kiosk' is my base class.
I'm getting error 1017: The definition of base class kiosk was not found.
project_folder/me/radbourne/kiosk.as
Code:
package me.radbourne {
import org.actionscript.*;
public class kiosk extends MovieClip {
public function kiosk() {
CustomKeyboard.initKeys();
[Code] .....
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Jan 15, 2010
I have a class definition as file. In it a variable gets passed to into a function (parameters). Then I want to use the name of this function to swapDepths with another movieclip.
Code:
private function alphaZero(clipToSwap) {
trace(clipToSwap+"+clipToSwap");
[code].....
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May 22, 2010
I'm setting up functions in a document class file, then from there I am going to call that function from a movieclip in flash. For some reason, maybe I have things set up wrong, but it is throwing me errors such as below: Line 37 1013: The private attribute may be used only on class property definitions. What am I doing wrong here and is there something I am not understanding? Here is my .as code. modal.as > package
[Code]...
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Mar 18, 2010
I've used the GUI to create a rectangle that I turned into a button symbol (SimpleButton). I then edited the button so that it had 4 different button states and a text layer on top. I then created a class definition file for this object so that I could dynamically change the label text (the text layer) when adding instances of this button to the stage.
I was able to create and link a class file (DynamicButton.as) just fine, but when I try to access the text field that I created on the button, I get the error:
"Access of possibly undefined property btnLabel through a reference with static type com.examples:DynamicButton."
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package com.examples
{
import flash.display.Sprite;
import flash.display.SimpleButton;
[Code].....
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Mar 22, 2010
I'd like to access the stage of the main timeline from w/i a class that extends a movieclip. Basically, I have a button in the main timeline that makes a HUD appear. The HUD is an extended MovieClip class. When people click on a button in the HUD, I'd like to remove the object from the stage of the main MovieClip.I think your confusion may come from the fact that I am running this code from a class definition file. Clicking on a button w/i this object should remove it from the DisplayList of the MainTimeline. Here's the code from the class definition file:
package classes {
import flash.display.Stage;
import flash.display.MovieClip;[code]....
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Aug 3, 2009
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