di Actionscript 3.0, con lo scopo di semplificare la manipolazione di Array lineari usati come matrice n x m . MatrixArray is an extension of the class Array of Actionscript 3.0, with the aim to simplify the manipulation of Array used as a linear n x m matrix. This class is part of the library Undolibrary (in the package undolibrary.utils.MatrixArray ) that you can freely download function via any Google code SVN client (Subversion) to:
svn checkout http://undolibrary.googlecode.com/svn/trunk/
Alternatively you can download the single file MatrixArray.as . An example of the use of linear matrix was given in Actionscript 3.0 for beginners: lesson # 2 where we saw one of his simple use in the production of the classic Tic Tac Toe game. ), proprio come una scacchiera. An array of this type is comparable to a rectangular area ( w x h ), just like a chessboard. With this class you can treat an array of this type just like a grid with its x and y coordinates. The MatrixArray I've used, for example, in the development of all the logic editor Emotions Icons for Skype: Skypemote .
Category 'Actionscript 3.0'
Undolibrary MatrixArray: an extension of the Array class
ActionScript 3.0: did you know that ...
Some curiosities of Actionscript 3.0 is not always known ...
trace ()
The instruction trace() , used for debugging, now supports multiple parameters:
1 | a , b , c ) ; trace (a, b, c); |
Actionscript 3.0 for beginners: lesson # 2
As promised here is the second lesson in ActionScript 3.0! Today we start the analysis of a simple project that reproduces the play or the Tic Tac Toe Tic Tac Toe. I tried to include some special features in this example, ActionScript 3.0, trying to give space to the understanding and not on style. It follows that if I had to write the "game" really, I probably would have structured very differently, but in this case I tried to mediate between a classical program with a compact, hermetic more understandable for newbies.
Simple Flash Project Generator 0.5: a Flash AIR application
In Actionscript 3.0 for beginners: lesson # 1 we have seen the necessary steps for creating a project in Flash CS3. So I got the idea to automate, to some extent, this process due to the features of Adobe AIR .
Actionscript 3.0 for beginners: lesson # 1
Premise
Actionscript 3.0 can be a good starting point to become familiar, those unfamiliar with C programming and / or C + +, orioentata programming (OOP). In addition, this series of lessons will be useful to those coming from other rooms or from earlier versions of Flash.
Set a project
In this first lesson we will see how to set up a project Flash CS3 generic. It is good to use when the projects are expected to have to deal with at least more than one file. The use of the project was introduced - by Macromedia - already in versions prior to CS3, so it should be a subject known to developers Actionscript 2.0.
However with Actionscript 3.0 - as we shall see - it is possible to create a Actionscript (. Pbuh) to the document-root movie ours. Fla so to speak. This feature is very useful and also makes a project minimum of at least two files: the. Fla. As associated. For this reason, you will "always" from a project, so right now organizing the various files (. Fla,. As, ...) that will be part of our "package" of development.
Also, once you learn the dimesticazza with the philosophy to objects, instrinseca in this type of language, end up with many files will be normal, even for simple projects substantially.
Flash Text Replacement Techniques
The Text Replacement technique that I present today is in some respects, very interesting. Unlike the classical image using CSS to replace operation , this technique uses a Flash movie to overwrite the titles of our site. Despite being a little more complex, requiring the creation of a Flash movie and the use of JavaScript, produces a number of considerable advantages:
- Keeps the 'accessibility to the site using a True-Unobtrusive Javascript- so that crawlers and spiders continue to see the page as simple and correct HTML
- It does not require the creation of n by n image titles. Only one movie to replace all the titles of our site, with a considerable saving in terms of the Download
- Also allows you to create simple titles but not normally used fonts on the Web
- Text can be rendered in HTML, thanks to the features of Flash
- The text is selectable
- As you can insert a Flash movie and interactive animations of any kind
You will note, also, that in this procedure are practically no CSS considered!
PicLens 2.0 in Flash with Papervision3D: Part II
This time (see PicLens in Flash with Papervision3D 2.0 ) public code ( PicLens.as ), I had to revise some parts of code, align it with the latest release of Papervision3D 2.0 Great White and I made some adjustments and additions.
Create a preloader in Actionscript 3.0 Generic

It may seem a predictable and already exhausted, but with Flash CS3 and the new management of document classes (package) permitted in Actionscript 3.0, is not fully functional immediately create a preloader. The latest release of Flash, in fact, manages to load the movie in a different way from previous versions. On the net you can find different proposals and solutions to create a preloader "old school". However, several examples I found did not satisfy me fully as they require to alter the movie so that it works like a classic preloaders. In practice, when you develop must always remember "this thing I have to do so otherwise the preload does not work"! And for movies already filled in, then?
Loader
The solution I have adopted, at least for now, was to make a movie outside (my loader - see example ) able to load any movie outside, including a picture! This solution, although it requires basically two movies (the loader and the FILAME true), it becomes economical only if you can create a loader that can be used over and over again, that is able to upload any movie, any resolution and any frame rate.
Reflex and ReflexMe: from base class to class
In the post Flash CS3: Create a reflex effect on any MovieClip we saw how you can write a class that extends MovieClip, to connect it to DesignTime to any MovieClip in the library. I discovered, however, that may be more useful and economical path to the contrary. I created a class Reflex ( Reflex.as ), with the intention of using it exclusively by code. I created this class thinking of moving the pointer in the constructor to a MovieClip. , ma leggermente modificato in modo da poter funzionare espressamente da codice: The new class Reflex contains essentially the same code inserted in the first ReflexMe , but slightly modified so as to work specifically by code:
1 2 3 4 | / / sfx .*; undolibrary imports. .* sfx; / / Reflex = new Reflex ( movieClipInstance ) ; var rx: = new Reflex Reflex (movieClipInstance); |
3D Countdown with FIVe3D
I wrote a class CountDown for Actionscript 3.0. To test it I created an example using the text-rendering capabilities FIVe3D .








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