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  • Javascript: can I call a function in an external file from the main page ?

    - by Patrick
    hi, I'm loading from my main page an external js file, with a function. I have a flash file in the main page invoking the javascript function. Everything worked very well until when the javascript code was in the main file, but when I moved javascript to an external file the function seems not called anymore. So... there is no way to move the javascript code to an external file ? Or any other solution ? thanks

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  • AS3 XML problem

    - by dd
    My Flash project is made of several .swf files, one of them loads XML gallery. everything works fine on my machine, but when I upload it to the testing server gallery content doesn't load. All my paths are relative to Main swf file. I can't make them absolute URLs, b/c I have to deliver zip package. What could be wrong?

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  • In ActionScript3 runtime, is there a way to get a list of all static members from a Class

    - by ty
    Let's say we have following class public class PlayerEvent extends Event { public static const PLAYER_INIT:String = "playerInit"; public static const PLAYER_MOVE:String = "playerMove"; public static const PLAYER_USE_SKILL:String = "playerUseSkill"; public function PlayerEvent(type:String) { super(type, false, true); } } } In Flash Player runtime, is there a way I can get a list of all the static members of lass PlayerEvent. Something like: trace(PlayerEvent.staticMethods) // ["PLAYER_INIT", "PLAYER_MOVE", "PLAYER_USE_SKILL"]...

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  • Gradually enlarging text

    - by WCoastGuynCA
    I want to create a Flash or animated video that starts with a red dot on a black background. Gradually the dot increases in size and is actually text which says something such as "Buy American". How can this be done?

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  • full duplex communication over the web w/o flash sockets

    - by aharon
    A web application I'm helping to develop is faced with a well-known problem: we want to be able to let users know of various events and so forth that can occur at any time, essentially at random, and update their view accordingly. Essentially, we need to allow the server to push requests to individual clients, as opposed to the client asking the server. I understand that WebSockets are an effort to address the problem; however, after a bit of looking around into them, I understand that a) very few web browsers currently offer native websocket support; b) to get around this, you either use flash sockets or some sort of AJAX long-polling; c) a special websockets server must be used. Now, we want to offer our service without Flash. And any sort of servers must have some sort of load-balancing capabilities, or at least some software that can do load balancing for them. As of 2008, everyone was saying that Comet-based solutions (e.g., Bayeux) were the way to go for these sort of situations. However, the various protocols seem to have not had much work put into them since then—which leads (finally) to the question. Is Bayeux-flavored Comet still the right tool for jobs like this? If not, what is?

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  • Running multiple applications in STM32 flash

    - by Richard
    Hey! I would like to have two applications in my STM32 flash, one is basically a boot and the other the 'main' application. I have figured out how to load each of them into different areas of flash, and after taking a memory dump everything looks like it is in the right place. So when I do a reset it loads the boot, all the boot does at the moment is jump to the application. Debugging the boot, this all appears to work correctly. However the problems arrives after i've made the jump to the application, it just executes one instruction (assembly) and then jumps back to the boot. It should stay in the application indefinitely. My question is then, where should I 'jump' to in the app? It seems that there are a few potential spots, such as the interrupt vectors, the reset handler, the main function of the app. Actually I've tried all of those with no success. Hopefully that makes sense, i'll update the question if not. thanks for your help! Richard Updates: I had a play around in the debugger and manually changed the program counter to the main of the application, and well that worked a charm, so it makes me think there is something wrong with my jump, why doesn't the program counter keep going after the jump? Actually it seems to be the PSR, the 'T' gets reset on the jump, if I set that again after the jump it continues on with the app as I desire Ok found a solution, seems that you need to have the PC LSB set to 1 when you do a branch or it falls into the 'ARM' mode (32 bit instruction instead of 16 bit instructions like in the 'thumb' mode. Quite an obscure little problem, thanks for letting me share it with you!

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  • How to impose control access on flash player streaming through RTMP?

    - by MobiHunterz
    Hi, I'm using ICECAST and I'm streaming AAC/HE-AACv2 audio/video file through flash player and on iPhone. Both are separate. But when I submit url in WINAMP to stream it's requesting username/password. But when I use it with flash player, it just starts streaming. My case is I want to use same streaming (RTMP) for both website and iPhone app and i want to impose control access over my flash player to authenticate who can see streamed video. So, I need to allow access to authenticated users only to see flash player or just reject playing. Now, my provider is not supporting control access on flash player, but i need to do it... can u say how i can do this? Any kind of help will be appreciated. Thanks.

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  • Remove "Flash" between pages while using Internet Explorer modal boxes

    - by AaronS
    I have an internal web application, that is IE specific, and uses a lot of IE specific modal boxes: (window.showModalDialog). I recently received a request to remove the "flash" when navigating between pages of the site. To accomplish this, I just added a meta transition tag to my master page: <meta http-equiv="Page-Enter" content="blendTrans(duration=0.0)" /> This works perfectly except for the modal boxes. When you launch a modal box, and then move it around, the web page behind it keeps a trail of the modal box instead of re-drawing the web page content. This prevents the user from moving the modal box to read anything that was behind it. Is there a way to prevent the "flash" between pages in an IE specific site and have the site still work with modal boxes? Please note, this is a large and complex site, so re-architecting it to not use modal boxes isn't an option. This is an asp.net, c# web application, and all of my users are using IE 7 and IE 8 if it makes any difference. -Edit- To duplicate this, put the following into an html page, and open it in Internet Explorer: <html> <head> <title>Test</title> <meta content="blendTrans(duration=0.0)" http-equiv="Page-Exit"> </head> <body> <script language="javascript"> window.showModalDialog('modal.htm', window); </script> </body> </html>

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  • Passing ByteArray from flash (as3) to AMFPHP (2.0.1)

    - by Mauro
    i have a problem passing ByteArray from flash (as3) to amfphp to save an image. With old version of amfphp, all worked in the past… now, with new version i have many problem. I'm using version 2.0.1 and the first problem is that i have to do this, for access to my info: function SaveAsJPEG($json) { $string = json_encode($json); $obj = json_decode($string); $compressed = $obj->{'compressed'}; } in the past i wrote only: function SaveAsJPEG($json) { $compressed = $json['compressed']; } Anyway… now i can take all data (if i use " $json['compressed']" i receive an error) but i can't receive my ByteArray data. From flash i write this: var tempObj:Object = new Object(); tempObj["jpgStream "]= createBitStream(myBitmmapData); // return ByteArray tempObj["compressed"] = false; tempObj["dir"] = linkToSave; tempObj["name"] = this.imageName; So.. in my php class i receive all correct info, except "jpgStream" that seems "null". Do you have any idea?

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  • HTML5 Flash 100% IE8 and Firefox

    - by Jason
    I need to have a flash intro for my website (a requirement from my teacher). I created the intro and embedded it into my page. I takes up the entire screen in both Chrome and Chromium. In IE8, Firefox and Opera the size is incorrect. What am I doing wrong? <!DOCTYPE html> <html> <head> <meta http-equiv="Refresh" content="3; url=template.htm"> <meta charset="UTF-8"> <title>Com Tech Projects | Jason Cook</title> </head> <body style="background: black;"> <embed style="height: 100%; width: 100%;" src="Flash/Introv6.swf"/> </body> </html>

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  • Is it feasible and useful to auto-generate some code of unit tests?

    - by skiwi
    Earlier today I have come up with an idea, based upon a particular real use case, which I would want to have checked for feasability and usefulness. This question will feature a fair chunk of Java code, but can be applied to all languages running inside a VM, and maybe even outside. While there is real code, it uses nothing language-specific, so please read it mostly as pseudo code. The idea Make unit testing less cumbersome by adding in some ways to autogenerate code based on human interaction with the codebase. I understand this goes against the principle of TDD, but I don't think anyone ever proved that doing TDD is better over first creating code and then immediatly therafter the tests. This may even be adapted to be fit into TDD, but that is not my current goal. To show how it is intended to be used, I'll copy one of my classes here, for which I need to make unit tests. public class PutMonsterOnFieldAction implements PlayerAction { private final int handCardIndex; private final int fieldMonsterIndex; public PutMonsterOnFieldAction(final int handCardIndex, final int fieldMonsterIndex) { this.handCardIndex = Arguments.requirePositiveOrZero(handCardIndex, "handCardIndex"); this.fieldMonsterIndex = Arguments.requirePositiveOrZero(fieldMonsterIndex, "fieldCardIndex"); } @Override public boolean isActionAllowed(final Player player) { Objects.requireNonNull(player, "player"); Hand hand = player.getHand(); Field field = player.getField(); if (handCardIndex >= hand.getCapacity()) { return false; } if (fieldMonsterIndex >= field.getMonsterCapacity()) { return false; } if (field.hasMonster(fieldMonsterIndex)) { return false; } if (!(hand.get(handCardIndex) instanceof MonsterCard)) { return false; } return true; } @Override public void performAction(final Player player) { Objects.requireNonNull(player); if (!isActionAllowed(player)) { throw new PlayerActionNotAllowedException(); } Hand hand = player.getHand(); Field field = player.getField(); field.setMonster(fieldMonsterIndex, (MonsterCard)hand.play(handCardIndex)); } } We can observe the need for the following tests: Constructor test with valid input Constructor test with invalid inputs isActionAllowed test with valid input isActionAllowed test with invalid inputs performAction test with valid input performAction test with invalid inputs My idea mainly focuses on the isActionAllowed test with invalid inputs. Writing these tests is not fun, you need to ensure a number of conditions and you check whether it really returns false, this can be extended to performAction, where an exception needs to be thrown in that case. The goal of my idea is to generate those tests, by indicating (through GUI of IDE hopefully) that you want to generate tests based on a specific branch. The implementation by example User clicks on "Generate code for branch if (handCardIndex >= hand.getCapacity())". Now the tool needs to find a case where that holds. (I haven't added the relevant code as that may clutter the post ultimately) To invalidate the branch, the tool needs to find a handCardIndex and hand.getCapacity() such that the condition >= holds. It needs to construct a Player with a Hand that has a capacity of at least 1. It notices that the capacity private int of Hand needs to be at least 1. It searches for ways to set it to 1. Fortunately it finds a constructor that takes the capacity as an argument. It uses 1 for this. Some more work needs to be done to succesfully construct a Player instance, involving the creation of objects that have constraints that can be seen by inspecting the source code. It has found the hand with the least capacity possible and is able to construct it. Now to invalidate the test it will need to set handCardIndex = 1. It constructs the test and asserts it to be false (the returned value of the branch) What does the tool need to work? In order to function properly, it will need the ability to scan through all source code (including JDK code) to figure out all constraints. Optionally this could be done through the javadoc, but that is not always used to indicate all constraints. It could also do some trial and error, but it pretty much stops if you cannot attach source code to compiled classes. Then it needs some basic knowledge of what the primitive types are, including arrays. And it needs to be able to construct some form of "modification trees". The tool knows that it needs to change a certain variable to a different value in order to get the correct testcase. Hence it will need to list all possible ways to change it, without using reflection obviously. What this tool will not replace is the need to create tailored unit tests that tests all kinds of conditions when a certain method actually works. It is purely to be used to test methods when they invalidate constraints. My questions: Is creating such a tool feasible? Would it ever work, or are there some obvious problems? Would such a tool be useful? Is it even useful to automatically generate these testcases at all? Could it be extended to do even more useful things? Does, by chance, such a project already exist and would I be reinventing the wheel? If not proven useful, but still possible to make such thing, I will still consider it for fun. If it's considered useful, then I might make an open source project for it depending on the time. For people searching more background information about the used Player and Hand classes in my example, please refer to this repository. At the time of writing the PutMonsterOnFieldAction has not been uploaded to the repo yet, but this will be done once I'm done with the unit tests.

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  • Accessing global variables in a flash[:notice]

    - by Trip
    This is deals_controller.rb. And it works like this, except two things. Not sure how to call Deal.count to add in my flash[:notice] . I get the hunch that its not calling something global. I need that contional statement back, as I'm pretty sure its responsible for actually adding the new @deal . So I assume my syntax is off. Do note, I added an extra 'end' when I uncomment this block. def create -# This will use the disclaimer_ids submitted from the check boxes in the view -# to add/delete deal.disclaimers entries to matched the list of checked boxes. @deal = Deal.new(params[:deal]) -# <------I Need this commented out IF statement back ------- -#if @deal.valid? && @organization.deals << @deal flash[:notice] = 'Your promotion is published! You may find it in the number 1 position of our #{deal.count} previously posted promotions. To see your promotion, click here."' respond_to do |format| format.html { redirect_to organization_deals_path(@organization) } format.js -# I Need this IF Statement Back! -#else -#@disclaimers = Disclaimer.all -#render :action = 'new' end end Thanks!

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  • Problem with boundary collision

    - by James Century
    The problem: When the player hits the left boundary he stops (this is exactly what I want), when he hits the right boundary. He continues until his rectangle's left boundary meets with the right boundary. Outcome: https://www.youtube.com/watch?v=yuJfIWZ_LL0&feature=youtu.be My Code public class Player extends GameObject{ BufferedImageLoader loader; Texture tex = Game.getInstance(); BufferedImage image; Animation playerWalkLeft; private HealthBarManager healthBar; private String username; private int width; private ManaBarManager manaBar; public Player(float x, float y, ObjectID ID) { super(x, y, ID, null); loader = new BufferedImageLoader(); playerWalkLeft = new Animation(5,tex.player[10],tex.player[11],tex.player[12],tex.player[13],tex.player[14],tex.player[15],tex.player[17],tex.player[18]); } public void tick(LinkedList<GameObject> object) { setX(getX()+velX); setY(getY()+velY); playerWalkLeft.runAnimation(); } public void render(Graphics g) { g.setColor(Color.BLACK); FontMetrics fm = g.getFontMetrics(g.getFont()); if(username != null) width = fm.stringWidth(username); if(username != null){ g.drawString(username,(int) x-width/2+15,(int) y); } if(velX != 0){ playerWalkLeft.drawAnimation(g, (int)x, (int)y); }else{ g.drawImage(tex.player[16], (int)x, (int)y, null); } g.setColor(Color.PINK); g.drawRect((int)x,(int)y,33,48); g.drawRect(0,0,(int)Game.getWalkableBounds().getWidth(), (int)Game.getWalkableBounds().getHeight()); } @SuppressWarnings("unused") private Image getCurrentImage() { return image; } public float getX() { return x; } public float getY() { return y; } public void setX(float x) { Rectangle gameBoundry = Game.getWalkableBounds(); if(x >= gameBoundry.getMinX() && x <= gameBoundry.getMaxX()){ this.x = x; } } public void setY(float y) { //IGNORE THE SetY please. this.y = y; } public float getVelX() { return velX; } public void setHealthBar(HealthBarManager healthBar){ this.healthBar = healthBar; } public HealthBarManager getHealthBar(){ return healthBar; } public float getVelY() { return velY; } public void setVelX(float velX) { this.velX = velX; } public void setVelY(float velY) { this.velY = velY; } public ObjectID getID() { return ID; } public void setUsername(String playerName) { this.username = playerName; } public String getUsername(){ return this.username; } public void setManaBar(ManaBarManager manaBar) { this.manaBar = manaBar; } public ManaBarManager getManaBar(){ return manaBar; } public int getLevel(){ return 1; } public boolean isPlayerInsideBoundry(float x, float y){ Rectangle boundry = Game.getWalkableBounds(); if(boundry.contains(x,y)){ return true; } return false; } } What I've tried: - Using a method that checks if the game boundary contains player boundary rectangle. This gave me the same result as what the check statement in my setX did.

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  • copying link id to an input field

    - by zurna
    The code works fine when links are images. But I have a problem when there are flash movies. Another page opens with undefined in the address bar when it needs to copy the link id to imagesID input box. <script type="text/javascript"> var $input = $("#imagesID"); // <-- your input field $('a.thumb').click(function() { var value = $input.val(); var id = $(this).attr('id'); if (value.match(id)) { value = value.replace(id + ';', ''); } else { value += id + ';'; } $input.val(value); }); </script> <ul class="thumbs"> <li> <a class="thumb" id="62"> <img src="/FLPM/media/images/2A9L1V2X_sm.jpg" alt="Dock" id="62" class="floatLeft" /> </a> <br /> <a href="?Process=&IMAGEID=62" class="thumb"><span class="floatLeft">DELETE</span></a> </li> <li> <a class="thumb" id="61"> <img src="/FLPM/media/images/0E7Q9Z0C_sm.jpg" alt="Desert Landscape" id="61" class="floatLeft" /> </a> <br /> <a href="?Process=&IMAGEID=61" class="thumb"><span class="floatLeft">DELETE</span></a> </li> <li> <a class="thumb" id="60"> <img src="/FLPM/media/images/8R5D7M8O_sm.jpg" alt="Creek" id="60" class="floatLeft" /> </a> <br /> <a href="?Process=&IMAGEID=60" class="thumb"><span class="floatLeft">DELETE</span></a> </li> <li> <a class="thumb" id="59"> <object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://active.macromedia.com/flash4/cabs/swflash.cab#version=4,0,0,0" id="59" width="150" height="100" style="float:left; border:5px solid #CCCCCC; margin:5px 10px 10px 0;"> <param name="scale" value="exactfit"> <param name="AllowScriptAccess" value="always" /> <embed name="name" src="http://www.refinethetaste.com/FLPM/media/flashes/7P4A6K7M.swf" quality="high" scale="exactfit" width="150" height="100" type="application/x-shockwave-flash" AllowScriptAccess="always" pluginspage="http://www.macromedia.com/shockwave/download/index.cgi? P1_Prod_Version=ShockwaveFlash"> </embed> </object> </a> <br /> <a href="?Process=&IMAGEID=59" class="thumb"><span class="floatLeft">DELETE</span></a> </li> </ul>

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  • A* (A-star) implementation in AS3

    - by Bryan Hare
    Hey, I am putting together a project for a class that requires me to put AI in a top down Tactical Strategy game in Flash AS3. I decided that I would use a node based path finding approach because the game is based on a circular movement scheme. When a player moves a unit he essentially draws a series of line segments that connect that a player unit will follow along. I am trying to put together a similar operation for the AI units in our game by creating a list of nodes to traverse to a target node. Hence my use of Astar (the resulting path can be used to create this line). Here is my Algorithm function findShortestPath (startN:node, goalN:node) { var openSet:Array = new Array(); var closedSet:Array = new Array(); var pathFound:Boolean = false; startN.g_score = 0; startN.h_score = distFunction(startN,goalN); startN.f_score = startN.h_score; startN.fromNode = null; openSet.push (startN); var i:int = 0 for(i= 0; i< nodeArray.length; i++) { for(var j:int =0; j<nodeArray[0].length; j++) { if(!nodeArray[i][j].isPathable) { closedSet.push(nodeArray[i][j]); } } } while (openSet.length != 0) { var cNode:node = openSet.shift(); if (cNode == goalN) { resolvePath (cNode); return true; } closedSet.push (cNode); for (i= 0; i < cNode.dirArray.length; i++) { var neighborNode:node = cNode.nodeArray[cNode.dirArray[i]]; if (!(closedSet.indexOf(neighborNode) == -1)) { continue; } neighborNode.fromNode = cNode; var tenativeg_score:Number = cNode.gscore + distFunction(neighborNode.fromNode,neighborNode); if (openSet.indexOf(neighborNode) == -1) { neighborNode.g_score = neighborNode.fromNode.g_score + distFunction(neighborNode,cNode); if (cNode.dirArray[i] >= 4) { neighborNode.g_score -= 4; } neighborNode.h_score=distFunction(neighborNode,goalN); neighborNode.f_score=neighborNode.g_score+neighborNode.h_score; insertIntoPQ (neighborNode, openSet); //trace(" F Score of neighbor: " + neighborNode.f_score + " H score of Neighbor: " + neighborNode.h_score + " G_score or neighbor: " +neighborNode.g_score); } else if (tenativeg_score <= neighborNode.g_score) { neighborNode.fromNode=cNode; neighborNode.g_score=cNode.g_score+distFunction(neighborNode,cNode); if (cNode.dirArray[i]>=4) { neighborNode.g_score-=4; } neighborNode.f_score=neighborNode.g_score+neighborNode.h_score; openSet.splice (openSet.indexOf(neighborNode),1); //trace(" F Score of neighbor: " + neighborNode.f_score + " H score of Neighbor: " + neighborNode.h_score + " G_score or neighbor: " +neighborNode.g_score); insertIntoPQ (neighborNode, openSet); } } } trace ("fail"); return false; } Right now this function creates paths that are often not optimal or wholly inaccurate given the target and this generally happens when I have nodes that are not path able, and I am not quite sure what I am doing wrong right now. If someone could help me correct this I would appreciate it greatly. Some Notes My OpenSet is essentially a Priority Queue, so thats how I sort my nodes by cost. Here is that function function insertIntoPQ (iNode:node, pq:Array) { var inserted:Boolean=true; var iterater:int=0; while (inserted) { if (iterater==pq.length) { pq.push (iNode); inserted=false; } else if (pq[iterater].f_score >= iNode.f_score) { pq.splice (iterater,0,iNode); inserted=false; } ++iterater; } } Thanks!

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  • Astar implementation in AS3

    - by Bryan Hare
    Hey, I am putting together a project for a class that requires me to put AI in a top down Tactical Strategy game in Flash AS3. I decided that I would use a node based path finding approach because the game is based on a circular movement scheme. When a player moves a unit he essentially draws a series of line segments that connect that a player unit will follow along. I am trying to put together a similar operation for the AI units in our game by creating a list of nodes to traverse to a target node. Hence my use of Astar (the resulting path can be used to create this line). Here is my Algorithm function findShortestPath (startN:node, goalN:node) { var openSet:Array = new Array(); var closedSet:Array = new Array(); var pathFound:Boolean = false; startN.g_score = 0; startN.h_score = distFunction(startN,goalN); startN.f_score = startN.h_score; startN.fromNode = null; openSet.push (startN); var i:int = 0 for(i= 0; i< nodeArray.length; i++) { for(var j:int =0; j<nodeArray[0].length; j++) { if(!nodeArray[i][j].isPathable) { closedSet.push(nodeArray[i][j]); } } } while (openSet.length != 0) { var cNode:node = openSet.shift(); if (cNode == goalN) { resolvePath (cNode); return true; } closedSet.push (cNode); for (i= 0; i < cNode.dirArray.length; i++) { var neighborNode:node = cNode.nodeArray[cNode.dirArray[i]]; if (!(closedSet.indexOf(neighborNode) == -1)) { continue; } neighborNode.fromNode = cNode; var tenativeg_score:Number = cNode.gscore + distFunction(neighborNode.fromNode,neighborNode); if (openSet.indexOf(neighborNode) == -1) { neighborNode.g_score = neighborNode.fromNode.g_score + distFunction(neighborNode,cNode); if (cNode.dirArray[i] >= 4) { neighborNode.g_score -= 4; } neighborNode.h_score=distFunction(neighborNode,goalN); neighborNode.f_score=neighborNode.g_score+neighborNode.h_score; insertIntoPQ (neighborNode, openSet); //trace(" F Score of neighbor: " + neighborNode.f_score + " H score of Neighbor: " + neighborNode.h_score + " G_score or neighbor: " +neighborNode.g_score); } else if (tenativeg_score <= neighborNode.g_score) { neighborNode.fromNode=cNode; neighborNode.g_score=cNode.g_score+distFunction(neighborNode,cNode); if (cNode.dirArray[i]>=4) { neighborNode.g_score-=4; } neighborNode.f_score=neighborNode.g_score+neighborNode.h_score; openSet.splice (openSet.indexOf(neighborNode),1); //trace(" F Score of neighbor: " + neighborNode.f_score + " H score of Neighbor: " + neighborNode.h_score + " G_score or neighbor: " +neighborNode.g_score); insertIntoPQ (neighborNode, openSet); } } } trace ("fail"); return false; } Right now this function creates paths that are often not optimal or wholly inaccurate given the target and this generally happens when I have nodes that are not path able, and I am not quite sure what I am doing wrong right now. If someone could help me correct this I would appreciate it greatly. Some Notes My OpenSet is essentially a Priority Queue, so thats how I sort my nodes by cost. Here is that function function insertIntoPQ (iNode:node, pq:Array) { var inserted:Boolean=true; var iterater:int=0; while (inserted) { if (iterater==pq.length) { pq.push (iNode); inserted=false; } else if (pq[iterater].f_score >= iNode.f_score) { pq.splice (iterater,0,iNode); inserted=false; } ++iterater; } } Thanks!

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  • Organising XML results as cells in container (AS3)

    - by PJ Palomaki
    Hi, I'm having some problems figuring out how to organise data pulled off XML in cells within a container. I'm sure this should be a basic thing in AS3, but my head's fried.. can anyone help? Basically an array if fed to callThumbs() which iterates through it and compares the entries with preloaded XML _my_images. If match is found, it's sent to processXML which loads all relevant info and loads a .jpg thumbnail. All this is then fed to createCell which creates a specific cell with position values depending on x_counter and y_counter values (4 cells in a row) and adds the cell into a container _container_mc. The Problem: This all works fine and looks fine, the problem is that the cells within the container do not display in descending order. They are in random order, probably because some of the .jpg's takes longer to load etc. How do I easily organise the cells within the container in descending order by the XML .id value? Or how do I tell Flash to wait till the thumbnail and data is loaded and the cell created and added? Thanks guys, would really appreciate all the help! PJ //Flash (AS3) function callThumbs(_my_results:Array):void { // selector = 1 for specific items, 2 for search items var _thumb_url:XML; for (var r:Number=0; r < _my_results.length; r++) { // iterate through results vector, compare with _my_images XML .id for (var i:Number=0; i < _my_images.length(); i++) { if (_my_images[i][email protected]() == _my_results[r]) { _thumb_url=_my_images[i]; processXML(_thumb_url, i); } } } } // End callThumbs function processXML(imageXML:XML, num:Number) { // Processes XML data and loads .jpg thumbnail var _thumb_loader=new Loader(); _thumb_loader.load(new URLRequest("thumbs/thumb_sm/" + imageXML.@id + "_st.jpg")); _thumb_loader.contentLoaderInfo.addEventListener(Event.COMPLETE,thumbLoaded); _thumb_loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, urlNotFound); var id:XMLList = new XMLList; id = imageXML.@id; var description:XMLList = new XMLList; description = imageXML.@description; function urlNotFound(event:IOErrorEvent):void { trace("The image URL '" + String(imageXML.@id) + "' was not found."); } function thumbLoaded(e:Event):void { var imageLoader:Loader = Loader(e.target.loader); var bm:Bitmap = Bitmap(imageLoader.content); createCell(bm, id, description, num); adjustFooterBar(); // Adjust bottom footer } } // End processXML private function createCell(_image:Bitmap, _id, _description:String, _position):void { // Creates a cell with data, add to container var _cell_mc = new CellTitle(); _cell_mc.initCell(_image, _id, _description, _position, x_counter, y_counter); if (x_counter+1 < 4) { x_counter++; } else { x_counter = 0; y_counter++; } _container_mc.addChild(_cell_mc); // movieclip container } // End createCell

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  • JavaScript socket vs. Flash socket?

    - by Dr.Dredel
    Steve Jobs just posted this article on why Apple rejects Flash... http://www.apple.com/hotnews/thoughts-on-flash/ I agree that javascript and css can be used to replicate some of Flash's animation, though Flash does all sorts of scaling and tweening that is incredibly powerful, and I'm not sure that there's anything comparable in javascript, if there is, I certainly haven't seen it. However, my question is about the socket. Flash has an incredibly powerful openSocket class that allows you to connect to a server and have the server and the client talk back and forth to one another. As far as I know there is no equivalent class in Javascript. Am I mistaken? Is there some secret mystery Ajax class that replicates the openSocket? If not, then that feature alone makes Flash an invaluable tool. I'm interested in all answers though... and yes this IS a programming question! :)

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  • ActionScript MovieClip moves to the left, but not the right

    - by Defcon
    I have a stage with a movie clip with the instance name of "mc". Currently I have a code that is suppose to move the player left and right, and when the left or right key is released, the "mc" slides a little bit. The problem I'm having is that making the "mc" move to the left works, but the exact some code used for the right doesn't. All of this code is present on the Main Stage - Frame One //Variables var mcSpeed:Number = 0;//MC's Current Speed var mcJumping:Boolean = false;//if mc is Jumping var mcFalling:Boolean = false;//if mc is Falling var mcMoving:Boolean = false;//if mc is Moving var mcSliding:Boolean = false;//if mc is sliding var mcSlide:Number = 0;//Stored for use when creating slide var mcMaxSlide:Number = 1.6;//Max Distance the object will slide. //Player Move Function p1Move = new Object(); p1Move = function (dir:String, maxSpeed:Number) { if (dir == "left" && _root.mcSpeed<maxSpeed) { _root.mcSpeed += .2; _root.mc._x -= _root.mcSpeed; } else if (dir == "right" && _root.mcSpeed<maxSpeed) { _root.mcSpeed += .2; _root.mc._x += _root.mcSpeed; } else if (dir == "left" && speed>=maxSpeed) { _root.mc._x -= _root.mcSpeed; } else if (dir == "right" && _root.mcSpeed>=maxSpeed) { _root.mc._x += _root.mcSpeed; } } //onEnterFrame for MC mc.onEnterFrame = function():Void { if (Key.isDown(Key.LEFT)) { if (_root.mcMoving == false && _root.mcSliding == false) { _root.mcMoving = true; } else if (_root.mcMoving == true && _root.mcSliding == false) { _root.p1Move("left",5); } } else if (!Key.isDown(Key.LEFT)) { if (_root.mcMoving == true && _root.mcSliding == false) { _root.mcSliding = true; } else if (_root.mcMoving == true && _root.mcSliding == true && _root.mcSlide<_root.mcMaxSlide) { _root.mcSlide += .2; this._x -= .2; } else if (_root.mcMoving == true && _root.mcSliding == true && _root.mcSlide>=_root.mcMaxSlide) { _root.mcMoving = false; _root.mcSliding = false; _root.mcSlide = 0; _root.mcSpeed = 0; } } else if (Key.isDown(Key.RIGHT)) { if (_root.mcMoving == false && _root.mcSliding == false) { _root.mcMoving = true; } else if (_root.mcMoving == true && _root.mcSliding == false) { _root.p1Move("right",5); } } else if (!Key.isDown(Key.RIGHT)) { if (_root.mcMoving == true && _root.mcSliding == false) { _root.mcSliding = true; } else if (_root.mcMoving == true && _root.mcSliding == true && _root.mcSlide<_root.mcMaxSpeed) { _root.mcSlide += .2; this._x += .2; } else if (_root.mcMoving == true && _root.mcSliding == true && _root.mcSlide>=_root.mcMax) { _root.mcMoving = false; _root.mcSliding = false; _root.mcSlide = 0; _root.mcSpeed = 0; } } }; I just don't get why when you press the left arrow its works completely fine, but when you press the right arrow it doesn't respond. It is literally the same code.

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  • How to add clickable logo on the flash web player?

    - by kishore
    Hi All, I have a code like this <script type="text/javascript" src="http://www.clipul.com/play/swfobject.js"></script> <div id="player">This text will be replaced</div> <script type="text/javascript"> var so = new SWFObject('http://montsmile.com/jwplayer/player.swf','mpl','480','380','8'); so.addParam('allowscriptaccess','always'); so.addParam('allowfullscreen','true'); so.addVariable('height','310'); so.addVariable('width','470'); so.addVariable('file','http://localhost:81/newtip/<?=$videopath1?>'); so.addVariable('logo','http://localhost:81/newtip/ffmpeg/logo2.jpg'); so.addVariable("ClickURL", "http://www.google.com"); so.addVariable('captions','/upload/corrie.xml'); so.addVariable('link','<?=$full_url.'tip.php?vid='.$row_video['vid']?>'); so.addVariable('linkfromdisplay','true'); so.addVariable('linktarget','_blank'); so.addVariable('searchbar','false'); so.addVariable('skin','http://montsmile.com/jwplayer/player.swf'); so.write('player'); </script> It is displaying a player and playing the video. If I Click on the Logo It has to go to www.google.com. But when I click on the logo it becomes pause. Help me how to add clickable Logo on the player

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