i would like to, somehow, interact with my library.. I have a lot (near 100) of objects exported as classes at specific folder into library, and i would like to get its properties. How can i do it?
there is some AS3 method that can list exported object classes?
in runtime , try this :
trace(ApplicationDomain.currentDomain.getQualifiedDefinitionNames());
before version 11.3 use this library :
http://etcs.ru/pre/getDefinitionNamesSource/
Related
I am developing Haxe code that I convert in C# and insert into a Unity project.
The conversion works fine and I am able to use the generated class when I import it alone in Unity.
To make it work, I have to bring in Unity the whole generated src folder, including the Type.cs file.
However, when I import the "Post Processing Stack" (a basic Unity extension) I get errors due to name Conflicts. The Type class is also a basic C# class and It is used by the Post Processing scripts.
The haxe-Type takes priority and breaks the compilation:
Assets/PostProcessing/Runtime/PostProcessingBehaviour.cs(406,30): error CS1502: The best overloaded method match for `System.Collections.Generic.Dictionary<Type,System.Collections.Generic.KeyValuePair<UnityEngine.Rendering.CameraEvent,UnityEngine.Rendering.CommandBuffer>>.Add(Type, System.Collections.Generic.KeyValuePair<UnityEngine.Rendering.CameraEvent,UnityEngine.Rendering.CommandBuffer>)' has some invalid arguments
Assets/PostProcessing/Runtime/PostProcessingBehaviour.cs(406,34): error CS1503: Argument `#1' cannot convert `System.Type' expression to type `Type'
I don't know if it is possible to solve this issue by playing around with C#/Unity/Mono search paths.
I as wondering wether it is more appropriate to (optionally) wrap all haxe top-level classes into the haxe namespace, or a special haxe-defaultnamespace, or prefix them for example to class HType.
Name conflicts for this basic types are likely to emerge in many other contexts, not only in Unity.
I found the solution in the Haxe documentation for C#:
https://github.com/HaxeFoundation/HaxeManual/wiki/Haxe-C%23
-D no-root generate package-less haxe types in the haxe.root namespace to avoid conflicts with other types in the root namespace
This way, all the classes that were at global level will be generated under namespace haxe.root.
I want to be able to encode video frames using Media Foundation IMFTransform for H264 Video Encoding. That's easily doable in Win32, where you can use MFTEnumEx to enumerate the transforms and find the H264 encoder.
However, on WinRT (Store Apps), I can't find a way to instantiate.
I've noticed there's a class CMSH264EncoderMFT, but there's no definition for the CLSID to use on CoCreateInstance.
With:
CoCreateInstance(CLSID_CMSH264EncoderMFT, nullptr, CLSCTX_INPROC_SERVER, __uuidof(IUnknown), (void **)&pUnknown);
CLSID_CMSH264EncoderMFT is undefined for WinRT apps.
And tried:
ComPtr<CMSH264EncoderMFT> encoder = Make<CMSH264EncoderMFT>();
It says the class CMSH264EncoderMFT is incomplete, and says "use of undefined type 'CMSH264EncoderMFT'". Don't even know if the syntax for Make is correct or appropriate...
Does anyone have a clue on how to do this for WinRT?
Use MFCreateSinkWriterFromURL to create a file writer first. Then, use MFCreateMediaType to create an IMFMediaType. Set up its properties, one of which will be the output format: use SetGUID method on the media type with MF_MT_SUBTYPE guid and specify MFVideoFormat_H264 as the argument. Finally, use AddStream method on the sink writer to set the media type to it.
There's an example here (you'll need to modify it a bit when it sets MF_MT_SUBTYPE).
you cannot instantiate object via CMSH264EncoderMFT because it DOES NOT have some interfaces which MUST have object in WinRT for example IInspectable - Provides functionality required for all Windows Runtime classes. CMSH264EncoderMFT IS NOT WinRT class. You can try resolve your task by function MFCreateSinkWriterFromMediaSink - this function takes an object with interface IMFMediaSink. It is possible write code for object with IMFMediaSink interface and receive samples from IMFTransform::ProcessOutput. I just point your attention - you cannot instantiate in WindowsStore code objects which IS NOT Windows Runtime classes.
Regards,
Evgeny Pereguda
I'm working on a project using actionscript and Flex. For some reason I have a problem importing the com.adobe.serialization.json.JSON class.
When I'm working only with the FlexSDK files and try to use it I'm getting
the following error:
Error:(142, 70) [..]: Error code: 1120: Access of undefined property
JSON.
And of course IntelliJ marks this file and the import in red.
On the other hand when I import the corelib.swc that includes this file I get the following error:
Error:[..]: Can not resolve a multiname reference unambiguously. JSON
(from /Volumes/backup/FlexSDK/frameworks/libs/air/airglobal.swc(JSON,
Walker)) and com.adobe.serialization.json:JSON (from
/Volumes/backup/.../libs/corelib.swc(com.adobe.serialization.json:JSON))
are available.
What is going on here? How can I solve this?
JSON is a top level class available in all the scopes since FP11. Trying to import any class with name JSON will result in an error. If (for some reason) you really do not want to use the already available JSON class and instead import a custom one you'll have to rename it.
Using Intellij, the best you can do is use the JSON class from the current SDK that you have, it has the methods parse() and stringify(). those two methods do the same as the corelib methods for the json.
In case you wanted to use the com.adobe.serialization.json.JSON it will enter in conflict with the one declared in the SDK.
Hope the information is useful
For some reason, when I use package_as3 in FlasCC I can't import any classes to use as a var.
package_as3
(
"#package private\n"
"import flash.system.MessageChannel;\n"
"var mc:MessageChannel;\n"
);
When I try to build anything that has this code in it, I get this:
Error: Type was not found or was not a compile-time constant: MessageChannel.
whenever I use the compiled SWC in Flex.
EDIT:
This doesn't just apply to flash.system.MessageChannel; it seems to happen to anything that gets imported.
A few things to try out
Syntax
I don't think you are supposed to wrap each line in quotes, nor add \n for string termination, so that's one thing that need mending.
SDK
The MessageChannel class requires SDK version 4.6 and above so did you select the correct SDK and add it to your buildpath?
Runtime
Also the MessageChannel interface did not get run-time support until version 14.0.0 (AIR or Player), so in project properties -> ActionScript Compiler, did you set the 'Require Flash Player Version' to version 14.0 or above?
Ok so I have game data parser that creates a game out of data file basically, it is using extensively getDefinitionByName which has one problem if the class is not loading somewhere else it throw variable not defined error information=ReferenceError: Error #1065: Variable {MyClass} is not defined. to workaround it I am using a class that holds all the list of components and instantiate it to make these classes available to the compiler.
Ok the question part is there any more efficient way to do that or playing with compiler argument or something ?
Is there something like export in first frame in flash professional as a compiler argument ?
I think what you want is to have a library project with all those "callable" classes, and then reference that library project in your game.
In flash builder, for a library project, you can check which classes are compiled (and so available to getDefinitionByName). (info here)