I have done that , put when I pass the function...
newThumbNail(this.imageDataArray[this.imageDataArray.length-1]);
it still does not display my image as a thumbnail... I have tested to
see if it is receiving the image data, and it is; however, for some
reason, I can't seem to put it on the
I can trace out, and attach the child to the subclass and have it
display the unformatted bmp,
so not only does my function work when passing the data, I have a
starting point to test from.
What I am now wondering, is if it acts as a pointer to the original
target, or of it duplicates the
I think you need to draw the loaded bitmap data in a new BitmapData
instance. Something like this:
var bitmap:Bitmap = _loader.content;
var bitmapData:BitmapData = new BitmapData( bitmap.width, bitmap.height,
true, 0x );
var sprite:Sprite = new Sprite();
bitmapData.draw( bitmap.bitmapData
I finally figured out what it was... I had instantiated a variable of
the same name and referenced that as a child
private var thumbsContainer:Sprite=new Sprite();
and in the constructor I also had
var thumbsContainer:Sprite = new Sprite();
this.addChild(thumbsContainer);
My gosh I am
Are there restrictions on how far you can traverse downwards to add
children from your class?... it seams I can't go beyond a specific point
I experience very weird display related errors.
Thanks,
Anthony
Anthony Pace wrote:
OMG... I am having the problem again... this time I checked the
OMG... its working again. Is something up with my version of the
player? Is the debugger whacked?
It is doing exactly what I asked it to; yet, it only took my 12 times
recompiling to get it to work... is it the flex SDK? I didn't change
one bit of code; yet, it works all of a sudden.
And just in case someone asks... Yes everything is loading in well as I
can trace to see all the objects and their properties as they are loaded.
well, now I have to figure out how to call a parent function without
having to traverse or go global. JOY
Thanks,
Anthony
Anthony Pace wrote:
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