Accessing a class private variable in the main timeline

Greetings,
noob question.
Here's my main class:
package
     import flash.external.ExternalInterface;
     public class main
         public function main()
         public function check_DVBViewer()
             ExternalInterface.call("check_DVBViewer","test");
             ExternalInterface.addCallback("AutoIT",AutoIT);
         private function AutoIT(my_msg:String)
                 // here we get the callback string
in the timeline I have a dynamic text box named my_textbox:
var my_test:main = new main();
my_test.check_DVBViewer();
my_textbox.text = ???????
Basically the class waits for the callback variable (my_msg).
The problem is: I need to set the dynamic textbox text to my_msg variable.
How can I access it?
I know I can access a public var in the timeline with functioname.variable but I can't define a public var inside a function, right?
Thank you very much for your time.

dispatch an event when the string is ready:
package
     import flash.external.ExternalInterface;
     public class main
private var msg:String;
         public function main()
         public function check_DVBViewer()
             ExternalInterface.call("check_DVBViewer","test");
             ExternalInterface.addCallback("AutoIT",AutoIT);
         private function AutoIT(my_msg:String)
                 // here we get the callback string
msg=my_msg;
dispatchEvent(new Event("stringready"));
public function get msgF():String{
return msg;
in the timeline I have a dynamic text box named my_textbox:
var my_test:main = new main();
my_test.addEventListener("stringready",f);
my_test.check_DVBViewer();
function f(e:Event):void{
my_textbox.text = my_test.msgF;

Similar Messages

  • How do I set a variable on the main timeline from within a symbol?

    Just getting started with Animate and coming to it from Flash, as may be apparent from my question. How do you set a variable to the main timeline from within a symbol?
    I have 24 pairs of clickable elements, each in their own symbols, and all 24 of those symbols sit inside another symbol. I want all 24 to be able to set the same global variable when clicked. I can't find that this question is addressed anywhere, which makes me think I may be stuck in a Flash mindset and approaching the task in the wrong way. (There are however MANY discussions of how to address objects at different levels in the hierarchy. That's well covered.)
    Relatedly, how do you access a function on the main timeline from within a symbol?
    Adobe should consider putting together a support page (or pages) just for folks migrating form Flash. In the materials I've encountered so far there seems to be a studied effort to refrain from mentioning Flash in any way. I imagine there are a lot of people out there like me who have a deep background in Flash coding, but are just getting started with Animate. We don't need help with most of the basic concepts, but we may still have some pretty basic questions about how to accomplish some things in Animate because our Flash knowledge is getting in the way.

    Hi Bill,
    There are plenty of threads on here about scope, but here's one way to create a global variable:
    // code on Stage.compositionReady
    sym.myGlobalVar = 1;
    Then, anywhere in your project, you can check/set that var like so:
    sym.getComposition().getStage().myGlobalVar = 2;
    And here's one way to create a global function:
    // code on Stage.compositionReady
    sym.myGlobalFunction = function(){
              console.log('myGlobalFunction');
    Then, anywhere in your project, you can call that function like so:
    sym.getComposition().getStage().myGlobalFunction();

  • Access super class private variables

    class A
    private int i,j;
    A()
    i=j=20;
    public void show()
    System.out.println(i+" "+j);
    class B extends A
    int k;
    B()
    super();
    k=20;
    public static void main(String args[])
    B b=new B();
    b.show();
    In the above program, when a instance of class A is created, the memory is allocated for 2 private integer variables(i and j in this case) 8 byte of memory gets allocated and the referance is returned to the object.
    ex:
    A a=new A();
    a contains the address of memory allocated for 2 integer variables.
    In this code there is another class called B which contains only one variable of it's own.when a object is creted for class B only 4 byte of memory is allocated and the reference is returned.
    ex:
    B b=new B();
    b contains address of 4 byte of memory allocated.
    my doubt is when the B's constructor is called,it inturn calls super(),
    where the variables are intialized. variable (i,j) does not exist in memory and how are they getting initialized.are they created at runtime and getting initialized.Though B has no explicit control over these variables it can able to access their values.How is that possible??

    Can you please stop creating multiple threads with the same question. There is already a discussion in your other thread. Please don't waste our time.
    http://forum.java.sun.com/thread.jspa?messageID=4063146#4063146
    Kaj

  • Accessing super class  private variables from derived class

    posted November 01, 2005 08:20 PM Profile for kenji mapes Email kenji mapes Send New Private Message Edit/Delete Post Reply With Quote Assume I have a default and a param constructor in both a subclass and a super class. The members are private.
    So after validation logic in the sub class param. constructor, I want to access an instance variable of the super class's default constructor to set the subclass's matching variable to the default in the super class.
    Is there anyway I can do this. Of course, I have inherited setters and getters.
    Thanks.

    posted November 01, 2005 08:20 PM Profile for
    kenji mapes Email kenji mapes Send New Private
    Message Edit/Delete Post Reply With QuoteI suppose this is the result of an attempted crossposting from another forum. :)

  • How do I recerence Movie Clips on the Main Timeline from inside a class?

    Hey everyone, this might be a stupid question but I thought
    I'd ask cause it's making me nuts. I'm all of 2 days into AS3
    (coming from not using Flash at all in YEARS) so feel free to
    consider me ignorant. I do have plenty of application development
    experience in other areas though.
    I can't seem to create a class that can reference an instance
    of a movie clip on my main timeline. I'd post code of what I've
    tried but I've gone through so many desperate edits & wild
    guesses that it was just garbled junk before I deleted it all.
    Basically here's how I figured Flash could work, though maybe
    it doesn't work this way at all.
    I'm assuming that with AS 3 being so big on being a true
    object oriented environment, I wouldn't need to mix my code and
    interface together. Preferably I'd be using the Flash authoring
    tools just to design my interface. Create a button... place it
    somewhere... give it an instance name. Roughly the equivilant of
    Apple's InterfaceBuilder for those of you that might be familiar
    with Cocoa development. I can see maybe having to put a few lines
    of ActionScript onto frame 1 (though really I'm hoping Flash would
    have a better method of kicking off the application at this point
    that using code tied to frames) to load my classes & such, but
    after that I'd like all of my code to be held in external class
    files.
    So maybe I've got:
    Interface.fla - My interface
    Button_1
    Button_2
    TextField_1
    Main.as - My main controller class using to handle all of my
    applications behavior
    SomeClass.as - Some helper Class
    SomeOtherClass.as - Some helper Class
    Main.as would have instructions in its initialization method
    to go ahead & attach events to buttons & initialize
    anything else that needs to happen when the application starts.
    From there on it would all be objects communicating back &
    forth. Button_1 would get clicked with would fire
    Main.someMethod(). Main.someMethod() would then do it's thing and
    set the value of TextField_1. All very clean & code is very
    separated from interface.
    Unfortunately I can't for the life of me figure out how AS3
    classes reference each other like that. There doesn't seem to be
    any kind of a global 'root' or '_root' I can use to locate any
    movie clips on the stage. I've searched the help & the web for
    any kind of simple tutorial but to no avail. My job has tasked me
    with building a flash app for a project but I'd really rather not
    have a tone of ActionScript just shoved into frame 1. That just
    seems... ugh! (::shudder::)
    Can someone maybe point me in the right direction here? I'm
    really willing to do my homework but I can't seem to locate the
    info I need to get started. Also, is there an ActionScript IRC
    channel or something maybe?
    Thanks,
    Cliff

    I worked with the problem last night and the solution I
    started coming to involved creating my own custom document class
    based off which extends MovieClip. My thought is that way I have
    access to the initialization routine of the timeline itself and
    that all of the elements on the main timeline should be
    "properties" of my custom class.
    Is this correct? Is there a down side to doing this & if
    so what is it & why?
    Also, just for my reference, the last time I did anything
    with ActionScript I think I was using '_root' to target the main
    timeline. WHat are the global variable names in AS 3? Is it just
    'root' & 'stage' or 'Root' & 'Stage' or what?

  • How to call a function in a class from the main timeline?

    Hey Guys
    I have a project in Flash with four external AS files, which are linked to items in the library using AS linkage.
    What I want to do is call a function in one of these files from the main timeline, how would I go about doing this? I'm not currently using a document class, most of the code is in Frame 1 of the main timeline.
    Thanks

    // change type to the class name from the instance
    ClassNameHere(this.getChildByName('instance_name')).SomeFunction();

  • Passing a variable from a movie clip to the main timeline

    Hi,
    I'm having trouble passing a variable from a movie clip in my
    flash file to the main timeline.
    I have a movieclip with the instance name IntroNav which
    contains several buttons. Clicking a button sets the variable
    "page" to a specific name, i.e. page = "home"
    However, outside of the movie clip, on the main timeline I am
    unable to call this variable, and "page" seems to have no value.
    Can anyone tell me why this is and how to solve it?
    Thanks

    Umm, yes ... declare your variables correctly.
    var page:String = new String(); //proper complete
    var page:String; //strict typing
    var page:String = "home"; //stirct typing with value
    declaration
    Do not declare the variable in your buttons, you would have
    to do so in every button and be constantly resetting the value.
    Declare it on the main timeline at the lowest level. You do not
    need to use it as a _global, you just need to resolve your path
    issues. You can 'set' the variable value from a button, without any
    problem, but you have to call to the variable correctly.
    You do not 'name' a variable as "_root.page" , the '_root'
    refers to the lowest level of the SWF or the main timeline, as does
    a call to ' _level0' (that's a zero). If the variable is declared
    on the main timeline, and you're calling from the MC/button or
    anywhere you can refer to the variable by calling to it by
    the proper path of '_root.page'
    To set the variable from any of your button/MC instances
    call:
    _root.page = "value"; OR _level0.page = "value";
    But you must have the varibale declared on the main timeline,
    and only once and the playhead should be stopped or it will reset
    the value to the default upon looping.

  • I'm trying to connect a subVI with my VI, they both share common variables and the subVI is not reading one of the variables from the main VI...

    I can't figure out why the subVI will not read this one particular variable from the main VI. How can I figure out how to make sure these two VI's are communicating properly?

    Yes, please post example.
    We could probably give you an answer rather quickly if you did.
    Ben
    Ben Rayner
    I am currently active on.. MainStream Preppers
    Rayner's Ridge is under construction

  • Accessing the main timeline

    Hello,
    I have multiple instances of a movieclip (a1) within the main timeline.  These instances move around via tweening within the main timeline.  The instances also appear (are added) and disappear (are removed) while the main timeline is playing.
    Within the movieclip is this actionscript:
    (code)
    addEventListener(Event.ENTER_FRAME, ef);
    function ef(evt:Event):void
         trace(MovieClip(parent).currentFrame);
    (end code)
    As soon as an instance disappears... I get this typeError:
    TypeError: Error #1009: Cannot access a property or method of a null object reference.
    at test13_fla::a1_1/ef()
    The question then is - How can I access the main timeline from each instance (even when it is not currently on stage)?  Is this possible?  Any suggestions on how I can keep all of my code within the movieclip?
    Thanks in advance!
    -Jake

    Throughout the timeline the instances are in a motiontween followed by a blank keyframe. 
    To remove the event listener when it does dissappear I could do a addEventListener(Event.Removed, removeEventListenerFn);.... but I need a way to keep it.
    In my real project, each instance draws itself via drawRect and then put into a sprite and added to the main timeline.  Then within the event function (where it traces the maintimelines current frame)  I need all of the sprites to be removed when the main timeline gets to a certain frame#.  I know... confusing...
    I just need to find a way to access the main timeline while the instance is removed from the stage.
    If, for example, I did this...
    (code)
    addEventListener(Event.REMOVED, ef);
    var ccc:Number = 1;
    function ef(evt:Event):void
         trace("First Removed: " + MovieClip(root).currentFrame);
         addEventListener(Event.ENTER_FRAME, eg);
    function eg(evt:Event):void
         if(ccc < 10)
              trace("I am now removed");
         ccc++;
    (end code)
    ... I do not get any errors and I would get this in the output window:
    First Removed: 59
    I am now removed
    I am now removed
    I am now removed
    I am now removed
    I am now removed
    I am now removed
    I am now removed
    I am now removed
    I am now removed

  • FLV/Mp3 Cue Points for Accessing Frame Labels on the Main Timeline in Flash 8

    Hello,
    In Flash MX2004, creating cue points for syncing locations on
    flv and mp3 files to locations on the main timeline included:
    1) Dragging a media component onto the stage
    2) Entering file path, frame label name, and time code
    information in the component inspector
    3) Creating the frame label names on the main timeline, and
    4) Enabling the Media Labeled Frame Cue Point Navigation
    Behavior
    Flash 8 documentation details a considerably different
    process of creating cue points. While it discusses how to create
    cue points in the flv, I have not been able to locate how to enable
    linking locations in flv and mp3 files with frame labels on the man
    timeline. It appears that there would need to be ActionScript
    necessary to accomplish this that is not available in the docs.
    Please advise what ActionScript/process would enable this
    function.
    Thank you!
    James
    [email protected]

    I usually start off solving problems with the livedocs, as I
    recommend for anyone. The following link will take you to the
    NetStream.onCuePoint handler. This is what you need.
    http://livedocs.macromedia.com/flash/8/main/wwhelp/wwhimpl/common/html/wwhelp.htm?context= LiveDocs_Parts&file=00002561.html
    You can have this code on the main timeline. When the
    cuepoint is hit, it will invoke this event handler and inside is
    where your gotoAndPlay( ) should go.
    Your other question about the text will get activated by the
    same handler. Just have a conditional statement (if, switch, etc.)
    to differentiate between the two events. The text itself can be
    mask inside a movieclip.
    Does this help?

  • How do you reference the main timeline of swf1 from swf2 when swf2 is loaded into swf1?

    on this link          http://kb2.adobe.com/community/publishing/918/cpsid_91887.html
    I found this script, but I can not use it can anyone help me
    // create a variable to reference swf1's main timeline
    var swf1Main_mc:MovieClip;  // this assumes that swf1 is a movieclip.
    // create your listener to ensure this loaded swf has been added to the display list and can therefore obtain a
    // reference to its main timeline (which is always the main timeline of the loading swf).
    this.addEventListener(Event.ADDED_TO_STAGE, initF);
    function initF(e:Event):void{
        swf1Main_mc = MovieClip(this.root);

    You don't make it clear what event finish is for. But let's assume that your MC is being loaded from the clip that you're referring to as root. In the main Document Class of that swf, you'd have
    protected var customSwf:CustomSwf;//customSwf is the Class that defines your functionInSwf1protected function someFunction():void {
         var loader:Loader = new loader();
         loader.contentLoaderInfo.addEventListener(Event.COMPLETE onLoaderLoaded);
         //rest of your loader loading code here
    protected function onLoaderLoaded(e:Event):void {
          //add to display list (you already know how to do, so I'm not writing the code)
         EventDispatcher(e.target).removeEventListener(Event.Complete, onLoaderLoaded);
         //if you had a legitimate need for path (which you don't) in mcExternal, you'd set it like this:
         this.mcExternal.path = LoaderInfo(e.target).content as MovieClip;
          //this is what you actually need to care about to do this correctly
          customSwf = LoaderInfo(e.target).content as CustomSwf;
    Now, the Class that you apply to the library symbol you're using for mcExternal should have code similar to this:
    protected function fEvent(e:Event):void {
         dispatchEvent(new Event('giveYourEventADescriptiveNameBasedOnWhatYoureReallyDoingHere', true));
    back in your main document Class:
    //should probably call from the constructor or somewhere early in the process
    protected function init():void {
         //use your real event name--your code isn't expressive enough I could guess a good name
         addEventListener('giveYourEventADescriptiveNameBasedOnWhatYoureReallyDoingHere', onEventHappened);
    protected function onEventHappened(e:Event):void {
         customSwf.customFunctioninSwf1();
         customSwf.changeVisualState();//let custom swf change alpha and change the frame #
    To the untrained I, this looks like about the same amount of code and slightly more trouble, but changing the design like this will make it much more tolerant of the changes that nearly all clients will want after you've built version 1. mcExternal's code doesn't have to change at all if swf1 changes, and your root Class already knows abotu swf1 anyway, since it's doing the loading, so having it work with it a little more doesn't hurt.
    Moving the change of visual state into your custom swf means that changes in that swf won't affect your main document Class, though you will probably have to recompile the main document unless you go to using an Interface (a topic for another day).

  • Referencing the main timeline from elsewhere

    From inside a movie clip (button) which is inside a display
    object (buttonSet), I want to gotoAndPlay a specific frame on the
    main timeline. I've tried stage.gotoAndPlay(thisFrame). I got
    closer with gotoAndPlay(stage.thisFrame). I still have something
    wrong.
    I have about 15 frames on the main timeline. Each frame
    contains a myriad of objects all doing different things. Most
    importantly they transition from frame to frame based on the
    current frame (last button clicked) and the next frame (the newly
    clicked button).
    Example: the last button that was clicked was button #4, the
    button I have just clicked is button #2. Based on this knowledge, I
    want the main timeline to gotoAndPlay frame #6.
    Thanks for the aid. :)

    the flash compiler (in strict mode) often has trouble
    "remembering" the class-type of objects/variables. "typing" those
    objects explicitly helps the compiler to overcome erroneous error
    messages.

  • How can I reference the main timeline on a swf once it was loaded into another?

    I have an swf with some custon animation functions using actionscript 3. I'm refering to the main timeline with Movieclip(root) and it works just fine.
    However, this swf is going to be loaded inside another (a custom player), and when that happends, everything stops working.
    I think it's because the Movieclip(root) is now referencing to the loader swf and not the loaded anymore, but I just can't find any information on how to fix that.

    This is basically what I´m doing here:
    I'm placing this code on frame 1, and calling the function textAnimate() whenever I need to insert some text.
    // This is a variable I created for tracking the timeline
    var base:MovieClip = MovieClip(root);
    function textAnimate(movieName:String, espera:Number):void {
              //var espera:Number = 1; //Waiting time
              var objeto:MovieClip = base[movieName]; //Variable to select the object
              var posFinal:Number = objeto.x; // Object position
              var posEnter:String = "-160"; // Animation start (relative)
              var posExit:String = "+160"; // Animation end (relative)
              // enter animation
              TweenMax.from(objeto, 1, {x:posEnter, alpha:0, blurFilter:{blurX:40}, ease:Back.easeOut});
              //call exitAnimation() after X seconds
              TweenMax.delayedCall(espera,exitAnimation);
              //exit animation
              function exitAnimation() {
                        TweenMax.to(objeto, 1, {x:posExit, alpha:0, blurFilter:{blurX:40}, ease:Back.easeIn});
    The swf works fine, but once it´s loaded into the player, nothing works anymore. Unfortunately, I don't have the code for the player, and can't change anything about it... :/

  • How to control the main timeline from within a symbol?

    I have a small world map as a symbol called "verden" and I want the user to click Europe, Asia, or Africa and jump to named labels in the main timeline.
    http://www.dagbladet.no/grafikk/neshorn/neshorn.html
    On the main timeline a have the label "intro" with a Stop action and the label "europa". At label "europa" I have a symbol also called "europa" which has a display of None at label "intro" and On at the label "europa".
    The animation never goes to label "europa"
    I have this code on europa in the symbol "verden" :
    // insert code for mouse click here
    sym.getComposition().getStage().getSymbol("europa").play("europa");
    The files are on Dropbox here
    Update, now it works:
    sym.getComposition().getStage().play("europa");

    Hi Bill,
    There are plenty of threads on here about scope, but here's one way to create a global variable:
    // code on Stage.compositionReady
    sym.myGlobalVar = 1;
    Then, anywhere in your project, you can check/set that var like so:
    sym.getComposition().getStage().myGlobalVar = 2;
    And here's one way to create a global function:
    // code on Stage.compositionReady
    sym.myGlobalFunction = function(){
              console.log('myGlobalFunction');
    Then, anywhere in your project, you can call that function like so:
    sym.getComposition().getStage().myGlobalFunction();

  • Controlling a Movie Clip on the Main Timeline from a loaded SWF?

    Is it possible to control a MovieClip on the main timelne from another loaded clip?
    I see posts that control loaded clips, but most are all from the loader in the main timeline.  I have a moviclip on the main timeline that I want to make visible or invisible depending on what keyframe is playing in another loaded swf.
    If I try to call the movieClip from the loaded SWF I get "error #1119.  Access of possibly undefined property...." because it doesn't exist in the loaded SWF, just the main timeline. 
    The old AS2 way just used "_root".  Since "_root" doesn't exist any more, how do you control items on the main TimeLine from a loaded SWF?

    I am not clear what you mean because you are saying you are trying to target a movieclip that does not exist where you are trying to target it.
    Try using a trace to see what you are targeting when you you target the MovieClip(parent.parent)....
    trace(MovieClip(parent.parent));
    The other approach I mentioned earlier is the more OOP-correct approach if you would rather try that way.  Here's a rough outline of it...
    AS3 - Dispatch Event
    http://forums.adobe.com/thread/470135?tstart=120
    Example:
    Add something to trigger the event in the child (your loaded swf):
    dispatchEvent(new Event("eventTriggered")); (
    if dispatchEvent problem, see: http://www.kirupa.com/forum/showthread.php?p=1899603#post1899603)
    In your loading/parent swf, listen for the complete event on the Loader.contentLoaderInfo.  In the complete event handler, add a listener for the event on the loaded swf.
    // event handler triggered when external swf is loaded
    function loaderCompleteHandler(event:Event) {
        MovieClip(event.currentTarget.content).addEventListener("eventTriggered", eventHandler);
    function eventHandler(event:Event):void {
        trace("event dispatched in loaded swf");
       // this is where your main file can set the visible property of your movieclip

Maybe you are looking for

  • Random users getting very slow response when opening messages/attachments or sending email

    I have a small number of users, mostly very senior management of course, who are experiencing slow response when trying to open email messages and attachments or send messages. They see the spinning wheel and sit there until it decides to open or sen

  • Daisy-Chaining Firewire External Drive Tips Needed here!

    H, I have three cases with drives in them I want to connect to my iMac for various duty: 1) fw/400/800/esata/usb case (externally-powered) 2) fw/400/usb case (externally-powered) 3) fw/400/esata/usb case (bus-powered) My current setup is to chain 1 &

  • Thread blocked in printStackTrace

    I find one of my thread blocked in printStackTrace after perform an overload test. But it doesn't wait any java lock. So I don't know what happened. Part of dumped thread stack looked like this: "Thread: 553" daemon prio=5 tid=0x00598f68 nid=0x23f ru

  • Change the Sender of an Email

    Hi there,  i have an EWS Question. Im creating a Script that forwards E-Mails. Is it possible to change the Sender of an Forwarded E-Mail ?  When im forwarding an E-Mail im using the Account which got all the Rights to perform those EWS Steps. So the

  • Problems with line tty

    First question: How can I redirect the debug output to a vty line instead of the console line...Is there any command..?? Other one: What is a reason for getting an async interface reset..?... %LINK-5-CHANGED: Interface Async52, changed state to reset