It seems like initializing mx.messaging.config.LoaderConfig.url would
have essentially the same drawback as setting the endpoint in
ActionScript - it would create a situation where I would need to
maintain the URL in ActionScript. Or am I misunderstanding you?

In any case, I think it's OK to use Canvas as the base class, because
it doesn't seem to add excessive weight to the app. But I am very much
open to better ideas!

Thanks for the explanation

-Jim

--- In [email protected], "Peter Farland" <[EMAIL PROTECTED]> wrote:
>
> > I discovered something interesting. The original ActionScript class
> > extended Sprite. I changed this to Canvas, and now it works without
> > setting the endpoint in ActionScript. So I now have what I originally
> > wanted, except that I needed to extend Canvas to get it. 
> 
>  
> *lightbulb illuminates* I know what the problem is now. If your channel
> endpoint has relative tokens in them, such as {server.name} and
> {server.port}, then these need to be resolved at runtime based on the
> URL used to load the SWF. The way that the channel gets this information
> is through the mx.messaging.config.LoaderConfig.url property, which is
> initialized when the main mx.managers.SystemManager starts up (as it is
> the one that has access to the root DisplayObject.loaderInfo).
>  
> So, if you do need to use Sprite, then you could either avoid the
> relative tokens in your XML config for the channel or we'll need to get
> you to initialize the mx.messaging.config.Loader config.
>  
> Pete
>





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