how can i select movie clip inside movie clip in acionscript 2 ?? am trying add links to an six movie clip which they are inside an movie clip as flow :
var dots:XML = new XML();
dots.ignoreWhite = true;
dots.load('bigdot.xml');
dots.onLoad = function(success:Boolean){
if(success){
xmlNode = this.firstChild;
url_array = [];
for(i=0;i<6;i++){
url_array[i] = xmlNode.childNodes[i].childNodes[0].nodeValue;
}
var all:MovieClip = attachMovie("test","all",depth);
trace(url_array);
}else{
trace("Could not load XML");
}
};
as you see after craete the 'root' movie clip
var all:MovieClip = attachMovie("test","all",depth);
which contain the other movie clip i need to crate a new loop
for(i=0;i<6;i++){
}
and assign the link for each movieclip but i dont know how to select the movieclip ....
If you make sure the children of your parent MovieClip you want to access all have instance names which are sequentially numbered, you can do something like this:
dots.onLoad = function(success:Boolean){
if(success){
// attach the MovieClip first and then we can use the reference
// to access the child clips when we loop over the XML
var all:MovieClip = attachMovie("test","all",depth);
var xmlNode = this.firstChild;
var url;
for(i=0;i<6;i++){
url = xmlNode.childNodes[i].childNodes[0].nodeValue;
// Assumes children have instance names childClip_0 - childClip_5
trace(all['childClip_' + i]);
}
}else{
trace("Could not load XML");
}
};
Related
I've got a GeoJson that I can load in ol3 without any problems.
var layer = new ol.layer.Vector({
source: new ol.source.Vector({
format: new ol.format.GeoJson(),
url: 'my_file.json',
})
});
My GeoJson have got a properties (let's say foo ) that I want to use to extrudedHeight.
I've done this in Cesium (see the Cesium exemple): http://cesiumjs.org/Cesium/Apps/Sandcastle/index.html?src=GeoJSON%20and%20TopoJSON.html&label=Showcases
But I can't find a way to do this on my ol3 layer.
Any clue ?
Edit:
I've hacked a bit and create my FeatureConverter like this:
test = {};
function extend(base, sub) {
// Avoid instantiating the base class just to setup inheritance
// See https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/create
// for a polyfill
// Also, do a recursive merge of two prototypes, so we don't overwrite
// the existing prototype, but still maintain the inheritance chain
// Thanks to #ccnokes
var origProto = sub.prototype;
sub.prototype = Object.create(base.prototype);
for (var key in origProto) {
sub.prototype[key] = origProto[key];
}
// Remember the constructor property was set wrong, let's fix it
sub.prototype.constructor = sub;
// In ECMAScript5+ (all modern browsers), you can make the constructor property
// non-enumerable if you define it like this instead
Object.defineProperty(sub.prototype, 'constructor', {
enumerable: false,
value: sub
});
}
test.FeatureConverter = function(scene) {
olcs.FeatureConverter.call(this, scene);
}
test.FeatureConverter.prototype = {
olPolygonGeometryToCesium : function(layer, feature, olGeometry, projection, olStyle) {
olGeometry = olcs.core.olGeometryCloneTo4326(olGeometry, projection);
goog.asserts.assert(olGeometry.getType() == 'Polygon');
var rings = olGeometry.getLinearRings();
// always update Cesium externs before adding a property
var hierarchy = {};
var polygonHierarchy = hierarchy;
goog.asserts.assert(rings.length > 0);
for (var i = 0; i < rings.length; ++i) {
var olPos = rings[i].getCoordinates();
var positions = olcs.core.ol4326CoordinateArrayToCsCartesians(olPos);
goog.asserts.assert(positions && positions.length > 0);
if (i == 0) {
hierarchy.positions = positions;
} else {
hierarchy.holes = {
// always update Cesium externs before adding a property
positions: positions
};
hierarchy = hierarchy.holes;
}
}
var fillGeometry = new Cesium.PolygonGeometry({
// always update Cesium externs before adding a property
polygonHierarchy: polygonHierarchy,
perPositionHeight: true,
extrudedHeight: parseInt(feature.getProperties()['foo'])
});
var outlineGeometry = new Cesium.PolygonOutlineGeometry({
// always update Cesium externs before adding a property
polygonHierarchy: hierarchy,
perPositionHeight: true
});
var primitives = this.wrapFillAndOutlineGeometries(
layer, feature, olGeometry, fillGeometry, outlineGeometry, olStyle);
return this.addTextStyle(layer, feature, olGeometry, olStyle, primitives);
}
}
extend(olcs.FeatureConverter, test.FeatureConverter);
But it does not work... (and I do not know why...).
I want to create an app for airplane navigation. Since for pilots the Bing maps are useless I need to create my own map a texture of an aeronautical map.
I couldn't find any clue how to start on this. Is there an SDK for Bing maps where I can create my own texture/overlay?
Do I need to start from rock bottom and create a picture and change its position so the relevant part is in the visible area of the device?
I need the following features:
Show current position on the map.
Add some custom POIs via coordinates
After quite some research I figured it out myself.
Here is most of the code needed if you have the same scenario
Uri format:
"https://webserver/tiles/{zoomlevel}/{x}/{y}.png";
private void InitMap()
{
_gps = new Geolocator();
pointBuffer = cologne;
image = RandomAccessStreamReference.CreateFromUri(new Uri("ms-appx:///Assets/images/airplane.png"));
MyMap.Style = MapStyle.None;
//Setup Icao Layer
_icaoTileSource = new MapTileSource();
var _tileLayer = new HttpMapTileDataSource();
_tileLayer.UriFormatString = IcaoUri;
_icaoTileSource.DataSource = _tileLayer;
MyMap.TileSources.Add(_icaoTileSource);
//Setup VFR Layer
_vfrTileSource = new MapTileSource();
var _vfrtileLayer = new HttpMapTileDataSource();
_vfrtileLayer.UriFormatString = VfrUri;
_vfrTileSource.DataSource = _vfrtileLayer;
//Setup Low Level Layer
_lowlvlTileSource = new MapTileSource();
var _lowlvltileLayer = new HttpMapTileDataSource();
_lowlvltileLayer.UriFormatString = LowLvlUri;
_lowlvlTileSource.DataSource = _lowlvltileLayer;
airplane = new MapIcon()
{
Title = "My Position",
Image = image,
Visible = true,
Location = cologne,
NormalizedAnchorPoint = new Point(0.5, 0.5)
};
_tileLayer.AllowCaching = true;
MyMap.MapElements.Add(airplane);
systemSetCenter = true;
MyMap.Center = cologne;
MyMap.ZoomLevel = 10;
_vm.ZoomLevel = MyMap.ZoomLevel;
MyMap.ZoomLevelChanged += (s, e) =>
{
if(s.ZoomLevel > maxZoomLevel)
{
s.ZoomLevel = maxZoomLevel;
}
_vm.ZoomLevel = s.ZoomLevel;
};
}
I am (working with one of my students) using jqueryui getting the properties of a dropped object. The object that is being dropped is an image. All images are set to draggable through a single jquery call to draggable.
The challenge here is really getting any of the properties of the object being dropped on the drop target. the drop event handler works fine (I can easily alert on it) - but have not been able to get any of the properties of the objects being dropped.
This code is also available at http://jsfiddle.net/reaglin/FUvT8/4/
Note - the real action occurs when
(1) draggable() is called to make objects droppable
(2) The image is created and added to the document body
(3) The handleDropEvent is called.
This is a good example for working with playing cards - but this example uses Dr. Who characters.
$ (init);
function image(id, image1) {
this.id = id;
this.image1 = image1;
}
$('#deal').click(function () {dealAll(
dealCard(randomCard()));
});
$(function() {
$( "#draggable" ).draggable({ containment: "#left"});
});
function init() {
$('.drop').droppable( {
drop: handleDropEvent
} );
$("img").draggable();
}
// global variables
var cardsInDeck = new Array();
var numberOfCardsInDeck = 15;
cardsInDeck[0] = "Ace";
cardsInDeck[1] = "Grace";
cardsInDeck[2] = "Susan";
cardsInDeck[3] = "Ian";
cardsInDeck[4] = "Barbara";
cardsInDeck[5] = "Brigadier";
cardsInDeck[6] = "Romana I";
cardsInDeck[7] = "K9";
cardsInDeck[8] = "Tegan";
cardsInDeck[9] = "Jamie";
cardsInDeck[10] = "Sarah Jane";
cardsInDeck[11] = "Jo";
cardsInDeck[12] = "Romana II";
cardsInDeck[13] = "Yates";
cardsInDeck[14] = "Leela";
var cardsDealt = new Array();
// deal 5 cards at once - works
function dealAll(){
var z=0;
for (z=0;z<5;z++) {
cardsDealt[z] = new Image(z,dealCard(randomCard()));
}
}
//deal cards - works
function dealCard(i) {
if (numberOfCardsInDeck == 0) return false;
var $img = new Image();
$img.src = "http://debsiepalmer.com/images/companions/" + cardsInDeck[i] + ".jpg";
// Here I set the ID of the object
$img.id=cardsInDeck[i];
$img.class='drag';
$("img").draggable();
document.body.appendChild($img);
removeCard(i);
return $img;
}
// deal randomly - works
function randomCard() {
return Math.floor(Math.random() * numberOfCardsInDeck);
}
// remove spent cards from pool -works
function removeCard(c)
{
for (j=c; j <= numberOfCardsInDeck - 2; j++)
{
cardsInDeck[j] = cardsInDeck[j+1];
}
numberOfCardsInDeck--;
numberOfCardsInDeck--;
numberOfCardsInDeck--;
}
// this is what to do when card drops in tardis
function handleDropEvent( event, ui ) {
// Here I want the id of the dropped object
}
Researching a bit more on the documentation for jqueryui - provides these answers;
First when the image is declared draggable - this needs to be done after it is added to the document.body - this is because jquery selector uses the DOM to create the list of objects - so the lines
$("img").draggable();
document.body.appendChild($img);
would be changed to
document.body.appendChild($img);
$("img").draggable();
also in this example all images are declared to be draggable, we can be more specific however and just make the appended image to the document draggable.
document.body.appendChild($img);
$('#'+$img.id).draggable();
Once the image is made draggable - the properties of the object passed to the handleDropEvent are event and ui - the draggable property of the ui object is a jquery object which does have access to the attributes of the object it contains;
function handleDropEvent( event, ui ) {
alert(ui.draggable.attr("id"));
}
I'm loading an SWF animation and want to display it in multiple places concurrently, but the only way I could figure out how to do that is to load it every time I display it, as seen here:
private function playSounds():void {
for (var i:Number = 0; i < 14; i++)
{
for (var a:Number = 0; a < 16; a++)
{
if (boxes[i][a].x == linePos && boxes[i][a].selected == true && played[i][a] == false)
{
played[i][a] = true;
MovieClip();
var swf:URLRequest = new URLRequest("../assets/glow2.swf")
var glow:Loader = new Loader()
glow.load(swf)
glow.x = boxes[i][a].x - 25*0.7;
glow.y = boxes[i][a].y - 27*0.7;
glow.scaleX = 0.7;
glow.scaleY = 0.7;
this.addChild(glow);
glows.push(glow)
glowTime.push(0)
var sc:SoundChannel = new SoundChannel();
sc = (sounds[i] as Sound).play();
}
}
}
}
This is very very slow when it's being displayed more than, say, 5 times at once so I'm wondering if there's a way to only have to load it once and use it in multiple places.
You have the content property of the Loader.
Thus, load once, use the content many times.
edit: you may want to add a listener to know when the loading completes, before you use the loaded content:
addEventListener(Event.COMPLETE, completeHandler);
edit2:
var mc1:MovieClip = new MovieClip();
var mc2:MovieClip = new MovieClip();
var my_Loader:Loader = new Loader();
mc1.addChild(my_Loader);
mc2.addChild(my_Loader);
(haven't tried though).
One quick workaround is to create a second loader and pass the loaded bytes to that via the loadBytes() method:
var l:Loader = new Loader();
l.contentLoaderInfo.addEventListener(Event.COMPLETE,ready);
l.load(new URLRequest("../assets/glow2.swf"));
function ready(event:Event):void{
var mc:MovieClip = event.currentTarget.content as MovieClip;
var clone:Loader = new Loader();
clone.loadBytes(event.currentTarget.bytes);
addChild(mc);
addChild(clone);
clone.x = 100;
}
This will work in most cases. In some cases you should be able to get away with something as simple as:
var clone:MovieClip = MovieClip(new mc.constructor());
And there is also a 3rd option: 'blitting' your moviclip, which means you'll store one or more (depending how many MoveClip frames you need to cache) of BitmapData objects in memory which will draw() from the source MovieClip you want to draw (in multiple locations at the same time).
The loadBytes approach achieves what the question suggests: creates a copy of the Loader, so it re-uses the bytes loaded, but initializes new content, so uses memory for that.
If this is not what you need, caching the MovieClip using BitmapData is your best bet.
I'm using code for the open source MP3 player Howler and trying to port it to a Spark MobileApplication type. I'm getting a null pointer exception and I have no idea what's causing it. I've tried debugging extensively with breakpoints at what I think is causing the error, and set breakpoints in the untouched Howler project but all the variables in scope seem to be identical between my non-working project, and the Howler project. The only thing I can think of is that Howler uses MX components and I am using spark. I've pasted all my code below (which is very long) but I've bolded the lines that are throwing the error. The error occurs immediately after I choose a folder in the browse folder dialog.
<?xml version="1.0" encoding="utf-8"?>
<s:View xmlns:fx="http://ns.adobe.com/mxml/2009"
xmlns:s="library://ns.adobe.com/flex/spark" title="Home"
xmlns:Comp="components.*" xmlns:display="flash.display.*">
<s:Button id="browse" x="546" y="43" label="Open Directory" click="browseForFolder()"/>
<s:DataGrid id="dgPlaylist" width="82" height="141" itemRenderer="components.DurationFormatter">
</s:DataGrid>
<s:Button id="btnForward" x="187" y="126" label="Forward"/>
<s:Button id="btnPause" x="90" y="39" label="Pause"/>
<s:Button id="btnBack" x="55" y="166" label="Back" click="changeSoundIndex(-1)"/>
<s:Button id="btnPlay" x="336" y="199" label="Button"/>
<s:Button id="btnStop" x="366" y="89" label="Stop"/>
<s:VScrollBar id="sldrPosition" x="280" y="43" mouseDown="thumbTimer.stop()"
mouseUp="thumbTimer.start()"
/>
<s:VScrollBar id="sldrVolume" x="265" y="234" change="ChangeSoundTransform()"
/>
<s:RichText id="txtID3" x="236" y="41" width="99">
</s:RichText>
<fx:Declarations>
</fx:Declarations>
<fx:Script>
<![CDATA[
import com.ericcarlisle.PlayList;
import com.ericcarlisle.PlayModes;
import com.ericcarlisle.Utility;
import flash.desktop.NativeDragManager;
import flash.media.Sound;
import mx.core.UIComponent;
import mx.events.CloseEvent;
import mx.events.DragEvent;
import org.osmf.traits.PlayTrait;
import spark.components.DataGrid;
// Player properties
private var playMode:String = "STOP";
private var volume:uint;
private const panning:int = 0;
private var selectedFileCount:uint;
private var loadedFileCount:uint;
private var soundIndex:uint;
// Player objects
private var SoundObj:Sound;
private var Channel:SoundChannel;
private var Transform:SoundTransform;
private var thumbTimer:Timer;
private var PlayList:com.ericcarlisle.PlayList;
private var SoundFilter:FileFilter = new FileFilter("Sounds", "*.mp3;*.wav");
//private var PlaylistFilter:FileFilter = new FileFilter("Sounds", "*.pls;*.m3u");
// Visualization objects.
private var Spectrum:ByteArray;
private const VISUALIZER_HEIGHT:Number = 50;
private const VISUALIZER_COLOR:Number = 0x336699;
// ID3 and other metadata
private var ID3:ID3Info;
private var Duration:int;
/*---------- PLAYER INITIALIZER ----------*/
// Initialization function used to add event handlers and set initial settings.
private function init():void
{
// Set player initial settings.
playMode = PlayModes.STOP;
selectedFileCount = 0;
loadedFileCount = 0;
soundIndex = 0;
// Set initial application height.
//this.height= cvsControlBar.height + cvsPlayer.height;
// Set volume.
volume = sldrVolume.value;
// Instantiate sound objects.
Channel = new SoundChannel();
Transform = new SoundTransform(volume/100, panning);
PlayList = new com.ericcarlisle.PlayList();
// Bind playlist data to datagrid.
dgPlaylist.dataProvider = PlayList.Sounds;
// Create a timer to control the song position hslider.
thumbTimer = new Timer(500);
thumbTimer.addEventListener(TimerEvent.TIMER, onTimerTick);
// Create event handlers for application.
this.addEventListener(IOErrorEvent.IO_ERROR, onIOError);
this.addEventListener(Event.ENTER_FRAME, onEnterFrame);
this.addEventListener(NativeDragEvent.NATIVE_DRAG_ENTER, onPlayerDragInto);
this.addEventListener(NativeDragEvent.NATIVE_DRAG_DROP, onPlayerDropInto);
this.addEventListener(InvokeEvent.INVOKE, onInvoke);
}
/*---------- DRAG/DROP & FILE MANAGEMENT ----------*/
private function onInvoke(event:InvokeEvent):void
{
if (event.arguments.length > 0)
{
var file:File;
var files:Array = new Array();
for (var i:int = 0; i < event.arguments.length; i++)
{
file = new File(event.arguments[i]);
files.push(file);
}
if (PlayList.Sounds.length > 0) removeAllSounds();
loadFiles(files);
}
}
// Handles file selection event dispatched by browse dialog.
private function onFileSelect(event:FileListEvent):void
{
loadFiles(event.files);
}
// Handles folder selection event dispatched by browse dialog.
private function onDirectorySelect(event:Event):void
{
var directory:File = event.target as File;
**loadFiles(directory.getDirectoryListing());**
}
// Loads a batch of files into the playlist.
private function loadFiles(files:Array):void
{
var file:File;
// Count the number of files selected. Only accept files with .mp3 extension.
selectedFileCount = 0;
for (var i:uint = 0; i < files.length; i++)
{
file = files[i];
if (file.extension == "mp3") selectedFileCount++;
}
// Reset the count on files currently loaded.
loadedFileCount = 0;
**// Set the player mode so that loaded files are played automatically.
if (PlayList.Sounds.length == 0) playMode = PlayModes.LOADTOPLAY;**
// Load files as sound objects.
for(var j:uint = 0; j < files.length; j++)
{
file = files[j];
if (file.extension == "mp3" || file.extension == "wav")
{
var sound:Sound = new Sound(new URLRequest(file.url));
sound.addEventListener(Event.ID3,onID3);
}
}
}
// Presents file browse (multiple file) dialog.
private function browseForFiles():void
{
var SoundFile:File = new File();
SoundFile.browseForOpenMultiple("Open", [SoundFilter]);//, PlaylistFilter]);
SoundFile.addEventListener(FileListEvent.SELECT_MULTIPLE, onFileSelect);
}
// Presents file browse (folder) dialog.
private function browseForFolder():void
{
var directory:File = File.documentsDirectory;
directory.browseForDirectory("Select Directory");
directory.addEventListener(Event.SELECT, onDirectorySelect);
}
// Accept files dragged into player.
private function onPlayerDragInto(event:Event):void
{
NativeDragManager.acceptDragDrop(this);
}
// Manages files dropped into player.
private function onPlayerDropInto(event:NativeDragEvent):void
{
// Accept only files.
if (event.clipboard.hasFormat(ClipboardFormats.FILE_LIST_FORMAT))
{
// Parse dragged contents into array of files.
var dragFiles:Array = event.clipboard.getData(ClipboardFormats.FILE_LIST_FORMAT) as Array;
// Load the files.
loadFiles(dragFiles);
}
}
/*---------- SOUND MANAGEMENT ----------*/
private function loadSound():void
{
SoundObj = new Sound();
SoundObj.load(new URLRequest(PlayList.Sounds[soundIndex]["url"]));
SoundObj.addEventListener(Event.COMPLETE, onSoundLoaded);
}
private function onSoundLoaded(event:Event):void
{
// Retrieve data for current sound from playlist.
var soundData:Object = PlayList.Sounds[soundIndex];
// Place ID3 information into the readout panel.
//txtID3.htmlText = Utility.ReadoutHTML(soundData["title"], soundData["track"], soundData["album"], soundData["artist"], soundData["year"], soundData["duration"]);
// Configure the holizontal slider to act as a playhead.
sldrPosition.maximum = soundData["duration"];
// Set the selected row in the playlist display.
dgPlaylist.selectedIndex = soundIndex;
// Start the player if the mode is correct.
if (playMode == PlayModes.LOADTOPLAY)
{
playSound();
}
else
{
playMode = PlayModes.LOADED;
}
}
// Plays the current sound.
public function playSound():void
{
// Load sound into channel.
Channel.stop();
Channel = SoundObj.play(sldrPosition.value,0,Transform);
playMode = PlayModes.PLAY;
// Start position timer.
thumbTimer.start();
// Configure UI controls.
btnPlay.visible = false;
btnPause.visible = true;
sldrPosition.enabled = true;
btnPlay.enabled = true;
btnStop.enabled = true;
setBackForwardButtons();
Channel.addEventListener(Event.SOUND_COMPLETE, onSoundComplete);
}
private function setBackForwardButtons():void
{
if (soundIndex == PlayList.Sounds.length-1 || PlayList.Sounds.length == 0)
{
btnForward.enabled = false;
}
else
{
btnForward.enabled = true;
}
if (soundIndex == 0 || PlayList.Sounds.length == 0)
{
btnBack.enabled = false;
}
else
{
btnBack.enabled = true;
}
}
// Stops the current sound.
public function stopSound():void
{
Channel.stop();
thumbTimer.stop();
sldrPosition.value = 0;
playMode = PlayModes.STOP;
//Visualizer.graphics.clear();
btnPlay.visible = true;
btnPause.visible = false;
}
// Pause a playing sound.
private function pauseSound():void
{
Channel.stop();
thumbTimer.stop();
btnPlay.visible = true;
btnPause.visible = false;
}
// Change the sound index
private function changeSoundIndex(delta:int):void
{
stopSound();
playMode = PlayModes.LOADTOPLAY;
soundIndex = soundIndex + delta;
loadSound();
}
// Change the volume and panning via the sound transform object.
private function ChangeSoundTransform():void
{
volume = Math.round(sldrVolume.value);
Channel.soundTransform = new SoundTransform(volume/100, panning);
}
// Handles event for sound completing.
private function onSoundComplete(event:Event):void
{
stopSound();
soundIndex++;
if (soundIndex < PlayList.Sounds.length)
{
playMode = PlayModes.LOADTOPLAY;
loadSound();
}
}
// Load ID3 information into local variables.
// Update the readout panel.
// Configure position slider.
private function onID3(event:Event):void
{
var sound:Sound = Sound(event.target);
ID3 = ID3Info(sound.id3);
Duration = Math.floor(sound.length);
// Load sound id3 data into the playlist.
PlayList.AddSound(ID3.songName, ID3.album, ID3.artist, ID3.track, ID3.year, ID3.genre, Duration, sound.url);
// Increment the loaded file count.
loadedFileCount++;
if (loadedFileCount == selectedFileCount * 2)
{
// Refresh the playlist so that new results will be visually displayed.
PlayList.Sounds.refresh();
// Set the count properties.
selectedFileCount = 0;
loadedFileCount = 0;
soundIndex = 0;
if (playMode == PlayModes.LOADTOPLAY) loadSound();
}
}
/*---------- VISUALIZATION ----------*/
private function UpdateVisualizer():void
{
// Instantiate a new byte array to contain spectrum data.
Spectrum = new ByteArray();
// Clear the visualizer graphics.
//Visualizer.graphics.clear();
// Dump the spectrum data into the byte array.
SoundMixer.computeSpectrum(Spectrum,false,0);
var f:Number;
var i:int;
var ave:int;
//Visualizer.graphics.lineStyle(1, VISUALIZER_COLOR,1);
//Visualizer.graphics.beginFill(VISUALIZER_COLOR, 0.75);
for (i = 0; i < 512; i=i+10)
{
f = Spectrum.readFloat();
//Visualizer.drawRoundRect(Math.floor(i*0.7) + 7, cvsReadout.height - 10, 4, -Math.abs(f) * (cvsReadout.height-10));
}
//Visualizer.graphics.endFill();
}
// Updates the position of the hslider thumb.
private function onTimerTick(event:TimerEvent):void
{
sldrPosition.value = Math.round(Channel.position);
}
// Update the wave visualizer if the sound is playing.
private function onEnterFrame(event:Event):void
{
if (playMode == PlayModes.PLAY)
{
UpdateVisualizer();
}
}
// Show application information.
private function showHowlerInfo():void
{
//cvsAbout.visible = true;
}
private function togglePlayList():void
{
}
private function onItemDoubleClick(event:Event):void
{
this.playMode = PlayModes.LOADTOPLAY;
thumbTimer.stop();
sldrPosition.value = 0;
loadSound();
}
/*---------- ERROR HANDLING ----------*/
// Handles IO errors.
private function onIOError(event:IOErrorEvent):void
{
//Alert.show("File load error: " + event.text);
}
private function startMove():void
{
stage.nativeWindow.startMove();
}
private function unloadSound():void
{
stopSound();
txtID3.text = "";
btnPlay.visible = true;
btnPause.visible = false;
btnPlay.enabled = false;
btnStop.enabled = false;
}
private function removeSound():void
{
var index:int = dgPlaylist.selectedIndex;
if (index >= 0)
{
if (index == soundIndex)
{
unloadSound();
}
PlayList.RemoveSoundAt(index);
PlayList.Sounds.refresh();
setBackForwardButtons();
}
}
private function removeAllSounds():void
{
unloadSound();
PlayList.Sounds.removeAll();
PlayList.Sounds.refresh();
setBackForwardButtons();
}
private function onKeyDown(event:KeyboardEvent):void
{
if (event.charCode.toString() == "8" || event.charCode.toString() == "127")
{
removeSound();
}
}
]]>
</fx:Script>
</s:View>
I'm new to Flex so I don't know if this is causing the problem or not, but the Howler app uses an MX:DataGrid defined like this:
<mx:DataGrid x="6"
y="7"
width="388"
height="310"
id="dgPlaylist"
keyDown="onKeyDown(event)"
dragMoveEnabled="true"
doubleClickEnabled="true"
dragEnabled="true"
dropEnabled="true"
dragComplete="onPlaylistDragDrop(event)"
itemDoubleClick="onItemDoubleClick(event)">
<mx:columns>
<mx:DataGridColumn width="168" headerText="Title" dataField="title" />
<mx:DataGridColumn width="160" headerText="Album" dataField="album"/>
<mx:DataGridColumn width="60" headerText="Duration" dataField="duration" textAlign="right" itemRenderer="components.DurationFormatter"/>
</mx:columns>
</mx:DataGrid>
It has additional columns that I'm not using. Could this be the cause?
We are going to need the error message. Generally what you are experiencing is called a null pointer exception ( just like the error said ). Which basically means you tried to access a property of an object that is null. For example, running the following code will cause the same problem
var arrayCollection:ArrayCollection;
arrayCollection.addItem( new Object() );
To fix your error, you should find the object that the error is referring to in your code and make sure it isn't null when your program executes whatever line it is complaining about, or add an if-loop in the event it is null.