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- #Flash actionscript 3.0 drawrect how to#
- #Flash actionscript 3.0 drawrect movie#
- #Flash actionscript 3.0 drawrect for android#
- #Flash actionscript 3.0 drawrect pro#
- #Flash actionscript 3.0 drawrect code#
#Flash actionscript 3.0 drawrect for android#
#Flash actionscript 3.0 drawrect how to#
#Flash actionscript 3.0 drawrect pro#
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#Flash actionscript 3.0 drawrect code#
Add interactivity with code snippets in Animate.Create and publish HTML5 Canvas documents in Animate.Convert Animate projects to other document type formats.How to use mask layers in Adobe Animate.Working with Motion tweens saved as XML files.Editing the motion path of a tween animation.How to edit motion tweens using Motion Editor.How to work with classic tween animation in Animate.How to use frames and keyframes in Animate.Work with Multiple File Types in Animate.getRect ( this ), 0xFF00FF ) ) ĪddChild (createRectShape (sprite. drawCircle ( 100, 100, 50 ) ĪddChild (createRectShape (sprite. The new number types in AS3, int and uint, when used with typeof both return number.Īlso, primitive values (boolean, number, and string) created with their constructors and the new keyword are now recognized as those primitive types by typeof and not as objects as they were in AS1 and AS2. Additionally, there is no null value (also seen as an object) and xml is seen as being of type xml. Notice that MovieClip instances are, in AS3, no longer recognized by typeof. In ActionScript 1 and 2, typeof returned the following values: For more information regarding specific class relation, use instanceof, getQualifiedClassName, or describeType. Note that this does not give you actual class association information, but only provides a simplistic indication of the type of variable its used with.
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The typeof operator lets you determine the basic type of any value. Then, to display it on the screen in ActionScript, use: In the linkage dialog for that bitmap, give it a class name of RomeImage - note that you don't have to create this class yourself it will be created automatically. As BitmapData instances, before being able to be seen on the screen, they would need to be associated with a Bitmap ( ) instance which is a display object capabale of being added to a display list (BitmapData instances cannot be added to display lists).Īs an example, lets say you imported a bitmap of Rome in your library. These are then instantiated as instances in ActionScript using the new keyword. If you do not specify a specific class to be related to your bitmap in the library, you can name one which will be created automatically when publishing the SWF.Ĭlasses associatated with bitmaps in the library are subclasses of BitmapData ( ).
#Flash actionscript 3.0 drawrect movie#
Now, as with timelines and movie clips in the library, Bitmaps are associated with classes. This is no longer the case with Flash 9 and ActionScript 3. Given the example with a and b, since a and b are no longer accessible from any object path derived from root, they are not marked and eventually get garbage collected.įlash 8 let you load bitmap information from the library using a linkage ID and the BitmapData.loadBitmap() method. All of those not found are inaccessible and are therefore deleted. Mark and sweep is a process that scans all references and object from a base location (such as the root or stage scope) and marks each one found. This is where mark and sweep comes into play. These objects are as good as deleted from the programmer, however, they will remain in memory because they still contain a reference count greater than 0. b is accessible from a and a is accessible from b, but since you can never get to a or b there's no way to get to b or a. Here both a and b are removed from the current scope so are no longer accessible. Var b: Object = new Object ( ) // reference(b) count 1 Var a: Object = new Object ( ) // reference(a) count 1