no there is no way
improts are executed at compile time all you can do is to define which class
to use depending on player version
2006/6/5, Christian [EMAIL PROTECTED]:
Hey Guys,
So i'm in the process of writing a class that does a lot of JavaScript
handling. The tricky part is, I want to
You could try a JSFL approach: make a macro that writes in the appropriate
import statement just prior to publish.
Danny
no there is no way
improts are executed at compile time all you can do is to define which
class
to use depending on player version
2006/6/5, Christian [EMAIL PROTECTED]:
The only way is to compile the classes into a seperate SWF's and at runtime
when you make the check load in the appropriate SWF. Not a very simple
solution.
I've found that a good solution, if you can afford to combine the classes
into one, is making a runtime check on functionality.
Yeah, maybe, that's an interesting approach actually.
I'll report back on how I handled this later.
Christian
Danny Kodicek wrote:
You could try a JSFL approach: make a macro that writes in the
appropriate import statement just prior to publish.
Danny
no there is no way
improts are
Hrmmm... interesting. I'll have to try that out, but seems like
potentially a lot of overhead no, with the subswf's, and then managing
naming, loading and possible deletion?
Thanks for the help though, this is at least a good start.
Tyler Wright wrote:
The only way is to compile the classes
You could also use haXe, which offers conditional compilation. The
language isn't so different than ActionScript either.
Scott
On 6/5/06, Christian [EMAIL PROTECTED] wrote:
Hrmmm... interesting. I'll have to try that out, but seems like
potentially a lot of overhead no, with the subswf's, and
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Conditional Import Statements
Unfortunately I am packaging up a set of classes for mass distribution
for work, so that won't work. That would be too easy :)
Scott Hyndman wrote:
You could also use haXe, which offers conditional compilation
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