Symbols in layer
Hi,
I have been given a flash movie to update. The layers are not
named very intuitively and I would like to know what symbols are in
each layer as that would make it a lot easier to update. Can anyone
tell me how I identify the symbols in each layer?
Cheers
Macca
Hi there,
Start from the top, make sure all layers are not locked, and
click on one layer at a time. Look at the stage and see which
symbol has been highlighted(should be a blue outlined box). Click
once on this symbol then look in the bottom left corner of the
Properties panel and you should see the type of symbol it is as
well as what it's an instance of. Name the layer straight away and
save. If your finding it hard to click on a symbol(or it's not
highlighted) look for the registration point and click on that.
Every symbol has a registration point. Also create folders in the
Library and put all the symbols you update into them.
I once updated a file that had around 60-70 layers all named
LayerX and all the symbols were named with numbers - Yeesh!!!
Hope that helps!
Similar Messages
-
Hi I have a game set up, when you deplete your lives it takes you to a lose screen (Symbol), on that screen I have a button called Reset Game.
The button name is "Reset_btn"
The button instance is "resetbtn"
I have the code in the symbol and I am getting this error:
Symbol 'LoseMessage', Layer 'Reset_btn', Frame 1, Line 15 1061: Call to a possibly undefined method addEventListener through a reference with static type Class.
Here is my code:
//Reset Button Code
resetbtn.addEventListener(MouseEvent.CLICK, Reset_btn);
function Reset_btn(event:Event):void
gotoAndStop(1);
I have given my button and instance name and a name for the button, why am i still getting this error, can anyone help?
CaseyOk.. so
This is on a separate timeline, its a movieclip which has a timeline inside it.
on frame 1 of that timeline inside the movieclip I have my button inside the movieclip.
The movieclip is activated when it meets a certain condition.
In this case when lives have been depleted to 0 from 3 a gameover screen appears.
A button is on that gameover screen which should take me back to the main menu or Frame 1 of the actual game in this case.
Here is the code for the condition for when game over screen appears:
if(cursor.hitTestObject(enemyAppear2))
enemyAppear2.parent.removeChild(enemyAppear2);
stage.removeEventListener(MouseEvent.CLICK, clickEnemy2);
life--
messageDisplay2.text = String(life);
if(life == 0)
enemyTimer2.stop();
var loseText:LoseMessage = new LoseMessage();
loseText.x = 0;
loseText.y = 0;
parent.addChild(loseText);
Mouse.show();
This code is in my main gaming code timeline.
The code im trying to show is inside the movieclip which i have set up.
Is this a clear enough explanation? -
Create symbol from layer PageItems
I'm having trouble figuring out how to create a single symbol from all the objects within a single layer.
Despite what the reference docs say, it doesn't seem that PageItems is a valid argument to pass into Symbols.add()...
Anyone have any insight or maybe some example code?
Thanks in advance!Hmm.. Creating a group seems to be troublesome as well...
The following code gives me
undefined is not an object
on line
var group = doc.groups.add(itemArray);
var doc =app.activeDocument;
var layer = doc.activeLayer;
layer.hasSelectedArtwork = true;
var itemArray = new Array;
for (var i in selection)
itemArray.push(i);
var group = doc.groups.add(itemArray);
Symbols.Add(group);
My goal is simply to take all the objects on a given layer and create a symbol from them... Sounded simple when I set out to figure it out. Turning out not to be so simple... -
Anybody having issues with changing layer options on a symbol?
I've attached a picture because I don't really know how to say what it is in the right words but we use symbols and now that we've upgraded to CS5 when we open the symbol to make a change and select something the color is changed and even if we save it we can go right back in and goes back to yellow or green no matter what we do.
(Apologies if I totally missed the boat on what you are referring to)
By color my best guess is you are referring to the color of the layer, which in turn determines the color of your selected items.
When editing a symbol the color of your selection is determined by the next available color should you have chosen new layer.
While when my layer is red, going into editing the symbol, the layer color of the symbol goes to gray???
Because had I chosen New layer, that is what the next color Illustrator would have chosen by default.
Only way I found to control the color of your symbol isolation mode is to create a couple of dummy layers, usually the next color downwards is the one Illustrator would have chosen. -
How do I make a symbol from selection?
I've got the below script, but it's not working. I'm trying to select all the art in the document on different layers, and create a symbol. So far I have the first part down, but can't figure out how to reference what is selected. actDoc.selection comes out as undefined. I've also tried to use "actDoc.PageItem.selected = true" and a few other variants, but I'm coming up empty. Anyone have recommendations for this?
actDoc = app.activeDocument
var layerCount = actDoc.layers.length;
if(layerCount > 1) {
for(i=0;i<layerCount;i++) {
actDoc.layers[i].hasSelectedArtwork = true // selects all layers
actDoc.symbols.add(actDoc.selection); // <---------- Here's where the error is thrownThanks! That makes sense! Now I'd like to put a layer with sublayers into a symbol to maintain any effects that are on the sub layers. I have an action that runs, that does this with nested layers like this. I used to just let it group everything, but then found some effects were falling off. I tried the below, but it didn't work, and states that it's an illegal argument. Is there any way to acheive this?
layer = actDoc.layers.getByName('Editorial'); //get a reference to the newly created raster item
newsymbol = actDoc.symbols.add(layer); //add the raster item to the symbols -
How to get Layer's visibility status?
Ii I know the class name & UID of an item on a indd file, how can i get it's visibility status?
I tried to do it like this as shown in a nexample,
InterfacePtr<ISpreadLayer> spreadLayer(::GetDataBase(unknown), hierarchy -> GetLayerUID(), UseDefaultIID());
if(spreadLayer != nil)
bool visibleFlag = spreadLayer->IsVisible();
but above code gives 'true' even for invisible items.
please let me know what is the wrong?
ThanksHi Dirk,
Thanks for your rich reply.......
I agree with you, before get in to SDK we should have a better knowledge on that. I've gone through programming guides as much as pssible. but still have a lot more to know..
My requirement is to get layer's visibility(that is shown from 'eye' symbol in layer panel).
when i use'
InterfacePtr<ISpreadLayer> spreadLayer(::GetDataBase(unknown), hierarchy -> GetLayerUID(), UseDefaultIID());
if(spreadLayer != nil)
bool visibleFlag = spreadLayer->IsVisible();
It shows only 'Layer1' status, But I can't get Layer1's item's(root items or child items) status. Do you have any idea about how to get root item's layer visibility status? -
Edit Illustrator symbol with AppleScript
Hello,
Does anyone know if it is possible to edit an existing symbol in an Illustrator CS3 document with AppleScript? Specifically, what I'm trying to do is this: I'd like to manually create an Illustrator document that uses the "3D Extrude and Bevel" effect to map symbols to the surfaces of the 3D object. Then, I'd like to programatically open that Illustrator document, edit the existing symbols (so the surfaces of the 3D object are updated), and finally export an image.
From what I've found in the AppleScript documentation PDF, I'm thinking this is not possible since it lists all the properties of a symbol object as read-only. But perhaps I'm overlooking something?
If it is not possible, is there another way of doing what I'm trying to achieve?
Thanks!
BenBen, could you not have just swapped your symbols? like:
set symbol of every symbol item to symbol "Foo"
Justin, if it is essential that you need to crack open a symbol item then it may be possible using system events to expand the item may even be possible with a action for this part?
This works for me. It is set to work with what items i know are available to my test doc.
{1 symbol of >2 path items, 2 gradients swatches}
tell application "Adobe Illustrator"
activate
set Doc_Ref to the current document
tell Doc_Ref
set x to width / 2
set y to height / 2
set ruler origin to {x, y}
-- Make new layer to trash later
make new layer at beginning with properties ¬
{name:"Opened Symbol", visible:true}
-- Place the symbol item you want to open
make new symbol item at beginning of layer "Opened Symbol" with properties ¬
{symbol:symbol 1, position:{0, 0}}
-- Select the item
set selection to symbol item 1
-- Use system events to drive the GUI
tell application "System Events"
tell process "Adobe Illustrator"
tell menu bar 1
click menu item "Expand..." of menu "Object"
delay 0.1
keystroke return
delay 0.1
click menu item "Ungroup" of menu "Object"
end tell
end tell
end tell
-- List your items to edit
set Symbol_Items to every page item of layer "Opened Symbol"
-- Edit what ever you have here
set fill color of path item 1 of layer "Opened Symbol" to {gradient:gradient 1}
set fill color of path item 2 of layer "Opened Symbol" to {gradient:gradient 2}
-- New group
set New_Group to make new group item at beginning of layer "Opened Symbol"
-- Move edited items into new group
repeat with i from (count of Symbol_Items) to 1 by -1
move (item i of Symbol_Items) to beginning of New_Group
end repeat
-- New symbol from group
make new symbol at end with properties ¬
{name:"My New Symbol", source art:New_Group}
-- Replace instances
set symbol of every symbol item to symbol "My New Symbol"
-- Clean up
delete every page item of layer "Opened Symbol"
delete layer named "Opened Symbol"
delete symbol 1
end tell
end tell -
How to Ensure Symbol State Persists?
Okay, so I have a symbol that I want to show/hide; it's a named MovieClip with two labelled frames ("show" and "hide" in that order), the default is to be shown, and both frames have a stop() command.
This seems fine however at one point in my animation I trigger the symbol to hide via foo.gotoAndStop("hide"), but when the animation loops the symbol reappears (or rather, returns to the "show" frame).
Now, obviously this is annoying, but other symbols that function in the exact same way appear to be working as expected, so I'm at a complete loss as to why this one symbol in particular seems to be resetting? Is there some characteristic of the animation that might be causing Flash to see the symbol as if it were a new instance? I've checked that the symbol's name is constant throughout the animation, and I'm really only using classic tweens; certainly nothing that stands out as different in way compared to the other, working symbols.
Aside from completely re-creating the animation for that symbol I'm not sure what else I can try, so any suggestions are welcomed!Okay, I'm going to try to highlight what I'm seeing by taking a snapshot of the timeline where the problem occurs:
The selected layer has the problem symbol, the layer immediately above is the mask layer. The blue circle indicates the frame at which the symbol is hidden (or shown) by a script further up in the timeline. The symbol displays as expected for the duration of the blue tween. At the green circle, a new tween begins but the symbol remains unchanged, continuing to be shown or hidden as expected for the during of that tween. The red circle however is where the symbol apparently resets to the default (showing) frame, and loses any other state assigned to it (e.g - if I were to set a variable upon it such as foo.bar = "foobar").
Why would the symbol retain state through the green circle, but not the red one? It seems that at the green circle the symbol is still the same instance, but at the red circle it is not, even though nothing seems to be happening any differently. -
Set var in another symbol?
i have a button in a symbol, when i release the mouseclick, i
want it to add the value if 1 to a dyn. txt field in another
symbol... var name is "DYNTXTFIELD"
so, if i use:
var DYNTXTFIELD=DYNTXTFIELD+1;
nothing happens.
if i add the path to the variable, i get an error!
**Error** Symbol=Menu, layer=Buttons, frame=88:Line 9: Syntax
error.
var _root.Symbol.DYNTXTFIELD=root.Symbol.DYNTXTFIELD+1;
why would such a simple thing be so difficut for flash to do?
does anyone have any ideas how to get what i want to happen,
to happen? i cant find any documentation about this function, one
you would think would have come up often, thanks!well, according to:
http://www.adobe.com/cfusion/knowledgebase/index.cfm?id=tn_14727
"Declare variables with var or set variable. Although Flash
does not require using var or set variable to assign a value to a
variable, it's a good practice...."
Right, thats why it didnt work for me, what did work is :
_root.Symbol.DYNTXTFIELD=root.Symbol.DYNTXTFIELD+1;
notice, the lack of "var"? as suggested by adobe's own
documentation...
live and learn.
also, this topic posted twice, with no option to delete my
repeated post... why do you suppose that is? -
Can I batch create symbols from layers?
I have Illustrator files of some fairly complicated schematics that I will be bringing in to Flash. The layers are already well organized and named so I would like to select particular layers, hit a "create symbols" button and have all of the selected layers turned into separate symbols that have the same name as their layer name. I would even be willing to code something to do this but I can't find any information about how it can be done.
I know that I can import an Illustrator file into Flash and select layers that I can then make into movie clips but again, I have to manually select the layer, tell it to be a movie clip and then give it an instance name. I would be happy to try to automate that process as well but haven't found any info on how it can be done either.
Does anyone have any ideas on how I can batch create symbols from my existing layers?I figured this out using recursion. Pasted here in case it helps someone else:
#target Illustrator
var docRef = app.activeDocument;
var layersRef = app.activeDocument.layers;
var layersCount = layersRef.length;
var mySymbolInstance = null;
if ( app.documents.length > 0 ) {
// if the file is not empty, loop through all levels
recurseLayers(docRef.layers);
clearEmptyLayers();
alert("I'm done");
function recurseLayers(objArray) {
// loop through main layers
for (var l = 0; l < objArray.length; l++) {
// loop through secondary layers
if (objArray[l].layers.length > 0) {
recurseLayers(objArray[l].layers);
// loop through first level groups
if (objArray[l].groupItems.length > 0) {
recurseGroups(objArray[l].groupItems);
// create a group
var layerGrp = objArray[l].groupItems.add();
//give new group the same name as the old group
var layerName = objArray[l].name;
layerGrp.name = layerName;
// get all page items from group
var layerGrpPageItems = objArray[l].pageItems;
//alert("how many group page items: " + layerGrpPageItems.length);
for (var li= layerGrpPageItems.length-1; li >0; li--) {
// will become the symbol name
var layerPageItemName = layerGrpPageItems[li].name;
// if it's not already a symbol, make it into one
if (layerGrpPageItems[li].typename == "SymbolItem") {
layerGrpPageItems[li].moveToBeginning(layerGrp);
} else {
// create symbols
createSymbol(layerGrpPageItems[li], layerGrpPageItems[li].name);
// add symbols to group
mySymbolInstance.moveToBeginning(layerGrp);
// remove original content
layerGrpPageItems[li].remove();
// create symbols from layer
createSymbol(layerGrp, layerName);
// remove original layer content
layerGrp.remove();
function recurseGroups(objArray) {
for (var g = 0; g < objArray.length; g++) {
// loop through second level groups
if (objArray[g].groupItems.length > 0) {
recurseGroups(objArray[g].groupItems);
// create a group
var grp = objArray[g].groupItems.add();
//give new group the same name as the old group
var groupName = objArray[g].name;
grp.name = groupName;
//alert("which group is this? " + groupName);
// get all page items from group
var grpPageItems = objArray[g].pageItems;
//alert("how many group page items: " + grpPageItems.length);
for (var gi= grpPageItems.length-1; gi >0; gi--) {
// will become the symbol name
var pageItemName = groupName + "_" + grpPageItems[gi].name;
createSymbol(grpPageItems[gi], pageItemName);
// add symbols to group
mySymbolInstance.moveToBeginning(grp);
// remove original content
grpPageItems[gi].remove();
function createSymbol(element, elementName) {
//alert("elementName" + elementName);
// create symbols from all items in the group
var symbolRef = docRef.symbols.add(element);
//alert("element unnamed before: " + elementName);
// if the element name is empty, give it a name
var addElementIndex = 0;
if(elementName == "") {
elementName = "unnamed" + addElementIndex;
addElementIndex++;
// loop through all the symbols in the document
var symbolCount = docRef.symbols.length;
for(var s=0; s<symbolCount; s++) {
// existing symbols
var symbolCheck = docRef.symbols[s];
//alert(symbolCheck.name);
var addIndex = 0;
// if the name already exists, add the index number to it and increment
if(elementName == symbolCheck.name) {
elementName = elementName + addIndex;
addIndex++;
symbolRef.name = elementName;
//alert("symbol name: " + symbolRef.name);
mySymbolInstance = docRef.symbolItems.add(symbolRef);
mySymbolInstance.left = element.left;
mySymbolInstance.top = element.top;
function clearEmptyLayers() {
if (documents.length > 0 && activeDocument.pathItems.length >= 0){
for (var ni = layersCount - 1; ni >= 0; ni-- ) {
// get sub layers
var topLayer = docRef.layers[ni];
for(var ii = topLayer.layers.length - 1; ii >=0; ii--) {
// delete empty sub layers
if ( topLayer.layers[ni].pageItems.length == 0 ) {
topLayer.layers[ni].remove(); -
J2ME: subclassing lcdui.game.Layer
hello,
am trying to subclass from javax.microedition.lcdui.game.Layer (part of Sun's J2ME distribution), which is an abstract class that has no constructors.
i get a compiler error saying "cannot resolve symbol: constructor Layer()".
what am i doing wrong?
this is my non-working code:
import javax.microedition.lcdui.game.*;
public class PlayfieldLayer extends Layer {
public void paint(Graphics g) { }Better late than never!
The problem is that you are implicitely making a call
to the default constructor Layer() of the super class
javax.microedition.lcdui.game.Layer which does not exist.
The Layer class has one constructor Layer(int width, int height)
but this constructor has the 'package' scope,
which means it is not visible outside package
javax.microedition.lcdui.game.
This is taken from the source code from Sun:
* Creates a new Layer with the specified dimensions.
* This constructor is declared package scope to
* prevent developers from creating Layer subclasses
* By default, a Layer is visible and its upper-left
* corner is positioned at (0,0).
* @param width The width of the layer, in pixels
* @param height The height of the layer, in pixels
Layer(int width, int height) {
setWidthImpl(width);
setHeightImpl(height);
The only solution is to extend TiledLayer or Sprite instead.
It is not a very nice solution because
these classes were obviously not intended for this.
This problem is mentionned in the
Nokia Series 60 Developer Platform 2.0 Specification (p.91):
" 2.1.16.1 Layer-class subclassing
The implementation must have only the package-protected constructor:
Layer(int width, int height)
This leads to the application not being allowed to create
new classes that inherit the Layer abstract class.
This requirement means that the Sprite and TiledLayer classes
are the only classes that directly inherit the Layer class.
Any other classes must be inherited from either
the Sprite or TiledLayer class."
I tried to add my own Layer extension class in package
javax.microedition.lcdui.game, but the compiler will not allow this:
"Cannot create class in system package".
It was worth a try...
What has motivated the decision to
'prevent developers from creating Layer subclasses'?
I think it is probably a last minute decision
that is not consistent with the original intended design.
Why make the Layer abstract class public if it has no
accessible constructor? -
I've joined Creative cloud and was able to create the swf file in Flash Pro CC. Would like to export it as an animated Gif but when I do that it won't play and seems to be a single image. When the swf is created I get this error.
Symbol 'catjum[', Layer 'Layer 2', Frame 69, Line 1, Column 1
1180: Call to a possibly undefined method getURL.
Please help!If you are using Flash CC and you have getURL somewhere in your code, that getURL will be the problem since it is AS2 code and Flash CC does not support AS2 code.
-
Error message with Action Script 2.0 file
Hi,
I am trying to edit an old flash file that uses Action Script 2.0. I am using CS6 and keep getting the following error message after publishing:
Scene 1, Layer 'AS', Frame 1, Line 5, Column 29
1067: Implicit coercion of a value of type int to an unrelated type String.
Can you suggest any fixes or workarounds? I also have Flash 4.0. Can i downsave the file? If so, how?
Thanks!Thank you. I think that did fix the original two errors. But now upon test of the file, I get some new errors:
Symbol 'MoneySlider', Layer 'AS', Frame 1, Line 7, Column 3
1120: Access of undefined property ratio.
Symbol 'MoneySlider', Layer 'AS', Frame 1, Line 7, Column 20
1180: Call to a possibly undefined method number.
Symbol 'MoneySlider', Layer 'AS', Frame 1, Line 7, Column 27
1120: Access of undefined property _root.
Symbol 'MoneySlider', Layer 'AS', Frame 1, Line 9, Column 27
1120: Access of undefined property ratio.
And on the MoneySlide layer in Actions:
this.ratio = 0;
this.loadBar._width = 0;
this.dragger.ratio.text= "$0";
dragger.onPress=function(){
this.startDrag(true,0,0,line._width,0);
this.onEnterFrame=function(){
ratio=Math.round(number(_root.transitBenefitLimit/100)*(this._x/(line._width/10 0)));
loadBar._width = Math.round(this._x);
dragger.ratio.text= "$"+ratio;
dragger.onRelease=dragger.onReleaseOutside=stopDrag; -
I have the same problem w/ 2 different vcams
Okay peoples,
I'm putting together an animation in Flash CS4, on a MacBook Pro running OS X 10.5.8, and I positively need to be able to use the vcam (of course!). But I can't make it work.
Essentially, when I try to test or publish the movie w/ the vcam in the top layer as a tween (motion or Classic), the player won't recognize the vcam window dimensions as the player window dimensions - so, for example, everything remains the same size; I can see the vcam viewfinder as it is in creative mode, and it will move and change dimension as the tween dictates, but it is impossible to make the movie 'see' through the vcam's perspective, thus making zooming and panning - the only reasons to use a vcam - impossible - void.
To be very honest, I have a similar problem w/ the only other vcam being offered out there, through YouTube, for free - which is why I'm bringing this to the forums - I'm probably doing something wrong with both vcams.
I notice generally that some very knowledgeable people here don't even recommend vcams but rather 'old fashioned', sleeve-rolling animation, re-sizing symbols, etc. I will do that if I must. But I have to try and ask for your collective assistance.
I. need. your. help. ...for whatever it is worth: THANK YOU.
the compiler errors I get from trying to test or publish the more common AS3 vcam are these:
Location / Description / Source
Symbol=VCam_AS3, layer=actions, frame=1, Line 33 /
Symbol=VCam_AS3, layer=actions, frame=1, Line 37 /
Symbol=VCam_AS3, layer=actions, frame=1, Line 59 /
Symbol=VCam_AS3, layer=actions, frame=1, Line 81 /
Symbol=VCam_AS3, layer=actions, frame=1, Line 95 /
Symbol=VCam_AS3, layer=actions, frame=1, Line 105 /
Symbol=VCam_AS3, layer=actions, frame=1, Line 110 /
Symbol=field_guide_encoding_BG, layer=Layer 1, frame=1, Line 1 /
The class or interface 'Event' could not be loaded. /
A type identifier is expected after the ':'. /
The class or interface 'Event' could not be loaded. /
The class or interface 'Matrix' could not be loaded. /
The class or interface 'Event' could not be loaded. /
The class or interface 'Matrix' could not be loaded. /
The class or interface 'ColorTransform' could not be loaded. /
The class or interface 'FieldGuideEncodingBG' could not be loaded. /
function onAdded(e:Event):void{
function init():void{
function onFrame(e:Event):void{
var matrix:Matrix=this.transform.matrix.clone();
function reset(e:Event):void{
var matrix:Matrix=new Matrix();
var ct:ColorTransform=new ColorTransform();
(no source for the final Location/Description)
here are the compiler errors I receive when trying to test or publish the movie w/ the other, 'Self-Rendering' vcam that's out there, available and demonstrated on YouTube:
Location / Description / Source
Symbol=vcam 4x3, layer=Layer 3, frame=1, Line 58 /
Symbol=vcam 4x3, layer=Layer 3, frame=1, Line 61 /
Symbol=vcam 4x3, layer=Layer 3, frame=1, Line 63 /
Symbol=navbar - clip, layer=Layer3, frame=1, Line 15 /
Symbol=navbar - clip, layer=Layer3, frame=1, Line 19 /
Symbol=navbar - clip, layer=Layer3, frame=1, Line 37 /
Symbol=navbar - clip, layer=Layer3, frame=1, Line 41 /
Symbol=navbar - clip, layer=Layer3, frame=1, Line 65 /
Symbol=navbar - clip, layer=Layer3, frame=1, Line 76 /
Symbol=navbar - clip, layer=Layer3, frame=1, Line 82 /
Symbol=navbar - clip, layer=Layer3, frame=1, Line 89Symbol=field_guide_encoding_BG, layer=Layer 1, frame=1, Line 1 /
The class or interface 'FieldGuideEncodingBG' could not be loaded. /
The class or interface 'uint' could not be loaded. /
Syntax error. /
The class or interface 'MouseEvent' could not be loaded. /
The class or interface 'Point' could not be loaded. /
The class or interface 'Point' could not be loaded. /
The class or interface 'Event' could not be loaded. /
The class or interface 'int' could not be loaded. /
The class or interface 'Event' could not be loaded. /
The class or interface 'Event' could not be loaded. /
The class or interface 'FieldGuideEncodingBG' could not be loaded. /
var encoding_bg: FieldGuideEncodingBG; /
var frameCount:uint; /
const PNG_NUMBER_LEN:uint = 5; /
function mouseClickHandler(evt: MouseEvent) /
var mouse_pos: Point = root.globalToLocal(new Point(evt.stageX, evt.stageY)); /
function mouseReleaseHandler(evt: MouseEvent) function mouseReleaseHandler(evt:
MouseEvent) /
var mouse_pos: Point = root.globalToLocal(new Point(evt.stageX, evt.stageY)); /
function enterFrameHandler(evt: Event) /
var new_pos: int = ((mcSeekHandle.x - bound_l) / bound_width) * MovieClip(root).totalFrames + 1; /
function onAddedToStage(evt: Event) /
function onRemovedFromStage(evt: Event) /
(no source for the final Location/Description)I would not read some conspiracy into any changes or audio.
Besides which if they did, most patches even from MS aren't rushed and may not make it into the whatever update was in the works, if there was, or whether it is something else.
Send feedback but forums are end users only. -
can some one help me making it run automatically and adding slideshowTimer on the codes below
next_btn.addEventListener(MouseEvent.CLICK, fl_ClickToGoToNextFrame);
function fl_ClickToGoToNextFrame(event:MouseEvent):void
nextFrame();
previous_btn.addEventListener(MouseEvent.CLICK, fl_ClickToGoToPreviousFrame);
function fl_ClickToGoToPreviousFrame(event:MouseEvent):void
prevFrame();thank you for your input
however, i am getting error message when i put these codes on:
Symbol 'Symbol 2', Layer 'Layer 3', Frame 1, Line 3 1150: The protected
attribute can only be used on class property definitions.
Maybe you are looking for
-
To everybody having problems with bootcamp and 23" cinema
I found that when you've heard the windows welcome sound, and your 23" screen is black - you can pull out the power cable wait a sec and put it back in. Then the screen will appear. Works for me , let me know...
-
when i download iTunes during downloading process on messege shown: An error occurred during the installation of assembly'Microsoft CRT.version="8.0.50727.4053".type="win32".publicKeyToken="1fc8b9a1e18e3b".proce ssorArchitecture="x86"'.Please refer t
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Additional Batch Sequences for Acrobat 9 Pro
In my downloaded version of Acrobat 9 Pro, there are only a few batch sequences. The last time I bought Acrobat on a CD was version 5, and many additional batch sequences came on the CD. By "additional" I mean that they were not automatically instal
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Hi All, I have read several threads pertaining to the problem that i am facing and tried all the solutions but no luck in Displaying Login page. I have upgraded Oracle EBS from 11.5.9 to 12.1.1 but i am stuck at this problem. I did following steps: 1
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Why can't I download app updates or new podcasts
Hi, I have an Iphone 4 with IOS 7.0.3 and I'm unable to download any updates for apps. Currently I have 3 updates available, BBC, Trivago and Facebook and when I go to update them the blue circle just keeps spinning around and never starts. Along wit