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Left Side Of Assignment Operator Must Be Variable Or Property


I have a an actionscipt like this in a flash template


PHP Code:




var _loc1 = new Array();
    _loc1 = _loc1.concat([1 - 6.914000E-001 * arg / 100, --6.094000E-001 * arg / 100, --8.200000E-002 * arg / 100, 0, 0]);
    _loc1 = _loc1.concat([--3.086000E-001 * arg / 100, 1 - 3.906000E-001 * arg / 100, --8.200000E-002 * arg / 100, 0, 0]);
    _loc1 = _loc1.concat([--3.086000E-001 * arg / 100, --6.094000E-001 * arg / 100, 1 - 9.180000E-001 * arg / 100, 0, 0]);
    _loc1 = _loc1.concat([0, 0, 0, 1, 0]);







the problems lay between line 2 to 7. Could you tell me what s wrong it. I am an ignorant newbie in flash.
Thanks in advance




FlashKit > Flash Help > Flash MX
Posted on: 10-05-2008, 12:05 PM


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Left Side Of Assignment Operator Must Be Variable Or Property.
ERROR MESSAGE:
Left side of assignment operator must be variable or property.

THE CODE below produces THE ERRORS (also below).

Any ideas how to rectify, please?

THE CODE:

counter = 1;
eval (("picslot" + counter) + ".picnumber") = eval ("_level0.picnumber" + counter);
eval (("picslot" + counter) + ".picdescription") = eval ("_level0.picdescription" + counter);
ycounter = -125;
counter = counter + 1;
if (counter < _level0.piccounter) {
do {
duplicateMovieClip ("picslot1", "picslot" + counter, counter);
setProperty("picslot" + counter, _y , ycounter);
eval (("picslot" + counter) + ".picnumber") = eval ("_level0.picnumber" + counter);
eval (("picslot" + counter) + ".picdescription") = eval ("_level0.picdescription" + counter);
ycounter = ycounter + 80;
counter = counter + 1;
} while (counter < _level0.piccounter);
}
_root.picturelist.refreshPane();


PRODUCES THE ERRORS:

Symbol=Symbol 12clip, Layer=Layer 3, Frame=5: Line 2: Left side of assignment operator must be variable or property.
eval (("picslot" + counter) + ".picnumber") = eval ("_level0.picnumber" + counter);

Symbol=Symbol 12clip, Layer=Layer 3, Frame=5: Line 3: Left side of assignment operator must be variable or property.
eval (("picslot" + counter) + ".picdescription") = eval ("_level0.picdescription" + counter);

Symbol=Symbol 12clip, Layer=Layer 3, Frame=5: Line 10: Left side of assignment operator must be variable or property.
eval (("picslot" + counter) + ".picnumber") = eval ("_level0.picnumber" + counter);

Symbol=Symbol 12clip, Layer=Layer 3, Frame=5: Line 11: Left side of assignment operator must be variable or property.
eval (("picslot" + counter) + ".picdescription") = eval ("_level0.picdescription" + counter);

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Left Side Of Assignment Operator Must Be Variable Or Property.
How to avoid this message "Left side of assignment operator must be variable or property."
I want write something like this

box1 = "door";
box2 = "wall";
box3 = "sky";
ball1 = "green";
ball2 = "blue";
ball3 = "red";
a = 1;
b = 2;
"box"+a = "ball"+b
if(door == blue){
//something
}

Please help

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Left Side Of Assignment Operator Must Be Variable Or Property.
ERROR MESSAGE:
Left side of assignment operator must be variable or property.
THE CODE below produces THE ERRORS (also below).
Any ideas how to rectify, please?
THE CODE:
counter = 1;
eval (("picslot" + counter) + ".picnumber") = eval ("_level0.picnumber" + counter);
eval (("picslot" + counter) + ".picdescription") = eval ("_level0.picdescription" + counter);
ycounter = -125;
counter = counter + 1;
if (counter < _level0.piccounter) {
do {
duplicateMovieClip ("picslot1", "picslot" + counter, counter);
setProperty("picslot" + counter, _y , ycounter);
eval (("picslot" + counter) + ".picnumber") = eval ("_level0.picnumber" + counter);
eval (("picslot" + counter) + ".picdescription") = eval ("_level0.picdescription" + counter);
ycounter = ycounter + 80;
counter = counter + 1;
} while (counter < _level0.piccounter);
}
_root.picturelist.refreshPane();

PRODUCES THE ERRORS:
Symbol=Symbol 12clip, Layer=Layer 3, Frame=5: Line 2: Left side of assignment operator must be variable or property.
eval (("picslot" + counter) + ".picnumber") = eval ("_level0.picnumber" + counter);
Symbol=Symbol 12clip, Layer=Layer 3, Frame=5: Line 3: Left side of assignment operator must be variable or property.
eval (("picslot" + counter) + ".picdescription") = eval ("_level0.picdescription" + counter);
Symbol=Symbol 12clip, Layer=Layer 3, Frame=5: Line 10: Left side of assignment operator must be variable or property.
eval (("picslot" + counter) + ".picnumber") = eval ("_level0.picnumber" + counter);
Symbol=Symbol 12clip, Layer=Layer 3, Frame=5: Line 11: Left side of assignment operator must be variable or property.
eval (("picslot" + counter) + ".picdescription") = eval ("_level0.picdescription" + counter);

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Left Side Of Assignment Operator Must Be Variable Or Property. Error Again
Error Text:

**Error** Scene=Scene 1, layer=Action Layer, frame=1:Line 127: Left side of assignment operator must be variable or property.
return(-c * (Math.sqrt(1 - t = t / d * t) - 1) + b);

What is wrong with this code? Thanks B

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Left Side Of Assignment Operator Must Be Variable Or Property Error
Hi

I have made a little countdown application from a tutorial off this site.
What i am trying to do is to make it so that when the countdown gets to 0 the movie jumps to frame three and a little movie then starts to say you have reached the countdown, As you can see by the code below i have tried a couple of things but keep getting an error of:-

code:
**Error** Scene=Scene 1, layer=actions, frame=1:Line 14: Left side of assignment operator must be variable or property.
if(length(hours2) = "0" & length(minutes2) = "0" & length(seconds2) = "0"){

Total ActionScript Errors: 1 Reported Errors: 1


And im totally confused now so any ideas would be greatful.

code:
myDate = new Date();
seconds = myDate.getSeconds();
minutes = myDate.getMinutes();
hours = myDate.getHours();
seconds2 = 59-seconds;
minutes2 = 59-minutes;
hours2 = 8759-hours;
if (length(minutes2) == 1) {
minutes2 = "0" + minutes2;
}
if (length(seconds2) == 1) {
seconds2 = "0" + seconds2;
}
if(length(hours2) = "0" & length(minutes2) = "0" & length(seconds2) = "0"){
//goto frame three wants to go here
}
else {
newyear2006 = (hours2+" Hours : "+minutes2+" Minutes : "+seconds2);
newyear20061 = ("Seconds left until 2006");
}



Thank you very much

Nook6

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How Do I Use Enable? Left Side Of Assignment Operator Must Be Variable Or Property.
**Error** Scene=Scene 1, layer=action, frame=1:Line 160:
newStartup.large-white-button.enabled = false;

Total ActionScript Errors: 1 Reported Errors: 1



Code:
newStartup.large-white-button.enabled = false;
Glen Charles Rowell

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ERROR - Left Side Of Assignment Operator Must Be Variable Or Property
Im trying to use this for a tabbing form:

on (keypress "<Tab>") {
if (Selection.getFocus() == "_root.main_forms_stories.initials") {
Selection.setFocus("_root.main_forms_stories.name" );
} else if (Selection.getFocus() = "_root.main_forms_stories.initials") {
}
}

but im getting this error:

**Error** Symbol=stories, layer=Layer 7, frame=1:Line 4: Left side of assignment operator must be variable or property.
} else if (Selection.getFocus() = "_root.main_forms_stories.initials") {

Total ActionScript Errors: 1 Reported Errors: 1

what am i missing

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Syntax Error - "Left Side Of Assignment Operator Must Be Variable Or Property"
What the...

I just updated from Flash 5 to Flash 6 and I go to publish a swf (that I've done heaps of times before) and it comes up with the following syntax error in the Output box:

Scene=Scene 1, Layer=Scrolling Bar, Frame=22: Line 4: Left side of assignment operator must be variable or property.
if (xmousepos1>xmousepos2 && ymousepos1>-76 && ymousepos1<--45) {

Scene=Scene 1, Layer=Scrolling Bar, Frame=22: Line 7: Left side of assignment operator must be variable or property.
if (xmousepos1<xmousepos2 && ymousepos1>-76 && ymousepos1<--45) {

Scene=Scene 1, Layer=Scrolling Bar, Frame=22: Line 10: Left side of assignment operator must be variable or property.
if (ymousepos1<-76 || ymousepos1>--45) {


Now, what on earth is wrong with "if (xmousepos1>xmousepos2 && ymousepos1>-76 && ymousepos1<--45) {" etc etc ????????

If somebody could let me know, then that would be great!

Thanks heaps.

Blastbum

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Syntax Error - "Left Side Of Assignment Operator Must Be Variable Or Property"
What the...

I just updated from Flash 5 to Flash 6 and I go to publish a swf (that I've done heaps of times before) and it comes up with the following syntax error in the Output box:

Scene=Scene 1, Layer=Scrolling Bar, Frame=22: Line 4: Left side of assignment operator must be variable or property.
if (xmousepos1>xmousepos2 && ymousepos1>-76 && ymousepos1<--45) {

Scene=Scene 1, Layer=Scrolling Bar, Frame=22: Line 7: Left side of assignment operator must be variable or property.
if (xmousepos1<xmousepos2 && ymousepos1>-76 && ymousepos1<--45) {

Scene=Scene 1, Layer=Scrolling Bar, Frame=22: Line 10: Left side of assignment operator must be variable or property.
if (ymousepos1<-76 || ymousepos1>--45) {


Now, what on earth is wrong with the above????????

If somebody could let me know, then that would be great!

Thanks heaps.

Blastbum

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Syntax Error - "Left Side Of Assignment Operator Must Be Variable Or Property"
What the...

I just updated from Flash 5 to Flash 6 and I go to publish a swf (that I've done heaps of times before) and it comes up with the following syntax error in the Output box:

Scene=Scene 1, Layer=Scrolling Bar, Frame=22: Line 4: Left side of assignment operator must be variable or property.
if (xmousepos1>xmousepos2 && ymousepos1>-76 && ymousepos1<--45) {

Scene=Scene 1, Layer=Scrolling Bar, Frame=22: Line 7: Left side of assignment operator must be variable or property.
if (xmousepos1<xmousepos2 && ymousepos1>-76 && ymousepos1<--45) {

Scene=Scene 1, Layer=Scrolling Bar, Frame=22: Line 10: Left side of assignment operator must be variable or property.
if (ymousepos1<-76 || ymousepos1>--45) {


Now, what on earth is wrong with the above????????

If somebody could let me know, then that would be great!

Thanks heaps.

Blastbum

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Help The N00b: "Left Side Of Assignment Operator Must Be Variable Or Property" Error
Okay, I'm trying to teach myself actionscript by playing around with some files that were created back in the hallowed days of Flash 5. The file in particular is a goofy "toy" that plays a mc wherever you click your mouse, over and over again, until the entire scene is filled with instances of the mc. A button allows you to remove each mc one by one until the screen is clear again.

Unfortunately, MX doesn't let you use the eval function on the left hand side anymore. I've searched the web for a fix, but the ones I've tried don't work (either you're limited to one mc at a time or the clip abruptly stops and closes). Anyone want to help this noob understand what he's doing wrong?

Here's the flash 5 actionscript that launches the mc "box":


ActionScript Code:
on (press)
{
    n = n + 1;
    bn = "box" + n;
    duplicateMovieClip("box", bn, n + 16384.000000);
    setProperty(bn, _x, cursorpos_x);
    setProperty(bn, _y, cursorpos_y);
    eval(bn + ":n") = n;
}


Here's the flash 5 actionscript for the "clear" button:


ActionScript Code:
on (press)
{
    if (n > 0)
    {
        bn = "box" + n;
        removeMovieClip(bn);
        n = n - 1;
    }
}

I tried using advice from this forum to fix the problem, but I must be an idiot because I couldn't get it to work.

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[fmx Pro] Left Side Of Assignment Operator Must Be Variable Error Problem
I'm somewhat new and trying to learn actionscript. I'm getting and error that has me puzzled.

**Error** Scene=Scene 1, layer=actions, frame=1:Line 2: Left side of assignment operator must be variable or property.
bg-mb_mc._alpha=50;

I have a timeline with 3 jpgs on it that have been converted into symbols.

bg-gooto_mc is an instance of bg-gooto
bg-mb_mc is an instance of bg-mb
bg-lace_mc is an instance of bg-lace

When I try ... bg-mb_mc._alpha=50; I get the error.
using setproperty ("_level0.bg-mb_mc", _alpha, 45); works ok.

It would be greatly appreciated if someone would please explain the problem.

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[fmx Pro] Left Side Of Assignment Operator Must Be Variable Error Problem
I'm somewhat new and trying to learn actionscript. I'm getting and error that has me puzzled.

**Error** Scene=Scene 1, layer=actions, frame=1:Line 2: Left side of assignment operator must be variable or property.
bg-mb_mc._alpha=50;

I have a timeline with 3 jpgs on it that have been converted into symbols.

bg-gooto_mc is an instance of bg-gooto
bg-mb_mc is an instance of bg-mb
bg-lace_mc is an instance of bg-lace

When I try ... bg-mb_mc._alpha=50; I get the error.
using setproperty ("_level0.bg-mb_mc", _alpha, 45); works ok.

It would be greatly appreciated if someone would please explain the problem.

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Left Side Of Operator Must Be A Variable Or Property
ex.
eval("String"+varNumber)=thisProperty;

this doesn't work.
rats.
this feels like a rookie q, but in flash mx i apparently cannot create a assignment name dyamically when i set a new var.

how do i do it in flash mx?

thanks

JWT

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Left Side Of Operator Must Be Variable Or Property
What if I have a completely dynamic name?

ex:

["_parent." + switches.clip[counter] + "." + switches.XorY[counter]] -= 5;

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Left Side Of Assignment Operator? [Help]
function check() {
if
(unload1 && unload2 && unload3 && unload4 && unload5 = true){gotoAndPlay (3)}}

i have the previaouse code but it tells me that the Left side of assignment operator must be variable or property.

can you tell me wat this means?????

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Left Side Of Assignment Operator (+i)
Hi

Please can anyone tell me how to add "i" to the left side of an assignment operator. I need to refer to multiple text fields named "text0", "text1", "text2" etc. within a loop. Something like this.....

Code:

for(i=0; i<myArray.length; i++) {

   text(+i).text = myArray[i];

}

Thanks!

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Error...Left Side Of Assignment Operator...?
Can someone with more insight than I help me understand how to get this fixed?

This is my action script that is having a problem:
code:
stop ();
box_y = 50;
box_x = "50";
box_number = 5;
line_x = getProperty("/line", _x);
in_menu = 1;
Box_RollBack = 0;
Speed_box = 1.500000;
Speed_menu = 4;
Current_menu = 1;
Current_position = 0;
menu_width = 500;
menu_number = 5;
menu_totalwidth = menu_width * menu_number;
/menu_1._y = 0;
/menu_1._x = 0;
tolerance = 1;
for (counter = 1; Number(box_number) >= Number(counter); counter = Number(counter) + 1)
{
"box_" add counter._y = Number((counter - 1) * menu_width) + Number(box_y);
"box_" add counter._x = box_x;
set("box_" add counter add ":in_menu", 1);
} // end of for



Below is the output after I compile it:
code:

**Error** Scene=Scene 1, layer=Action Layer, frame=192:Line 15: Unexpected '/' encountered
/menu_1._y = 0;

**Error** Scene=Scene 1, layer=Action Layer, frame=192:Line 16: Left side of assignment operator must be variable or

property.
/menu_1._x = 0;

**Error** Scene=Scene 1, layer=Action Layer, frame=192:Line 20: Left side of assignment operator must be variable or

property.
"box_" add counter._y = Number((counter - 1) * menu_width) + Number(box_y);

**Error** Scene=Scene 1, layer=Action Layer, frame=192:Line 21: Left side of assignment operator must be variable or

property.
"box_" add counter._x = box_x;

**Error** Symbol=Symbol 148, layer=Action Layer, frame=1:Line 9: Left side of assignment operator must be variable or

property.
"/menu_" add counter._y = Number(-/:current_position) + Number((counter - 1) * /:menu_width);

**Error** Symbol=Symbol 148, layer=Action Layer, frame=1:Line 10: Left side of assignment operator must be variable or

property.
"/menu_" add counter._x = 0;

**Error** Symbol=Symbol 148, layer=Action Layer, frame=1:Line 19: Left side of assignment operator must be variable or

property.
"/menu_" add counter._y = Number(-/:current_position) + Number((counter - 1) * /:menu_width);

**Error** Symbol=Symbol 148, layer=Action Layer, frame=1:Line 20: Left side of assignment operator must be variable or

property.
"/menu_" add counter._x = 0;

**Error** Symbol=Symbol 148, layer=Action Layer, frame=1:Line 33: Left side of assignment operator must be variable or

property.
"/box_" add counter._y = Number(Number(Number(-/:current_position) + Number((counter - 1) * /:menu_width)) +

Number(/:box_y)) + Number(box_difference//:speed_box);

**Warning** Symbol=Symbol 189, layer=Action Layer, frame=1:Line 1: Case-insensitive identifier 'date' will obscure built-in

object 'Date'.
time_display = date();

Total ActionScript Errors: 10 Reported Errors: 10

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[CS3] Error: Left Side Must Be Variable Or Property
I'm really confused. Now hopefully you can explain and maybe give me a better code. To start, here is my code:

onClipEvent (load){
var num1 = Math.random()*4+1;
var num2 = Math.random()*4+1;
if (num2 = num1){
num2 = Math.random()*4+1;
}else{
var num3 = Math.random()*4+1;
if ((num3 = num2)or(num3 = num1)){
num3 = Math.random()*4+1;
}else{
var num4 = Math.random()*4+1;
if ((num4 = num3)or(num4 = num2)or(num4 = num1)){
num4 = Math.random()*4=1;
}else{
var num5 = Math.Random()*4+1;
if ((num5 = num4)or(num5 = num3)or(num5 = num2)or(num5=num1)){
num5 = Math.random()*4+1;
}
}
}
}
}


Obviously, it probably isn't very good (I'm trying to make each variable random but different than each other). Now I get an error about this line:

num4 = Math.random()*4=1;

It says "Left side must be variable or property". Isn't it though?

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HELP - Left Side Assignment AND SetInterval
i have the following problem:

when i use this["d" + dno] = 4; inside a function
and then set an interval it doesnt work!!!
it makes me mad... why???
try the script:
[you wont get the value for d: which should be 4]
output:
c: 1
d:
----------------------------------------------------

cno = 1;
this["c" + cno] = 1;
trace("c: " + c1);

function move() {
dno = 1;
this["d" + dno] = 4;
trace("d: " + d1);
clearInterval(moveID);
}

moveID = setInterval(move, 1);

stop();

----------------------------------------------------

...but it works if i dont use the interval...!!!!
try the script:
output:
c: 1
d: 4
----------------------------------------------------

cno = 1;
this["c" + cno] = 1;
trace("c: " + c1);

function move() {
dno = 1;
this["d" + dno] = 4;
trace("d: " + d1);
clearInterval(moveID);
}

move();

stop();

----------------------------------------------------

any idea? any help? i am really desperate...

deeno

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Flash 5 - Mx Error W/ Left Side Operator -quick
hi there, i have a flash 5 file that needs to be mx 2004. when saved as a v5 swf it works fine, but as a v6 swf it breaks. the output errors with:

** Left side of assignment operator must be variable or property.

eval("o"+d4Cards[i]) = {name:d4Cards[i], group:'d4Cards', order:i, depth:61+i};

the line above is where i currently get the error.. can someone help me fix what ever v6 is angry at? s

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Flash 5 To Mx Error W/ Left Side Operator -quick
hi there, i have a flash 5 file that needs to be mx 2004. when saved as a v5 swf it works fine, but as a v6 swf it breaks. the output errors with:

** Left side of assignment operator must be variable or property.

eval("o"+d4Cards[i]) = {name:d4Cards[i], group:'d4Cards', order:i, depth:61+i};

the line above is where i currently get the error.. can someone help me fix what ever v6 is angry at? s

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Assignment Operator
Hi...

I have the following problem.
I have an array that has a name for a square.
In my i want to edit the _width value of each square by using a loop.
The first part with the for loop works and shows 4 squares.
The second loop must change the _width for each square but this doesn't work.
grafieken[g].onEnterFrame = function() { were grafieken[g] is the array does not work. However, if i change this too grafiek1.onEnterFrame = function() { this will work for only the first square.

How do make sure all the squares will change


Code:
grafieken = new Array("klant1", "klant2", "klant3", "klant4");
count = 0;

//first part

for (g=0; g<grafieken.length; g++) {
_root.grafiek1.duplicateMovieClip("grafiek"+grafieken[g], count);
trace(grafieken[g])
oCount = eval("grafiek"+grafieken[g]);
with (oCount) {
_width=10;
_height=10;
_x = (count % 16)*_width;
_y = (count % 16)*_height;
count++;
}
}

//second part

for (g=0; g<grafieken.length; g++) {
//trace(grafieken[g])

grafieken[g].onEnterFrame = function() {

if (this._width <= 99) {
this._width += ratio;
if (this._width == 100) {
grafieken[g]_uitslag = this._width;
trace("Maximum is bereikt");
}
}
}
}
thanks

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i know that if i put a sound on the timeline i can playsound on the left or right side
can i do the same in code?
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peleg

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hi all

how to ensure that bit in variable switch on or off

for example bit 0 with << left Operator

if I use something like this

myVar = 1 << 0; // result 1 * 1 = 1

is this will switch my bit on ?

ok if so then

the next bit should be something like this

myVar = 2 << 0;// result 2 * 1 = 2

as so as myVar 4 << 0; and so on .

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Related to my other thread on retrieving object names from an array, I'm running into an issue where clips that are dynamically assigned names and attached to a "container" along with a _type property are getting caught up in for... loop being used to sort through all of the clips attached to "container".


PHP Code:



function collectAndSort() {    for (var obj in container) {        if (typeof container[obj] == "movieclip") {            whichType = container[obj]._type;            whichItem(whichType);            trace(whichType);        }    }} 




the whichItem function looks like this (nothing fancy):

PHP Code:



function whichItem (whichType){    //trace("whichItem function was called");    if (whichType == "1mc"){        unitItem.item_id = whichType;        unitItem.item_name = "Double Door Display";        unitItem.item_desc = "80 x 96 Display Frame"        unitItem.item_dimensions = "80 x 96";        unitItem.unit_price = 100;    }else if (whichType == "2mc"){        unitItem.item_id = whichType;        unitItem.item_name = "Single Door Display";        unitItem.item_desc = "42 x 96 Display Frame"        unitItem.item_dimensions = "42 x 96";        unitItem.unit_price = 85;    }else if (whichType == "3mc"){        unitItem.item_id = whichType;        unitItem.item_name = "Side Window Right";        unitItem.item_desc = "Side Window Panel With Right Window"        unitItem.item_dimensions = "30 x 96";        unitItem.unit_price = 150;    }else if (whichType == "4mc"){        unitItem.item_id = whichType;        unitItem.item_name = "Beam";        unitItem.item_desc = "Vertical Connector Beam"        unitItem.item_dimensions = "12 x 96";        unitItem.unit_price = 75;    }else if (whichType == "5mc"){        unitItem.item_id = whichType;        unitItem.item_name = "Side Window Left";        unitItem.item_desc = "Side Window Panel With Left Window"        unitItem.item_dimensions = "30 x 96";        unitItem.unit_price = 150;    }else if (whichType == "6mc"){        unitItem.item_id = whichType;        unitItem.item_name = "Shelf";        unitItem.item_desc = "Brochure Display Shelf"        unitItem.item_dimensions = "24 x 48";        unitItem.unit_price = 100;    }else if (whichType == "7mc"){        unitItem.item_id = whichType;        unitItem.item_name = "Poster Panel lg";        unitItem.item_desc = "Large Top Mounted Poster Panel"        unitItem.item_dimensions = "80 x 24";        unitItem.unit_price = 40;    }else if (whichType == "8mc"){        unitItem.item_id = whichType;        unitItem.item_name = "Poster Panel sm";        unitItem.item_desc = "Small Top Mounted Poster Panel"        unitItem.item_dimensions = "0 x 24";        unitItem.unit_price = 40;    }    _root.purchaseArray.push(unitItem);} 




And just for reference, here's how those pesky clips got there (again, posted in a previous thread):

PHP Code:



for (k=1; k<9; k++) {    this["btn"+k].kvar = k;    this["btn"+k].onPress = function() {        getclips(this.kvar);        trash.enabled = true;        btn_trash_all.enabled = true;    };}/******************************************************************************   Clip handling: attaching, dragging and also tracking (via "reportMe")    ******************************************************************************/   function getclips(l) {    clip = container.attachMovie(l+"mc", "mc"+i, i);    clip._type = l+"mc";// "_type" property used for clip type comparisons    reportMe = clip;    myType = reportMe._type;    //trace(reportMe._type);    addSubtotal(myType);    clip.k = l;    clip._x = 180;    clip._y = 180;    clip.onPress = doDrag;    clip.onRelease = clip.onReleaseOutside=noDrag;    cliparray.push(clip);    clip.ivar = i;    i++;} 




Now when I run it and attach a few clips, I get their proper _type, but whichType is assigned the same thing for each(?). Here's what I get in a trace after dragging out 3 clips and calling the collectAndSort function:

Code:
6mc
4mc
2mc
Single Door Display
Single Door Display
Single Door Display
clip 6mc, 4mc, and 2mc are correct but the matching for a text output via whichItem isn't and it's called in that for... loop. They shouldn't each be matched to "Single Door Display".
I'm thinking this needs to be approached differently but I don't have the option of writing out (php or whatever) and then reading back in to to split etc. (was reading the "best of" archives as saw a great one on this).

So, here's my tangled mess. I know that it is at least getting that far which is encouraging, just that the final sorting through to populate a text field as a purchase list gives me a match for the first clip attached (ie "Single Door Display").

Later edit....sorry forgot to mention that "Single Door Display" string comes from the unitItem.item_name property matched in the whichItem function (also shown above).

Can anybody help out a guy in over his head?

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For Loop Problem And Property Assignment Of Object
Related to my other thread on retrieving object names from an array, I'm running into an issue where clips that are dynamically assigned names and attached to a "container" along with a _type property are getting caught up in for... loop being used to sort through all of the clips attached to "container".


PHP Code:



function collectAndSort() {    for (var obj in container) {        if (typeof container[obj] == "movieclip") {            whichType = container[obj]._type;            whichItem(whichType);            trace(whichType);        }    }} 




the whichItem function looks like this (nothing fancy):

PHP Code:



function whichItem (whichType){    //trace("whichItem function was called");    if (whichType == "1mc"){        unitItem.item_id = whichType;        unitItem.item_name = "Double Door Display";        unitItem.item_desc = "80 x 96 Display Frame"        unitItem.item_dimensions = "80 x 96";        unitItem.unit_price = 100;    }else if (whichType == "2mc"){        unitItem.item_id = whichType;        unitItem.item_name = "Single Door Display";        unitItem.item_desc = "42 x 96 Display Frame"        unitItem.item_dimensions = "42 x 96";        unitItem.unit_price = 85;    }else if (whichType == "3mc"){        unitItem.item_id = whichType;        unitItem.item_name = "Side Window Right";        unitItem.item_desc = "Side Window Panel With Right Window"        unitItem.item_dimensions = "30 x 96";        unitItem.unit_price = 150;    }else if (whichType == "4mc"){        unitItem.item_id = whichType;        unitItem.item_name = "Beam";        unitItem.item_desc = "Vertical Connector Beam"        unitItem.item_dimensions = "12 x 96";        unitItem.unit_price = 75;    }else if (whichType == "5mc"){        unitItem.item_id = whichType;        unitItem.item_name = "Side Window Left";        unitItem.item_desc = "Side Window Panel With Left Window"        unitItem.item_dimensions = "30 x 96";        unitItem.unit_price = 150;    }else if (whichType == "6mc"){        unitItem.item_id = whichType;        unitItem.item_name = "Shelf";        unitItem.item_desc = "Brochure Display Shelf"        unitItem.item_dimensions = "24 x 48";        unitItem.unit_price = 100;    }else if (whichType == "7mc"){        unitItem.item_id = whichType;        unitItem.item_name = "Poster Panel lg";        unitItem.item_desc = "Large Top Mounted Poster Panel"        unitItem.item_dimensions = "80 x 24";        unitItem.unit_price = 40;    }else if (whichType == "8mc"){        unitItem.item_id = whichType;        unitItem.item_name = "Poster Panel sm";        unitItem.item_desc = "Small Top Mounted Poster Panel"        unitItem.item_dimensions = "0 x 24";        unitItem.unit_price = 40;    }    _root.purchaseArray.push(unitItem);} 




And just for reference, here's how those pesky clips got there (again, posted in a previous thread):

PHP Code:



for (k=1; k<9; k++) {    this["btn"+k].kvar = k;    this["btn"+k].onPress = function() {        getclips(this.kvar);        trash.enabled = true;        btn_trash_all.enabled = true;    };}/******************************************************************************   Clip handling: attaching, dragging and also tracking (via "reportMe")    ******************************************************************************/   function getclips(l) {    clip = container.attachMovie(l+"mc", "mc"+i, i);    clip._type = l+"mc";// "_type" property used for clip type comparisons    reportMe = clip;    myType = reportMe._type;    //trace(reportMe._type);    addSubtotal(myType);    clip.k = l;    clip._x = 180;    clip._y = 180;    clip.onPress = doDrag;    clip.onRelease = clip.onReleaseOutside=noDrag;    cliparray.push(clip);    clip.ivar = i;    i++;} 




Now when I run it and attach a few clips, I get their proper _type, but whichType is assigned the same thing for each(?). Here's what I get in a trace after dragging out 3 clips and calling the collectAndSort function:

Code:
6mc
4mc
2mc
Single Door Display
Single Door Display
Single Door Display
clip 6mc, 4mc, and 2mc are correct but the matching for a text output via whichItem isn't and it's called in that for... loop. They shouldn't each be matched to "Single Door Display".
I'm thinking this needs to be approached differently but I don't have the option of writing out (php or whatever) and then reading back in to to split etc. (was reading the "best of" archives as saw a great one on this).

So, here's my tangled mess. I know that it is at least getting that far which is encouraging, just that the final sorting through to populate a text field as a purchase list gives me a match for the first clip attached (ie "Single Door Display").

Later edit....sorry forgot to mention that "Single Door Display" string comes from the unitItem.item_name property matched in the whichItem function (also shown above).

Can anybody help out a guy in over his head?

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Code:
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It's actually quite simple (oh yes, now it is!).

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If anyone has a clue how to do this or if you got another solution, your welcome.

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Code:
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Code:
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Code:
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DEAL2.ImageLoader2.contentPath = "DealImages/"+IMAGE2+".jpg";
DEAL3.ImageLoader3.contentPath = "DealImages/"+IMAGE3+".jpg";
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Code:
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DealNum.LoaderNum.contentPath = "DealImages/IMAGE"+ImgNum+".jpg";
... only this doesn't work. I can trace ImgNum, DealNum, and LoaderNum just fine... but put into the LEFT SIDE of the statement, DealNum.LoaderNum.contentPath is undefined. Is there a way to set those to work? Thanks!

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The text that it is printing is:
load func called
gridMovie width= 0 sx= 40
loaded image image1.jpg0 0

Ideally gridMovie width should be printed as 40 as I am assigning it the value of sx. Please suggest why is this happening.

And after that I receive plethora of errors:
ArgumentError: Error #2015: Invalid BitmapData.
at flash.display::BitmapData$iinit()
at ImageGrid/loadFunc()
at ImageGrid$iinit()
at portfolioas3_fla::MainTimeline/portfolioas3_fla::frame1()
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at ImageGrid/enterFrameFunc()


I think these errors are being caused by aforementioned issue of width being assigned wrongly.

Please let me know what am I doing wrong. I am using Adobe Flash CS3 to build it.

Thanks,
Mukesh

Code:



package {

import flash.ui.Mouse;
import flash.display.*;
import flash.geom.Point;
import flash.net.URLRequest;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.IOErrorEvent;
import flash.geom.Matrix;

public class ImageGrid extends MovieClip {
var points:Array;
var range:Number = 80 // representative of how close mouse effects points
var accel:Number = .4 // elasticicty acceleration
var fric:Number = .55 // elasticicty friction
var gw:Number = 4 // grid width (points in grid)
var gh:Number = 4 // grid height

public function ImageGrid() {
//addEventListener(flash.events.Event.COMPLETE, loadFunc);
addEventListener(flash.events.Event.ENTER_FRAME, enterFrameFunc);
addEventListener(flash.events.MouseEvent.MOUSE_DOW N ,mouseDownFunc);
loadFunc();
}
public function loadFunc() {

var sx:Number = 40 // x spacing (distance between points)
var sy:Number = 40 // y spacing
var imgIndex:Number = 1;
var depth:Number = 0;
var movieIndex:Number = 0;

trace ("load func called");
// sections:
var sections:Array = ["cheese wheel","bird claw","movie show","cd polisher","g.i. snow","line lunge","street sign","love turtle","endless hole","grease stain"]


// function to draw line
MovieClip.prototype.DrawLine = function(p1,p2){
this.x = p1.x; this.scaleX = p2.x - p1.x;
this.y = p1.y; this.scaleY = p2.y - p1.y;
}

// Generate Points on the grid/attach buttons
points = new Array();
var currSection:Number = 0;

for (var x:Number=0; x<=gw; x++){
points[x] = []
for (var y:Number=0; y<=gh; y++){
// make point
points[x][y] = new PointNew(x*sx,y*sy)
points[x][y].target = new PointNew()

var gridMovie:MovieClip = new MovieClip();
gridMovie.name = "b" + ++movieIndex;
gridMovie.y = y*sy;
gridMovie.x = y*sx;
gridMovie.width = sx;
gridMovie.height = sy;
trace ("gridMovie width= " + gridMovie.width + " sx= " + sx);
var url:String = "image"+imgIndex+".jpg";
var loader:Loader = new Loader();
var request:URLRequest = new URLRequest(url);

loader.load(request);
//loader.contentLoaderInfo.addEventListener(Event.CO MPLETE, loadImage);
loader.contentLoaderInfo.addEventListener(IOErrorE vent.IO_ERROR, ioErrorHandler);
trace("loaded image " + url + gridMovie.width + " " + gridMovie.height);
var bm:BitmapData = new BitmapData(gridMovie.width,gridMovie.height);
bm.draw(loader,new Matrix());
gridMovie.graphics.beginBitmapFill(bm);
gridMovie.graphics.endFill();
addChild(gridMovie);
imgIndex++;
}
}
//this["b"+gw*gh].section = "the end" // last section

var ls:Number = 2*gw*gh + gw + gh // number of lines
// Attach lines:
/*for (var i:Number=0; i<ls; i++){
this.attachMovie("line","l" + i, ++depth)
}*/
}

private function ioErrorHandler(event:IOErrorEvent):void {
trace("Unable to load image: " + event);
}
public function enterFrameFunc(event:Event){
var xdiff:Number = 0;
var ydiff:Number = 0;
var targetx:Number = 0;
var targety:Number = 0;
var d:Number = 0;
// Position points
for (var x:Number=0; x<=gw; x++){
for (var y:Number=0; y<=gh; y++){
var p:PointNew = points[x][y] // current point
xdiff = p.base_x - mouseX // x distance
ydiff = p.base_y - mouseY // y distance
d = Math.sqrt(xdiff*xdiff+ydiff*ydiff) // distance
if (d < range){ // if within range of effect from mouse
if (!d) d = .00001;
targetx = p.base_x-(xdiff-range*(xdiff/d))
targety = p.base_y-(ydiff-range*(ydiff/d))
}else{ // put at original position (base)
targetx = p.base_x
targety = p.base_y
}
// elastically move based on targets
p.xspeed = ((targetx-p.x)*accel+p.xspeed)*fric
p.yspeed = ((targety-p.y)*accel+p.yspeed)*fric
p.x += p.xspeed
p.y += p.yspeed
}
}

//Draw lines:
var currL:Number = 0
for (x=0; x<=gw; x++){
for (y=0; y<=gh; y++){
if (x) this["l"+currL++].DrawLine(points[x][y], points[x-1][y])
if (y) this["l"+currL++].DrawLine(points[x][y], points[x][y-1])
}
}

}

public function mouseDownFunc(event:Event){

/*for (i=0;i<points.length;i++){
for (j=0;j<points[0].length;j++){
trace("point["+i+"]["+j+"]: "+points[i][j].x+", "+points[i][j].y)
}
}
*/

}

}

}

import flash.geom.Point;
// Simple Point class:
class PointNew extends Point{
var base_x:Number;
var base_y:Number;
var xspeed:Number = 0;
var yspeed:Number = 0;
public var target:PointNew;

public function PointNew(x=0,y=0):void{
this.base_x = this.x = x;
this.base_y = this.y = y;
}
}

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Variable Assignment From SWF To Loaded SWF
Hi, I have been playing with this for a day and haven't been able to figure out the proper path to load this variable.

So I have a main movie, a menu (movie clip) in it, and each menu option loads an external swf in a movie clip instance (called content) in the main movie.

Loading the movies works fine.

My problem is I want assign a variable that I have declared in a loaded movie in the 'content' instance.

Main Movie
|
- Menu (MC)
-onrelease -loads movie.swf, assigns defaultpage var a value
|
_ content (MC)
|
- Movie loaded dynamically from Menu (eg. movie.swf)
-Variable defaultpage is declared on frame 1


Here is the onrelease code I'm using

on (release) {
this._parent.content.loadMovie("company.swf"); //this works
this._parent.content.defaultpage = "somevalueinhere"; //this doesnt
}


What am I doing wrong? thanks

View Replies !    View Related
Variable Assignment From SWF To Loaded SWF
Hi, I have been playing with this for a day and haven't been able to figure out the proper path to load this variable.

So I have a main movie, a menu (movie clip) in it, and each menu option loads an external swf in a movie clip instance (called content) in the main movie.

Loading the movies works fine.

My problem is I want assign a variable that I have declared in a loaded movie in the 'content' instance.

Main Movie
|
- Menu (MC)
-onrelease -loads movie.swf, assigns defaultpage var a value
|
_ content (MC)
|
- Movie loaded dynamically from Menu (eg. movie.swf)
-Variable defaultpage is declared on frame 1


Here is the onrelease code I'm using

on (release) {
this._parent.content.loadMovie("company.swf"); //this works
this._parent.content.defaultpage = "somevalueinhere"; //this doesnt
}


What am I doing wrong? thanks

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Replacing Attributes Property Of XMLNode Has Side Effects
I have an XML or XMLNode object (XML is deducted from XMLNode) whose attributes I'd like to get rid of. The 'attributes' property of an XML/XMLNode seems to be an object (it's behaviour at least points in that direction), so I do:

myXML.attributes = new Object();

I assign a new Object, since I don't know the method (if there is any) to clear all attributes. Anyway, the assignment has some odd side-effects. Using a for..in loop to enumerate the new attributes will reveal the following properties:

__constructor__
constructor
__proto__

After some hairscratching I tried the following:

myXML.attributes = {};

Now, the for..in loop shows only:

__proto__
constructor

This already points out that '{}' is *not* equivalent to 'new Object()', as one would expect, but more important: how on earth do these extra properties make their way into my *newly* created object? When I create a new object outside of myXML, these properties are kept hidden. So both:

myObject = new Object();

and

myObject = {};

will not have a for..in loop look into their 'system properties'. It seems like the attributes property from XML/XMLNode has some special treatment somewhere. I wonder if anyone has a clue to what is happening here...

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