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  • Resizable Button with background in flash CS4

    - by Bhavesh.Bagadiya
    Hi, I want to create a button which resize dynamically with content. to achieve this, I created a MovieClip in library and added four layers into it namely - text, bg, shadow and border. Problem I'm having is, if I make textfield autosize, only textfield resizes and others stuff remain as it is. if I calculate width required using xxxLineMetrics function and apply it to Button, background resizes properly but textfield also stretches with them and looks ugly. I want backgrounds(sibling of textfield) resize properly with textfield so button looks nice with resized background and normal autosized textfield. I hope u guys got what I want...any help appreciated... Thanks,

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  • SecurityError: Error #2152: Full screen mode is not allowed.

    - by meghana
    I have one flash player , which have full-screen functionality . which is not working in FF and MAC Chrome . and throws an error as below. SecurityError: Error #2152: Full screen mode is not allowed. at flash.display::Stage/set displayState() at com.IQMediaCorp.core::IQMediaCorpPlayer/ToggleFullScreen() I have googled about the issue and already verified some points below my player have allowfullscreen = true in html object / encode element. the methid ToggleFullScreen is an mouse click event below is code for ToggleFullScreen method public function ToggleFullScreen(e:MouseEvent) { if (stage.displayState == StageDisplayState.FULL_SCREEN_INTERACTIVE) { bKnob.alpha=0; bigScreen=true; stage.displayState=StageDisplayState.NORMAL; } else { bigScreen=false; stage.displayState=StageDisplayState.FULL_SCREEN_INTERACTIVE; bKnob.alpha=0; } } i don't get the reason why it is not working. can anybody help?? Thanks

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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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  • 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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  • Having constrains object to move X,Y at the same time?

    - by Hwang
    The stage is separated into 4 sections, and I will be moving the camera around the stage. So at each particular section the camera will have an area of constrain it can move. I mange to constrain its X & Y, but it could only navigate either X or Y. How to move in X+Y at the same time? if (mouseX>sec2maxX) { TweenLite.to(vC, 1, {x:sec2maxX}); } else if (mouseX<sec2minX) { TweenLite.to(vC, 1, {x:sec2minX}); } else { TweenLite.to(vC, 1, {x:mouseX}); } if (mouseY<sec2minY) { TweenLite.to(vC, 1, {y:sec2minY}); } else if (mouseY>sec2maxY) { TweenLite.to(vC, 1, {y:sec2maxY}); } else { TweenLite.to(vC, 1, {y:mouseY}); } if i were to put X & Y in a same line of code it would be a lot of possibilities when the mouse is on top left or right bottom kind of situation, so I need to have it running seperately, but how can I combine it so that it could move X+Y?

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  • Images do not load at first time in my swf but the second time they are shown when the bowser refres

    - by Muhammad Irfan
    i have written classes in as3... my swf works fine locally but at live link, images do not load or shown first time but when you refresh the browser again they are loaded and shown.. i know they comes in cache but what is happening first time.. you can clear your browser cache and check the problem happens each time when it is not in cache... all images are less than 1 mb.. here is the link http://web.s4spk.com/irfan/loadtest1/project.html

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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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  • use boolean with visible, as3

    - by VideoDnd
    Is there a better way to do use a use a boolean with visible? This animation blinks 30 times and stops. It works without error, but takes a moment to load. I would like to learn other ways of using visibility with conditionals. var timz:Timer = new Timer(100,30); timz.addEventListener(TimerEvent.TIMER, doIt); var condition:Number = 5; function doIt(event:TimerEvent):void{ trace("fire!"); if(condition=5){ box.visible = !box.visible; } } timz.start();

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  • How to keep track of objects for garbage collection

    - by Yman
    May I know what is the proper way to keep track of display objects created and hence allow me to remove it efficiently later, for garbage collection. For example: for(i=0; i<100; i++){ var dobj = new myClass(); //a sprite addChild(dobj); } From what i know, flash's garbage collection will only collect the objects without strong references and event listeners attached to it. Since the var dobj is strongly referenced to the new object created, I will have to "nullify" it too, am I correct? Should I create an array to keep track of all the objects created in the loop such as: var objectList:Array = new Array(); for(i=0; i<100; i++) { var dobj = new myClass(); //a sprite addChild(dobj); objectList.push(dobj); } //remove all children for each (var key in objectList) { removeChild(key as myClass); } Does this allow GC to collect it on sweep?

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  • certain BitMapData types dont work in a beginBitmapFill() method.

    - by numerical25
    Say I loaded a bitMap into a bitmapData type called tileImage. tileImage = Bitmap(loader.content).bitmapData; say I decided to add that bitmap into a sprite like below this.graphics.beginBitmapFill(tileImage ); this.graphics.drawRect(0, 0,tWidth ,tHeight ); It would of course work. But say If I decided to add tileImage into a another bitMapData type like below var tImage:BitmapData = new BitmapData(30,30); tImage.copyPixels(tileImage,tRect,tPoint); and I then added tImage to my sprite this.graphics.beginBitmapFill(tImage); this.graphics.drawRect(0, 0,tWidth ,tHeight ); I then get the following error ArgumentError: Error #2015: Invalid BitmapData. tRect and tPoint are all predefined and set. tRect x and y are 0,0 and the width and height are 30x30. tPoint is 0,0 as well. Yes I understand that this is a very brief explanation but I wanted to elaborate that a bitMapdata type that has its data from the copypixel method does not work with beginBitmapFill. but a varible that gets its data straigt from the source, does. One works, and one doesnt, yet they are both the same data types. why is this ?

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  • LoaderContext and ApplicationDomain changes with Adobe AIR ?

    - by Tyn
    Hello, I'm currently experimenting with loading external SWF files from both an standard AS3 application, and an AIR application. It seems that the AIR application doesn't act the same way a standard SWF run by the Flash Player does. According to the documentation, the applicationDomain property of LoaderContext is usable in an AIR application too, but it just seems to be not working. I have the following code : package { import flash.display.Loader; import flash.display.LoaderInfo; import flash.display.Sprite; import flash.events.Event; import flash.net.URLRequest; import flash.system.ApplicationDomain; import flash.system.LoaderContext; public class Invoker extends Sprite { private var _ldr : Loader; public function Invoker() { _ldr = new Loader(); _ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, onChildOneComplete); var ldrC : LoaderContext = new LoaderContext(false, new ApplicationDomain(ApplicationDomain.currentDomain) ); _ldr.load(new URLRequest("otherSwf.swf"), ldrC); } private function onChildOneComplete(e : Event) : void { var c1ad : ApplicationDomain = (e.target as LoaderInfo).applicationDomain; var inad : ApplicationDomain = ApplicationDomain.currentDomain; trace("Child One parentDomain : " + c1ad.parentDomain); trace("Invoker parentDomain : " + inad.parentDomain); trace("Child One has Invoker : " + c1ad.hasDefinition("Invoker")); trace("Invoker has Invoker : " + inad.hasDefinition("Invoker")); } } } Compiling this code as an SWF file and launching it with the Flash Player does this output, which seems right : Child One parentDomain : [object ApplicationDomain] Invoker parentDomain : null Child One has Invoker : true Invoker has Invoker : true But the same code as an AIR application does a different output : Child One parentDomain : null Invoker parentDomain : null Child One has Invoker : false Invoker has Invoker : true According to the documentation, the first output (using a SWF with Flash Player, and not an AIR application) is the right one. Also, playing around with this snippet and changing the application domain to others possible configurations (like new ApplicationDomain(null), or ApplicationDomain.currentDomain) does exaclty what the documentation says with the SWF, but does not change the output of the AIR application. Any clue why AIR is simply ignoring the application domain passed to the loader context ? Any documentation about this particular issue ? Thank you very much.

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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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  • Flex 4: Getter getting before setter sets

    - by Steve
    I've created an AS class to use as a data model, shown here: package { import mx.controls.Alert; import mx.rpc.events.FaultEvent; import mx.rpc.events.ResultEvent; import mx.rpc.http.HTTPService; public class Model { private var xmlService:HTTPService; private var _xml:XML; private var xmlChanged:Boolean = false; public function Model() { } public function loadXML(url:String):void { xmlService = new HTTPService(); if (!url) xmlService.url = "DATAPOINTS.xml"; else xmlService.url = url; xmlService.resultFormat = "e4x"; xmlService.addEventListener(ResultEvent.RESULT, setXML); xmlService.addEventListener(FaultEvent.FAULT, faultXML); xmlService.send(); } private function setXML(event:ResultEvent):void { xmlChanged = true; this._xml = event.result as XML; } private function faultXML(event:FaultEvent):void { Alert.show("RAF data could not be loaded."); } public function get xml():XML { return _xml; } } } And in my main application, I'm initiating the app and calling the loadXML function to get the XML: <fx:Script> <![CDATA[ import mx.containers.Form; import mx.containers.FormItem; import mx.containers.VBox; import mx.controls.Alert; import mx.controls.Button; import mx.controls.Label; import mx.controls.Text; import mx.controls.TextInput; import spark.components.NavigatorContent; private function init():void { var model:Model = new Model(); model.loadXML(null); var xml:XML = model.xml; } ]]> </fx:Script> The trouble I'm having is that the getter function is running before loadXML has finished, so the XML varible in my main app comes up undefined in stack traces. How do I put a condition in here somewhere that tells the getter to wait until the loadXML() function has finished before running?

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  • Inheriting XML files and modifying values

    - by Veehmot
    This is a question about concept. I have an XML file, let's call it base: <base id="default"> <tags> <tag>tag_one</tag> <tag>tag_two</tag> <tag>tag_three</tag> </tags> <data> <data_a>blue</data_a> <data_b>3</data_b> </data> </base> What I want to do is to be able to extend this XML in another file, modifying individual properties. For example, I want to inherit that file and make a new one with a different data/data_a node: <base id="green" import="default"> <data> <data_a>green</data_a> </data> </base> So far it's pretty simple, it replaces the old data/data_a with the new one. I even can add a new node: <base id="ext" import="default"> <moredata> <data>extended version</data> </moredata> </base> And still it's pretty simple. The problem comes when I want to delete a node or deal with XML Lists (like the tags node). How should I reference a particular index on a list? I was thinking doing something like: <base id="diffList" import="default"> <tags> <tag index="1">this is not anymore tag_two</tag> </tags> </base> And for deleting a node / array index: <base id="deleting" import="default"> <tags> <tag index="2"/> </tags> <data/> </base> <!-- This will result in an XML containing these values: --> <base> <tag>tag_one</tag> <tag>tag_two</tag> </base> But I'm not happy with my solutions. I don't know anything about XSLT or other XML transformation tools, but I think someone must have done this before. The key goal I'm looking for is ease to write the XML by hand (both the base and the "extended"). I'm open to new solutions besides XML, if they are easy to write manually. Thanks for reading.

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  • Sound plays multiple times at once

    - by Jr. Mathews
    I'm having trouble with sound in Flash. I may have went about coding the wrong way, because most of my codes are on frames. So, I have these two variables var outsideDay:Sound = new daysong(); var outsideNight:Sound = new nightsong(); And I want to play these songs on a specific frame. However, the sounds play sporadically, like 50 times at once. I think it's because I have other codes that link to the frames with a Enter_Frame function. How can I get the sounds to loop and not play multiple times at once?

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  • External resources in Flash

    - by Eric
    Hey all. I'm working on an application that was originally intended for HTML, but I've recently concluded that the best thing to do for my purposes is to do it in Flash instead. One of the big things I need is to be able to bring in movieclips from external files and add them to my main movie at runtime (dynamic number of elements, skinning, etc.) Don't need full-on code for this, but I could use some assistance in tracking down the resources to learn how to do these things successfully. Tutorials, best practices… The usual suspects. I've been using Flash for a while now, and used to do this pretty easily in AS2, but I've had some hiccups using classes and addchild in an earlier attempt, so any help would be much appreciated. Thanks!

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  • MovieClip property - what is the url it goes when I click on it.

    - by cosmorocket
    I have bought a flash template in an online store. There are different buttons on it and some of them link to existing local html files from the pack - index-1.html, index-2.html etc. There are also some buttons that don't go anywhere right now but they are intended to be linked to some urls too. They react with animation on mouse rollover and I suppose they should go to some url if I set it somewhere on click. But there is no documentation about that in the pack. I searched through the Flash source file and all html pages files for something like "index", "geturl", also looked through them manually to realize how it could be made but with no luck. So, my question - is that possible that way or another to make that MovieClip button link to some my page, for example, "contacts.html". Thanks.

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  • Issues rendering image in flash via Context.Response.Write C# asp.

    - by Justin
    I am having an issue rendering images in flash via a character array. I am sending it from a webhandler via Context.Response.Write as a Base64CharacterArray. It functions 100% properly in a windows environment, however when using a Mac the image data is not retrieved correctly causing the image to appear incorrectly. It does not affect the data,however as it is rendered properly in a player which accesses the data via a webservice. I am at the end of my rope on this one. Anything will help. You can find an example at the following url http://www.discoverirelandtoday.com/photoalbum/Public/Main.aspx Thanks

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  • Flex - weird display behavior on large number of Canvas

    - by itarato
    Hi, I have a Flex app (SDK 3.5 - FP10) that does mindmap trees. Every node is a Canvas (I'm using Canvas specific properties so I needed it). It has a shadow effect, background color and some small ui element on it (like icons, texts...). It works perfectly until it goes over ~700 nodes (Canvas). Over that number it shows grey rectangles: http://yfrog.com/bhw2pj . If I turn off the DropShadowFilter effect for the Canvas, they are also gone, so I assume it's a DropShadowFilter problem: http://yfrog.com/2d9y8j . The effect is simple: private static var _nodeDropShadow:DropShadowFilter = new DropShadowFilter(1, 45, 0x888888, 1, 1, 1); _backgroundComp.filters = _nodeDropShadow; Is it possible that Flex can't handle that much? Thanks in advance

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  • iphone flash lite 2.0 support?

    - by cometta
    1.i dont have iphone, so may i know does iphone come with pre-installed flash lite 2.0 or above? if answer is Not, if a web page that embed flash lite app. can it prompt user of iphone to install flash lite easily ? 2. where can i get list of phones that support flash lite 2.0 and above?

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  • Animate and form rows, arrays, AS3

    - by VideoDnd
    Question How can I animate and form rows together? Explanation One 'for loop' is for animation, the other 'for loop' is for making rows. I want to understand how to use arrays and create a row of sprite animations. 'for loop' for animation //FRAMES ARRAY //THIS SETS UP MY ANIMATION FOR TIMER EVENT var frames:Array = [ new Frame1(), new Frame2(), new Frame3(), new Frame4(), new Frame5(), new Frame6(), new Frame7(), new Frame8(), new Frame9(), new Frame0(), ]; for each (var frame:Sprite in frames) { addChild(frame); } 'for loop' for rows //THIS MAKES A ROW OF DISPLAY OBJECTS var numberOfClips:Number = 11; var xStart:Number = 0; var yStart:Number = 0; var xVal:Number = xStart; var xOffset:Number = 2; for (var $:Number=0; $<numberOfClips; $++) { //DUDE ARRAY var dude:Array = frames; dude.y = yStart +11; dude.x = xVal +55; xVal = dude.x + dude.width + this.xOffset; } timer var timer:Timer = new Timer(100); timer.addEventListener(TimerEvent.TIMER, countdown); function countdown(event:TimerEvent) { var currentFrame:int = timer.currentCount % frames.length; for (var i:int = 0; i < frames.length; ++i) { frames[i].visible = (i == currentFrame); } } timer.start(); counter experiment My new class I'm working on loops through 10 different display objects that are numbers. For those following, I'm trying to make something like NumbersView.

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  • stagewebview calling local javascript

    - by wangjl1110
    friends. I'm currently developing a flex mobile project. I currently need to load local javascript using stagewebview. Like: var str:String = '<head>'+ '<script src="myLocalJs.js"/>'+ '</head><body>...</body>'; webView:StageWebView = new StageWebView(); webView.loadString(str); Is there any way to load local javascript using StageWebView? I'm not expecting an answer like 'There is a project called StageWebViewBridge' since it does't have all the features I need. THX!!

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  • [Adobe Air] Can I catch a mouseUp event of an mx:Window that did not fire hte mouseDown?

    - by Irene
    Hi, In an AIR application, I have one mx:TileList with several images. What I need to do is let the user drag and drop one of the images on the desktop, giving a feeling of a desktop widget. Firstly I tried to implement this using dragStart etc, but in the end I think it is easier to handle mouseDown and mouseUp on the TileList. In general the whole setup works as desired. When a mouseDown is detected on the TileList, I create a transparent mx:Window containing the corresponding image, and call the startMove() on the Window to simulate a dragging behavior. If I release the mouse, the Window stops moving as desired. My problem is that now I want some visual feedback during dragging. It works while the Window is moving, however I can't find a way to stop it when the user releases the mouse. The mouseUp is not fired from the TileList, nor from the s:WindowedApplication. I also tried to add a listener to the Window itself, but still with no luck. Some code: private function onMouseDown(e:MouseEvent):void { trace ("down " + e.target); if (e.target is TileListItemRenderer) { // first create a dragWindow dragWindow.startGlow(); // then show some visual feedback dragWindow.moveWindow(e); // and start dragging } } private function onMouseUp(e:MouseEvent):void { trace("up " + e.target); dragWindow.stopGlow(); // <--------- Not called! } <mx:TileList id="photoTileList" mouseDown="onMouseDown(event)" mouseUp="onMouseUp(event)">

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