I have a BaseComponentClass that I am using as the class that all my custom components extend.For some reason, none of my custom components show up at runtime. I am not getting any compile or runtime errors either.I am implementing all the protected UIComponent methods.[code]The Button never shows up at runtime.
I have 1 class (that is extending a UIcomponent) that is representing a component. In that component I create different instances of another class that is also a UIComponent but this class doesn't show up in de first class. I see that it is running and that it has the correct hights but I got the feeling that it doesn't show up with this hights. If I trace I see the width and height is 200 X 200 but there is still nothing visible in my component.
I am dynamically creating a UI component based on XML templates stored in database. Now I want to access one of the child component of this UIComponent Class. I dont see any children property in this class? How could I possibly traverse through each child comppnent of this class and set its properties according to some logic in code(which I could not do in templates itself).
I have created a simple mxml file with code as follows: <s:application..........> <s:BorderContainer> <s:SkinnableContainer id="firstRow"/> <s:SkinnableContainer id="secondRow"/> <s:SkinnableContainer id="thirdRow"/> </s:BorderContainer> </s:application>
Now I want to apply different font size, font color and font type and background color on each row i.e each of the three skinnableContainers.Currently I have defined 3 different skin classes for each of row but I think this is a bad programing. I should create a single skin class for outermost container i.e BorderContainer and any how provide different fonts and background color to all the 3 child containers through that skin class. So, is it possible that I can create single skin class that can provide different decorations to each of the child container.
In my flex app I have various custom components done with mxml or actionscript.I want all of them to extend a base-class where I can define properties/event listeners etc.Can someone give me an example how to create that base class and how I can extend it in mxml and actionscript components?
I have a base class which is being created via remote_object [RemoteClass alias] from the server.I have other specialized classes that are derived from this baseclass, but serialization with the server always happens with the base class.The base class has meta data that defines what the derived class is, for example
[RemoteClass (alias="com.myco...')] public Class Base {
[code]I have included import fl.controls.* and fl.events.* and I've also made sure the Slider UI component is included in the Document library.The UI keeps flickering in a strange way, seems to be redrawing the components in every frame or something. I did have this all working before, but since introducing some new classes, it's stopped working. The rest of the drawing within the application is working, just the UI components flicker and don't work.
I'm slightly new to Flash CS3 + AS3 combo, so its more of a lack of practice question. My question stems from the problem described here http:[url].... . Note, its not the same problem, its a new one.The Problem ,So I have multiple library assets (which are on teh stage) and I want to assign similar functionality to all of them.
Attempt 1: So I create the n assets, create a custom class in AS3, link them to Flash CS3 and obviously enough it gives me the error that multiple assets can't be linked to the same class.Obvious enough to understand (well not completely, because from a programmers background it doesn't make sense).
Attempt 2: Same as attempt 1, but instead of linking all the assets to the same class I make the base class the same class, and let the derived class be dynamically created by Flash on compile time.So the linking works, but the problem is, in my base class I have a method which does something (say an tween) on a child of the library asset. So if the assets on the stage/library are called asset1, asset2, asset3 (same name for asset name, class name, id name), each of them has a sub-movieclip called ... say 'foo'. now if I manually wrote a class for each asset, I could do 'this.foo' to play with the sub-movieclip. However since this functionality is in the parent class, I'm unable to do it.
P.S. If you're form a programming/OOP background, its basically a abstract class problem. My Base class knows how to doSomething(), but it needs aSomething, which is defined in the Derived classes. However I found out that AS3 classes don't support virtual(C++ )/abstract (Java) in the true sense of the word (unless I missed some obvious documentation).
Let's say Class A has the flash.events.Event imported. Now let's say Class B extends Class A. Why in the hell do i need to import flash.events.Event in Class B? It makes no sens at all to me.
I'm trying to create a new instance of a MovieClip when the original one has been used. Would sound easy enough. Just use: var
instanceName:ClassName = new ClassName();
the class name/mc in the library im trying to duplicate is MCg1 so
var instanceName:MCg1 = new MCg1(); right?
However, the particular object in the library i'm trying to duplicate has a base class that is an external class file (just to control it's drag drop functionality)... i.e baseclass is not set to the standard flash.display.MovieClip, or whatever the case maybe. So i end out with a: TypeError: Error #1009: Cannot access a property or method of a null object reference.
I have this Fla which contains a symbol that is linkaged to a certain class that is in my project. That class inherites a base class named CMovieClip which resides in one of the libraries that is in the class path (and inherites from MovieClip).Of some reason, every change that I do in the base class doesn't seem to influence the resulting linkaged class, much as if this library is cached somewhere that I can't feagure out.I tried to create the same conditions in a separate Fla but it does not repeat the issue.I tried to duplicate the symbol but the issue isn't solved that way.
I created a movieclip with a star. Then, I creates a document class and I named it as Main.as.
In that document class I wrote: package { import flash.display.*; public class Main extends MovieClip
[Code]....
I´m not posting here all the code, but you can easily see that I´m using x_origin and y_origin variables to keep the original position of the movie clip. I will use them to move the star back to the original position.
The problem is that instead of being 20 and 30 respectively, tracing them I see that they are both ZERO. So when I drop the star, instead of going to x=20,y=30 it moves back to x=0 and y=0. I´ve to get the star position relative to stage, but I can´t find anyway!
I 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?
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?
I have an mc called sunny. In the properties panel I export her for actionscript. I put Sunny in the main class and Drag in the base class. The reason for this is that I want her to be draggable. I can't use Drag in the main class as another object is using that name. The Drag.as has the drag functionality. Why can't I drag her. I already have a solution - I wrote a specific class for her and extended the Drag class. However, if I have 10 mcs I'm not going to write specific classes for all of them. Summing up: Using the base class Drag in properties panel - why isn't she draggable?
I have two SWF files which I shall call container and slave. The slave file contains a movieclip that extends from a class I shall call base. base extends MovieClip and is compiled into an SWC. slave includes this SWC as a runtime library, while container includes it as merged (and does reference it so it should be compiled into the container SWF).
The container loads the slave like so:
bgURLRequest = new URLRequest(slaveUrl); var context:LoaderContext = new LoaderContext(false, new ApplicationDomain( null ), SecurityDomain.currentDomain); bgLoader.load(bgURLRequest, context);
When this loading happens, I get the error that class base was not found. I suspect this has something to do with the presence of the ApplicationDomain in there. I'm not sure what it does exactly, since I didn't write this loading code myself (but I do know that it's there for a reason so it can't be simply removed).
I have a program where I have multiple classes derived from a base class. I want to take all instances of the different subclasses and put them into an array. Is there a way I can search for anything derived from the base class?For example, right now a get the number of children, then see what they are, so:
for (var i = 0; i < this.getNumChildren(); i++) { if (i is "type")
I'm creating an application with an animated kid figure. All the kid symbols sit in a kidLibrary.Fla file, Each of these symbols have a class named "Kid" linked to it on its Properties >Base Class. This Kid class is responsible for setting the right color and hair type for each kid symbol instance. Every time i need to include one of these kid symbols i drag it to the current .fla file I'm working on. If I place only one kid symbol in the library of the file I'm working on, everything works fine!
Now here is the problem: When i place more than one kid symbol in the library, and then drag it to the stage, then one of the symbols works fine while the other one doesn't seem to access all the properties of the Kid base-class. The result is that only one symbol act perfect while the other one(s) not.
I am new to Flash/Flex. I would like to use a Component I created in Flash extending fl.core.UIComponent. How do I use this in Flex? Do I just export it as a swc or do I have to use the Flash Flex 3 kit which will convert it to a UIMovieClip. That does not sound right.
I am trying to understand the interaction between Flex UIComponents and (Flash?) DisplayObjects... But it's not clear to me what the UIComponent class "adds" to DisplayObject. So, what can a UIComponent do that a DisplayObject cannot?
I'm writing a series of Search windows for an application. I create the FLA files on the stage, each has 3 simple buttons: next_btn, prev_btn, and close_btn. Those all have event listeners which call findNext(), findPrev() and closeWin() respectively. Each search window looks for different things, some with a text box and some with a combo, etc.
So I have a base class com.search that extends Sprite and adds the eventListeners at startup (actually, on addedToStage). Like this:
function isAddedToStage(evt:Event){ next_btn.addEventListener("click",findNext); prev_btn.addEventListener("click",findPrev); close_btn.addEventListener("click",closeWin);}
[Code]....
If I add the event listeners in the derived class rather than the base, it works fine. But that seems to defeat the purpose of inheritance, plus it infers that I won't be able to derive new classes/swfs from those derived classes.
how does one reference objects created on the stage from a base class of that document's class?
I frequently create a lot of Library Symbols, export for Actionscript, letting Flash auto-generate the Class & extending a custom base-class in order to give them all custom functionality w/out having to create a Class for each, and/or without having to create a FactoryClass for instantiating X number of ClassObjects for each Symbol to be added to.It's really fast for prototyping, and with this workflow I've only hit a few obstacles. Those are:
1 - If the Symbol has children you cannot give the children instance-names, else the compiler gives an error related to automatically declaring stage instances. Two workarounds for this are that you can uncheck automatically declare stage instances, and do it manually in your base-class. or you can avoid using instance-names, and use getChildAt().
2 - If the Symbol is a MovieClip, the timeline doesn't inherit the base-classes imports. I don't have a workaround for this.are these limitations that could be addressed by Adobe's Flash team, or are they limitations that are unavoidable without altering the workflow?
That is i have called one AA class in to stage. AA class is extends from BB class. BB class extends from CC class.CC class extends MovieClip. In CC class i have given CLICK event trace("this is CC class"). i am also given for AA class CLICK event ("this is AA class ").When I Click the AA in out put panel "this is CC class" ,"this is AA class ") i want to stop CC Class mouseEvents.
I then, in the Flash document, create a movie clip which has this class set as the "Base class" in the properties. However, if I then do this.updateText(); in the movie clip's frame script, it complains
TypeError: Error #1006: updateText is not a function. at miranda_fla::MenuButton_3/frame1()
Why doesn't it work? I know the class is read and compiled, because I had an error there which was reported.
If I've already specified in the symbol's package which class the symbol's class extends, do I still need to specify the base class in the symbol properties dialog?
I have a Actionscript base class already created but when i type in the location for it i get back the file cant be found error.This is the url for my code
gamegamesmygameutilitykeybinderChanger
Now i have tried it without the as3 format but it just seem to find this file.