ApplicationDomain.getQualifiedDefinitionNames() - apache-flex

How can i replicate ApplicationDomain.getQualifiedDefinitionNames() on Adobe Flash Player 9?
var definitions:*;
var g:String="";
var te:String="";
var arrayDto:ArrayCollection=new ArrayCollection();
if (moduloFunzione.loaderInfo.applicationDomain.hasOwnProperty("getQualifiedDefinitionNames")) {
definitions = moduloFunzione.loaderInfo.applicationDomain["getQualifiedDefinitionNames"]();
for (var i:int = 0; i < definitions.length; i++) {
g=definitions[i];
te=g.substr(g.length-3,g.length-1)
if (te=="Dto")
{
arrayDto.addItem(g);
}
}
}

Look up the flash.utils.* package
getDefinitionByName / getQualifiedClassName / getQualifiedSuperclassName
are all defined for AIR 1 / FP 9 / FL 4

Related

Paning the bubbles

is there a way of paning the bubble in the current view when there are regions which are outside the mapview?
E.g. https://dev2.gruppenunterkuenfte.de/nordrhein-westfalen__r187.html?vs=1
You can click on a bubble at the edge and you see them outside.
Using google: https://www.gruppenunterkuenfte.de/nordrhein-westfalen__r187.html?vs=1
will pan automatically in the full view ...
Regards
Chris
Might not be available out of the box, but something as follows could be done to check when opening the bubble and move the map center.
var checkBubble = function(evt) {
setTimeout(function() {
if(infoBubble && infoBubble.getState() == "open"){
var border = 50;
var objRect = infoBubble.getContentElement().parentElement.getBoundingClientRect();
var objStyleRight = Math.abs(parseInt(infoBubble.getContentElement().parentElement.style.right));
objStyleRight = objStyleRight ? objStyleRight : 0;
var mapRect = map.getElement().getBoundingClientRect();
var shiftX = 0;
var shiftY = 0;
// check, if infobubble isn't too far to up
if ((objRect.top-border) < mapRect.top) {
shiftY = (mapRect.top - (objRect.top-border));
}
// check, if infobubble isn't too far to the left
var objLeft = (objRect.left - objStyleRight);
if ((objLeft-border) < mapRect.left) {
shiftX = (mapRect.left - (objLeft-border));
} // check, if infobubble isn't too far to the right
else if ((objRect.right+border) > mapRect.right) {
shiftX = -(objRect.right - (mapRect.right-border));
}
if ((shiftX == 0) && (shiftY == 0)) {
return;
}
var currScreenCenter = map.geoToScreen(map.getCenter());
var newY = (currScreenCenter.y - shiftY);
var newX = (currScreenCenter.x - shiftX);
var newGeoCenter = map.screenToGeo(newX, newY);
map.setCenter(newGeoCenter, true);
}
}, 20);
}
map.addEventListener("mapviewchange",checkBubble);
Thanks a lot works great! I extend to the case that the bubble is outside at the bottom:
...
// check, if infobubble isn't too far to up
if ((objRect.top-border) < mapRect.top) {
shiftY = (mapRect.top - (objRect.top-border));
} else {
if ((objRect.bottom+border) > mapRect.bottom) {
shiftY = -(objRect.bottom - (mapRect.bottom-border));
}
}
...
Regards
Chris

How to normal-scale using threejs to make objects 'thicker' or 'thinner'

I'm trying to figure out how to extrude an already loaded .obj object to make it "thicker". I think I'm looking for a way to scale my object not from its anchor point but scaling it by each polygon normal.
A classic example would be to take a "ring" object. If you scale it up with just the normal scale methods it just gets bigger from the center but I want the ring to become thicker/thinner. Its called a 'normal scale' in cinema 4d.
Here's some example code of what I currently have, and which isn't giving me the expected result.
var objLoader = new THREE.OBJLoader();
var material = new THREE.MeshLambertMaterial({color:'yellow', shading:THREE.FlatShading});
objLoader.load('objects/gun/M1911.obj', function (obj) {
obj.traverse(function (child) {
if (child instanceof THREE.Mesh) {
child.geometry.computeVertexNormals();
child.material = material;
}
});
obj.material = material;
obj.scale.set(7, 7, 7);
scene.add(obj);
});
scaleGeo: function (geo, ratio) {
for (var i = 0; i < geo.faces.length; i++) {
var faceI = geo.faces[i];
var vertexArr = [faceI.a, faceI.b, faceI.c];
for (var j = 0; j < vertexArr.length; j++) {
var vertexJ = geo.vertices[vertexArr[j]];
var normalJ = faceI.vertexNormals[j];
if (vertexJ.hasScale) continue;
vertexJ.x += normalJ.x * ratio;
vertexJ.y += normalJ.y * ratio;
vertexJ.z += normalJ.z * ratio;
vertexJ.hasScale = true;
}
}
return geo;
},

Multi-dimensional Arrays in AS3

I am currently playing around with flex, I have C++ background, so I am not used to AS3.
The problem is in the main *.mxml file I have fx:script block and I try to define a multidimensional array like that:
public var Board:Array = new Array(25);
I use a function to initialize the 2d-array:
public function initBoard():void {
var i:int;
var j:int;
for (i = 0; i < 25; i++) {
Board[i] = new Array(40);
for (j = 0; i < 40; j++) {
Board[i][j] = 0;
}
}
}
This function gets called later on in the main loop to init and reset the "board" why doesn't it work. The only difference to the AS3 documentation is that it gets done in a function. Is there a scope problem?
Thanking you in anticipation,
Niklas Voss
P.S. I hope someone can tell me why it doesn't work and how to do it right...
You have i where there should be j.
for (j = 0; i < 40; j++) {
This should solve your problems.
for (j = 0; j < 40; j++) {
You don't need to define an array length in AS3 - I just use the [] operator for creating a new array. Also you used i where j was needed in the innermost for loop.
function initBoard():Array
{
var board:Array = [];
var i:int = 0;
var j:int;
for(i; i<25; i++)
{
board[i] = [];
j = 0;
for(j; j<40; j++)
{
board[i][j] = 0;
}
}
return board;
}
trace(initBoard());

How to create an object from 2 arrays?

So I hava array Links and array Params with same langth N
So what I need is to create an object where for each link from Links I will be able to see
param from Params
And than for example to be abble to call something like
for each( item in object)
if (item.param == "some value") {
// some code
} else...
How to do such thing (Code exaMple, please)
From Array: You could first build a list with elements composed of a item and a param (supposing the length is indeed the same for both lists)
var items:Array = new Array();
for(var i:uint = 0; i < links.length; i++) {
links:Array .push({link:links[i], param:params[i]});
}
You can then filter them easily:
items.forEach(checkValue);
for(var i:uint = 0; i < items.length; i++) {
if (items[i].param == "some value") {
// some code
} else{
...
}
}

How to access children of children recursively?

I have a Canvas which has many components inside it and those again, have many components inside them.
getChildren() returns only the top level children. What is the best way to retrieve all the children (children of children of children and so on).
Well, I sorta know how to do this by iterating through the children, but the code is really messy. I'd prefer to use a nice recursive function. Has anyone written this before? Or is there a Util class to do this?
private function recuse(display : DisplayObjectContainer) : void {
if(display) {
for (var i : int = 0;i < _display.numChildren;i++) {
var child : DisplayObject = display.getChildAt(i);
trace(child.name);
if(child is DisplayObjectContainer) {
recuse(DisplayObjectContainer(child));
}
}
}
}
Try something likely (note you can return the lists recursively if you want to gather all the references to the top level iteration)
function inspect(object:DisplayObject):void
{
if(object is DisplayObjectContainer)
{
var casted:DisplayObjectContainer = object as DisplayObjectContainer
trace("DisplayObjectContainer ", casted.name)
for(var depth:int = 0; depth < casted.numChildren;depth++)
{
inspect(casted.getChildAt(depth))
}
}else{
trace("DisplayObject", object.name );
}
}
inspect(this)
function theCallbackFunction(obj:DisplayObject):void
{
trace(obj.name);
}
//Visit the children first.
//Deep most objects will be visited first and so on.
//stage is visited at the end.
//Uses recursion
function depthFirst(obj:DisplayObject, func:Function):void
{
if(!(obj instanceof DisplayObjectContainer))
{
func(obj);
return;
}
var p:DisplayObjectContainer = DisplayObjectContainer(obj);
var len:Number = p.numChildren;
for(var i:Number = 0; i < len; i++)
{
var child:DisplayObject = p.getChildAt(i);
depthFirst(child, func);
}
func(obj);
}
//Visit the siblings first.
//stage is visited first, then its children, then the grand children and so on
//No recursion.
function breadthFirst(obj:DisplayObject, func:Function):void
{
var q:Array = [];
q.push(obj);
var p:DisplayObjectContainer;
var i:Number, len:Number;
while(q.length != 0)
{
var child:DisplayObject = queue.shift();
func(child);
if(!(child instanceof DisplayObjectContainer))
continue;
p = DisplayObjectContainer(child);
len = p.numChildren;
for(i = 0; i < len; i++)
q.push(p.getChildAt(i));
}
}
depthFirst(this.stage, theCallbackFunction);
breadthFirst(this.stage, theCallbackFunction);

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