Flex :: 3 - Bug Scrolling On Bitmapfill With Big Containers - 3.6
Jul 7, 2011
I have the following scenario: I create an HBox with a width of 1000000px (one million pixels of width). this big HBox is contained inside another small HBox that has a width of 1000 px
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Inside this big HBox I create a bitmapFill of a simple image, its just a pattern of lines the problem is that the scrollBar of the small hbox doesnt work well, it just stops halfway, the thumb of the scrollbar keeps going, but the scrolling stops and the end of the big hbox is not beign reached. Here is the part of the code that makes the bitmapfill:
In Flash Builder (flex 4) I try to use next code to set selected by user (from file system) Image as a repeated background. It worked with mx:Image but I want to use cool repited capabiletis of s:BitmapFill.BTW: Technic I use also does not work with S:BitmapImage. Also FP does not return any errors. What Shall I do with my code to make it work?
I have a rect that i need to fill with a tiling image. The problem is that there seems to be no way of doing this without using embedded images, which isn't a possibility for me.how to work around this? The reason i can't embed the images is that they are selected by the user from a list, generated by a plsql procedure. it's flex 4 beta 2 by the way,
I have several nested VBoxes in flex, and I'm aiming for one of them to get scrollbars if the total content is larger than the window height. However, when I grow the container, it doesn't get scrollbars at all (vertical scroll policy is AUTO), and the outer container stretches past the bottom of the screen, causing the entire app to get scrollbars. So it looks something like this:
Is mx.containers.HDividedBox deprecated by some spark container in Flex 4.5? I'm new to Flex programming and can't find any spark replacement for it.I want to have 2 Lists separated by movable vertical bar.
[Flex 4] Float left or right in layouts or containers?i have a main container, that is dynamic, 100% width, and in it there are 3 components. one should be floating to left, to right and the other will be centered. how do i do that?
Is it possible to create Accordion with only the headers without adding any containers in it? Is there a way so that I can just create the Accordion with three sections with only labels?
I'm new to Flash Builder 4 and Actionscript 3 (actually, to programming as a whole beyond some very simplistic stuff). I have watched / read a bunch of tutorials, and started a project but now seem to have hit a wall. The answer is most likely simple, but seems to be alluding me.
How do I (or What approach should I take) to control visual elements, for instance, BorderContainer's, that I created dynamically?
As is, I have an Application containing a BorderContainer and a DataGrid. At runtime, 3 new BorderContainers (which are dragable, and resizeable) are created based on XML data that contains X & Y co-ordinates, and Height and Width values, and then added to the pre-existing BorderContainer. How would I go about getting the properties of these children BorderContainers to be displayed and remain up-to-date in the DataGrid (such as when they are moved/resized)?
Is there a way to link two Scroller containers in Adobe Flex? As in, when one scroller is modified, the same modifications will be reflected in a second scrolling container?What I am trying to do is have an image and label on different areas of the screen that are swipable, and when they are swiped/changed I want the same change to be reflected in the other Scroller container.
Here is my initial Scroller container with images that the label Scroller container should correspond to:
My problem is pretty simple: Flex containers do layout based on un-transformed children, and so rotated children are positioned as if there were no rotation, but then they're rotated around the top-left of that position. I've attached an image to show what I mean. Can I wrap the components in something? Or do I have to resort to custom components or fixed layouts? The image inlining doesn't look like it's working to me. Link to example image: [URL]
I have a panel and i have set minWidth and width for it. The code looks like this <s:Panel id="adg1" x="199" y="164" width="200" minWidth="300" title="Title"> Here the expected behaviour is width of the panel should be 300 since the minWidth > width,but the panel width is 200.I dont understand where i have went wrong.
i am trying to make a some groups within a predefined group at run time. i can make groups, the code is working fine. Now i have added two buttons in each group which is created in run time. now the problem is one of the button is x . the property of button should be when i click on it it should delete the very specific group in which it is built. please check out the code and tell me what additions should i make.
I have a VBox, I assigned a handler to click, and inside the VBox I have components such as images and texts with no handler assigned for click. Would the click function be called when I click on the text and image? If not how can I make it so without assigning handlers individually, but on the container level?
I generate panels dynamically and put them in other states in that way so in one state you have a list of panels on the left and one big panel on the right for example in one state and when you click on the list on the left (with small panels) that panels takes the places of the big panel and the big one goes back in the place. So I have 50 panels on the left and i want to scroll them down but I don't want to big panel to go down with them I want it fixed. this is where I got and I don't know how to do that here is my code:
enter code here
protected function canvas1_creationCompleteHandler(event:FlexEvent):void { blurEffect= new BlurEffect(myBlur,myUnBlur); listEventsResult.token=eventService.listEvent();
I have a custom component ExpandCollapseMenu that extends SkinnableContainer.This component can have state "normal" or "expanded".Inside this component I have buttons, with different skin based on ExpandCollapseMenu's state.This works fine when defining the buttons inside ExpandCollapsMenu's skin class:
I have a spark List with an item renderer and a tile layout. If I scroll by clicking with the mouse on the scroll bar and trying to scroll with the mouse wheel after that, there is a problem: The interval of the scrolling is oversized, instead of scrolling one item down (or up) the List scrolls 4 items down (or up).
I have an issue which confounds me. I am working on a parallax engine which can be seen here. See all those trees with the white trim? The white bit should actually be transparent. The .png I am using can be found here. Aaaand here are the classes which pull in the .png and apply it to a custom shape as a bitmap fill:
I'm using to bitmapFill to add tile grid to a movieclip which contains an image and it's adding a white fill in the transparency parts of the movieclip even if I set the transparency true, here's the code snippet I'm using.
ActionScript Code: var mySprite:Sprite = new Sprite(); var myBitmap:BitmapData = new BitmapData(2, 2, true);[code]......
I am not simply trying to contain things and have the container resize without the contents resizing. I would just use a simple MovieClip for that.. My main focus is on the use of BitmapFill. I'm trying to make a repeating background image for a container; thus far I'm able to draw my BitmapFill sprite to the size I want. (Which is the stage's height) but when the stage is resized, I want to re-size my container but have my containers BitmapFill crop or add more as the window is resized bigger or smaller. Allow me to illustrate what I mean:
I've got a simple rectangle sprite that fills with a bitmap from the library and a simple resize handler function that detects when the window has been resized.what I would like to do is have my rectangle resize to the height of the stage.stageHeight maintaining its bitmap fill, but not resizing the bitmap fill or any children within the sprite.
From what I've read, this is a little tricky because the sprite resizes in relation to what it contains.. or.. something like that.. I really don't know any more.. I saw one example where a person extended the sprite class but I don't know why or how..
in my library there is an image called 'pattern' and my code looks like this:
Im trying to load my xml into a pattern that places the information found in a for loop nested inside a contentional MovieClip instance. For example: I have a movie clip (basically a main container) on the root timeline that should load 3 other instances of a movie clip which is just a back ground (or container) I created to present the xml data to the viewer. The Xml data is just a name, date, text, and thumbnail.
I am having issues with making my for loop nest my data from the xml into firstly create instances of the needed movie clips when they are needed and then nest the xml information inside of them...
Right now it works... It just that the information isn't nested so some of the movie clips appear on top of others due to how the code is set up and the display list... I formated it with the setChildIndex so it looks normal, but I want to develop a pattern to where the information fits into the containers correctly.
I am having a problem adding my containers. I have a class that holds all my players containers, x & y cor etc. They are all pushed into a single array. Then I have another class my main class. But I cant add my containers to the stage though my main class.
If I wanted to store multiple, related sprites, would it be more efficient to store them in a container Sprite and cycle through them by child number, or to use an Array.
Code: //Basically var container:Sprite = new Sprite(); container.addChild (obj1); container.addChild (obj2);
I'm newly migrating over to AS3, so this may be a silly question, but is there a way to use only one Loader to load in three external swfs into different MC containers on the stage? Or, do I have to specify a new Loader for each swf since I am loading into different containers?
Say I have (containerA, containerB and containerC) on the stage of my main movie -- would it be possible to only use one Loader here to load them all in simultaneously? If so, what would the proper syntax be?
Again, I know this may just be a simple fix, but so far I can only get this working by declaring three different Loaders, and it just seems like there should be a more efficient and simple way to accomplish this.
[code]I add alot of containers to the stage, but I would like to be able to remove the containers again outside the function.I was thinking that I could maby write removeChild(snipper1), but I can't access them after they are created ?
Does flash supply 'invisible' containers, to make object management a little easier ? eg. add some objects to the container, then add the container to the stage, then later on remove the container (i.e removing also the objects) ?
So I have multiple containers made dynamically in AS3The content of these containers exceed the container, so I have scrollbars.My question is, how can I scroll in these containers with only a mouse.move.The other mouse.move articles I read is for one container.
I have this code below which works well to a certain extent. This code is on the 'PROFILE.swf'. On this page there is a sub menu containing 4 buttons: Biogs, Awards, Charity, Publications. When one of the the last 3 buttons are clicked the text already on the page fades away and the relevant, new, swf is loaded in place. Now because within each new swf there are more catergories in the sub menu to choose from, the buttons are also loaded with the new swf.
This means that after the first button is clicked, this code nolonger works as the target path changes. Initially the buttons are in Container2, then once the first button is loaded the buttons are in sub_cntr. My question is: Is it possible to write the code so that the target path is checked to both CONTAINER2 and SUB_CNTR?