I have a datagrid with itemRenderer in datagridcolumn as my custom component(c1). I am getting the dataprovider data in custom component by overriding the set data function, it is fine. But now my custom component(c1) is also having another custom component(c2).
Now the doubt is - how to get the dataprovider data in c2 component?
If I override a public function in a base class, I would have thought that this override function is called and the original is ignored? though this doesn't seem to be the case...
public class AbstractScreen extends Sprite { public function AbstractScreen() {
[Code]....
If my model dispatches a CHANGED_LANGUAGE event, the text in the views gets updated, But I also get a trace of "WARNING: need to override public function updateLanguage()"
Is it possible to externally override a public function of a class (as opposed to override via inheritance)?
For example:
Code: Class Foo {public function doFoo():void {trace ("Foo"); } } Such that:
[Code]...
I know this is possible in JavaScript and ECMAScript, but the compiler won't let me get away with this kind of mischief in ActionScript, from what I've seen: It barfs up a 1168 Illegal Assignment error as soon as I attempt to assign a new function to doFoo.
I'm thinking specifically in terms of a "hot fix" solution where you deploy a small swf that replaces a specific chunk of code in a larger application, without the need to recompile/deploy the full application (or even see the sourcecode for that matter, just know the API).
I have got an open source "Organisation Chart" component in Flex from the below link [URL]..But the component is in Flex 3, and I want the same in Flex 4.When I am trying to run the same in Flex 4, I am getting some weird errors :
1024: Overriding a function that is not marked for override. OrgChart.as
Any one has any idea, Please help me with this.Also If any one knows any other "Org chart" component for Flex4, Please let me know.
I'm trying to override dispatchEvent(), with no success in the Flash IDE. Reviewing Adobe docs on the method, it should simply be:
override function name()
As demonstrated by Grant Skinner, this is commonly and easily performed:
override public function dispatchEvent(evt:Event):Boolean { // code here }
And while a thorough google search will repeat this syntax successfully used in Class files, doing so inside timeline code, natively in the Flash IDE is proving impossible. The first issue being that the use of public throws the error 1114: The public attribute can only be used inside a package.That was obvious, however upon removing that, running the following (on the first frame of a new .fla file):
override function dispatchEvent(evt:Event):Boolean { trace(evt.type); return super.dispatchEvent(evt);[code]..........
results in this error: 1024: Overriding a function that is not marked for override.
Documentation on this error implies that I failed to prefix the identically named function with the override statement, but obviously that's a fallacy, and I'm left flabbergasted as to what the solution may be.
To be clear, we know a class file will work, but that's an irrelavant issue. How do we get override function dispatchEvent() working in timeline code?
I have two classes that I am trying to get to intereact, main.as which is the class attached to the stage and then light_mc.as which is attached to a movieclip.
I have a function in main that I would like to access in light_mc. I have set it up so main stores "this" in a variable called instance so I can easily access the functions within main.
how to fixed this ERROR in flash (1023: Incompatible override. AND 1021: Duplicate function definition)? I'm new to flash and action script 3 so i really dont know how to fix this. I'm creating a game which goes like this: If i press the ENTER KEY, the 'pamato' should go where the 'mouse2' is. It should follow the direction of mouse2. It must also have a friction and speed. The source of the two errors is in the function speed.
I trying here to avoid having to bind resources to all my components labels ( ie a button) and find a way to have this automated.
Problem: It corrupts the layout in design mode to bind directly in the mxml label="{resourceManager.getString('myResources', 'submit')}" and makes the design view useless. but when declaring bindings elsewhere, in actionScript or via a bind tag, it is counter productive and prone to many errors and miss.
Proposition: I would like to create my own button that automatically invoke resources to localize a button label. So the author puts "Submit" in the mxml description of my button, and when running it would take the value of the label ie "submit" and use resourceManager.getString('myResources', 'submit').
but I can't find the way to override the set label function, Is it possible if yes how? else how can I go about it?
Maybe I am missing an essential process here that would make the use of resources more elegant, as well as how to override such thing as a button's label.
I have been working on a Flex Mobile application using Flash Builder 4.6. I have 2 mxml 'views' in my project. In one mxml file, i have a function that grabs xml data. In my other mxml file, I have a refresh button that when depressed is suppsosed to call the function in the first mxml file in order to once again grab the xml data. I dont know how to call that function from outside the mxml file it is housed in. [UPDATE #2]* I thought I should share some more details about my issue.
It is a reddit client mobile app. It fetches the feeds, etc. In my main view called RedditReaderHomeView.mxml, I am using a splitViewNavigator spark component to house two other views like so:
I always have a question about override custom event. I am not sure why or what do to inside override function. I searched google but didn't get too many feedbacks. EDIT: My projects seem work fine even though I use my custom event without override. Anyone could explain it?
How do I call a custom component's public function from the main app. For example, I've got a timer component, MyTimer.In the main app, I want to call startTimer() or stopTimer().In the main app, I've got:
<visualcomponent:MyTimer /> In the component, I've got: public function startTimer():void {
I'm following along the MonkeyContactsCodeGenExample guide and when I run the ant target for test-with-launcher, I get a popup saying:VerifyError: Error #1053: Illegal override of allowInsecureDomain in _MonkeyContacts_mx_managers_SystemManager.This is followed by:ReferenceError: Error #1065: Variable _MonkeyContacts_mx_managers_SystemManager is not defined.These popups are from the debug flash player - the normal flash player would silently supress these errors.
It seems that these sorts of errors occur when different files or swc components are compiled under different SDKs. If so, what parts would I need to recompile in this situation?I checked out the flex project sources and have rebuilt them under SDK 3.4, and I also got the project sources for fluint and have recompiled those already. The newly compiled fluint.swc was then copied to the lib directories of the MonkeyFluintAirTestRunner and MonkeyTestLauncher projects and then everything was re-built, but I still get this error with the MonkeyContacts example.
This appeared as I was trying to use a mouseEvent to move an object.I placed the variables for mouseX and mouseY in the public class. I did the same for direction X and Y but there was no error message for those.
is there a way to extend a function, or override it, without having to rewrite the whole function. e.g would it be possible to add a simple trace statement at the beginning/end of the addChild() function. im looking for something similar to super() in constructor. just as i dont have to rewrite the whole constructor of the class that i extend, but i can add my own code, then call super(). ive read something about prototypes and that they could be possible solutions.
I'm running through my code and when the program runs, it gets to the line of code that says "stage.addChild(mainGrid)", it simply gives me the same old 1009 error. Been scratching my head for days now.
I'm trying to figure out the basics of an flash action script project. I downloaded a plugin (from Brightcove). As far as I can tell, it only has 2elevantiles.ightcovePlayerAPI.swc - the brightcove player api which you can import into your projectCaptionPlugin.as - just a small script that's supposed to load a dfxp.xml file can't seem to get the function initialize() to fire in CaptionPlugin.as. I don't know what I'm doing wrong. Here's how I set up my project in Adobe Flash CS4:start a flash actionscript 3 projectSave project as CaptionPlugin.flaGo to properties panel and fill the class field with the word CaptionPluginGo to Publish Settings>Flash (tab)>settings>Library Path and includedSaved all my changesWent to Debug>Debug movie
i am new to flash (yet i have been using it for years) by that i mean, i struggle with it a lot. i was hoping someone could help me with the "incompatible override" error message and the "duplicate function definition" message.
I have learned that there is a class called Function which is used as a blueprint for all as3 functions. Is there a way to override the call() function within the function class so that a trace can be made when any/every function is called?
I'm trying to create a simple game where you can click on shapes in a toolbar and then drop them on the screen.There are three shapes, so I want the user to be able to select different shapes and such.I've written the code thus far like this:
Code: stop(); var cursor:MovieClip; var shape:MovieClip; var circ:MovieClip;[code]..........
I'm getting a duplicate function error and incompatible override error for both the "rect" and "pent" functions, but the code works fine if I eliminate these two functions and just include the "circle" function (albeit the old circle disappears the instant I drop a new one).
I have a .fla and one.as(DisablingButtons.as).The .fla currently has only one key frame and three movie clips.First movie clip has base class flash.display.MovieClip and class DisablingButtons.as.The other two movie clips have base class DisablingButtons and their own classes (set by flash on export). The movie clips have identical timelines, 20 frames, two motion tweens, and the only action is stop();on frames 1,5,10,15. I get two errors:5000: The class 'DisablingButtons' must subclass 'flash.display.MovieClip'and 4 copies of 1024: Overriding a function that is not marked for override (on frames 1,5,10,15 of movie clip #2)
I am importing flash.display.MovieClip and have public class DisablingButtons extends MovieClip.Code below...[code]..........
I have two child classes ClassA and ClassB both inherit the same base class.
I also have a function that has a parameter which could be an instance of either child classes.
function Test(instance):void //instance is either a ClassA or ClassB instance { instance.DoSomething(); }
However, when I run the test, it's always the BaseClass.DoSomething() get called. How can I use the same function (DoSomething()), but call child class function instead of the base class one?