actionscript-3

Which Flash/Actionscript IDE to use — if one should be used at all?

故事扮演 提交于 2020-01-30 06:36:46
问题 I've always used the built-in IDE, but I've been gone from Flash since ActionScript 2.0 in Flash MX... I'm coming back to Flash, and I notice there's a number of IDE's (some of which cost more than the Flash upgrade). So... question for Flash/Actionscript 3 developers -- which IDE to use, if at all? 回答1: Hands down, definitely use an IDE for ActionScript. We use (and I recommend) Flash Builder 4. ActionScript 2 In older versions of ActionScript (like Flash MX that you're familiar with), an

Which Flash/Actionscript IDE to use — if one should be used at all?

荒凉一梦 提交于 2020-01-30 06:36:05
问题 I've always used the built-in IDE, but I've been gone from Flash since ActionScript 2.0 in Flash MX... I'm coming back to Flash, and I notice there's a number of IDE's (some of which cost more than the Flash upgrade). So... question for Flash/Actionscript 3 developers -- which IDE to use, if at all? 回答1: Hands down, definitely use an IDE for ActionScript. We use (and I recommend) Flash Builder 4. ActionScript 2 In older versions of ActionScript (like Flash MX that you're familiar with), an

ActionScript - Difference Between Primitive / Non-Primitive Objects for Memory Management?

寵の児 提交于 2020-01-27 20:59:48
问题 my understanding is that primitive types ( uint, string, Number, etc. ) of a class do not need to be set to null for garbage collection. for example, i am not required to write this dispose() method in the following class: package { //Imports import flash.display.Shape; //Class public class DrawSquare extends Shape { //Properties private var squareColorProperty:uint; //Constructor public function DrawSquare(squareColor:uint) { squareColorProperty = squareColor; init(); } //Initialize private

ActionScript - Difference Between Primitive / Non-Primitive Objects for Memory Management?

夙愿已清 提交于 2020-01-27 20:59:27
问题 my understanding is that primitive types ( uint, string, Number, etc. ) of a class do not need to be set to null for garbage collection. for example, i am not required to write this dispose() method in the following class: package { //Imports import flash.display.Shape; //Class public class DrawSquare extends Shape { //Properties private var squareColorProperty:uint; //Constructor public function DrawSquare(squareColor:uint) { squareColorProperty = squareColor; init(); } //Initialize private

ActionScript - Difference Between Primitive / Non-Primitive Objects for Memory Management?

寵の児 提交于 2020-01-27 20:59:05
问题 my understanding is that primitive types ( uint, string, Number, etc. ) of a class do not need to be set to null for garbage collection. for example, i am not required to write this dispose() method in the following class: package { //Imports import flash.display.Shape; //Class public class DrawSquare extends Shape { //Properties private var squareColorProperty:uint; //Constructor public function DrawSquare(squareColor:uint) { squareColorProperty = squareColor; init(); } //Initialize private

Can I pass parameters from and external .swf using Actionscript 3.0?

不问归期 提交于 2020-01-25 20:51:21
问题 I have a main .fla file that I am using to load a sequence of three games. If the user wins a game, they go on to the next game. Is it in any way possible to pass to the main project whether the user has won the game? I have tried using loader.content, but that does not seem to be working. I am using Flash CS3. 回答1: You can pass data to and from loaded swfs no problem. What it sounds like you are trying to do is communicate from the loaded swf to the loading swf. The ideal way to do this is

Flash AS3, import old version of class

风格不统一 提交于 2020-01-25 20:28:04
问题 I am writing an .as file with a class in it, and using import to make it available in my .fla's code. At first it worked fine. An in some of my .fla files, it still works fine. But, one of my files is using an old version of the class, and ignoring any changes I make. I've tried commenting out the import of the class, to see if I'd get a compiler error, but it doesn't give me an error. It still instantiates the old version of the class. I've tried Clear Publish Cache , but it again still uses

help converting this as3 code to pixel bender code

依然范特西╮ 提交于 2020-01-25 12:24:03
问题 I'm looking for some help converting as3 code to pixelbender code in an attempt to improve the performance of my application. This as3 code goes as follows. I scan through the Number values of a bytearray in chunks. Lets say this chunk lenght was 100 numbers I read 2 numbers (left and right) and try find the maximum values. The numbers in my bytearray are PCM data so there is millions of them and this code can often take a long time to execute, especially on a low spec machine. The whole aim

help converting this as3 code to pixel bender code

僤鯓⒐⒋嵵緔 提交于 2020-01-25 12:22:00
问题 I'm looking for some help converting as3 code to pixelbender code in an attempt to improve the performance of my application. This as3 code goes as follows. I scan through the Number values of a bytearray in chunks. Lets say this chunk lenght was 100 numbers I read 2 numbers (left and right) and try find the maximum values. The numbers in my bytearray are PCM data so there is millions of them and this code can often take a long time to execute, especially on a low spec machine. The whole aim

Calling a Classes' Method From Another Class in Flash

别来无恙 提交于 2020-01-25 08:24:25
问题 If I have a document class: package { import flash.display.MovieClip; public class Main extends MovieClip { public function Main() { } public function SomeRandomMethod():void { } } } How can I call SomeRandomMethod from here: package { public class AnotherClass { public function AnotherClass() { } public function AnotherRandomMethod():void { /* I need to use SomeRandomMethod here */ } } } 回答1: There are a few ways to achieve this. One way would be to pass a reference of the document class to