I created a tile map editor for my game and it will generate a file when the user is done with the design. The file will store the assets used and other information.
this is the code on how i generate the file
var ba:ByteArray = new ByteArray();
var masterData:Object = { map:Data.instance.mapLayerArr,
asset:assetCollection,
gridrow:Data.instance.gridRow,
gridColumn: Data.instance.gridColumn,
cellWidth: Data.instance.cellWidth,
cellHeight: Data.instance.cellHeight,
assetCount: Data.instance.assetCount,
layerCount: Data.instance.layerCount,
version: Data.instance.version};
ba.writeObject(masterData);
ba.compress();
file = new FileReference();
file.save(ba, Data.instance.fileName);
problem starts when i want to embed the generated file inside my game.
this is the code in my program.
[Embed(source='../../../../res/tilemapdata/File Name', mimeType='application/octet-stream')]
public static const TileMapFile:Class;
public function TileMapLoader()
{
var byteArray:ByteArray;
byteArray = new TileMapFile();
byteArray.uncompress();
var obj:Object;
obj = byteArray.readObject();
trace(fileReference);
}
whenever i run it ends in "obj = byteArray.readObject();" and will display this error.
[Fault] exception, information=ArgumentError: Error #2173: Unable to read object in stream. The class flex.messaging.io.ArrayCollection does not implement flash.utils.IExternalizable but is aliased to an externalizable class.
You are using a strange class flex.messaging.io.ArrayCollection - try replacing all such imports with mx.collections.ArrayCollection.
Also make sure that all classes that are stored in file has [RemoteClass] metatag or they would be restored as Object instances.
A good read about the situation (adobe's official documentation): (Explicitly mapping ActionScript and Java objects)
I have experianced the same problem. General rules which help me to solve:
better to have explicitly declared metatag [RemoteClass] on your client-side actionscript classes.
collections of server-side classes (lists,arrays,etc.) easier to handle when represented client-side flash by mx.collections.ArrayCollection.
at some point you may need to explicitly declare client-side Flash class with the server-side class relationship by coding before any deserialization occures flash.net.registerClassAlias("net.acme.serverside.Foo", clientside.Foo ); otherwise your objects goes untyped as generic flash.Object after deserialization.
Check, that your ArrayCollection alias registered by this way:
import mx.collections.ArrayCollection;
...
registerClassAlias("flex.messaging.io.ArrayCollection", ArrayCollection);
instead of:
import mx.collections.ArrayCollection;
...
registerClassAlias("mx.collections.ArrayCollection", ArrayCollection);
There explanation:
http://livedocs.adobe.com/blazeds/1/javadoc/flex/messaging/io/ArrayCollection.html
Related
When I try to run the following mxml file using Flexbuilder, I get the error message
1046: Type was not found or was not a compile-time constant: AlertDataObject.
This code is from the main.mxml file
<?xml version="1.0" encoding="utf-8"?>
<mx:Application xmlns:mx="http://www.adobe.com/2006/mxml"
layout="vertical"
horizontalAlign="center"
verticalAlign="middle"
xmlns:components="components.*"
xmlns:ConferenceRequestForm="components.core.ConferenceRequestForm.*"
xmlns:ConferenceHomeScreen="components.core.ConferenceHomeScreen.*"
xmlns:ConferenceLoginForm="components.core.ConferenceLoginForm.*"
xmlns:debug="components.debug.*"
xmlns:RandomUserMaker="components.debug.RandomUserMaker.*"
xmlns:RandomConferenceMaker="components.debug.RandomConferenceMaker.*"
initialize="initializeApplication();"
creationComplete="openConferenceHomeScreen();">
<mx:Script>
<![CDATA[
import flash.events.MouseEvent;
public function debugButtonHandler(event:MouseEvent):void{
userCredentials.logIn('admin', 'admin', "John", "Admin", 7, 99,0)
openReportsForm();
}
]]>
</mx:Script>
<mx:Button label="Debug Button" id="debugButton_btn" click="debugButtonHandler(event);" enabled="true" visible="false"/>
<RandomConferenceMaker:RandomConferenceMaker id="rcm" visible="false"/>
<RandomUserMaker:RandomUserMaker id="rum" visible="false"/>
<mx:Script source="../classes/ConferenceApp_action.as"/>
</mx:Application>
This is the top of the ConferenceApp_action.as file, which contains most of the application logic, including the Import to the class that is defining the class that is failing AlertDataObject.
//Built-In Classes
import mx.managers.PopUpManager;
//events
import mx.events.CloseEvent;
//custom events
import classes.AlertDataObject;
This is the line in the ConferenceApp_action.as file that is creating the error.
private function showChoiceWindow(data:AlertDataObject):void{
.
.
.
}
This is the AlertDataObject class.
package classes
{
public class AlertDataObject
{
/****************
Constants
****************/
static public var TITLE_ALERT:String = "Alert";
static public var TITLE_CONFIRM:String = "Please Confirm";
static public var TITLE_DEBUG:String = "Debug";
static public var TITLE_SUCCESS:String = "Success";
static public var TITLE_FAILURE:String = "Failure";
static public var TITLE_ERROR:String = "Error";
/****************
Properties
****************/
private var __title:String;
private var __text:String;
.
.
/****************
Getters / Setters
****************/
public function get title():String{
return __title;
}
.
.
.
/****************
Constructor
****************/
public function AlertDataObject($text:String, $title:String="Alert", $yesFunction:Function=null, $yesFunctionArguments:Object=null, $noFunction:Function=null, $noFunctionArguments:Object=null, $dataProvider:Object=null, $icon:Class=null){
//store basic props
__title = $title;
__text = $text;
//store confirm props
__yesFunction = $yesFunction;
__yesFunctionArguments = $yesFunctionArguments;
__noFunction = $noFunction;
__noFunctionArguments = $noFunctionArguments;
//store dataProvider object
__dataProvider = $dataProvider;
//store misc. props
__icon = $icon;
}
}
}
Why does Flex not see the AlertDataObject class properly?
I'm guessing from the way you import the ConferenceApp_action.as file that the classes directory which contains the AlertDataObject class is stored in the root directory of your project. If this is the case, try moving the classes folder to the src directory in which the main.mxml file was created. By default this is the main source folder for projects setup using Flex Builder and the place the compiler looks for custom classes.
Note that you can change the default source folder or specify an additional source folder under the flex build path options in the project properties dialogue, but in your case I don't think you need to do either of these.
I would be willing to bet that you have a syntax error either in your ConferenceApp_Action.as file or in your main.mxml file that is preventing things from completely compiling. Essentially what you're doing is an "include" rather than using a proper Class, and you don't get very good error messages when you do this. Possibly because the Flex team forgot that they left the door open for people to do this (which isn't a great practice).
IMO, you're lucky you got any kind of compile errors at all. I once inherited a project that used these types of includes where the developer forgot to add some of the files into version control. I didn't get error message one--it simply silently failed to compile.
My advice is use at least decent OOP of the type the Flex team had in mind (in other words proper Class files), and get the full weight of the compiler helping you. Failing that, try moving your script tag that points to your .as file above the other script tag. Or even making sure that all of your import statements are in the same script block.
FWIW, I believe there are some variables starting with "$" in the bowels of the Flex Framework, and the meaning of this prefix is "these are the original variables/methods defined by the Flash Player which we are pushing to the background and overwriting with our own version." I don't think that's your intent, looking at your code but if it is there is nothing wrong with leaving your variables named that way.
Nowhere in the code you've provided are you actually instantiating the AlertDataObject class. Because of that, the compiler doesn't compile it, and you don't see it at runtime. Another thing that may cause problems is using PHP coding conventions when working with actionscript. I don't think I've ever tried to start my variable names with a '$', but at the very least it goes against all good actionscript practices, and at the most, it might cause the strange runtime issues you're experiencing.
I've got an object declared and instantiated in my Flex application's singular MXML file:
public var CDN:CDNClass = new CDNClass;
I would like to access this same CDN object (and its public methods and properties) in another class declared in a separate .as file as such:
package my.vp
{
import my.media.CDNClass;
public class SyncConnectorManager
{
private function syncMessageReceived(p_evt:SyncSwfEvent):void
{
switch (p_evt.data.msgNm)
{
case "startStream" :
// Play a stream
CDN.parsePlayList(p_evt.data.msgVal);
break;
But when I try to access the public method parsePlayList in the CDN object in a method in the class defined in the .as file, I get the following error:
Access of undefined property CDN
The reason I want to do this is to break up the logic of my application into multiple AS files and have minimal MXML files, probably only one.
Thanks - any help is much appreciated. Perhaps my OOD/OOP thinking is not correct here?
IT depends on your class architecture. For your code to work, the CDNClass instance must be defined and implemented inside your SyncConnectorManager.
Generally, you can always call down into components, but should never call up
One option is to pass the instance ofCDNClass to a variable inside SyncConnectorManager. Add this variable to your SyncConnectionManager class:
public var CDN:CDNClass = new CDNClass;
And at some point do this:
syncConnectorManagerInstance.CDN = CDN;
That way both classes will have access to the same CDN instance and can call methods on it.
Yes, your OOP thinking is not correct here. You should take in mind differences between classes and instances. This line declares a filed in a current class and initiates it with an instance:
public var CDN:CDNClass = new CDNClass;
So current instance of your MXML class (you can think about it as usual AS class with some other notation) has public field. To operate with CDN instance you need something from the following:
Read the value of CDN (as far as it is public) from the instance of your MXML class. You need some reference to it for that.
The instance of your MXML class can have a reference to the instance of SyncConnectorManager and SyncConnectorManager should have a way to inject the value of CDN there. Something like:
Your class:
package my.vp
{
import my.media.CDNClass;
public class SyncConnectorManager
{
private var CDN:CDNClass;
public function SyncConnectorManager(CDN:CDNClass)
{
this.CDN = CDN;
}
private function syncMessageReceived(p_evt:SyncSwfEvent):void
{
switch (p_evt.data.msgNm)
{
case "startStream" :
// Play a stream
CDN.parsePlayList(p_evt.data.msgVal);
break;
In your case SyncConnectorManager class hasn't CDN declared (the problem of the compiler error you mentioned) and instantiated (the problem of NPE even if you just declare field).
As the bottom line I can suggest you to follow ActionScript naming and coding conventions to talk other people and team members about your code :)
How would you go about calling the public properties and methods of a SWF you load in actionscript?
I have been using stackoverflow for years to answer my programming questions so I wanted to give back by writing a guide to an issue I had a lot of trouble figuring out. This is my first user guide so tell me if there is anything I can do to improve it.
One of the more powerful features of the flash engine is the ability to load flash programs within flash programs, through the use of the Loader class. Unfortunately communication with the loaded program is limited. While you can establish a LocalConnection object there is a limit to the traffic it can safely support.
A simple solution is to load the SWF file within your main program’s security domain. This has the benefit of exposing the public methods and properties of the loaded SWF to the loader and vice versa.
First extend the Loader class this class will be used to interact with the loaded file.
public class ParentChildLoader extends Loader
Next we must store the SWF file as a ByteArray. The variable path is a file path on the system. You could use a URLStream object instead of a FileStream for a http url.
var swfBytes:ByteArray = new ByteArray();
var file:File = new File(path);
if (file.exists)
{
var loadStream:FileStream = new FileStream();
loadStream.open(file, FileMode.READ);
loadStream.readBytes(swfBytes);
loadStream.close();
}
Now that we have the SWF stored as a ByteArray, we load the SWF into our security domain and listen for the complete event.
var context:LoaderContext = new LoaderContext();
context.allowLoadBytesCodeExecution = true;
addEventListener(Event.COMPLETE, onSwfLoad);
loadBytes(swfBytes, context);
If you want to access the loaded SWF’s properties from the loader use the content property.
Object(this.content).foo(bar);
Object(this.content).a = b;
If you want to access the loader’s public properties from the SWF use the parent property.
Object(this.parent).foo(bar);
Object(this.parent).a = b;
This has many practical applications from allowing re-usability of common functions to taking some of the programming load off your creative team. A note of caution; the loaded SWF exists within your main program’s security domain so it is key that you only load files which you trust with this method.
A cleaner way would be to use interfaces. Here's an example. Consists of two projects. Project 1 (PluginLoader) is your base app. Part of this project includes an AS3 Interface:
/* IPlugin.as */
package
{
public interface IPlugin
{
function getID():String;
function doStuff():void;
}
}
Then, your loaded swf in a second project (TestPlugin) implements the interface:
package
{
import flash.display.Sprite;
public class TestPlugin extends Sprite implements IPlugin
{
private const _ID:String = "TestPlugin";
public function getID():String {
return _ID;
}
public function doStuff():void {
trace('Test plugin: Doing Stuff');
}
}
}
The interface would be included in that project via source files or swc.
Then to load it (back in PluginLoader project):
public class PluginLoader extends Sprite
{
public function PluginLoader()
{
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, completeHandler);
loader.load(new URLRequest('plugins/TestPlugin.swf'));
}
private function completeHandler(e:Event):void {
var plugin:IPlugin = e.target.content as IPlugin;
trace(plugin.getID());
plugin.doStuff();
}
}
}
I would have to disagree with you on your approach. It is 'hackish' in my opinion. There is a reason why you have limited communication with loaded swfs, and that is because you don't know what they do and how they're suppose to be managed.
If you want to talk architecturally, this is a very bad way of trying to access information. The main application should not have to access properties within the loaded swf. If you're building a large scale application and the loaded swf (a module maybe?) needs information that the main app has, you should look into an application framework like Parsley which does dependency injection to give the data your loaded swf needs. It is a much cleaner approach and is architecturally sound.
Note: This is an Actionscript project, not a Flex project.
I have class A defined in an RSL (technically, it's an art asset that I made in the Flash IDE and exported for actionscript. The entire .FLA was then exported as a SWC/SWF).
I my main project I have class B, which inherits from class A. The project compiles fine, with no errors.
However, when when the project runs and I try to create an instance of Class B, I get a verify error. Creating an instance of Class A works just fine, however:
import com.foo.graphics.A; // defined in art.swf / art.swc
import com.foo.graphics.B; // defined locally, inherits from A
...
<load art.SWF at runtime>
...
var foo:A = new A(); // works fine
var bar:B = new B(); // ERROR!
// VerifyError: Error #1014: Class com.foo.graphics::A could not be found.
For reference, here is how I'm loading the RSL:
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onArtLoaded);
var request:URLRequest = new URLRequest("art.swf");
var context:LoaderContext = new LoaderContext();
context.applicationDomain = ApplicationDomain.currentDomain;
loader.load(request, context);
Class B is defined as follows:
import com.foo.graphics.A;
class B extends A {}
I don't think this is a bug. It's more a linkage problem.
The verifier error doesn't happen when you try to create an instance of B. It happens as soon as your main swf is loaded and verified by the player. This is an important distinction. To see what I mean, change this code:
var bar:B = new B();
to
var bar:B;
You'll still get the error.
I don't know how you are builing the swf, but from the error it seems evident that the A class (B's parent) is being excluded from the swf. I can reproduce this using this mxmlc switch:
-compiler.external-library-path "lib.swc"
However, changing it to:
-compiler.library-path "lib.swc"
The problem goes. Obviously, this kind of defeats the purpose of loading the assets at runtime, since these assets are already compiled into your main.swf (in fact, it's worse, because by doing that you've just increased the global download size of your app).
So, if you set your art lib as external, the compiler can do type checking, you'll get auto-complete in your IDE, etc. Your B class still depends on A being defined, though. So, at runtime, A has to be defined whenever B is first referenced in your code. Otherwise, the verifier will find an inconsitency and blow up.
In the Flash IDE, when you link a symbol, there's a "export in first frame" option. This is how your code is exported by default, but it also means it's possible to defer when the definition of a class is first referenced by the player. Flex uses this for preloading. It only loads a tiny bit of the swf, enough to show a preloader animation while the rest of the code (which is not "exported in first frame") and assets are loaded. Doing this by hand seems a bit cumbersome, to say the least.
In theory, using RSL should help here if I recall correctly how RSL works (the idea being the a RSL should be loaded by the player transparently). In my experience, RSL is a royal pain and not worth the hassle (just to name a few annoying "features": you have to hard-code urls, it's rather hard to invalidate caches when necessary, etc. Maybe some of the RSL problems have gone and the thing works reasonably now, but I can tell you I've been working with Flash since Flash 6 and over the years, from time to time I'd entertain the idea of using RSL (because the idea itself makes a lot of sense, implementation aside), only to abandon it after finding one problem after the other.
An option to avoid this problem (without using RSL at all) could be having a shell.swf that loads the art.swf and once it's loaded, loads your current code. Since by the time your code.swf is loaded, art.swf has been already loaded, the verifier will find com.foo.graphics.A (in art.swf) when it checks com.foo.graphics.B (in code.swf).
public function Shell()
{
loadSwf("art.swf",onArtLoaded);
}
private function loadSwf(swf:String,handler:Function):void {
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, handler);
var request:URLRequest = new URLRequest(swf);
var context:LoaderContext = new LoaderContext();
context.applicationDomain = ApplicationDomain.currentDomain;
loader.load(request, context);
}
private function onArtLoaded(e:Event):void {
loadSwf("code.swf",onCodeLoaded);
}
private function onCodeLoaded(e:Event):void {
var li:LoaderInfo = e.target as LoaderInfo;
addChild(li.content);
}
In your current main class, add this code:
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
Move your constructor logic (if any) to the init method, and it should work fine.
But what I don't like about this approach is that you have to create another project for the shell.
What I do, generally, is have a class that proxies the graphic asset.
private var _symbol:MovieClip;
public function B() {
var symbolDef:Class = ApplicationDomain.currentDomain.getDefinition("com.foo.graphics.A") as Class;
_symbol= new symbolDef();
addChild(_symbol);
}
Since com.foo.graphics.A is just a graphical asset, you don't really need to proxy other stuff. What I mean is, if you want to change x, y, width, etc, etc, you can just change these values in the proxy and the result is in practice the same. If in some case that's not true, you can add a getter / setter that actually acts upon the proxied object (com.foo.graphics.A).
You could abstract this into a base class:
public class MovieClipProxy extends MovieClip {
private var _symbol:MovieClip;
public function MovieClipProxy(linkagetName:String) {
var symbolDef:Class = ApplicationDomain.currentDomain.getDefinition(linkagetName) as Class;
_symbol = new symbolDef();
addChild(_symbol);
}
// You don't actually need these two setters, but just to give you the idea...
public function set x(v:Number):void {
_symbol.x = v;
}
public function get x():Number {
return _symbol.x;
}
}
public class B extends MovieClipProxy {
public function B() {
super("com.foo.graphics.A");
}
}
Also, injecting the app domain as a dependency (and moving the instantiation mechanism to other utility class) could be useful for some projects, but the above code is fine in most situations.
Now, the only problem with this approach is that the linkage name in the constructor of B is not checked by the compiler, but since it's only in one place, I think it's manageable. And, of course, you should make sure your assets library is loaded before you try to instantiate a class that depends on it or it will trhow an expection. But other than that, this has worked fairly well for me.
PS
I've just realized that in your current scenario this could actually be a simpler solution:
public class B extends MovieClip {
private var _symbol:MovieClip;
public function B() {
_symbol = new A();
addChild(_symbol);
}
}
Or just:
public class B extends MovieClip {
public function B() {
addChild(new A());
}
}
The same proxy idea, but you don't need to worry about instantiating the object from a string using the application domain.
If I have rolled my own RSL, and I want to use it in my pure as3 apps, is there documentation or an example of how to do this?
Or do I need to traverse the flex source code to figure out what adobe's engineers have done?
This is a very tricky one, with lots to go into I'm afraid. Some pointers:
To get a class from an externally loaded SWF use the getDefinition method on an application domain e.g.
public function loadHandler(evt:Event):void
{
var loaderInfo:LoaderInfo = evt.target as LoaderInfo;
var clazz:Class = loaderInfo.applicationDomain.getDefinition("your.external.class");
}
This will give you the class definition if you know the name of the class you want.
To 'join' class domains into each other (so applications can compile against a swc, but not include the classes and load them externally) you need to specify a loaderContext of the same security domain.
var loader:Loader = new Loader();
var context:LoaderContext = new LoaderContext();
context.applicationDomain = ApplicationDomain.currentDomain;
loader.load(new URLRequest("library.swf"), context);
The third pointer I can give you is the compiler option "-external-library-path", use this to specify a list of swc's to compile time check against, but not include (resulting in a lower filesize).
mxmlc -source-path="dir/src" -external-library-path="dir/lib/framework.swc" --main.swf
Sorry I couldn't elaborate more, it's a very expansive topic, hope this gets you started....