Dynamic ActionScript
Can anyone tell me how you edit a frames actions using
actions.
This is suppose to assign stop() to first frame top layer
action:
fl.getDocumentDOM().getTimeline().layers[0].frames[0].actionScript
= 'stop();';
Can't quite get that to work though!
Is there a way to edit the actions with the fla file?
Similar Messages
-
Is it possible to remove properties from a dynamic class?
I have a dynamic ActionScript Class that is used to send
parameters to a WebService. Some of these parameters are always
present, so they are public properties of the Class:
package
[Bindable]
public dynamic class WebServiceCriteria
public var property1:int;
public var property2:String;
public var property3:String;
public var property4:String;
But, I am also adding properties at runtime that can change
over time:
criteria.runTimeProperty = "1";
I'm not very familiar with using dynamic classes, so I was
wondering if it is possible to "remove" the new property. Let's say
the next time I call the WebService I don't want that property sent
- not even as a null. How can I remove it from the Class instance
without creating a new instance each time?Hi,
Please try delete criteria.runTimeProperty. Please find more
details on the delete operator at the URL below.
http://livedocs.adobe.com/flex/3/langref/operators.html#delete
Hope this helps. -
Dropping frames in QT export from CS3
I just got CS3 for my PC and I was all excited about the new
feature that lets you export dynamic/actionscripted/MovieClip
content. I do animation targetted at TV, so everything needs to be
rendered to AVI or Quicktime, so I figured that this new feature
would let me use a dynamic camera symbol as I've always wanted to.
I've run into a problem, though: the export process seems to
drop frames! As far as I can tell, Flash is rendering and recording
the frames of the animation in real time (or perhaps just close to
real time). If the computer has any hiccups because of another
process demanding some processor time then the resulting quicktime
will have frozen bits where the renderer couldn't keep up.
You can see what I'm talking about by looking at the
quicktime and an AVI of the same scene here:
http://www.pinkandaint.com/flasherror/bad.mov
http://www.pinkandaint.com/flasherror/good.avi
To test this theory, I tried witching applications a bunch
during a render. Sure enough, there were long sections in the
resulting quicktime where the renderer missed frames. The quicktime
is the right length and number of frames -- it just repeated the
same frame over and over where it couldn't keep up.
That's not the only problem, though. When I look at the
exported quicktime file in either Quicktime Player or Premiere pro
(version 1.5) it reports a framerate significantly lower than in
the original FLA. In the file I'm looking at right now, the FLA's
framerate is listed as 29.97 but the MOV file reports a rate of
19.29 (which is, incidentally, different than the framerate I got
any other time I exported the same scene). In premiere, when I tell
it to interpret the footage as having 29.97 fps the clip gets
significantly shorter than it should be -- in this case 161 frames
rather than the 208 frames that it is in the FLA.
I'm pretty sure this is the same way that the various
SWF-to-video programs do things. I thought it was an interesting
kludge to use those external programs but I was sure Adobe would be
able to do something more elegant and sure-footed with this new
export feature. Couldn't they have somehow guaranteed that each
frame would get captured? It seems like they could have just
modified the Flash player to play with artificial time, where the
time to render each frame was always reported as 1/framerate.
Oh, and there's one more problem. The Quicktime renderer
seems to do something different about the order of execution of
actionscript or something. In the rendered quicktime movie the
first frame displays my camera symbol even though I explicitly made
it invisible with actionscript on the first frame of its timeline.
When displaying in the Flash player the first frame does _not_
display the camera symbol....
Has anyone else encountered these problems? If so, have you
figured out a workaround? I tried setting the framerate really low
(I was at 29.97, so I set it down to 10) but it still seemed to
miss frames.
-DavidI can understand your frustration with this feature as it
tries to capture in real time what's being
compiled in the player - but your last line is a bit unfair:
"...it
> exemplifies the Flash team's disregard for animators in
favor of web developers."
Copy Motion and Copy Motion as AS3 are useful new additions
for animators. I will add however that I
myself have a list of animation oriented features I would
love to see added in flash but for now
have you checked out www.flashants.com and their SWF2Video
tool? It exports an SWF to AVI with
flawless results. Worth looking into if you have the need to
output any kind of flash content to video.
Chris Georgenes
Animator
http://www.mudbubble.com
http://www.keyframer.com
Adobe Community Expert
*\^^/*
(OO)
<---->
animator_geek wrote:
>
quote:
Originally posted by:
Newsgroup User
> [...]
> Turn off other applications. When recording, Flash uses
all of your system's
> available resources as much as possible, so any
interference of the system
> performance affects the result of the recording. We
recommend you exit other
> applications while exporting to a video.
>
>
> So you're telling me that Flash makes my computer
completely unusable while
> it's rendering? Sorry, I thought we left that kind of
limitation behind with
> DOS. Particularly for something like this, where the
rendering process should
> be
completely independent of real-time. The renderer should go
exactly
> as fast as it needs to in order to capture every frame.
Whether I set the
> frame rate to 1 or 1000 should make no difference in how
many frames are
> dropped in the rendering process.
No frames should ever be dropped I
> mean, what's going on here? You guys have access to the
actual source code of
> the renderer. Can't you adapt it so that it when it's
rendering non-real-time
> the SWF thinks that it's executing at exactly the frame
rate it desires? You
> could just set the renderer's "clock" to whenever the
render was started, then
> increment it 1/fps seconds every frame. The program
would never be the wiser.
> You could even let the timer run (or simulate it
somehow) for 1/fps seconds
> between rendering each frame, thereby handling any timer
events that need to be
> sent while the SWF is running.
>
> Clearly I'm not privy to the inner workings of the Flash
player but as a user
> there's a certain standard I expect, particularly when a
company touts this
> great new feature. It's supposed to work as advertised.
This feature clearly
> does not.
>
> Now I've been a software engineer in the past and I know
that sometimes
> workarounds have to be made but this is just too much.
To me as a user, it
> exemplifies the Flash team's disregard for animators in
favor of web developers.
>
> -David
>
>
quote:
Turn off audio. The audio in a Flash movie may also slow the
performance
> possibly causing dropped frames. Turn off the audio, if
you have many
> dropped frames in the first attempt. Other video editing
tools can be used
> to add the audio to the video after export.
>
> Reduce frame rate. If the movie dimension is a full size
NTSC video, 740 x
> 480, and frame rate is 30 fps, you are more likely to
have dropped frames.
> Reduce the fps of Flash movie increase the chance of
grabbing all the
> frames. Other video editing tools can be used to adjust
the frame rate of
> the video after export.
>
> Optimize your animation. Try to avoid a lot of screen
motion. The greater
> the area of change on the screen, the more likely
slowdown will occur. Also,
> if possible, restrict your use of transparency and alpha
channels as they
> too can cause poor performance.
>
> Use ActionScript 3. Animation created by ActionScript 2
and ActionScript 3
> are different in play back performance. Convert the
ActionScript in your
> animation to ActionScript 3 for optimized performance.
>
> Dimension settings in 2 places. The dimension settings
in Export Settings
> dialog sets the dimension of the SWF movie to be
captured. The Size settings
> in QuickTime Settings dialog sets the dimension of the
exported MOV files.
> If the SWF size is smaller than the exported MOV size,
the picture quality
> will be degraded; if it is larger than the exported MOV
file, you may have
> better picture quality. For best quality (and often
performance) these
> settings should match.
>
>
>
> "animator_geek" <[email protected]>
wrote in message
> news:[email protected]...
> >I just got CS3 for my PC and I was all excited about
the new feature that
> >lets
> > you export dynamic/actionscripted/MovieClip
content. I do animation
> > targetted
> > at TV, so everything needs to be rendered to AVI or
Quicktime, so I
> > figured
> > that this new feature would let me use a dynamic
camera symbol as I've
> > always
> > wanted to.
> >
> > I've run into a problem, though: the export process
seems to drop frames!
> > As
> > far as I can tell, Flash is rendering and recording
the frames of the
> > animation
> > in real time (or perhaps just close to real time).
If the computer has
> > any
> > hiccups because of another process demanding some
processor time then the
> > resulting quicktime will have frozen bits where the
renderer couldn't keep
> > up.
> >
> > You can see what I'm talking about by looking at
the quicktime and an AVI
> > of
> > the same scene here:
> >
http://www.pinkandaint.com/flasherror/bad.mov
> >
http://www.pinkandaint.com/flasherror/good.avi
> >
> > To test this theory, I tried witching applications
a bunch during a
> > render.
> > Sure enough, there were long sections in the
resulting quicktime where the
> > renderer missed frames. The quicktime is the right
length and number of
> > frames
> > -- it just repeated the same frame over and over
where it couldn't keep
> > up.
> >
> > That's not the only problem, though. When I look at
the exported
> > quicktime
> > file in either Quicktime Player or Premiere pro
(version 1.5) it reports a
> > framerate significantly lower than in the original
FLA. In the file I'm
> > looking at right now, the FLA's framerate is listed
as 29.97 but the MOV
> > file
> > reports a rate of 19.29 (which is, incidentally,
different than the
> > framerate I
> > got any other time I exported the same scene). In
premiere, when I tell
> > it to
> > interpret the footage as having 29.97 fps the clip
gets significantly
> > shorter
> > than it should be -- in this case 161 frames rather
than the 208 frames
> > that it
> > is in the FLA.
> >
> > I'm pretty sure this is the same way that the
various SWF-to-video
> > programs do
> > things. I thought it was an interesting kludge to
use those external
> > programs
> > but I was sure Adobe would be able to do something
more elegant and
> > sure-footed
> > with this new export feature. Couldn't they have
somehow guaranteed that
> > each
> > frame would get captured? It seems like they could
have just modified the
> > Flash player to play with artificial time, where
the time to render each
> > frame
> > was always reported as 1/framerate.
> >
> > Oh, and there's one more problem. The Quicktime
renderer seems to do
> > something different about the order of execution of
actionscript or
> > something.
> > In the rendered quicktime movie the first frame
displays my camera symbol
> > even
> > though I explicitly made it invisible with
actionscript on the first frame
> > of
> > its timeline. When displaying in the Flash player
the first frame does
> > _not_
> > display the camera symbol....
> >
> > Has anyone else encountered these problems? If so,
have you figured out a
> > workaround? I tried setting the framerate really
low (I was at 29.97, so
> > I set
> > it down to 10) but it still seemed to miss frames.
> >
> > -David
> >
>
>
>
>
>
> -
[Ann] D.eval() API brings eval() to Flex 2
The D.eval() (read DEE-val) API is a SWC library for Flex 2
applications to execute text strings of dynamic ActionScript
expressions and programs.
The language used in D.eval() is called Deval, a subset of
ActionScript 3 (AS3). It supports all the AS3 expressions
(including E4X) and most flow control statements; it can access any
AS3 classes and functions; it does not define functions and
classes. D.eval() opens a whole new world to Flex 2 applications
and development.
The current version is 1.0-Beta, which is fully functional.
Check it out at [Adobe | Exchange | Flex | Libraries], or visit the
web site at
http://www.riaone.com/daseval/
Have lots of fun with the D.eval() API!
P.S. D.eval() was released under a different name about a
month ago. It is renamed to D.eval() and the content is the
same.I've been hit by the wmode issue with IFrames, when tested an
application on Linux which floats a PDF over my Flex.
The main reason that it work in Firefox on Linux was that
there wasn't any support at the Firefox end, so there was no point
in adding the feature... but it looks like Firefox contributors
have finished the work needed in the last couple of weeks!:
https://bugzilla.mozilla.org/show_bug.cgi?id=137189
So hopefully we'll be seeing from platform floating IFrame
support.
There was also a pretty hardcore hack someone noticed Google
were using which lets you float HTML content over Flash even on
Linux, did you ever come across that? If not and you can't find it,
I'll try and dig out a link.
Floating IFrames floats my boat, provided it can produce
consistant results across all platforms.
There is an issue with dot pitch on windows though... try
changing the DPI and see where the lovingly position frame ends
up! -
[Ann] DAS.eval() Library brings eval() to Flex 2
The DAS.eval() (read DAS-eval) Library is a SWC library for
Flex 2 applications to execute text strings of dynamic ActionScript
expressions and programs.
The language used in DAS.eval() is DAS — Dynamic
ActionScript — a subset of ActionScript 3 (AS3). It supports
all the AS3 expressions (including E4X) and most flow control
statements; it can access any AS3 classes and functions; it does
not define functions and classes. DAS.eval() opens a whole new
world to Flex 2 application development.
The current version is 1.0-Beta, which is fully functional.
Check it out at
Adobe | Exchange | Flex | Libraries
or visit the web site
http://www.flexisco.com/daseval/
Have lots of fun with Dynamic ActionScripting (DASing)!
-AnnThe DAS.eval() (read DAS-eval) Library is a SWC library for
Flex 2 applications to execute text strings of dynamic ActionScript
expressions and programs.
The language used in DAS.eval() is DAS — Dynamic
ActionScript — a subset of ActionScript 3 (AS3). It supports
all the AS3 expressions (including E4X) and most flow control
statements; it can access any AS3 classes and functions; it does
not define functions and classes. DAS.eval() opens a whole new
world to Flex 2 application development.
The current version is 1.0-Beta, which is fully functional.
Check it out at
Adobe | Exchange | Flex | Libraries
or visit the web site
http://www.flexisco.com/daseval/
Have lots of fun with Dynamic ActionScripting (DASing)!
-Ann -
DYNAMIC CREATION OF LINE SERIES USING ACTIONSCRIPT
There's something wierd about flex or im doing something
wrong?
- when i create a line series manually using mxml and specify
a id for the series, it works.
- similarly when i try to dynamically create a line series
using actionscript & define an "id" property, flex does not
understand! what am i doing wrong?
code for reference:
private function addSeries(series:Array,
yField:String,id:String) // addseries(series,"date","1000")
var ls:LineSeries= new LineSeries();
var stroke:Stroke = new Stroke()
ls.yField = yField;
ls.xField="ts"
ls.dataProvider=dp
ls.id=id // tried defining it dynamically, but flex does not
find
this.mychart.series.push(ls)
THIS IS THE ERROR I GET : "TypeError: Error #1010: A term is
undefined and has no properties."I see... I played around with the line chart ...
Hopefully this helps... if not forgive me...
I know why you are trying to use the id property which i
agree doesn't work.
since the series is an array in your lineChart use the index
to set the visible property false/true.
lineChart.series[0].visible = true/false;
<mx:Lineseries id="a1" visible="true"
dataProvider="{whatever}" />
<mx:Lineseries id="a2" visible="false"
dataProvider="{whatever}"/>
create a function called init();
public function init():void
var lineS1:LineSeries = new LineSeries();
lineS1.visible = true/false;
lineChart.series.push(lineS1);
var lineS2:LineSeries = new LineSeries();
lineS2.visible = true/false;
lineChart.series.push(lineS2);
... and the key is to call this init function on initialize
event...NOT on createComplete event
<mx:LineChart.... initialize="init()" .... />
and to show both lines... call this function...
public function showLines():void
lineChart.series[0].visible = true;
lineChart.series[1].visible = true;
Hope this helps.... -
Learning to program in ActionScript 3 for Flash CS5 Pro,
http://help.adobe.com/en_US/as3/learn/WS5b3ccc516d4fbf351e63e3d118a9b90204-7fdf.html
The tutorial says that the text box, should be text type Dynamic, but the only choices are TLF and Classic
Since the Classic closed the Instance name box, I chose TLF text.
When I test the scene, I get a blank screen, instead of a "Hello World" greeting. Is there a way around this?I had the class file in the wrong directory, and so now it works! Thank you for looking.
-
Dynamically Create Repeater Element in ActionScript
Hi,
I'm trying to dynamically create a repeater control with an
image and a label control. I can do it directly in the MXML file
but when I try and covert it into ActionScript it's not working.
Can anyone see what the problem is with my code?
public function GetPalettes():void{
removeChild(document.FrontPage);
Palettes.method = "GET";
params = {"method": "GetPalettes", "BodyPartNo":
document.PalettesMenu.selectedItem.@partNo};
Palettes.cancel();
Palettes.send(params);
var VerticalBox:VBox = new VBox();
VerticalBox.x = 10;
VerticalBox.y = 10;
VerticalBox.id = "VerticalBox";
var PaletteRepeater:Repeater = new Repeater();
PaletteRepeater.dataProvider =
"{Palettes.lastResult.Palette}";
PaletteRepeater.startingIndex = 0;
PaletteRepeater.id = "PaletteRepeater";
var PaletteImage:Image = new Image();
PaletteImage.setStyle("HorizontalAlign", "left");
PaletteImage.source = "
http://localhost/Flex/Personalised%20Palettes-debug/{PaletteRepeater.currentItem.@PictureS rc}Med.png";
PaletteImage.useHandCursor = true;
PaletteImage.buttonMode = true;
PaletteImage.mouseChildren = false;
PaletteImage.id = "PaletteImage";
var PaletteDescription:Label = new Label();
PaletteDescription.text =
"{PaletteRepeater.currentItem.@Description}";
PaletteDescription.id = "PaletteDescription";
document.MainPage.addChild(VerticalBox);
VerticalBox.addChild(PaletteRepeater);
PaletteRepeater.addChild(PaletteImage);
PaletteRepeater.addChild(PaletteDescription);
Thanks"katychapman85" <[email protected]> wrote in
message
news:[email protected]...
> Hey Amy,
>
> I've put a thread up about this but thought I'd ask you
as well as you've
> been
> a great help to me so far.
>
> I have this function:
> public function GetOptions(Menu:int):void{
> document.MenuOptions.url =
> "
http://localhost/Flex/Personalised%20Palettes-debug/MenuOptions.php?Menu=";
> document.MenuOptions.url += Menu;
> document.MenuOptions.send();
> }
>
> What I'm trying to do is when a user clicks on a Radio
button this
> function is
> called and the number of the Menu required is sent to
the function.
>
> I've added this Event Listener to my Radio Button:
>
>
document.RadioButtons2.addEventListener(MouseEvent.CLICK,
> function():void{GetOptions(2);});
>
> However, it's not working. Everything I've read suggests
using an
> anonymous
> function in the Event Listener to pass the menu
parameter but for some
> reason
> it's not working.
What version of Flex are you using? The Help for Flex 3 has
this to say:
http://www.adobe.com/livedocs/flex/3/html/help.html?content=events_05.html
Defining event listeners inline
The simplest method of defining event handlers in Flex
applications is to
point to a handler function in the component's MXML tag. To
do this, you add
any of the component's events as a tag attribute followed by
an ActionScript
statement or function call.
You add an event handler inline using the following syntax:
<mx:tag_name event_name="handler_function"/>
For example, to listen for a Button control's click event,
you add a
statement in the <mx:Button> tag's click attribute. If
you add a function,
you define that function in an ActionScript block. The
following example
defines the submitForm() function as the handler for the
Button control's
click event:
<mx:Script><![CDATA[
function submitForm():void {
// Do something.
]]></mx:Script>
<mx:Button label="Submit" click="submitForm();"/>
Event handlers can include any valid ActionScript code,
including code that
calls global functions or sets a component property to the
return value. The
following example calls the trace() global function:
<mx:Button label="Get Ver" click="trace('The button was
clicked');"/>
There is one special parameter that you can pass in an inline
event handler
definition: the event parameter. If you add the event keyword
as a
parameter, Flex passes the Event object and inside the
handler function, you
can then access all the properties of the Event object.
The following example passes the Event object to the
submitForm() handler
function and specifies it as type MouseEvent:
<?xml version="1.0"?>
<!-- events/MouseEventHandler.mxml -->
<mx:Application xmlns:mx="
http://www.adobe.com/2006/mxml">
<mx:Script><![CDATA[
import mx.controls.Alert;
private function myEventHandler(event:MouseEvent):void {
// Do something with the MouseEvent object.
Alert.show("An event of type '" + event.type + "'
occurred.");
]]></mx:Script>
<mx:Button id="b1" label="Click Me"
click="myEventHandler(event)"/>
</mx:Application>
It is best practice to include the event keyword when you
define all inline
event listeners and to specify the most stringent Event
object type in the
resulting listener function (for example, specify MouseEvent
instead of
Event).
You can use the Event object to access a reference to the
target object (the
object that dispatched the event), the type of event (for
example, click),
or other relevant properties, such as the row number and
value in a
list-based control. You can also use the Event object to
access methods and
properties of the target component, or the component that
dispatched the
event.
Although you will most often pass the entire Event object to
an event
listener, you can just pass individual properties, as the
following example
shows:
<?xml version="1.0"?>
<!-- events/PropertyHandler.mxml -->
<mx:Application xmlns:mx="
http://www.adobe.com/2006/mxml">
<mx:Script><![CDATA[
import mx.controls.Alert;
private function myEventHandler(s:String):void {
Alert.show("Current Target: " + s);
]]></mx:Script>
<mx:Button id="b1" label="Click Me"
click="myEventHandler(event.currentTarget.id)"/>
</mx:Application>
Registering an event listener inline provides less
flexibility than using
the addEventListener() method to register event listeners.
The drawbacks are
that you cannot set the useCapture or priority properties on
the Event
object and that you cannot remove the listener once you add
it.
don't see anything in there about anonymous functions...? -
Dynamically add custom MXML components in Actionscript
As there's no constructor for custom MXML components, how to
dynamically add it as a child using ActionScript?
I'm looking for some alternative to avoid the need to rewrite
the entire existent component in ActionScript just to add it this
feature (a constructor). PopManager is not an alternative...
Is there any way?
The case/situation:
I have a custom MXML component that needs to be dinamically
added to a NativeWindow created using ActionScript.
Thanks a lot!
Vicente Junior
Independent Web Developer
http://teclandoalto.blogspot.commxml classes get generated into AS classes with a default
constructor.
In fact, there is essentially no difference between an AS
component and an mxml component, they can be used exactly the same
way.
Tracy -
I am designing my first flash site, and created a Dynamic
text field called header_txt. I want the content inside this field
changed based on which page the user navigates to. I have used an
"IF" statement inside a Declared Function , but wonder if that is
the best option, also, my IF statement is no working. Here it is:
function headingChange() {
if (_root._currentframe == "contact") {
header_txt.text = "Contact Us";
} else if (_root._currentframe == "about") {
header_txt.text = "About Us";
headingChange();
var header_txt:String = "";
Why is this not working, and what would be a better way of
changing this field?
Thanks for the help!
Chuck_currentframe only returns a number. You can't access the
frame's label with actionscript, except to specify it as a
parameter in the gotoAndPlay() method.
I would assume that you are calling the headingChange()
function at each labeled frame. If you are, then just change the
function call to this:
At frame labeled "contact": headingChange("contact");
At frame laveled "about": headingChange("about");
Change your function to read as follows:
function headingChange(s:String) {
if (s== "contact") {
header_txt.text = "Contact Us";
} else if (s== "about") {
header_txt.text = "About Us";
Or, you could just access your dynamic textfield directly
everytime you get to a new frame with a label by executing the
following code in a frame:
At the frame labeled "about": header_txt.text = "About Us";
Either way would work. Though I like keeping stuff like this
in a function. It makes it easier to update so that it does more in
the future.
Tim -
Creating a dynamic grid using actionscript
Hello all:
I am working on a Flash project which requires that the user
input 2 values. These two values will be used as height and width
to generate a dynamic grid. I am new to actionscript and am
struggling with how to create the 2 input fields and pass the
values to actionscript by an event such as the user pressing
return. The code below will create the grid correctly based upon
the hardcoded variable values hightlighted, but I need the user to
enter the values and press return to generate the grid.
Can anyone suggest the actionscript required to capture the 2
values, send them to actionscript with an event such as pressing
return and then have AS generate the grid width and height based
upon the user input. The i (10) and j (10) values in line 4 and 5
are the values that I need to have the user input to generate the
grid.
Any help will be most appreciated!
initX = 0;
initY = 0;
counter = 0;
for (var i = 1; i<=10; i++) {
for (var j = 1; j<=10; j++) {
counter++;
grid_container.attachMovie("cellMC", "cell"+counter,
counter);
grid_container["cell"+counter]._x = initX;
grid_container["cell"+counter]._y = initY;
grid_container["cell"+counter].onRelease = function() {
cellName.text = this._name;
initX += 30;
initY += 30;
initX = 0;Thanks for the quick reponse kglad. I will give it a
go. -
Control xml data dynamically suing actionscript
i want to load a xml file very dynamically in flash. i have a
xml file as blow:
<?xml version="1.0"?>
<cbs>
<employee>
<number>1</number>
<name>Shi Chuan</name>
<comment>intern</comment>
</employee>
<employee>
<number>1</number>
<name>Shang</name>
<comment>flasher</comment>
</employee>
<employee>
<number>2</number>
<name>Jakson</name>
<comment>rapist</comment>
</employee>
<employee>
<number>2</number>
<name>Charles</name>
<comment>director</comment>
</employee>
</cbs>
when i load it in flash, i hope flash can recognize the value
between the <number> tag. and put them into two groups(number
1 one group, number 2 another group) according to their number. in
this case, it should display:
1st group:
Shi Chuan
intern;
Shang
flasher
2nd group:
Jakson
rapist;
Charles
director
if i add one more node in xml like below:
<employee>
<number>1</number>
<name>John</name>
<comment>healer</comment>
</employee>
i hope flash can auto-update the info and display:
1st group:
Shi Chuan
intern;
Shang
flasher;
john
healer
2nd group:
Jakson
rapist;
Charles
director;
john
healer
don't know if you guys have any idea how to make it.
pls help me! thank you.hi,
yes it can be done in flash through actionscripting. what i
would suggest to you is that go through some tutorial on it at
www.kirupa.com or www.gotoandlearn.com.
gaurav -
Dynamically set checkbox with actionscript
I'm trying to set checkboxes to selected/unselected based on
variables pulled from a database.
Problem is when the script is run is stops at this code
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cb.selected = true;
The code compiles fine with no errors or warnings.
Why isn't it possible to set the selected value of checkboxes
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Thanks in advanceFound a solution - here for anyone else who needs it:
http://www.brucephillips.name/blog/index.cfm/2006/11/16/Dynamically-Create-CheckBoxes-Thei r-Labels-And-Their-Select-Values-In-Flex -
Dynamic Smooth Curve using ActionScript
Hi,
Can anyone help me to solve my problem?
I want to draw a smoth Ogive curve using ActionScript. The
shape of the curve can be changed by setting the new values in the
FLA file.
Thanks in advance.
Thanks
RazzakI'd suggest you have a look at the MovieClip.curveTo() method
in the Help.
It gives a good example of drawing a circle.
Dave -
Head Developer
http://www.blurredistinction.com
Adobe Community Expert
http://www.adobe.com/communities/experts/ -
Kerning Dynamic Text through actionscript
Hey,
i know there is a way to assign a numeric leading property to
dynamic text through the AS TextFormat class, and there is a
boolean value to determine if text is kerned or not through
TextFormat.
What I want ot do is assign a kerning number to the text like
you can using the property inspector when you drop a dynamic text
instance on the Stage. Is this possible?
I am creating a text field using AS and then manipulation it
as such:I think the property you are looking for is called
"letterSpacing". Using your example:
txtFmt.letterSpacing = 10; // put 10 pixels before each
character
Tim
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