loadVariables onEnterFrame

so I have a simple php below script which gets the time of the server hosting the script. my flash file has a simple loadVariables, load variables since the onEnterFrame of php script. the problem is that the value of the variables is not getting updated. the output of the trace below repeat just the same value for CSTseconds over and over again. How to change the updated/current value?

You are calling every onEnterFrame? What is necessary. It seems unusual to do so. I don't know if the answer might be received before the next request has been sent (and I don't know what might happen in these circumstances).

It can also be cached.
You can try adding a random unique code to test.php to try to avoid that.

for example
loadVariables ("test.php? cachebuster =" + getTimer (), "");

Tags: Adobe Animate

Similar Questions

  • Remove the onEnterFrame function

    How can I remove the onEnterframe?

    CODE:

    function foo() {}

    If (I > = endpoint) {}

    do something

    } else {}

    remove the onEnterFrame?

    }

    }

    btn_mc.onRollOver = function() {}

    _root.onEnterFrame = myFunc;

    }

    :

    CODE:

    function foo() {}

    If (I > = endpoint) {}

    do something

    } else {}

    Remove _root.onEnterFrame;

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    btn_mc.onRollOver = function() {}

    _root.onEnterFrame = myFunc;

    }

  • Access of undefined property onEnterFrame.

    Hi all

    I am facing this error in the below the line of code (in RED):

    function clearCircles(circleArray:Array) {}

    for (var i: Number = circleArray.length - 1; i > = 0; i--) {}

    removeMovieClip (circleArray.pop ());

    }

    onEnterFrame = null;

    }

    Now that I replaced the line drawn in RED with root.addEventListener(Event.ENTER_FRAME,null);

    Is this good? Will it have the same functionality as the above line?

    Thank you

    Imran

    Same problem in your other post except you seem to be mixing code AS2 and AS3 in this one.  You cannot mix the two languages.  onEnterFrame is an element of AS2 coding.  addEventListener (Event.ENTER_FRAME, is AS3, but what you've done with it is not right.  You addEventListener and removeEventListener you in AS3

  • delete myCountDown.onEnterFrame

    How can I remove the onEnterframe. This is my code:

    function myCountDown() {}

    do something

    }

    RecLoad.onData = {function (src)}

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    _root.onEnterFrame = myCountDown; works very well

    }

    }

    Clear_btn.onRelease = function () {}

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    }

    use:

    function myCountDown() {}

    do something

    }

    RecLoad.onData = {function (src)}

    If (condition == true) {}

    _root.onEnterFrame = myCountDown; works very well

    }

    }

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    Remove _root.onEnterFrame;

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  • onEnterFrame + a timer. Is there a reason for this

    I read the code of the game where there is an onEnterFrame AND a timer. Why would you use both?

    Surely, you are taking just the valuable CPU resources. I saw some code in one of the games with two counters.

    It seems that in your case, it is justified to use both. It is legitimate to use enter setting for the display of the related tasks (because it's more organic, because the rendering of the screen is automatic for each image) and the timer for the business logic.

    Timer doesn't have much of an overhead projector.

  • onEnterFrame (remove for tf1)

    1. how to use onEnterFramer to check if a Word is changed in a textField (tf1)?

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    You need not use an onEnterFrame for this.  Use the method of the textfield onChanged().  The help docs are an example.

  • Optimization: Game using the timer. Should I use onEnterFrame listener

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    We could use the onEnterFrame event handler just add seconds per image.

    Is it much better for our CPU because the game is a bit slow.

    the timer does not take a lot of cpu.  It is the function of listener that can occupy a lot of cpu, especially if you call him several times per second.  your timer function performed once in 20 seconds is not a problem.

  • stop action onEnterFrame

    Hi all

    I am a newbie to the forum and the AS3 and already searched through previous messages for the answer but couldn't quite find the right solution. I have a simple animation, the end of which I want to open a different URL. You can see my AS3 below (a mish mash of solutions I found everywhere). I work as animation playback ends and launches a browser with the URL window, but he seems to ignore my "_self" statement and I can't stop the looping onEnterFrame.

    Any suggestions would be greatly appreciated.

    Thank you

    Dubwb

    this.addEventListener (Event.ENTER_FRAME, keepGoing);

    function keepGoing(event:Event):void
    {
    var nextPg:URLRequest = new URLRequest ("http://cfd238.cfdynamics.com/prideofpa/findkiller/taketest.html");
    navigateToURL (nextPg, "_self");
    This.Stop ();
    }

    I don't know why _self would be ignored - what he did instead?

    You stop the EnterFrame by removing the listener:

    this.removeEventListener (Event.ENTER_FRAME, keepGoing);

  • Calling the function from inside a onEnterFrame action

    I have a class file called MonsterGame. Inside her, one of the methods that are called "queueAnim" creates a onEnterFrame function to wait until the current film is play before making the following visible.

    That works fine, but I have certain conditions that the Main() function is called just after a certain movie is played (called "eatMovie"). Everything works except the call to Main();

    I think it's a problem with SEO in the wrong place, but I don't know why.

    The trace for "this should be the root name" returns "MonsterGame", which is the name of the class where the Main() method. So if this ._name returns MonsterGame and MonsterGame has Main() inside, why used Main() or that. Main() run the function?

    PS: It's NOT because I remove the onEnterFrame before calling the Main(), at least I'm sure it's not because I put a trace here, and it works very well, proving that after deleting lines are always executed.

    PM me if you want the link to the source code and swf file

    Try the attached code. If not post a link to a zip with all the files.

  • onEnterFrame

    I have a basic question about the onEnterFrame event handler. I understand how this code will continually repeat the trace output text:

    onEnterFrame = function () {}
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    }

    But why only the text of the output trace once and stop:

    onEnterFrame = RepeatFN()

    function RepeatFN() {}
    trace (& quot; onEnterFrame called & quot ;);
    }

    What I think you want it is:

    function foo() {}
    trace ("hello world");
    }

    onEnterFrame = myFunc;

    Notice there is no parens at the end of the assignment onEnterFrame. Competently parens that is to say, ' call this function/method immediately and affect his return to the onEnterFrame.» Therefore if your function has returned a function to use the parens, as follows:

    function myFunc (): int {}
    var myNewFunction = function () {}
    trace ("Crazy man.");
    }
    Return myNewFunction;
    }

    onEnterFrame = myFunc ();

    Who is?

  • Make a LoadVars onEnterFrame

    I have an image in my main script where I do 2 LoadVars to send and receive a page variables. At the moment it is launched by clicking a button. I now need to happen onEnterFrame (rather than pressing a button). I use AS2.

    Can someone tell me please how do I change my code?

    > function sendRecords (): Void {}
    records.sendAndLoad ("records.php? thisID = 999999", recordsSent);
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    First of all, I would say you can edit this POST, may be used instead
    having to use GET:

    function sendRecords (): Void {}
    records.thisID = 999999;
    records.sendAndLoad ("records.php", recordsSent);
    records_message. Text = "send";
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    To call it from an enterFrame, I would use just an indicator variable call you only
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    var records: LoadVars = new LoadVars();
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    this.onEnterFrame = function() {}
    {if(!didSend)}
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    sendRecords();
    }
    }

    --
    Dave-
    www.offroadfire.com
    Developer leader
    http://www.blurredistinction.com
    Adobe Community Expert
    http://www.Adobe.com/communities/experts/

  • Basic onEnterFrame question

    I create a project and test how to do certain things just before I put them in the actual project.

    Attached is code click on btn01, which attaches to circleCopy to the scene, then circleCopy is automatically supposed to move from left to right indefinitely.

    The circleCopy attaches, but does not move. This code is as simple as I can get it-what Miss me?

    The problem is the order of execution.

    When flash between the framework with this code he says, "Okay I know what to do when btn01 is clicked." Oh, and I have to attach a onEnterFrame handler to ballCopy. »

    The problem is that at the moment you enter the framework, there is no such thing as ballCopy. While the second half is simply ignored by Flash.

    So you have to wait until ballCopy is attached until you try and set things. The best way to do it would be to put the declaration of your onEnterFrame in the onRelease handler.

  • Cannot get onEnterFrame working on MC in a class

    Hello

    Can someone take a look at this class file that is in the works and help me understand why the onEnterFrame that is created in the startRewind() method does not work?

    Thank you very much!

    Only, you must extend the MovieClip class, if you need all or most of the functionality of the MovieClip class. In most cases, it is preferable to use the composition. Change your class as attaché.

  • onEnterFrame within a class

    I don't have a problem as much as just a lack of understanding:

    Question: Will I run into any problems using onEnterFrame within a class? I know that onEnterFrame events can replace each other if they are written in a dynamic way, but I don't know how this effects classes...

    In addition, onEnterFrame is an event of the class movie no clip?... how this same question...? What happens if I declare an event inside a method inside my class onEnterFrame: it'll still work? It will affect the clip hence the class.method is called?

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    > Question: will I run into any problems using onEnterFrame within a class?
    Laughing out loud
    > Also, onEnterFrame is an event of the movie no clip class... how this same question...?
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    private var my_mc:MovieClip;

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  • I'm stuck after I deleted onEnterFrame

    I did a lot of progress on this issue with the help of the forum. I've reached a point that I can't understand. In my released() function, I need to call a delete onEnterFrame so tweens by script can run. But how I 'restore' the onEnterFrame when the unreleased() function is called to make the original motion may work.

    import mx.utils.Delegate
    Import mx.transitions.Tween;
    Import mx.transitions.easing. *;

    var numClouds:Number = 35;
    var fl:Number = 250;
    var gravity: Number =. 5;
    var vx:Number = 0;
    var vy:Number = 0;
    var vz:Number = 0;
    var friction: Number =. 97;
    var vpX:Number = Stage.width / 2;
    var vpY:Number = Stage.height / 2;
    var vpY:Number = 400;
    var host: MovieClip = this;

    var dreamarray:Array = new Array();
    dreamarray [0] = 'dreamone;
    dreamarray [1] = "dreamtwo";
    dreamarray [2] = "dreamthree";
    dreamarray [3] = "dreamfour";
    dreamarray [4] = "dreamfive";

    var dreamarrayX:Array = new Array();
    dreamarrayX [0] = 0
    dreamarrayX [1] =-1800;
    dreamarrayX [2] = 2000;
    dreamarrayX [3] = 100;
    dreamarrayX [4] =-1700;

    var dreamarrayZ:Array = new Array();
    dreamarrayZ [0] = 0;
    dreamarrayZ [1] = 500;
    dreamarrayZ [2] = 1000;
    dreamarrayZ [3] = 1500;
    dreamarrayZ [4] = 2000;

    function init() {}
    for (var i: Number = 0; i < dreamarray.length; i ++) {}
    dream of the var: MovieClip = home.attachMovie (dreamarray , "dreamarray" + I, i);
    Dream.x = dreamarrayX
    ;
    Dream.y = 50;
    Dream.z = dreamarrayZ ;
    dream.onRelease = freed;
    }
    }

    function inittwo() {}
    set the number to more number of dreams
    for (var j: Number = 20; j < numClouds; j ++) {}
    Cloud of the var: MovieClip = attachMovie ("cloud", "cloud" + j, j);
    Cloud.x = Math.Random () * 2000-800;
    Cloud.y = 50;
    Cloud.z = 0 + cloudoffset;
    cloud.onEnterFrame = mover;
    cloudoffset += 600;
    }
    }

    function {} released()
    for (var i = 0; i < dreamarray.length; i ++) {}
    var t:MovieClip = host ["dreamarray" + i];
    t.xPos = t._x;
    t.yPos = t._y;
    t.theScale = t._xscale;
    delete dream.onRelease;
    delete onEnterFrame;
    If (t! = this)
    {
    trace (this);
    var tw:Tween = new Tween(t,"_xscale",Strong.easeOut,t._xscale,0,1,true);
    var tw2:Tween = new Tween(t,"_yscale",Strong.easeOut,t._yscale,0,1,true);
    var tw3:Tween = new Tween(t,"_alpha",Strong.easeOut,100,0,1,true);
    trace (t);
    trace (t.XPos);
    trace (t.YPos);
    }
    on the other
    {
    var tw:Tween = new Tween(t,"_xscale",Strong.easeOut,t._xscale,55,1,true);
    var tw2:Tween = new Tween(t,"_yscale",Strong.easeOut,t._yscale,55,1,true);
    var tw3:Tween = new Tween(t,"_x",Strong.easeOut,t._x,200,1,true);
    var tw4:Tween = new Tween(t,"_y",Strong.easeOut,t._y,100,1,true);
    var tw5:Tween = new Tween(theText,"_alpha",Strong.easeOut,0,100,1,true);
    var s:Object =;
    tw.onMotionStopped = function()
    {
    = new s.onRelease;
    }
    }
    }
    }

    function unReleased() {}
    delete this.onRelease;
    for (var i = 0; i < dreamarray.length; i ++)
    {
    var t:MovieClip = host ["dreamarray" + i];
    If (t! = this)
    {
    var tw:Tween = new Tween(t,"_xscale",Strong.easeOut,0,t.theScale,1,true);
    var tw2:Tween = new Tween(t,"_yscale",Strong.easeOut,0,t.theScale,1,true);
    var tw3:Tween = new Tween(t,"_alpha",Strong.easeOut,0,100,1,true);
    }
    on the other
    {
    var tw:Tween = new Tween(t,"_xscale",Strong.easeOut,100,t.theScale,1,true);
    var tw2:Tween = new Tween(t,"_yscale",Strong.easeOut,100,t.theScale,1,true);
    var tw3:Tween = new Tween(t,"_x",Strong.easeOut,t._x,t.xPos,1,true);
    var tw4:Tween = new Tween(t,"_y",Strong.easeOut,t._y,t.yPos,1,true);
    tw.onMotionStopped = function()
    {
    for (var i = 0; i < dreamarray.length; i ++)
    {
    var t:MovieClip = host ["dreamarray" + i];
    t.onRelease = Delegate.create (t, released);
    t.onEnterFrame = mover;
    }
    }
    }
    }
    }





    function onEnterFrame (): Void {}
    If (dreamarray4.z > = 500 & & Key.isDown (Key.UP)) {}
    If (zdepth < 55 & & Key.isDown (Key.UP)) {}
    VZ-= 1;
    zdepth += 1;
    }

    If (dreamarray4.z > = 2000 & & Key.isDown (Key.DOWN))
    If (zdepth > 0 & & Key.isDown (Key.DOWN))
    {
    VZ += 1;
    zdepth-= 1;
    }

    Vy = gravity;
    VX * = friction;
    Vy * = friction;
    VZ * = friction;
    for (var i: Number = 0; i < dreamarray.length; i ++) {}
    dream of the var: MovieClip = host ["dreamarray" + i];

    Dream.x += vx;
    Dream.y += vy;
    Dream.z += vz;
    If (Dream.y < 50)
    {
    Dream.y = 50;
    Vy = 0;
    }

    If (dream.z < = - fl) {}
    delete dream.z
    Dream.z._visible = false;
    }
    on the other
    {
    Dream.z._visible = true;

    var scale: Number = fl / (fl + dream.z);
    Dream._xscale = dream._yscale = scale * 100;
    Dream._x = vpX + dream.x * scale/2;
    Dream._y = vpY + dream.y * scale/2;
    Dream._x = dream.x * scale/2;
    Dream._alpha = scale * 60 + 40;
    dream.swapDepths(-dream.z);
    }
    }
    for (var j: Number = 0; j < numClouds; j ++) {}
    Cloud of the var: MovieClip = this ["cloud" + j];
    Cloud.x += vx;
    Cloud.y += vy;
    Cloud.z += vz;
    If (Cloud.y < 50)
    {
    Cloud.y = 50;
    Vy = 0;
    }
    If (cloud.z < = - fl) {}
    Cloud.z += 5 000.
    }
    ElseIf (cloud.z > 5000 - fl)
    {
    Cloud.z-= 5000;
    }

    var scale: Number = fl / (fl + cloud.z);
    Cloud._xscale = cloud._yscale = scale * 200;
    Cloud._x = vpX + cloud.x * scale;
    Cloud._y = vpY + cloud.y * scale;
    Cloud._alpha = scale * 60 + 40;
    cloud.swapDepths(-cloud.z);
    }
    }


    / * //trying to create the mover function
    function mover (): Void {}
    If (dreamarray4.z > = 500 & & Key.isDown (Key.UP)) {}
    If (zdepth < 55 & & Key.isDown (Key.UP)) {}
    VZ-= 1;
    zdepth += 1;
    }

    If (dreamarray4.z > = 2000 & & Key.isDown (Key.DOWN))
    If (zdepth > 0 & & Key.isDown (Key.DOWN))
    {
    VZ += 1;
    zdepth-= 1;
    }

    Vy = gravity;
    VX * = friction;
    Vy * = friction;
    VZ * = friction;
    for (var i: Number = 0; i < dreamarray.length; i ++) {}
    dream of the var: MovieClip = host ["dreamarray" + i];
    Dream.x += vx;
    Dream.y += vy;
    Dream.z += vz;
    If (Dream.y < 50)
    {
    Dream.y = 50;
    Vy = 0;
    }

    If (dream.z < = - fl) {}
    delete dream.z
    Dream.z._visible = false;
    }
    on the other
    {
    Dream.z._visible = true;

    var scale: Number = fl / (fl + dream.z);
    Dream._xscale = dream._yscale = scale * 100;
    Dream._x = vpX + dream.x * scale/2;
    Dream._y = vpY + dream.y * scale/2;
    Dream._x = dream.x * scale/2;
    Dream._alpha = scale * 60 + 40;
    dream.swapDepths(-dream.z);
    }
    }
    for (var j: Number = 0; j < numClouds; j ++) {}
    Cloud of the var: MovieClip = this ["cloud" + j];
    Cloud.x += vx;
    Cloud.y += vy;
    Cloud.z += vz;
    If (Cloud.y < 50)
    {
    Cloud.y = 50;
    Vy = 0;
    }
    If (cloud.z < = - fl) {}
    Cloud.z += 5 000.
    }
    ElseIf (cloud.z > 5000 - fl)
    {
    Cloud.z-= 5000;
    }

    var scale: Number = fl / (fl + cloud.z);
    Cloud._xscale = cloud._yscale = scale * 200;
    Cloud._x = vpX + cloud.x * scale;
    Cloud._y = vpY + cloud.y * scale;
    Cloud._alpha = scale * 60 + 40;
    cloud.swapDepths(-cloud.z);
    }
    }
    */

    init();
    inittwo();


    Stop();

    You are welcome.

    Cloud works like a dream (or any other movieclip that you want to pass to mover). just call mover when you want to have it act on the movieclip that is passed to it.

    and use the delete statement indicated to stop the onEnterFrame loop. If you want to stop a onEnterFrame loop under certain conditions that you test in mover, use delete mc.onEnterFrame.

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