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  • How to add a new Stage to my default stage?

    - by Raigomaru
    I want to add a new Stage called field to the default stage (i need to place different elements on it later). And then i want to add a bitmap called myBitmap to the field. But nothing happens. I don't understand what should i do... var field:Stage = new Stage(); field.x = 200; field.y = 200; field.width = 300; field.height = 300; stage.addChild(field); var bdWidth:Number = 100; var bdHeight:Number = 100; var bdTransparent:Boolean = true; var bdFillColorARGB:uint = 0xFF007090; var myBitmapData:BitmapData = new BitmapData(bdWidth, bdHeight, bdTransparent, bdFillColorARGB); var myBitmap:Bitmap = new Bitmap(myBitmapData); myBitmap.x = 10; myBitmap.y = 10; field.addChild(myBitmap);

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  • Loading Flash / Flex Applications in another AIR Application

    - by t.stamm
    Hi there, i'm loading a Flex Application in my AIR App and i'm using the childSandboxBridge and parentSandboxBridge to communicate between those two. Works like a charm. But i've tried to load a Flash Application (the main Class extends Sprite, not Application) and therefore i get a SecurityError when trying to set the childSandboxBridge on the loaderInfo object. In the Flex app it's like this: I'm casting the loaderInfo since the childSandboxBridge Property is only available in AIR. loaderInfo = FlexGlobals.topLevelApplication.systemManager.loaderInfo; try { Object(loaderInfo).childSandboxBridge = this; } catch(e:Error) { ... } In my Flash app it's like this: loaderInfo = myMainObject.loaderInfo; // myMainObject is the same class as 'root' try { Object(loaderInfo).childSandboxBridge = this; } catch(e:Error) { ... } In the below example i get the following SecurityError: Error #3206: Caller app:/airapp.swf/[[DYNAMIC]]/1 cannot set LoaderInfo property childSandboxBridge. The SecuritySandbox for both examples is 'application'. Any ideas why it doesn't work with the Flash app? Thanks in advance.

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  • Weak reference and Strong reference

    - by theband
    package uk.co.bigroom.utils { import flash.utils.Dictionary; /** * Class to create a weak reference to an object. A weak reference * is a reference that does not prevent the object from being * garbage collected. If the object has been garbage collected * then the get method will return null. */ public class WeakRef { private var dic:Dictionary; /** * The constructor - creates a weak reference. * * @param obj the object to create a weak reference to */ public function WeakRef( obj:* ) { dic = new Dictionary( true ); dic[obj] = 1; } /** * To get a strong reference to the object. * * @return a strong reference to the object or null if the * object has been garbage collected */ public function get():* { for ( var item:* in dic ) { return item; } return null; } } } In this Class, how they denote one as Weak Reference and one as Strong reference.

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  • loaded image cannot be seen on the screen

    - by Oki
    I load many images simultaneously with different Loader class. When loaded I add content of loaders to the movieclips which are child of some other movieclip which is child other... I check that images are loaded addChild method is called, but loaded images cannot be seen on the screen. Actually, sometimes images can be seen, but sometimes cannot be seen. Do I need to rerender some DisplayObject? Something similar...

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  • syntax for binding multiple variables within text

    - by danke
    When binding multiple variables value1 value2 value3 in the same text field, do I do this: text="{some text value1 other text value2 and other text value3}" or text="some text {value1} other text {value2} and other text {value3}" I noticed both work, but which is the right way to do it and will work all the time.

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  • Can I rename Main.mxml?

    - by Randyaa
    We have several Flash objects included in our project. We call each one a specific type of widget... For readability/debugging purposes I'd like to rename Main.mxml to something else. At first this seemed easy, as it would be just a setting in our maven configuration (we're using flex mojos to build our swf). However; changing the sourceFile from Main.mxml to MyWidget.mxml doesn't seem to do it. Any thoughts?

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  • Drawing outlines around organic shapes

    - by ThunderChunky_SF
    One thing that seems particularly easy to do in the Flash IDE but difficult to do with code is to outline an organic shape. In the IDE you can just use the inkbucket tool to draw a stroke around something. Using nothing but code it seems much trickier. One method I've seen is to add a glow filter to the shape in question and just mess with the strength. But what if i want to only show the outline? What I'd like to do is to collect all of the points that make up the edge of the shape and then just connect the dots. I've actually gotten so far as to collect all of the points with a quick and dirty edge detection script that I wrote. So now I have a Vector of all the points that makeup my shape. How do I connect them in the proper sequence so it actually looks like the original object? For anyone who is interested here is my edge detection script: // Create a new sprite which we'll use for our outline var sp:Sprite = new Sprite(); var radius:int = 50; sp.graphics.beginFill(0x00FF00, 1); sp.graphics.drawCircle(0, 0, radius); sp.graphics.endFill(); sp.x = stage.stageWidth / 2; sp.y = stage.stageHeight / 2; // Create a bitmap data object to draw our vector data var bmd:BitmapData = new BitmapData(sp.width, sp.height, true, 0); // Use a transform matrix to translate the drawn clip so that none of its // pixels reside in negative space. The draw method will only draw starting // at 0,0 var mat:Matrix = new Matrix(1, 0, 0, 1, radius, radius); bmd.draw(sp, mat); // Pass the bitmap data to an actual bitmap var bmp:Bitmap = new Bitmap(bmd); // Add the bitmap to the stage addChild(bmp); // Grab all of the pixel data from the bitmap data object var pixels:Vector.<uint> = bmd.getVector(bmd.rect); // Setup a vector to hold our stroke points var points:Vector.<Point> = new Vector.<Point>; // Loop through all of the pixels of the bitmap data object and // create a point instance for each pixel location that isn't // transparent. var l:int = pixels.length; for(var i:int = 0; i < l; ++i) { // Check to see if the pixel is transparent if(pixels[i] != 0) { var pt:Point; // Check to see if the pixel is on the first or last // row. We'll grab everything from these rows to close the outline if(i <= bmp.width || i >= (bmp.width * bmp.height) - bmp.width) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); continue; } // Check to see if the current pixel is on either extreme edge if(int(i % bmp.width) == 0 || int(i % bmp.width) == bmp.width - 1) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); continue; } // Check to see if the previous or next pixel are transparent, // if so save the current one. if(i > 0 && i < bmp.width * bmp.height) { if(pixels[i - 1] == 0 || pixels[i + 1] == 0) { pt = new Point(); pt.x = int(i % bmp.width); pt.y = int(i / bmp.width); points.push(pt); } } } }

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  • URLLoader.load() issue when using the same URLRequest

    - by Rudy
    Hello, I have an issue with my eventListeners with the URLLoader, but this issue happens in IE, not in FF. public function getUploadURL():void { var request:URLRequest = new URLRequest(); request.url = getPath(); request.method = URLRequestMethod.GET; _loader = new URLLoader(); _loader.dataFormat = URLLoaderDataFormat.TEXT; _loader.addEventListener(Event.COMPLETE, getBaseURL); _loader.load(request); } private function getBaseURL(event:Event):void { _loader.removeEventListener(Event.COMPLETE, getBaseURL); } The issue is that my getBaseURL gets executed automatically after I have executed the code at least once, but that is the case only in IE. What happens is I call my getUploadURL, I make sure the server sends an event that will result in an Event.COMPLETE, so the getBaseURL gets executed, and the listener is removed. If I call the getUploadURL method and put the wrong path, I do not get an Event.COMPLETE but some other event, and getBaseURL should not be executed. That is the correct behavior in FireFox. In IE, it looks like the load() method does not actually call the server, it jumps directly to the getBaseURL() for the Event.COMPLETE. I checked the willTrigger() and hasEventListener() on _loader before assigning the new URLLoader, and it turns out the event has been well removed. I hope I make sense, I simplified my code. To sum up quickly: in FireFox it works well, but in IE, the first call will work but the second call won't really call the .load() method; it seems it uses the previously stored result from the first call. I hope someone can please help me, Thank you, Rudy

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  • Running The JVM From Within An MXML Component

    - by Joshua
    Thinking outside of the box here... What possible basic approaches could be taken in an effort to create a Flex component that could run Java? I know I can easily use flex to browse to or launch a Java app, but there are things I can only do if I can run the Java from WITHIN an MXML Component. I the strictest sense, I know it's not impossible (ie: if you had all the source code for flex and for the jvm), but what's the least impractical means to this end? Showcase your creativity.

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  • Using the Loader display object to load X jpegs, then resize each of the images differently while th

    - by Supernovah
    Hey there, I was wondering if this is possible to do I am able to load the image in and have it displayed easily enough by using addChild(myLoader); where myLoader is in the classWide private scope. The problem is, whenever I call my function inside that class which adds the loader to the stage, it clears the old one and puts this new one in even if I add a bit where I change myLoader.name to something related to how many images it has completed. This is a serious hinderance as I can't do anything besides KNOW how many images I will need to load and write the code X times. The problem being is that the urls are read from an XML file. My main desire was to have a classWide private Array which contained my loaders and I would assign them using myArray.push(myLoader) each time the load had completed. There is a problem which is that it compiles but they never get displayed it would work as this is written public class Images extends Sprite { private var imagesLoaded = 0; private var myLoader:Loader; ... public function Images():Void { myLoader = new Loader; //loop calling a myLoader.load(imageURL) for a bunch of urls myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoaded); } public function imageLoaded { myArray[imagesLoaded] = myLoader; trace("does\'nt get to here!!"); addChild(myArray[imagesLoaded]); imagesLoaded++; } }

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  • How to properly set button phase after dragging over button?

    - by irobeth
    I have a class (mxml) that extends Button while implementing drag/drop support. When I drag one of them onto another, the drag receiver stays stuck in its 'over' phase until I click on it (As if something about DragManager.acceptDragDrop is preventing the MouseEvent from getting to button) Is there a way to make a button re-evaluate its phase after the drop? I've tried fabricating a MouseEvent and sending it to rollOverHandler with no luck. This resembles the scenario in Button.as (lines 2606-2647) described like Drag over and up mouse down while out of Button roll over Button - stay in "up" phase mouse up while over Button - "over" phase continue with step 2 of first three sequences above This is my drag/drop handler private function dragDropHandler(event:DragEvent):void { trace("dropped"); var ib : IconButton = (event.dragInitiator as IconButton); if(this.data is Section) { if(ib.data is Item) { trace("ITEM"); //move an item into a section. var ae : AldonaEvent = new AldonaEvent(AldonaEvent.MOVE); ae.data = ib.data; dispatchEvent(ae); } else if(ib.data is Section) { trace("SECTION"); //change a section's parent. var ae : AldonaEvent = new AldonaEvent(AldonaEvent.MOVE); ae.data = ib.data; dispatchEvent(ae); } } //you can only drag stuff into sections. }

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  • Using an image as a border

    - by Tempname
    I am working on an custom container and I need a border for this container. I have a 15x15 image that I am creating a 9-slice border skin with. The issue that I am having is that the border skin does not appear the way that I had hoped it would. Here is a ss of the skin in place. Ideally I should have a transparent box with a 5 pixel border around it. Here is my current testing code: CSS Code: Box { borderSkin: Embed(source="15x15.png", scaleGridLeft="5", scaleGridTop="5", scaleGridRight="10", scaleGridBottom="10"); } MXML Code: <mx:WindowedApplication xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute"> <mx:Style source="MainTest.css"/> <mx:Box id="tw" width="400" height="400"> </mx:Box> </mx:WindowedApplication>

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  • Edit PDF files dynamically from Flash or Flex

    - by TandemAdam
    I am planning to do a CD-ROM in either Flash or Flex, possibly using the Adobe AIR runtime. This CD interactive will have a bunch of forms on it for the user to fill out. After they fill in a form, they will have the option of saving or printing a PDF that is based on there information. I am trying to find a way of editing the content of the PDF in Flash, so when the user fills out the form, the application will fill in the PDF with there details from the form fields. Is this is possible? It would be great if there was some way of having template PDFs (either on the CD as there own files, or in a Flash library), then flash could come along and fill in the specific fields inside the PDF. Can Adobe AIR help me in any way here?

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  • How to apply that resize method?

    - by Qpixo
    I noticed this full flash site and wonderring http://www.houseoforange.nl/site/#/Photographers/Philip%20Riches/editorial%20women/ How can I apply the resize method like the way they did? Any examples might help me a lot.

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  • how to control a embedded multiframe swf file?

    - by liuliu
    [Embed(source="data/fire.swf")] static public var movieFire:Class; I have some multiframe swf file and I want to have control of them. For example, I can use gotoandplay and gotoandstop functionality. I tried something like: var m:MovieClip = new movieFire() as MovieClip; but it turns out when I tried to get totalFrames, m.totalFrames, it gives me zero, and gotoand* functions don't work either. How can I correctly control the swf file embedded in actionsript 3.0 (No Flex component)?

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  • Any thoughts on how to create a true 'punch-out' area in a Sprite?

    - by rhtx
    I've been working on this for awhile, now. You might also call it a 'reverse mask', or an 'inverse mask'. Basically, I'm creating a view window within a display object. I need to allow objects on the stage that are under the window to be able to interact with the mouse. This is similar to a WPF question: http://stackoverflow.com/questions/740994/use-wpf-object-to-punch-hole-in-another, which has a much shorter write-up. I've got a Class called PunchOutShield, which creates a Sprite that covers the stage (or over some desired area). The Sprite's Graphics object is filled using the color and transparency of Flex's modal screen. The result is a screen that looks like the screen which appears behind a modal PopUp. PunchOutShield has a method called punch, which takes two arguments - the first is a Shape object, which defines the shape of the punch-through area; the second is a Point object, which indicates where to position the punch-through area. It took some experimenting, but I found that I can successfully create a punch-out area (i.e. - the modal screen does not display within the bounds of the given Shape). To do this, I set cacheAsBitmap to true on the Sprite that is used to create the modal screen, and also on the Shape object, which is added to the modal screen Sprite's displayList. If I set the blend mode of the Shape to ERASE, a completely transparent area is created in the modal screen. So far, great. The problem is that Shape does not subclass InteractiveObject, so there is no way to set mouseEnabled = false on it. And so, it prevents interaction between the mouse and any objects that are visible through the punch-out area. On top of that, InteractiveObject isn't available to look at, so I can't see if there is a way to borrow what it's doing to provide the mouseEnabled functionality and apply it to a subclass of Shape. I've tried using another Sprite object, rather than a Shape object, but the blending doesn't work out correctly. I'm not sure why there is a difference, but the Shape object seems to somehow combine with the parenting Sprite, allowing the ERASE blendMode to effect the desired punch-out visual appearance. It wouldn't be the end of the world if I had to draw up the screen with a series of rectangles so that the punch-out area was just simply not drawn, but that approach won't work if the punch-out area is complex. Or round. Any thoughts on this approach, or on an alternative approach?

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  • scaleX scaleY increeasing left, top margin, and line spacing

    - by Mark
    If you have Text with a font that is 72 point for example (and scaleX scaleY = 1) you can achieve the same size with a font size of 12 and scaleX,scaleY = 6. For reasons that would take too long to explain I am applying a large scale factor as in the latter example. The problem is, even though the text is the same size, the line spacing and left and top margins have all been increased but I want them to be the same size as well. As far as the line spacing, I discovered that TextFormat.leading was being automatically increased when scaleX, scaleY was greater than 1, so I just had to reset TextFormat.leading back to 0. That leaves the left and top margins, and I have no idea how those are being increased. I tried TextFormat.blockIndent=0 and TextFormat.leftMargin=0 (and also ingnorePadding=true) and it had no effect. And have no clue how to reset the top margin either to its orginal size, in case anyone has an idea for all these.

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  • Scrollbar skininng problem

    - by simplemagik
    I'm skinning scrollbar in my flex app and got one problem. This white square between scrollbars(view the image) ruibs all my design and i need to disable it, make it invisible, change it background color, alpha or smth like this. I can paste some code here but i think there is no need in it. Working in Flex 3. any ideas? image

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  • Flash: Am i totally misunderstanding Event Listening?

    - by Kohan
    I don't know why but i am having trouble getting my head round event dispatching. Take this for example. someClass():Void{ this.addEventListener("onChange",someObj); } Am i right in assuming this means that someClass is listening for an onChange event and when it gets it, it is then going to fire the onChange method on someObj? Thanks, Kohan.

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