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  • AS3 : RegExp exec method in loop problem

    - by Boun
    Hi everyone, I need some help about RegExp in AS3. I have a simple pattern : patternYouTube = new RegExp ( "v(?:\/|=)([A-Z0-9_-]+)", "gi" ); This pattern is looking for the youTube id video. For example : var tmpUrl : String; var result : Object; var toto : Array = new Array(); toto = [http://www.youtube.com/v/J-vCxmjCm-8&autoplay=1, http://www.youtube.com/v/xFTRnE1WBmU&autoplay=1]; var i : uint; for ( i = 0 ; i < toto.length ; i++) { tmpUrl = toto[i]; result = patternYouTube.exec ( tmpUrl ); if ( result.length != 0 && result != null ) { trace(result); } } When i == 0, it works perfectly. Flash returns me : v/J-vCxmjCm-8,J-vCxmjCm-8 When i == 1, it fails. Flash returns me : null When I revert the two strings in my array such as : toto = [ http://www.youtube.com/v/xFTRnE1WBmU&autoplay=1, http://www.youtube.com/v/J-vCxmjCm-8&autoplay=1 ]; When i == 0, it works perfectly : Flash returns me : xFTRnE1WBmU When i == 1, it fails : Flash returns me : null Do you have any idea about the problem in the loop ?

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  • Set registration point of a MovieClip to its center in AS3

    - by Mirko
    Can I set the registration point of a MovieClip (or other Display Object) to its center upon creation in AS3? the following var myClip:MovieClip = new MovieClip(); sets the registration point of myClip to its top left corner by default. Using Flash CS4 to set it to its center is just a couple of clicks, so I am wondering how I can perform the same action only with code.

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  • Pseudorandom crashes in Flash Debugger - My bad, or Abode's?

    - by rinogo
    I'm working on a large-size dual AS3/Flex project (some parts are pure AS3, other parts are Flex), and I'm experiencing a lot of Flash Debugger crashes. These crashes aren't completely random - it seems like I can get them to occur with greater consistency when I perform certain actions in my app. However, at the same time, they aren't consistently repeatable - sometimes a set of actions causes my app to crash, and other times, the same steps execute fine without a crash. I have two questions (carefully worded to remove my personal bias :) ) Are these crashes due to my coding practices, or Adobe's Flash Debugger? When I deploy my app on a web site and access it via Flash Player, should I expect the same crashes to occur, or is Flash Player considerably more resilient than Flash Debugger? Thanks so much, all! :) -Rich

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  • retreive POST data from FLASH to ASP.Net

    - by Martin Ongtangco
    here's my AS3 code: var jpgEncoder:JPGEncoder = new JPGEncoder(100); var jpgStream:ByteArray = jpgEncoder.encode(bitmapData); var header:URLRequestHeader = new URLRequestHeader("Content-type", "application/octet-stream"); var jpgURLRequest:URLRequest = new URLRequest("/patients/webcam.aspx"); jpgURLRequest.requestHeaders.push(header); jpgURLRequest.method = URLRequestMethod.POST; jpgURLRequest.data = jpgStream; navigateToURL(jpgURLRequest, "_self"); And here's my ASP.Net Code try { string pt = Path.Combine(PathFolder, "test.jpg"); HttpFileCollection fileCol = Request.Files; Response.Write(fileCol.Count.ToString()); foreach (HttpPostedFile hpf in fileCol) { hpf.SaveAs(pt); } } catch (Exception ex) { Response.Write(ex.Message); } im getting a weird error, HttpFox mentioned: "NS_ERROR_NET_RESET" Any help would be excellent! Thanks!

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  • Encrypt/Decrypt ECB/PKS5/Blowfish between AS3Crypto & Javax.Crypto fails with padding error

    - by BlueDude
    I have a secret key that was sent to me as a file so I can encrypt some xml data using Blowfish. How do I access the key so that I can use it with AS3Crypto? I assume I need to Embed it using the [Embed] meta tag. It's mimeType="application/octet-stream" but I'm not sure if thats right. How do I embed, then reference this file as the secret key? The xmls that I'm encrypting cannot be decrypted on the Java side. Each attempt fails with this exception: javax.crypto.BadPaddingException: Given final block not properly padded. As a bonus, if anyone has experience using the lib to work with the Java implementation and knows the ideal mode/padding/IV to use that would be awesome. Thanks! //keyFile is an embedded asset. I was given a file to use as the key var kdata:ByteArray = new keyFile() as ByteArray; //Convert orderXML to Base64 var orderData:ByteArray = Base64.decodeToByteArray(String(orderXML)); //Cipher name var cname:String = "simple-blowfish-ecb"; var pad:IPad = new PKCS5; var mode:ICipher = Crypto.getCipher(cname, kdata, pad); //not sure if this is necessary. seems to be also set in mode pad.setBlockSize(mode.getBlockSize()); mode.encrypt(orderData); var transmitXML:String = Base64.encodeByteArray(orderData); //DEBUG: Output to TextArea storePanel.statusBox.text += "\n--TRANSMIT--\n"+transmitXML;

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  • car race game collision condition.

    - by ashok patidar
    in this how can rotate car when it goes to collied with the track side. package { import flash.display.MovieClip; import flash.events.Event; import flash.events.KeyboardEvent; import flash.text.TextField; import flash.ui.Keyboard; import Math; /** * ... * @author Ashok */ public class F1race extends MovieClip { public var increment:Number = 0; //amount the car moves each frame public var posNeg:Number = 1; public var acceleration:Number = .05; //acceleration of the car, or the amount increment gets increased by. public var speed:Number = 0; //the speed of the car that will be displayed on screen public var maxSpeed:Number = 100; public var keyLeftPressed:Boolean; public var keyRightPressed:Boolean; public var keyUpPressed:Boolean; public var keyDownPressed:Boolean; public var spedometer:TextField = new TextField(); public var carRotation:Number ; public var txt_hit:TextField = new TextField(); public function F1race() { carRotation = carMC.rotation; trace(carMC.rotation); //addChild(spedometer); //spedometer.x = 0; //spedometer.y = 0; addChild(txt_hit); txt_hit.x = 0; txt_hit.y = 100; //rotation of the car addEventListener(Event.ENTER_FRAME, onEnterFrameFunction); stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed,false); stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased,false); carMC.addEventListener(Event.ENTER_FRAME, carOver_road) } public function carOver_road(event:Event):void { //trace(texture.hitTestPoint(carMC.x,carMC.y,true),"--"); /* if(!texture.hitTestPoint(carMC.x,carMC.y,true)) { txt_hit.text = "WRONG WAY"; if(increment!=0) { increment=1; } } else { txt_hit.text = ""; //increment++; }*/ if (roadless.hitTestPoint(carMC.x - carMC.width / 2, carMC.y,true)) { trace("left Hit" + carMC.rotation); //acceleration = .005; //if(carMC.rotation>90 || carMC.rotation>90 //carMC.rotation += 2; if ((carMC.rotation >= 90) && (carMC.rotation <= 180)) { carMC.rotation += 3; carMC.x += 3; } if ((carMC.rotation <= -90) && (carMC.rotation >= -180)) { carMC.rotation += 3; texture.y -= 3; } if ((carMC.rotation > -90) && (carMC.rotation <= -1)) { carMC.rotation += 3; texture.y -= 3; } if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x + carMC.width / 2, carMC.y,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x, carMC.y- carMC.height / 2,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if ((!roadless.hitTestPoint(carMC.x - carMC.width / 2, carMC.y, true)) && (!roadless.hitTestPoint(carMC.x, carMC.y- carMC.height / 2,true)) && (!roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true)) && (!roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true))) { //acceleration = .05; } } public function onEnterFrameFunction(events:Event):void { speed = Math.round((increment) * 5); spedometer.text = String(speed); if ((carMC.rotation < 180)&&(carMC.rotation >= 0)){ carRotation = carMC.rotation; posNeg = 1; } if ((carMC.rotation < 0)&&(carMC.rotation > -180)){ carRotation = -1 * carMC.rotation; posNeg = -1; } if (keyRightPressed) { carMC.rotation += .5 * increment; carMC.LWheel.rotation = 8; carMC.RWheel.rotation = 8; steering.gotoAndStop(2); } if (keyLeftPressed) { carMC.rotation -= .5 * increment; carMC.LWheel.rotation = -8; carMC.RWheel.rotation = -8; steering.gotoAndStop(3); } if (keyDownPressed) { steering.gotoAndStop(1); carMC.LWheel.rotation = 0; carMC.RWheel.rotation = 0; increment -= 0.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } increment -= 1 * acceleration; if ((Math.abs(speed)) < (Math.abs(maxSpeed))) { increment += acceleration; } if ((Math.abs(speed)) == (Math.abs(maxSpeed))) { trace("hello"); } } if (keyUpPressed) { steering.gotoAndStop(1); carMC.LWheel.rotation = 0; carMC.RWheel.rotation = 0; //trace(carMC.rotation); texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } increment += 1 * acceleration; if ((Math.abs(speed)) < (Math.abs(maxSpeed))) { increment += acceleration; } } if ((!keyUpPressed) && (!keyDownPressed)){ /*if (increment > 0 && (!keyUpPressed)&& (!keyDownPressed)) { //texture.y -= ((90-carRotation)/90)*increment; increment -= 1.5 * acceleration; } if((increment==0)&&(!keyUpPressed)&& (!keyDownPressed)) { increment = 0; } if((increment<0)&&(!keyUpPressed)&& (!keyDownPressed)) { increment += 1.5 * acceleration; }*/ if (increment > 0) { increment -= 1.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } } if (increment == 0) { increment = 0; } if (increment < 0) { increment += 1.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } } } } public function keyPressed(event:KeyboardEvent):void { trace("keyPressed"); if (event.keyCode == Keyboard.LEFT) { keyLeftPressed = true; } if (event.keyCode == Keyboard.RIGHT) { keyRightPressed = true; } if (event.keyCode == Keyboard.UP) { keyUpPressed = true; } if (event.keyCode == Keyboard.DOWN) { keyDownPressed = true; } } public function keyReleased(event:KeyboardEvent):void { trace("keyReleased..."); //increment -= 1.5 * acceleration; //increment--; if (event.keyCode == Keyboard.LEFT) { keyLeftPressed = false; } if (event.keyCode == Keyboard.RIGHT) { keyRightPressed = false; } if (event.keyCode == Keyboard.UP) { keyUpPressed = false; } if (event.keyCode == Keyboard.DOWN) { keyDownPressed = false; } } } }

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  • car race game collision condition.

    - by ashok patidar
    car race game in as3 in which car is fix but track is scrolling where ever my car move i want car should always on the track only when it try to move none directional track that time it has to be rotate at some angle so that it can move in track direction only. i am unable to think logic. i need movement like this "http://www.emanueleferonato.com/2007/05/15/create-a-flash-racing-game-tutorial/" track should be scrollable as **http://as3.mindmafya.com/GameAS/ScrollingMaps-1.php pl z provide me suitable solution for that.

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  • I've only programmed in AS3; What's the easiest practice in Flash CS4 to create simple animations?

    - by Zando
    So I've been using Flash for awhile, but rarely ever use the authoring tool. I want to create a quick little slideshow in which a user clicks buttons, and assets on the screen fade in an out as you move from slide to slide. I don't want to do this programatically...what's the quickest route to go about doing this, with using some AS3 but primarily relying on CS4's authoring tools? I remember when I first learned flash, years ago, you placed elements on stage and stretched them out over multiple frames. That seems like a lot of work...I'd rather just have, say, 10 total frames, each frame being a step in the slideshow, and each click of the next button going to that next frame, with each frame having its own animations.

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  • strings and textfields, AS3

    - by VideoDnd
    How do I get my text fields to populate correctly and show single digits? Description Each textfield receives a substring. This doesn't limit it's input, because the text fields shows extra numbers. See illustration. Ex A //Tweening method 'could substitute code with Tweener' import fl.transitions.Tween; import fl.transitions.easing.*; //Timer that will run a sec and repeat var timer:Timer = new Timer(1000); //Integer values var count:int = +220000000; var fcount:int = 0; //Events and starting timer timer.addEventListener(TimerEvent.TIMER, incrementCounter); addEventListener(Event.ENTER_FRAME, checkOdometerPosition); timer.start(); //Tween Variables var smoothLoop:int = 0; var originalYPosition:Number = 0; var upwardYPosition:Number = -99; //Formatting String function formatCount(i:int):String { var fraction:int = i % 100; var whole:int = i / 100; return ("0000000" + whole).substr(-7, 7) + "." + (fraction < 10 ? "0" + fraction : fraction); } //First Digit 'trigger set by using var upwardPosition as a constant' function checkOdometerPosition(event:Event):void{ if (seconds9.y <= upwardYPosition){ var toText:String = formatCount(fcount); //seconds9.firstDigit.text = formatCount(fcount); seconds9.firstDigit.text = toText.substr(9, 9); seconds9.y = originalYPosition; seconds8.firstDigit.text = toText.substr(8, 8); seconds8.y = originalYPosition; seconds7dec.firstDigit.text = toText.substr(7, 7); seconds7dec.y = originalYPosition; seconds6.firstDigit.text = toText.substr(6, 6); seconds6.y = originalYPosition; seconds5.firstDigit.text = toText.substr(5, 5); seconds5.y = originalYPosition; seconds5.firstDigit.text = toText.substr(4, 4); seconds5.y = originalYPosition; seconds3.firstDigit.text = toText.substr(3, 3); seconds3.y = originalYPosition; seconds2.firstDigit.text = toText.substr(2, 2); seconds2.y = originalYPosition; seconds1.firstDigit.text = toText.substr(1, 1); seconds1.y = originalYPosition; seconds1.firstDigit.text = toText.substr(1, 1); seconds1.y = originalYPosition; seconds0.firstDigit.text = toText.substr(0, 1); seconds0.y = originalYPosition; } } //Second Digit function incrementCounter(event:TimerEvent):void{ count++; fcount=int(count) if (smoothLoop < 9){ smoothLoop++; } else { smoothLoop = 0; } var lolly:String = formatCount(fcount-1); //seconds9.secondDigit.text = formatCount(fcount); seconds9.secondDigit.text = lolly.substr(9, 9); var addTween9:Tween = new Tween(seconds9, "y", Strong.easeOut,0,-222, .7, true); seconds8.secondDigit.text = lolly.substr(8, 8); var addTween8:Tween = new Tween(seconds8, "y", Strong.easeOut,0,-222, .7, true); seconds7dec.secondDigit.text = lolly.substr(7, 7); var addTween7dec:Tween = new Tween(seconds7dec, "y", Strong.easeOut,0,-222, .7, true); seconds6.secondDigit.text = lolly.substr(6, 6); var addTween6:Tween = new Tween(seconds6, "y", Strong.easeOut,0,-222, .7, true); seconds5.secondDigit.text = lolly.substr(5, 5); var addTween5:Tween = new Tween(seconds5, "y", Strong.easeOut,0,-222, .7, true); seconds4.secondDigit.text = lolly.substr(4, 4); var addTween4:Tween = new Tween(seconds4, "y", Strong.easeOut,0,-222, .7, true); seconds3.secondDigit.text = lolly.substr(3, 3); var addTween3:Tween = new Tween(seconds3, "y", Strong.easeOut,0,-222, .7, true); seconds2.secondDigit.text = lolly.substr(2, 2); var addTween2:Tween = new Tween(seconds2, "y", Strong.easeOut,0,-222, .7, true); seconds1.secondDigit.text = lolly.substr(1, 1); var addTween1:Tween = new Tween(seconds1, "y", Strong.easeOut,0,-222, .7, true); seconds0.secondDigit.text = lolly.substr(0, 1); var addTween0:Tween = new Tween(seconds0, "y", Strong.easeOut,0,-222, .7, true); } Ex A has 10 text objects, each with a pair of text fields. It’s move complex than Ex B, because it has a Y animation and pairs of numbers. The text objects are animated to create a scrolling effect. It moves vertically, and has a lead number and a catch up number contained in each symbol. See illustration for more description. The counters are set to 2,200,000.00, just to see if the numbers are populating. Ex B work fine! for example only //STRING SPLITTER COUNTER with nine individual text fields //Timer settings var delay:uint = 1000/100; var repeat:uint = 0; var timer:Timer; timer = new Timer(delay,repeat); timer.addEventListener(TimerEvent.TIMER, incrementCounter); timer.start(); //Integer values var count:int = 0; var fcount:int = 0; //Format Count function formatCount(i:int):String { var fraction:int = i % 100; var whole:int = i / 100; return ("0000000" + whole).substr(-7, 7) + "." + (fraction < 10 ? "0" + fraction : fraction); } //Split strings off to individual text fields function incrementCounter(event:TimerEvent) { count++; fcount=int(count+220000000) var toText:String = formatCount(fcount); mytext9.text = toText.substr(9, 9); mytext8.text = toText.substr(8, 8); mytext7dec.text = toText.substr(7, 7); mytext6.text = toText.substr(6, 6); mytext5.text = toText.substr(5, 5); mytext4.text = toText.substr(4, 4); mytext3.text = toText.substr(3, 3); mytext2.text = toText.substr(2, 2); mytext1.text = toText.substr(1, 1); mytext0.text = toText.substr(0, 1); } Here's a link to the files

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  • tabIndex fails in an AS3 swf loaded into a flex app

    - by quoo
    I feel like I'm missing something really simple here. I'm loading a AS3 swf containing a form (created by one of our designers) into a flex app. The swf's tabIndex properties work fine when the swf is viewed by itself, however, once it's loaded into the flex app: <mx:SWFLoader source="form.swf" top="20" horizontalCenter="0" id="formSwf" complete="swfCompleteHandler(event)"/> the form fields stop receiving focus on tab. I've been looking at the FocusManager in flex, for some sort of solution, but I can't seem to find any examples, and I'm not entirely sure I'm looking in the right place. Am I stuck redoing this form in flex?

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  • AS3 Working With Arbitrarily Large Files

    - by Kekoa
    I am trying to read a very large file in AS3 and am having problems with the runtime just crashing on me. I'm currently using a FileStream to open the file asynchronously. This does not work(crashes without an Exception) for files bigger than about 300MB. _fileStream = new FileStream(); _fileStream.addEventListener(IOErrorEvent.IO_ERROR, loadError); _fileStream.addEventListener(Event.COMPLETE, loadComplete); _fileStream.openAsync(myFile, FileMode.READ); In looking at the documentation, it sounds like the FileStream class still tries to read in the entire file to memory(which is bad for large files). Is there a more suitable class to use for reading large files? I really would like something like a buffered FileStream class that only loads the bytes from the files that are going to be read next. I'm expecting that I may need to write a class that does this for me, but then I would need to read only a piece of a file at a time. I'm assuming that I can do this by setting the position and readAhead properties of the FileStream to read a chunk out of a file at a time. I would love to save some time if there is a class like this that already exists. Is there a good way to process large files in AS3, without loading entire contents into memory?

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  • Embedding binary video data in a swf file

    - by aaaidan
    Is it possible to play video from data that has been embedded in a swf at compile time (with the [Embed] metatag)? The "Import Video-Embed" feature provided by Flash CS3 etc. is not acceptable because it has many severe limitations (including sound synchronization issues, a maximum number of frames, and other caveats) I'm interested in being able to bundle flv video data in a swf (along with other assets), which will be played by an AIR application. I don't think it can be done. Anyone disagree?

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  • Intercept a request to read a particular file and instead generate the apparent output of that file

    - by Mike Atkinson
    Sorry for the long and yet still somehow vague title! A friend of mine has a Flash Action script running on a LAMP server that currently reads an xml config file. He's asked me if it's possible to remove the xml file, and replace it somehow with a system (lets call it an 'auto xml generator') that intercepts the request to read that file and generates an output, so it appears to all intents and purposes as if the file still exists and contains the contents that has actually been returned from our auto xml generator Hours of Googling has failed to come up with any promising leads, can anyone offer any advice? Thanks very much! Mike

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  • creating Object equality "HashMap" in ActionScript3 as java HashMap

    - by jason
    const jonny1 : Person = new Person("jonny", 26); const jonny2 : Person = new Person("jonny", 26); const table : Dictionary = new Dictionary(); table[jonny1] = "That's me"; trace(table[jonny1]) // traces: "That's me" trace(table[jonny2]) // traces: undefined. But I want use Dictionary like this way: trace(table[jonny2]) // traces: "That's me". in a word, I want implements a data-structure works like HashMap in java

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  • [SOLVED] flash 10, as3 - save text of textarea and reuse it to replace text in textarea

    - by user427969
    hi everyone Is it possible to save text of textarea (flash 10, as3, cs5) in some variable or so and with its textformat (more than one color) and then reuse it to replace text in textarea? I tried saving htmlText of textarea but the problem is when i replace it in textarea tags causes problem. There will always be another extra line. If anyone wants to view p tags problem try following. Just click on text and then move your down arrow key, cursor will go to next line. import fl.controls.TextArea; var txtHTML:TextArea = new TextArea(); txtHTML.move(0,0); var default_format:TextFormat = new TextFormat(); default_format.font = "Arial"; default_format.bold = false; default_format.align = "center"; default_format.color = 0xFFFF00; default_format.size = 14; var field:TextField = txtHTML.textField; field.defaultTextFormat = default_format; field.setTextFormat(default_format); field.alwaysShowSelection = true; field.background = true; field.type = 'input'; field.multiline = true; field.backgroundColor = 0x777777; field.embedFonts = true; txtHTML.htmlText = '<P ALIGN="CENTER"><FONT FACE="_sans" SIZE="14" COLOR="#FFFF00" LETTERSPACING="0" KERNING="0">ASDF</FONT></P>'; field.x = 0; field.y = 0; field.width = 400; field.height = 200; field.text = ""; addChild(txtHTML); Is there a way to do this? Thanks alot for any help. Regards

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  • Loading Images with Real Screen Resolution (Flash AS3)

    - by yar
    I am loading JPEGs into a Flash presentation using load with a flash.display.Loader and it's working great. The JPEGs are sizing to their native resolution (which is perfect). However, if I maximize the Flash presentation (in the Flash Player), the JPGs do NOT take advantage of the bigger screen. For example, the presentation is 1024x768, and the image is 1280x400. Normally the image shows with a part offscreen in the Flash presentation. However, if I expand the Flash presentation to 1680x1200, the freshly loaded image still goes offscreen. Is there any way to load the jpg (or png, or whatever) to take advantage of the displayed resolution of the Flash presentation? Edit: I realize this question is hard to read, so any help would be appreciated.

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  • extracting SWF gives compiler errors in adobe flash CS4

    - by Andy
    Hey, I have been given an SWF to edit a link in the AS code. The fact is the SWF uses some XML that is generated (actually retrieved) by PHP code from a database. menuXML.load("/sub/page/dynamic.php?genre=" + genre); so the point is we can use the same SWF 'mainfraim' and fill them with different animations/sources based on the link provided in dynamic.php?genre=### Now, I've used Flash Decompiler Gold to extract all files in the SWF and can open it again in Adobe Flash to edit it. When done I enter CTRL+ENTER and there are immediately 4 compiler errors!! Errors: 1x < Unexpected 'if' encountered 2x < Statement block must be terminated by '}' 1x < Ecpected a field name after '.' operator. How can these errors be present, when the original SWF works perfectly??! If I don't manage to solve this, I'll have to find out how to create an .php file the SWF tries to use which can select the proper resources (from a database I guess) to show them (using ?genre=###) Thanks!

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  • reset, Tweener, AS3

    - by VideoDnd
    How do I reset my numbers after they count? I want something like an onComplete function. DESCRIPTION My animation advances 120 pixels from it's current position, then flys off the stage. It was looping, and would yoyo to the bottom before advancing. I don't want my numbers yoyoing or flying off the stage. My numbers must move 120 pixels forward each count, then return. NumbersView.as 'the code works, but in a messed up way as described' package { import flash.display.DisplayObject; import flash.display.MovieClip; import flash.utils.Dictionary; import flash.events.Event; import caurina.transitions.Tweener; public class NumbersView extends MovieClip { private var _listItems:Array; private var previousNums:Array; private const numHeight:int = 120; public function NumbersView() { _listItems = new Array(); previousNums = new Array(); //Tweener.init(); var item:NumberImage; for (var i:Number = 0; i < 9; i++) { item = new NumberImage(); addChild(item); item.x = i * item.width; _listItems.push(item); } } public function setTime($number:String):void { var nums:Array = $number.split(""); //trace("$number = " + $number); for (var i:Number = 0; i < nums.length; i++) { if (nums[i] == previousNums[i]) continue; Tweener.removeTweens(_listItems[i]); //newY:int = -numHeight; var newY:int = int(nums[i]) * -numHeight; trace("newY = " + newY); trace("currY = " + _listItems[i].y); /*----------------------PROBLEM AREA, RIGHT HERE------------------------*/ //if (_listItems[i].y < 0) _listItems[i].y = numHeight;// //Tweener.addTween(_listItems[i], { y:newY, time:3 } );// Tweener.addTween(_listItems[i], { y:_listItems[i].y+newY, time:3 } );// } previousNums = nums; } } } Tweener Example http://hosted.zeh.com.br/tweener/docs/en-us/parameters/onComplete.html

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  • Adobe AIR: touch screen doesn't trigger mouse down event correctly

    - by Saariko
    i have designed a gaming kiosk app in as3 i am using it on a Sony vaio l pc (like hp's touchsmarts) in windows 7 the app doesn't need any multi-touch gestures (only single touch clicks and drags) so i am using mouse events everything is fine (including mouse click and move events) except that a single touch to the screen (with no move) doesn't fire a mouse down. it is fired only after a small move of the finger outside the app, on my desktop, i see that the small windows 7 cursor jumps immediately to where a finger is placed, meaning this issue isn't a hardware or a windows problem but rather how internally the flash app receives "translated" touch-to-mouse events from the os. for example, in a windows Solitaire game, a simple touch to the screen immediately highlights the touched card. in my app, a button will change to the down state only if i touch it and also move my finger slightly (click events - down and up - are triggered fine) shouldn't the MOUSE_DOWN event trigger exactly like how a TOUCH_BEGIN would in the new touchevent class? any ideas?

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  • B64 String Being Stripped From HttpService JSON Object Flex 4.0

    - by user163757
    I am trying to decode some b64 images obtained from a web service in my Flex application. The response of this web service is a basic JSON object, with a property (B64Image) that contains the encoded string. The service works fine from my regular browser, however the b64 string gets stripped. So the object the result handler gets has a null value for B64Image. Anyone see something wrong here? EXPECTED OUTPUT { "PropertyPhotos": [ { "B64Image": "/9j/4AAQSkZJRgABAQEAYABgAAD....etc" } ] } <s:HTTPService id="photoService" url="http://localhost/dev/photohandler.ashx" resultFormat="text" result="photoService_resultHandler(event)" fault="photoService_faultHandler(event)"> </s:HTTPService>

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  • Vsync in Flex/Flash/AS3?

    - by oshyshko
    I work on a 2D shooter game with lots of moving objects on the screen (bullets etc). I use BitmapData.copyPixels(...) to render entire screen to a buffer:BitmapData. Then I "copyPixels" from "buffer" to screen:BitmapData. The framerate is 60. private var bitmap:Bitmap = new Bitmap(); private var buffer:Bitmap = new Bitmap(); private function start():void { addChild(bitmap); } private function onEnterFrame():void { // render into "buffer" // copy "buffer" -> "bitmap" } The problem is that the sprites are tearing apart: some part of a sprite got shifted horizontally. It looks like a PC game with VSYNC turned off. Did anyone solve this problem? UPDATE: the question is not about performance, but about getting rid of screen tearing. [!] UPDATE: I've created another question and here you may try both implementations: using Flash way or BitmapData+copyPixels()

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  • AS3: How to get fullscreen and keyboard input?

    - by Tinelise
    Since flash doesn't allow keyboard input while in fullscreen mode I'm wondering if there is a workaround to that? I have a flash that is going to run fullscreen in a browser and needs different kinds of keyboard input. I have read something about AIR, but I don't fully understand it and would like another way if thats even possible. Anybody knows?

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