In the past, there was a simple trick, to include the flex mxmlc module by adding the following line to the flash-cs4 makefile:
-include-libraries “/absolute/path/to/my/assets/assets.swc”
This gave you the ability to use getDefinitionByName, an helper function to access the embedded swc asset-library (instead of creating hand-written classes all assets).
Unfortunately, this has stopped working since flash-cs4. Does anybody know another solution?
Unfortunately, the only workaround I have found is to explicitly refer each of asset classes somewhere in the code. You may create dummy class like this:
public class AssetsExporter extends Sprite
{
public static function export()
{
AssetClass1;
AssetClass2;
//etc
trace( "DEBUG AssetsExporter.export()" );
}
}
Specify this class as Document class in Flash IDE, so it will be compiled into the resulting swc. Then in the main code of your application call
AssetsExporter.export();
After doing this you will be able to use getDefinitionByName().
You can add them to the libraries in the publish settings.
(Image from http://wiki.gigya.com/ via Google Images)
By the way, if you use SWC files, you can also do
new somepackage.SomeClass();
instead of
new getDefinitionByName("somepackage.SomeClass")
where applicable. This is because SWC files are included at compile time, not runtime.
Even though you can change a compiler setting manually, its easy if you are using FlashDevelop as this is very simple to fix.
Right click your included swc from the Project list. Choose options then "include library (complete library)".
..you can now use getDefinitionByName to get an unreferenced class from your swc file.
Related
I was wondering how do you add link tag/google font to head in yii2.
I want to add the following
<link href='http://fonts.googleapis.com/css?family=Open+Sans:400,300,600,700' rel='stylesheet' type='text/css'>
I have found this documentation but doesn't mention anything about link/adding google font etc
The correct answer is to create a new AssetBundle.
While you can directly place the HTML for the fonts into the of your main.php file, this isn't the Yii way. If you have tried to load jQuery files this way, you might notice odd behavior when directly putting them into the HTML.
For example: Directly place the HTML tag for Bootstrap CDN into the head of your main.php. Then, somewhere in your code try to use the tooltip. You will get an error in your console that tooltip is not a function. - This is because the way Yii puts all your template files together, and at that time, Bootstrap is not available.
While simply loading a font probably won't cause any problems, it is a good idea to do things the way they were intended. Following MVC rules, properly documenting your code, and following the Yii best practices, will go a long way. Not only will you thank yourself a year later when you have to go back into a project, but the next guy will appreciate it. I can't stand going into systems, and seeing stuff thrown everywhere, chincy hacks, and spaghetti code, and no documentation or comments.
Correct Way:
Create a new AssetBundle. In your assets folder, you probably already have AppAsset.php. Duplicate it, and name it FontAsset.php.
Here is an example from my project, using 3 Google fonts.
FontAsset.php
<?php
namespace app\assets;
use yii\web\AssetBundle;
class FontAsset extends AssetBundle
{
public $basePath = '#webroot';
public $baseUrl = '#web';
public $css = [
'//fonts.googleapis.com/css?family=Open+Sans:400,700',
'//fonts.googleapis.com/css?family=Ubuntu:400,700',
'//fonts.googleapis.com/css?family=Oswald:400,700'
];
public $cssOptions = [
'type' => 'text/css',
];
}
In your layout, main.php for example. Right under where you see AppAsset::register($this)
main.php
use app\assets\FontAsset;
FontAsset::register($this);
For every layout file that you want to load those fonts, include the FontAsset.
The AssetBundle is basically a bundle of CSS and/or JS files and options. You could add another one for say JWPlayer say named VideoAsset, and add your JS/CSS files for JWPlayer in it.
Point being, you shouldn't be adding these things directly into the HTML of the layouts directly, as it can cause problems. Let the AssetManager handle them by declaring AssetBundles.
It might save you later down the road!
The best way is to create an asset bundle and add the link to the bundle.
You can find a complete guide here:
http://www.yiiframework.com/doc-2.0/guide-structure-assets.html
You can put it directly in the head of the layout (file views/layouts/main.php)
I creadet a class that has more ResourceBundles in it. My app is multilanguage so I will need many ".properties" files.
here is a sample code
[ResourceBundle("LocalizedStrings_en_US")]
[ResourceBundle("LocalizedStrings_fr_FR")]
...
public class LocaleLoader
{
...
}
My question is if I add many ResourceBunlde lines in this class, will the file size of the main swf increase drastically or not?
Should use separata class files to load separate ResourceBundles for each language?
The [ResourceBundle] annotation itself won't have any effect on the file size. It's the -locale compile option of the mxmlc that matters.
-locale=en_US means to embed only the US-locale in the SWF
-locale=en_US, ja_JP means to embed both the US-locale and the Japan-locale
If you don't embed the Japan-locale you can load it at runtime with resourceManager.loadResourceModule(...).
To address completely the topic of Flex Localization Support please refer to the Slides & Samples in the Flex Localization Support article I wrote in the Obecto Training Portal.
I have the image path manipulate from database with php. Now how can i have to import those image in the library so that i can use them as a symbol. Thanks in advance.
You cannot load it into library, but you can load this image via php and use it on stage with action script. Take a look at this answer to the similar question:
Load image dynamicly in flash
You can download it to the server and generate source file with Class that have field like this:
class Library
{
[Embed(source = 'path_to_folder/image_name.png')] public static var imageClass : Class;
}
Alsou you should refer this class somewhere to be sure it will be compiled into your swf and use it like this:
const image:Bitmap = new (Library.imageClass)();
In that case you need to recompile your swf every time the image is changed.
But I'm totaly agree with Bartek that it is better to use dynamic loading.
I have an actionscript project, and I have provided the function that I want it to be called from HTML(the flash builder generated html file).
ExternalInterface.addCallback("getURL", getURL);
This is the code in actionscript, how can I modify the flash builder generated html file so that it can call getURL()?
Just add your function between <script> tags in index.template.html file that is located in html-template folder of your project.
alternatively, you don't have to use the html template, it's totally possible for you to create your own html and implement your own settings. Just go to the Project properties and uncheck the "Generate HTML..." checkbox.
as for your javascript function , you could have it in an external file and access it like this. it'd be easier to maintain, if the need to add more functions arises
<script type="text/javascript" src="external.js"></script>
Im having problems with classpaths. I have used them before with "import" but I'm not able to link a class directly to symbol in the library.
I have a class c:/myfolder/src/myclass.as . In prefernces > AS3 settings, I have c:/myfolder/ as default classpath. I click linkage on the symbol and enter src.myclass . When I click the checkmark, it says 'class not found'. I am able to do: *import src.myclass; and attach the class to an instance on th stage. That works fine, but thats not what I need to do.
It's weird to use src as a package. Typically you'd set your preferences to c:/myfolder/src then put your top level package in there, but...
Check and make sure your file MyClass looks like this:
package src {
public class MyClass {
...
}
}
If it doesn't then you need to make sure your package matches the directories under your source directory (c:/myfolders).
Also you probably need to include the fully qualified package on the embed tag.
I found the answer. In preferences > AS3 settings the folder "c:\myfolder\" was below ".\". Once I moved it above, it saw the definition normally.