Lack of basic understanding of the events

I'm new to Flex, but I do 95% of what I need a prototype of data streaming using BlazeDS.

I would really appreciate some insight on the last 5%: events (shipping and listening)

I have a datagrid that is filled with a set of data - made car (Chrysler, Ford, GM).

I have an another datagrid filled with models of cars (300 c, Mustang, Camaro).  This dataset is pushed the blaze as an IMessage event.

When the Flex application makes the car done datagrid, text is not enabled.

What I'm trying to accomplish is the following: once I get a message in the stream of car models that he has done to do this, I want to activate the text of this brand.

Here is my real datagrid:

< mx:DataGrid id = "dgMake" x = "25" y = "180" width = "109" height = "397" dataProvider = "{initML}" textAlign = "center" >
< mx:columns >
< mx:DataGridColumn headerText = "Makes" >
< mx:itemRenderer >
< mx:Component >
< mx:Text textAlign = "left" width = "90%" text = "{data superviser}" enabled = "false" / > "
< / mx:Component >
< / mx:itemRenderer >
< / mx:DataGridColumn >
< / mx:columns >
< / mx:DataGrid >

If someone could guide me through the basics of setting up of an auditor, I would be very grateful.

-Chad

I don't know how you do it, but you must ensure that you set myVar outside all functions, so it is global. You also, be it public, especially if it is accessed from within the converters element, and in this case you may have to outerDocument.myVar.

Tags: Flex

Similar Questions

  • [noob] Help understand why the event listener continues even after the withdrawal.

    Hey again,

    I'll try to do my best to explain. I can get this to work properly, but I'd like to understand why what I did before was not working.

    I have a little trouble understanding why an event listener continues listening to even after that I delete it. I have a facility where a Parent MovieClip ("CampScene") is established and an event listener is added to the look for a function ("walkUpToCampfire") to see if a condition is true ("comingFromAx is true", that won't be true until later).

    If it is true, an animation plays, an event listener is added to see if the animation is made and if it's an event listener is added to listen for a click ("campScene.goToAx") to a new animation to play and other events. (It won't be true until later.)

    If this isn't true (which is the situation that I work with at the start), the event listener said listening for a click on "campScene.goToAx" is implemented immediately. The function following removes the event listener, so it is supposed to stop listening to a click and let an animation play throughout.

    The problem is a continuous click to be listened to and if you keep clicking on the reboot of animation every time, which is what I don't want to happen.

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

    I'm able to resolve the problem by adding the line "campScene.removeEventListener (Event.ENTER_FRAME, walkUpToCampfire)"; or in mouseEnabled affecting false for "campScene.goToAx", but I try to understand what is happening.

    It is, even if I'm deleting the listener ("campScene.goToAx") in a function ("goToAxScene"), "campScene.addEventListener (Event.ENTER_FRAME, walkUpToCampfire)"; continues to wait for a mouse click, unless it is removed also?

    Again, I am trying to understand how it works.

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

    This should be all ACEs. Of course, I would like to know if you need more information. (I can post the FLA / AS files if need be.)

    public void practice_adventure8() {}

    ...

    initial event listeners

    addEventListener (Event.ENTER_FRAME, CampScene);

    }

    public void CampScene(event:Event) {}

    remove the event listener
    removeEventListener (Event.ENTER_FRAME, CampScene);

    Add the first camp scene
    campScene.x = - 120;
    campScene.y = - 10;
    addChild (campScene);
    setChildIndex (campScene, 0);

    Add the event listener to see if guys works with camp fire or not
    campScene.addEventListener (Event.ENTER_FRAME, walkUpToCampfire);

    }

    IF RETURNING TO CAMPSCENE
    public void walkUpToCampfire(event:Event) {}

    If the guy is walking back to axe
    If (comingFromAx == true) {}

    event listeners
    campScene.guyAtCampScene.gotoAndPlay ("guyComingFromAx");
    campScene.addEventListener (Event.ENTER_FRAME, ifGuyDoneWalking);

    otherwise if initial creation
    } else {}

    remove the old event listener
    campScene.removeEventListener (Event.ENTER_FRAME, walkUpToCampfire);

    trace ("comingFromAx = false");
    event listeners
    campScene.addEventListener (Event.ENTER_FRAME, sceneHoverInfo);
    campScene.goToAx.addEventListener (MouseEvent.MOUSE_UP, goToAxScene);
    campScene.goToBridge.addEventListener (MouseEvent.MOUSE_UP, goToBridgeScene);
    }
    }

    IF RETURNING TO CAMPSCENE FACT
    public void ifGuyDoneWalking(event:Event) {}

    If the guy ended up in foot
    If (campScene.guyAtCampScene.currentLabel == "guyAtCampSceneNormal") {}

    reset the Boolean values of scene
    comingFromAx = false;

    Add event listeners
    campScene.addEventListener (Event.ENTER_FRAME, sceneHoverInfo);
    campScene.goToAx.addEventListener (MouseEvent.MOUSE_UP, goToAxScene);

    }
    }

    GET READY FOR THE NEW SCENE

    public void goToAxScene(event:MouseEvent) {}

    delete movement event listeners
    campScene.goToAx.removeEventListener (MouseEvent.MOUSE_UP, goToAxScene);


    stop all sounds

    SoundMixer.stopAll ();

    play the clip of guy walking to AxScene
    campScene.guyAtCampScene.gotoAndPlay ("guyGoingToAx");

    check the label to see if axScene must appear
    campScene.guyAtCampScene.addEventListener (Event.ENTER_FRAME, addScene);
    }

    Your best bet to solve why things happen is to make use of the trace function.  In this case, you may have a trace run every time this listener can addedand any time it is deleted.  In this way, you should be able to see if it was added in after he deleted.  If there are several places where it is added, then adjust your tracks to indicate which line is involved as well.

  • How to make the event bus work?

    I don't think I understand how the event bus. I have two ActionScript classes. An instance of the class can send the DataRefreshInvocationEvent event and causes a refresh. An instance of the other class dispatches the event even, and nothing happens.

    Class that can successfully send the DataRefreshInvocationEvent, EventManager, resembles the ChassisEventManager class in the example of chassis-ui. The class that doesn't distribute the event successfully is a regular ActionScript class extending EventDispatcher. The two classes have the same metadata for events before the class definition.

    [Event (name = "{com.vmware.core.events.DataRefreshInvocationEvent.EVENT_ID}",

    Type = "com. VMware.Core.Events.DataRefreshInvocationEvent")]

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    This expedition at the start of the regular-ActionScript class does not cause a refresh:

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    Thanks for the help,

    -Darrell

    Hi Darrell,

    This part is not well documented...  Most of the AS classes in your user interface must be seen mediators and they are automatically registered with the platform when declared with the DefaultMediator tag in the source view mxml, as:

    [DefaultMediator ("com.vmware.samples.chassisui.views.ChassisSummaryViewMediator")]

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    ...

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  • Class is not intercept the event

    It works fine the other way around. I can send an event to a class (extends sprite) and my main .fla catch. The other way around it doesn't work. Transmitting a number from my fla. for the class (added as a child) I send an event, but the class he never receives. What's wrong. Initially I wanted to expeditions the event in another class, but as far as I understand it, the event would be never passed from the other class events communicate to their parents.

    Hope my sketch helps a little. In fact the image (uiloader) must send the progress of loading directly, so the loading status bar could change its width. But as I could not get this to work, I started to dispatch another event in the main document that has placed the image and the loading dynamically on the stage bar. How do I need to add the listener to the LoadingStatus.as, so that it can change the width by itself?

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    -loading loading status-

    var loadingStatusLevel = imageArray2x.length + 1;
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    trace ("Document:", event.percentLoadedOfImage);
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    package {}
    import flash.display.Sprite;
    Import fl.containers.UILoader;
    Caurina.transitions import. *;
    import flash.events. *;
    import flash.text.TextField;
    import flash.text.TextFormat;
    import flash.text.AntiAliasType;

    SerializableAttribute public class LoadingStatus extends Sprite {}
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    public static var StandardText: Class;

    private var amountLoadedText:TextField;
    private var textFormatAmountLoaded:TextFormat;
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    private var imageHeight:int;
    private var loadingStatusX:int;
    private var loadingStatusY:int;
    private var loadingStatusWidth:int;
    private var loadingStatusHeight:int;
    private var amountLoaded:int;


    //
    //--------   --------
    public void LoadingStatus(iW:uint,iH:uint):void {}

    this.addEventListener (LoadingStatusEvent.LOADINGSTATUS_TYPE, showProgress);  Does not work as far as I can tell


    -text format active body-
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    textFormatAmountLoaded.color = 0xFFFFFF;
    textFormatAmountLoaded.size = 8;
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    imageHeight = iH;
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    loadingStatusHeight = 15;
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    loadingStatusY=Math.round(imageHeight/2-7.5);
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    function placeLoadingStatusBar (): void {}
    -place loading status-
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    loadingStatusOrigin.x = loadingStatusX;
    loadingStatusOrigin.y = loadingStatusY;
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    loadingStatusOrigin.alpha =. 5;
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    loadingStatusFrame.graphics.endFill ();
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    loadingStatusFrame.height = loadingStatusHeight;
    loadingStatusFrame.buttonMode = false;
    loadingStatusFrame.name = "loadingStatusFrame";
    loadingStatusOrigin.addChild (loadingStatusFrame);

    -place loading bar State-
    var loadingStatusBar:Sprite = new Sprite;
    loadingStatusBar.graphics.beginFill (0 x 000000, 1);
    loadingStatusBar.graphics.drawRect (0,0,751,751);
    loadingStatusBar.graphics.endFill ();
    loadingStatusBar.x = 2;
    loadingStatusBar.y = 2;
    loadingStatusBar.width =(loadingStatusWidth-4);
    loadingStatusBar.height = loadingStatusHeight-4;
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    loadingStatusOrigin.addChild (loadingStatusBar);

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    amountLoadedText = new TextField;
    amountLoadedText.defaultTextFormat = textFormatAmountLoaded;
    amountLoadedText.embedFonts = true;
    amountLoadedText.antiAliasType = AntiAliasType.NORMAL;
    amountLoadedText.selectable = true;
    amountLoadedText.text="100% LOADED.
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    amountLoadedText.height = 15;
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    amountLoadedText.y = 2;
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    }

    function showProgress(event:LoadingStatusEvent):void {}
    trace ("loading :") status / /, event.percentLoadedOfImage ");
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    Tweener.addTween (getChildByName ("loadingStatusBar"), {width:(loadingStatusWidth-4) * event.percentLoadedOfImage, time: 5, transition: "easeInSmooth"});
    amountLoadedText.text = Math.round (event.percentLoadedOfImage) + "% LOADED";
    }

    }
    }
    }

    It would be great if someone has an idea how to solve this problem!

    See you soon!

    :

    Charging status is placed like this

    -loading loading status-

    var loadingStatusLevel = imageArray2x.length + 1;
    imageArray2x [loadingStatusLevel] = new LoadingStatus (imageWidthAdapted [clickImageName], imageHeightAdapted [clickImageNa me]);
    imageArray2x [loadingStatusLevel] .x = 0;
    imageArray2x [loadingStatusLevel] = 0 there;
    imageArray2x [loadingStatusLevel] .buttonMode = false;


    imageArray2x [loadingStatusLevel] .visible = true;
    images.addChild (imageArray2x [loadingStatusLevel]);
    imageArray2x [loadingStatusLevel] .name = "loadingStatus";
    -image scale-
    } else {}
    scaleZoomInImage();
    }
    }

    Must respond to this

    function zoomInImageLoadingProgress(event:PercentageLoadedEvent):void {}
    trace ("Document:", event.percentLoadedOfImage);

    imageArray2x [loadingStatusLevel] .dispatchEvent (LoadingStatusEvent (LoadingStatusEvent.LOADINGSTATUS_TYPE)) of new;

    }

    LoadingStatus.as

    package {}
    import flash.display.Sprite;
    Import fl.containers.UILoader;
    Caurina.transitions import. *;
    import flash.events. *;
    import flash.text.TextField;
    import flash.text.TextFormat;
    import flash.text.AntiAliasType;

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    public static var StandardText: Class;

    private var amountLoadedText:TextField;
    private var textFormatAmountLoaded:TextFormat;
    private var imageWidth:int;
    private var imageHeight:int;
    private var loadingStatusX:int;
    private var loadingStatusY:int;
    private var loadingStatusWidth:int;
    private var loadingStatusHeight:int;
    private var amountLoaded:int;

    //
    //--------   --------
    public void LoadingStatus(iW:uint,iH:uint):void {}

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    -text format active body-
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    textFormatAmountLoaded.bold = false;
    textFormatAmountLoaded.color = 0xFFFFFF;
    textFormatAmountLoaded.size = 8;
    textFormatAmountLoaded.align = "right";
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    function placeLoadingStatusBar (): void {}
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    -place loading bar State-
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    loadingStatusBar.x = 2;
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    }

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    Dear Forum,

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    rg8766 wrote:

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    I hope this helps. If you like my work as open source, please spread the word

    Simon Widjaja

    Adobe Certified Expert (ACE)

    Adobe certified instructor (ACI)

    ++++

    EdgeDocks.com - all Edge: tutorials, components, Extensions

    ++++

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  • How to control the structure of the event

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    Hello forums or

    Sheet material

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