Flash: pure actionscript project: ToolTipManager class not registered? - actionscript-3

I have a pure ActionScript 3 project that I build using the open source command-line compiler. I'm trying to add tooltips to my controls using mx.managers.ToolTipManager.
The code compiles without issues, but when I try to add the tooltip I get the following exception:
No class registered for interface 'mx.managers::IToolTipManager2'
I experimented with trying to register a class against that interface manually, something like:
var toolTipManagerImpl:Object = ApplicationDomain.currentDomain.getDefinition('mx.managers::ToolTipManagerImpl');
Singleton.registerClass("mx.managers::IToolTipManager2", Class( toolTipManagerImpl ) );
...but that leaves me with a null ToolTipManager reference.
Any ideas what I have to do to use the ToolTipManager in this environment?
Thanks in advance.

The SWCs are not n the build path and, what is more important: it will most likely not work because the whole framework is missing, which the components rely on.

Related

How to have class loaded without using "use" but call it as if I used it

I have studied these 2 sources, but none of those works for me.
http://www.yiiframework.com/doc-2.0/guide-concept-autoloading.html
Yii2 - How do I AutoLoad a custom class?
I have created custom helper class which I want to include in every model, controller and view in my application. I am using Yii2 advanced app version 2.0.11, IDE I am using is PHPStorm
QUESTION:
What I want to achieve is to not use use keyword at the beggining of every class but still be able to simply call AppHelper::myMethod() in models, controllers and views.
How is that possible?
Closest I got it working was using this solution https://stackoverflow.com/a/35160997/5395463
All other solutions did not work for me. I am getting errors like:
PHP Fatal Error – yii\base\ErrorException
Class 'frontend\controllers\AppHelper' not found
when I simply dont include use commons\commands\AppHelper;
or when not using namespace as they suggest there with other settings:
Fatal error: Uncaught exception 'yii\base\UnknownClassException'
with message 'Unable to find 'common\commands\AppHelper'
in file: C:\xampp\htdocs\domain.com\web\common/commands/AppHelper.php.
Namespace missing?' in ...
SOLUTION:
Thanks for your responses, I got it working finaly. https://stackoverflow.com/a/42330631/5395463 solution works best for me.
So I removed namespace from that class, but left it in common\commands folder, added require to frontend/web/index.php and backend/web/index.php files (not sure if I should add it to yii file in root too, I didnt, so far it is working good anyways), and changed calls of class from AppHelper::myMethod() to \AppHelper::myMethod() looks like eveything is working now.
In Yii2 You can use an explicit way adding \ to full namespaced name
\frontend\controllers\AppHelper
so you can sue your method
\frontend\controllers\AppHelper::yourMethod();
Solution for not lazy coders:
create component with your class so you can use it like \Yii::$app->my_component
if even this is too much and your IDE is better than Windows Notepad prepare macro that will print this for you
Solution for lazy coders:
Save your class in single PHP file without namespace.
Modify you entry script to include this class - i.e. for Basic Project Template it's /web/index.php; add there
require(__DIR__ . '/path/to/MyClass.php');
For Advanced Project Template modify it properly.
Now you can use your class by calling it like \MyClass (yes, \ is required and yes, your IDE probably will modify it anyway to MyClass with use MyClass; added at the beginning.

Accessing REST api from Windows CE

I have one Windows Handheld device application which has the requirement of accessing a REST API. The REST API gives me JSON output which I am going to handle via Newton.JSON. Now to achieve modular structure I want to have the communication to the REST API be handled via a different module altogether something like a Class Library. But unfortunately it seems that it is not possible to do so via a class library(or maybe possible). So my question is what is the best alternative to do so?
Please note that I don't want to include those connectivity operations in my front end application project. And I am using .Net framework 3.5 & Windows Mobile SDK 6.0
Thanks in advance
Pseudo class library code:
public function void startQuery() //starts a thread that does the JSON query
//inside thread on query result use OnDone() delegate
private delegate void OnDone(string dateTimeString);
//In main GUI code add a reference to the class lib and init a new object then add an event handler to the OnDone delegate of the class lib
JSONClassLib myJson=new JSONClassLib();
...
myJson.OnDone+=new EventHandler(myEventHandler);
void myEventHandler(sender this, objext o){
//will be called when query is done
}
//you need to use Control.Invoke if you want to update the GUI from myEventHandler
//to start a query use something like this from your class lib
myJson.doQuery(string);
If you add your existing code we may help with creating a class lib and async code
Now I got my answer. Sorry I did a mistake while selecting the project type. I selected "Windows Form Class Library" project instead of "Smart Device Class Library" project. Now that I have selected the right one it is working fine for me.
BTW thanks for those responses.
Cheers

getDefinitionByName "Variable Not defined" workaround

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)

Call the object inside the library by code

I am a newbie. I'm on my project to make a interactive map. I do not want to make it with a many objects, but by the code. I want to ask you, is it possible to show the object in library by the code?
If so, how to call it?
Thank you.
Var instanceName = new LibraryName();
/* give it the properties you need */
stage.addChild(instanceName);
the instance name will be the name that you want it to take for your project
the library name is the name of the object in your library.
stage.addChild() is the function that allow you to add the object to the stage
You must give the object an AS Linkage, if you already done that, then you can refer that as a Class, like:
var clubPoint:CLUBOBJECT = new CLUBOBJECT();
The programming IDE will not recognize the class, but upon compiling and testing the file in Adobe Flash Pro CSx, CSx will automatically generate a new class for it, and thus you can use it.

how to force compiler compile all classes in my project?

im using Adobe® Flash® Builder™ 4.6,the problem also exist in previous versions.
for some reason ,i am using
cls = applicationDomain.getDefinition(name) as Class;
to get the object's constructor and then create the instance of my modules class.thus make compile ignore my module classes ,because they are not related from my main class.how to force else classes also compiled into my swf or swc file? i didn't find where i can adjust my compile option.
by now i use this way to solve my problem,at the very beginning of the program entry.
if(1+1==3){
//never be run but do make classes merge into swf files.
new MyModule();
}
i have hundreds of modules like this one,i do hope i can find a way to solve this problem permanently
You can try with this
package
{
public class IncludeClasses
{
import com.abc.db.Database;Database;
import com.abc.logs.RemoteLogTarget; RemoteLogTarget;
import com.abc.logs.LocalLogTarget; LocalLogTarget;
import com.abc.exception.GlobalExceptionHandler; GlobalExceptionHandler;
import com.abc.utils.NetConnectionMonitor;NetConnectionMonitor;
}
}
You need to use the class to get it to compile in the swf.
Not the best method but
private var someVar:someClass;
Using the "new" keyword will cause the run-time to allocate memory for the object so you don't want to use that.
This whole loading modules and compiling classes has a code smell to it.
You would be better off having your classes in the modules implement an interface.
You need at least one strict reference to your class to appear within the project. I use a static variable of type Array to stuff all of the classes I need, and never really reference that array, if I can.
private static var dummy:Array=[OneClass, AnotherClass, Class01, Etc];
You can also do this by setting your compiler flag.
About the application compiler options
See:
include-libraries library [...]
Include only classes that are inheritance dependencies of classes that
are included with the include-classes compiler option.
The default value is false.
This is an advanced option. You might use this compiler option if you
are creating a custom RSL and want to externalize as many classes as
possible. For example:
compc -include-classes mx.collections.ListCollectionView
-include-inheritance-dependencies-only=true
-source-path . -output lcv2 -directory