Re: [flexcoders] Using Components in Flash

2005-03-31 Thread JesterXL

Not sure why your change event isn't getting fired; try doing 2 things:
- in Flash, when you associate the ActionScript class to a movie clip, put a 
copy of the UIComponent on frame 2 with a stop(); action on frame 1 to 
prevent it from ever getting to frame 2.
- change your code from:

dispatchEvent({type: change});

to:

dispatchEvent({type: change, target: this});


- Original Message - 
From: Ketan Bengali [EMAIL PROTECTED]
To: flexcoders@yahoogroups.com
Sent: Thursday, March 31, 2005 2:10 AM
Subject: Re: [flexcoders] Using Components in Flash



Let me put my question in a different way.

The code that I posted in earlier mail doesnt fire the change event
On the change event of the component in the flash app nothing happens.

I am able to capture the value on the click of a button but I want
to capture that value on the click of the component.

Any idea ??

Regards,

Ketan Bengali.



Scott Barnes wrote:

I can't see anything below that will prevent you from using it inside FLASH 
IDE.

You can do one of two things.

1) You can copy your assets/code into FLASH IDE, and make a component
that way by cutting and pasting + importing assets. That based on what
i've seen below  would work out ok as the mx.framework is very
similiar in its design with FLASH IDE... i'd only flag things if you
used flex specific components like Panel etc...

2) Take your FLEX MXML and using the compc compile it to a SWC file,
then copy it to your Flash IDE Program Files - again since your using
the basics of the framework you should be right. I think when you use
your component, FLASH IDE will tell its compiler to load the FLASH MX
2004 framewor as opposed to the FLEX version (thats if you have
FlexForFlash installed inside your ide...if you haven't then ignore
the above and just compile your mxml to a swc and use it like that)

Under the Flash Docs, do a serach for Creating SWC files it will
give you a step by step how to.

Other than that, I'm not sure what else is doable.


On Thu, 31 Mar 2005 11:13:26 +0530, Ketan Bengali [EMAIL PROTECTED] 
wrote:


Heres the code i have in my as file:

import mx.controls.*
import mx.core.UIObject
import mx.events.EventDispatcher
[Event(change)]
[Event(click)]

class CineRating extends mx.core.UIObject {

static var symbolName:String = CineRating;
static var symbolOwner:Object = CineRating;
var className:String = CineRating;

private var _rating:Number;

private var starsCount:Number = 5;
var movieRS:MovieClip;
var _starNumber:Number;

function CineRating() {}

function init() {
super.init();
movieRS._visible = true;
}

public function set rating(nRating:Number):Void {
if(nRating%2 != 0 || nRating%2 != 1) {
if(nRating - Math.floor(nRating)  0  nRating -
Math.floor(nRating)  0.5) {
nRating = Math.floor(nRating)
} else {
nRating = Math.ceil(nRating);
}
}

this._rating = nRating;
invalidate();
//draw();
dispatchEvent({type: change});
}

public function draw() {

if(!_parent[star+(starsCount-1)]) {

for(var i:Number = 0; i  starsCount;i++) {
this.movieRS.duplicateMovieClip(star+i, i+1);
this[star+i]._x = i * this[star+i]._width/0.95;
this[star+i].starNumber = i;

if(i  _rating) {
this[star+i].gotoAndStop(select);
}
else {
this[star+i].gotoAndStop(default);
}

/*RollOver Event Declaration*/

this[star+i].onRollOver = function() {

//mx.controls.Alert.show(Inside RollOver)

var tname:Number;
tname = this._name.charAt(this._name.length - 1);

//mx.controls.Alert.show();
if(tname = (_parent._rating - 1))
return;

if(tname  _parent._rating - 1) {
for(var k:Number = _parent._rating; k = tname;
k++) {
var myStar = eval(_parent + . + star + k);

myStar.gotoAndStop(hover);
}
}
}

/*RollOut Event Declaration*/

this[star+i].onRollOut = function() {
var tname:Number;
tname = Number(this._name.charAt(this._name.length -
1));

if(tname = (_parent._rating - 1)) {
return;
}

for(var j:Number = _parent._rating; j 
_parent.starsCount; j++) {
var myStar = eval(_parent + . + star + j);
myStar.gotoAndStop(default);
}
}

/*Press Event Declaration

Re: [flexcoders] Using Components in Flash

2005-03-31 Thread Scott Barnes

It should rever to the this scope by default.

I'm not sure where Ketan was going with where this rating - to me it
sounded like it was done in flex but wanted to be used in flash or
vice versa. Now i can see Ketan wants it done soley in Flash - which
by looking at the code seems to hold up ok. I've not cut and pasted to
test it, but i think it sounds like something isn't either named
correctly inside the FLA that or like you said maybe the change events
getting ignored.

1) Make sure your linkage names are correct
2) Debug your change to make sure it infact is getting a fired (via trace)
3) Make sure you as jess points out, import your mx.framework
correctly (to cheat, I've often simply dragged a label onto stage - it
seems to have the smallest payload in terms of the v2 framework and it
brings with it generally the core ingredients) - or was it button..one
of the two anyway.




On Thu, 31 Mar 2005 09:42:00 -0500, JesterXL [EMAIL PROTECTED] wrote:
 
 Not sure why your change event isn't getting fired; try doing 2 things:
 - in Flash, when you associate the ActionScript class to a movie clip, put a
 copy of the UIComponent on frame 2 with a stop(); action on frame 1 to
 prevent it from ever getting to frame 2.
 - change your code from:
 
 dispatchEvent({type: change});
 
 to:
 
 dispatchEvent({type: change, target: this});
 
 
 - Original Message -
 From: Ketan Bengali [EMAIL PROTECTED]
 To: flexcoders@yahoogroups.com
 Sent: Thursday, March 31, 2005 2:10 AM
 Subject: Re: [flexcoders] Using Components in Flash
 
 Let me put my question in a different way.
 
 The code that I posted in earlier mail doesnt fire the change event
 On the change event of the component in the flash app nothing happens.
 
 I am able to capture the value on the click of a button but I want
 to capture that value on the click of the component.
 
 Any idea ??
 
 Regards,
 
 Ketan Bengali.
 
 Scott Barnes wrote:
 
 I can't see anything below that will prevent you from using it inside FLASH
 IDE.
 
 You can do one of two things.
 
 1) You can copy your assets/code into FLASH IDE, and make a component
 that way by cutting and pasting + importing assets. That based on what
 i've seen below  would work out ok as the mx.framework is very
 similiar in its design with FLASH IDE... i'd only flag things if you
 used flex specific components like Panel etc...
 
 2) Take your FLEX MXML and using the compc compile it to a SWC file,
 then copy it to your Flash IDE Program Files - again since your using
 the basics of the framework you should be right. I think when you use
 your component, FLASH IDE will tell its compiler to load the FLASH MX
 2004 framewor as opposed to the FLEX version (thats if you have
 FlexForFlash installed inside your ide...if you haven't then ignore
 the above and just compile your mxml to a swc and use it like that)
 
 Under the Flash Docs, do a serach for Creating SWC files it will
 give you a step by step how to.
 
 Other than that, I'm not sure what else is doable.
 
 
 On Thu, 31 Mar 2005 11:13:26 +0530, Ketan Bengali [EMAIL PROTECTED]
 wrote:
 
 
 Heres the code i have in my as file:
 
 import mx.controls.*
 import mx.core.UIObject
 import mx.events.EventDispatcher
 [Event(change)]
 [Event(click)]
 
 class CineRating extends mx.core.UIObject {
 
 static var symbolName:String = CineRating;
 static var symbolOwner:Object = CineRating;
 var className:String = CineRating;
 
 private var _rating:Number;
 
 private var starsCount:Number = 5;
 var movieRS:MovieClip;
 var _starNumber:Number;
 
 function CineRating() {}
 
 function init() {
 super.init();
 movieRS._visible = true;
 }
 
 public function set rating(nRating:Number):Void {
 if(nRating%2 != 0 || nRating%2 != 1) {
 if(nRating - Math.floor(nRating)  0  nRating -
 Math.floor(nRating)  0.5) {
 nRating = Math.floor(nRating)
 } else {
 nRating = Math.ceil(nRating);
 }
 }
 
 this._rating = nRating;
 invalidate();
 //draw();
 dispatchEvent({type: change});
 }
 
 public function draw() {
 
 if(!_parent[star+(starsCount-1)]) {
 
 for(var i:Number = 0; i  starsCount;i++) {
 this.movieRS.duplicateMovieClip(star+i, i+1);
 this[star+i]._x = i * this[star+i]._width/0.95;
 this[star+i].starNumber = i;
 
 if(i  _rating) {
 this[star+i].gotoAndStop(select);
 }
 else {
 this[star+i].gotoAndStop(default);
 }
 
 /*RollOver Event Declaration*/
 
 this[star+i].onRollOver = function() {
 
 //mx.controls.Alert.show(Inside RollOver)
 
 var tname:Number;
 tname = this._name.charAt(this._name.length - 1

[flexcoders] Using Components in Flash

2005-03-30 Thread Ketan Bengali

Hi All,

I had made a rating component in Flash MX 2004 to be used in Flex
and it works fine.

What if I have to use the same component in one of my Flash apps.
I tried using that component in my app. It works but am not able
to get the rating value in the flash app the way I was getting in
my Flex app.

Can anybody throw some light on this?
Do I need to change anything somewhere so that I can use
the same component in my Flash app.

Thanks

-- 
Regards,

Ketan Bengali



 
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Re: [flexcoders] Using Components in Flash

2005-03-30 Thread Scott Barnes

Not sure on how you built your rating component but first hing popped
in my head was to make sure you don't use the default v2 framework
that comes with Flash MX 2004 when you compile your app, but instead
make sure it points to the FlexForFlash framework...

(ie under ActionScript 2.0 settings just change the ordering).




On Thu, 31 Mar 2005 10:43:05 +0530, Ketan Bengali [EMAIL PROTECTED] wrote:
 
 Hi All,
 
 I had made a rating component in Flash MX 2004 to be used in Flex
 and it works fine.
 
 What if I have to use the same component in one of my Flash apps.
 I tried using that component in my app. It works but am not able
 to get the rating value in the flash app the way I was getting in
 my Flex app.
 
 Can anybody throw some light on this?
 Do I need to change anything somewhere so that I can use
 the same component in my Flash app.
 
 Thanks
 
 --
 Regards,
 
 Ketan Bengali
 
 
 Yahoo! Groups Links
 
 
 
 
 


-- 
Regards,
Scott Barnes
http://www.mossyblog.com
http://www.flexcoder.com (Coming Soon)


 
Yahoo! Groups Links

* To visit your group on the web, go to:
http://groups.yahoo.com/group/flexcoders/

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[EMAIL PROTECTED]

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Re: [flexcoders] Using Components in Flash

2005-03-30 Thread Ketan Bengali

But I dont want to use the component in Flex. I want to use it in my 
Flash app.
So whats the relation of flexforflash in my case.

What if a person doesnt know anything about flex. He is just working on 
Flash apps. Not Flex.

Regards,

Ketan Bengali



Scott Barnes wrote:

Not sure on how you built your rating component but first hing popped
in my head was to make sure you don't use the default v2 framework
that comes with Flash MX 2004 when you compile your app, but instead
make sure it points to the FlexForFlash framework...

(ie under ActionScript 2.0 settings just change the ordering).




On Thu, 31 Mar 2005 10:43:05 +0530, Ketan Bengali [EMAIL PROTECTED] wrote:
  

Hi All,

I had made a rating component in Flash MX 2004 to be used in Flex
and it works fine.

What if I have to use the same component in one of my Flash apps.
I tried using that component in my app. It works but am not able
to get the rating value in the flash app the way I was getting in
my Flex app.

Can anybody throw some light on this?
Do I need to change anything somewhere so that I can use
the same component in my Flash app.

Thanks

--
Regards,

Ketan Bengali


Yahoo! Groups Links









  



 
Yahoo! Groups Links

* To visit your group on the web, go to:
http://groups.yahoo.com/group/flexcoders/

* To unsubscribe from this group, send an email to:
[EMAIL PROTECTED]

* Your use of Yahoo! Groups is subject to:
http://docs.yahoo.com/info/terms/
 





Re: [flexcoders] Using Components in Flash

2005-03-30 Thread Ketan Bengali

Heres the code i have in my as file:



import mx.controls.*
import mx.core.UIObject
import mx.events.EventDispatcher
[Event(change)]
[Event(click)]

class CineRating extends mx.core.UIObject {
   
static var symbolName:String = CineRating;
static var symbolOwner:Object = CineRating;
var className:String = CineRating;
   

private var _rating:Number;
   
private var starsCount:Number = 5;
var movieRS:MovieClip;
var _starNumber:Number;

   
function CineRating() {}
   
function init() {
super.init();
movieRS._visible = true;
}
   

public function set rating(nRating:Number):Void {
if(nRating%2 != 0 || nRating%2 != 1) {
if(nRating - Math.floor(nRating)  0  nRating - 
Math.floor(nRating)  0.5) {
nRating = Math.floor(nRating)
} else {
nRating = Math.ceil(nRating);
}
}
   
this._rating = nRating;
invalidate();
//draw();
dispatchEvent({type: change});
}
   
public function draw() {
   

if(!_parent[star+(starsCount-1)]) {

for(var i:Number = 0; i  starsCount;i++) {
this.movieRS.duplicateMovieClip(star+i, i+1);
this[star+i]._x = i * this[star+i]._width/0.95;
this[star+i].starNumber = i;
   
   
if(i  _rating) {
this[star+i].gotoAndStop(select);
}
else {
this[star+i].gotoAndStop(default);
}
   
/*RollOver Event Declaration*/
   
this[star+i].onRollOver = function() {
   
//mx.controls.Alert.show(Inside RollOver)
   
var tname:Number;
tname = this._name.charAt(this._name.length - 1);

//mx.controls.Alert.show();
if(tname = (_parent._rating - 1))
return;

if(tname  _parent._rating - 1) {
for(var k:Number = _parent._rating; k = tname; 
k++) {
var myStar = eval(_parent + . + star + k);

   
myStar.gotoAndStop(hover);
}
}
}
   
   
/*RollOut Event Declaration*/
   
this[star+i].onRollOut = function() {
var tname:Number;
tname = Number(this._name.charAt(this._name.length - 
1));
   
if(tname = (_parent._rating - 1)) {
return;
}
   
for(var j:Number = _parent._rating; j  
_parent.starsCount; j++) {
var myStar = eval(_parent + . + star + j);
myStar.gotoAndStop(default);
}
}
   
   
/*Press Event Declaration*/
   
this[star+i].onPress = function() {
var tname:Number;
tname = Number(this._name.charAt(this._name.length - 
1));
   
if(tname == ((_parent._rating - 1  0)?0: 
_parent._rating - 1)) {
return;
}
   
if(tname  (_parent._rating-1)) {
for(var x:Number = ((_parent._rating-1)0)?0: 
_parent._rating-1;x = tname; x++) {
var myStar = eval(_parent + . + star + x);
myStar.gotoAndStop(select);
_parent._rating = x+1;
_parent._starNumber = _parent._rating;
//mx.controls.Alert.show(_parent._rating = 
 + _parent._rating);
_parent.dispatchEvent({type: change});
_parent.dispatchEvent({type: click});
}
} else {
for(var x:Number = _parent._rating - 1;x  
tname; x--) {
var myStar = eval(_parent + . + star + x);
myStar.gotoAndStop(default);
_parent._rating--;
_parent._starNumber = _parent._rating;
_parent.dispatchEvent({type: change});
_parent.dispatchEvent({type: click});
}
}
}
 
}
   
}
}
   
[ChangeEvent(change)]
public function get rating():Number {
return this._rating;
}
}

Regards,

Ketan Bengali



Scott Barnes wrote:

Not sure on how 

Re: [flexcoders] Using Components in Flash

2005-03-30 Thread Scott Barnes

I can't see anything below that will prevent you from using it inside FLASH IDE.

You can do one of two things.

1) You can copy your assets/code into FLASH IDE, and make a component
that way by cutting and pasting + importing assets. That based on what
i've seen below  would work out ok as the mx.framework is very
similiar in its design with FLASH IDE... i'd only flag things if you
used flex specific components like Panel etc...

2) Take your FLEX MXML and using the compc compile it to a SWC file,
then copy it to your Flash IDE Program Files - again since your using
the basics of the framework you should be right. I think when you use
your component, FLASH IDE will tell its compiler to load the FLASH MX
2004 framewor as opposed to the FLEX version (thats if you have
FlexForFlash installed inside your ide...if you haven't then ignore
the above and just compile your mxml to a swc and use it like that)

Under the Flash Docs, do a serach for Creating SWC files it will
give you a step by step how to.

Other than that, I'm not sure what else is doable.


On Thu, 31 Mar 2005 11:13:26 +0530, Ketan Bengali [EMAIL PROTECTED] wrote:
 
 Heres the code i have in my as file:
 
 import mx.controls.*
 import mx.core.UIObject
 import mx.events.EventDispatcher
 [Event(change)]
 [Event(click)]
 
 class CineRating extends mx.core.UIObject {
 
 static var symbolName:String = CineRating;
 static var symbolOwner:Object = CineRating;
 var className:String = CineRating;
 
 private var _rating:Number;
 
 private var starsCount:Number = 5;
 var movieRS:MovieClip;
 var _starNumber:Number;
 
 function CineRating() {}
 
 function init() {
 super.init();
 movieRS._visible = true;
 }
 
 public function set rating(nRating:Number):Void {
 if(nRating%2 != 0 || nRating%2 != 1) {
 if(nRating - Math.floor(nRating)  0  nRating -
 Math.floor(nRating)  0.5) {
 nRating = Math.floor(nRating)
 } else {
 nRating = Math.ceil(nRating);
 }
 }
 
 this._rating = nRating;
 invalidate();
 //draw();
 dispatchEvent({type: change});
 }
 
 public function draw() {
 
 if(!_parent[star+(starsCount-1)]) {
 
 for(var i:Number = 0; i  starsCount;i++) {
 this.movieRS.duplicateMovieClip(star+i, i+1);
 this[star+i]._x = i * this[star+i]._width/0.95;
 this[star+i].starNumber = i;
 
 if(i  _rating) {
 this[star+i].gotoAndStop(select);
 }
 else {
 this[star+i].gotoAndStop(default);
 }
 
 /*RollOver Event Declaration*/
 
 this[star+i].onRollOver = function() {
 
 //mx.controls.Alert.show(Inside RollOver)
 
 var tname:Number;
 tname = this._name.charAt(this._name.length - 1);
 
 //mx.controls.Alert.show();
 if(tname = (_parent._rating - 1))
 return;
 
 if(tname  _parent._rating - 1) {
 for(var k:Number = _parent._rating; k = tname;
 k++) {
 var myStar = eval(_parent + . + star + k);
 
 myStar.gotoAndStop(hover);
 }
 }
 }
 
 /*RollOut Event Declaration*/
 
 this[star+i].onRollOut = function() {
 var tname:Number;
 tname = Number(this._name.charAt(this._name.length -
 1));
 
 if(tname = (_parent._rating - 1)) {
 return;
 }
 
 for(var j:Number = _parent._rating; j 
 _parent.starsCount; j++) {
 var myStar = eval(_parent + . + star + j);
 myStar.gotoAndStop(default);
 }
 }
 
 /*Press Event Declaration*/
 
 this[star+i].onPress = function() {
 var tname:Number;
 tname = Number(this._name.charAt(this._name.length -
 1));
 
 if(tname == ((_parent._rating - 1  0)?0:
 _parent._rating - 1)) {
 return;
 }
 
 if(tname  (_parent._rating-1)) {
 for(var x:Number = ((_parent._rating-1)0)?0:
 _parent._rating-1;x = tname; x++) {
 var myStar = eval(_parent + . + star + x);
 myStar.gotoAndStop(select);
 _parent._rating = x+1;
 _parent._starNumber = _parent._rating;
 //mx.controls.Alert.show(_parent._rating =
  + _parent._rating);
 

Re: [flexcoders] Using Components in Flash

2005-03-30 Thread Ketan Bengali

The flash docs does have the Creating Components section but how do I get
the value (rating in my case) to any other variable in a Flash Appl.

Im not using any flex components.

I didnt get your 2nd point. Why should I compile with flex compiler.
Assume that Im gonna send this to another flash developer and he doesn't
have flex. Then what ? Actually, i am gonna put this on my personal 
website.

Everybody wont have flex. Thats the reason I asked why do I need to 
compile it
with flex compiler as said earlier.

I am just talking about pure 100% FLASH. If i have to create
a flash version of the comonents that I make for flex.

Whats the minimum changes I need to make in the components
so that they will work for a pure flash application.

Regards,

Ketan Bengali



Scott Barnes wrote:

I can't see anything below that will prevent you from using it inside FLASH 
IDE.

You can do one of two things.

1) You can copy your assets/code into FLASH IDE, and make a component
that way by cutting and pasting + importing assets. That based on what
i've seen below  would work out ok as the mx.framework is very
similiar in its design with FLASH IDE... i'd only flag things if you
used flex specific components like Panel etc...

2) Take your FLEX MXML and using the compc compile it to a SWC file,
then copy it to your Flash IDE Program Files - again since your using
the basics of the framework you should be right. I think when you use
your component, FLASH IDE will tell its compiler to load the FLASH MX
2004 framewor as opposed to the FLEX version (thats if you have
FlexForFlash installed inside your ide...if you haven't then ignore
the above and just compile your mxml to a swc and use it like that)

Under the Flash Docs, do a serach for Creating SWC files it will
give you a step by step how to.

Other than that, I'm not sure what else is doable.



  

  



 
Yahoo! Groups Links

* To visit your group on the web, go to:
http://groups.yahoo.com/group/flexcoders/

* To unsubscribe from this group, send an email to:
[EMAIL PROTECTED]

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Re: [flexcoders] Using Components in Flash

2005-03-30 Thread Ketan Bengali

Let me put my question in a different way.

The code that I posted in earlier mail doesnt fire the change event
On the change event of the component in the flash app nothing happens.

I am able to capture the value on the click of a button but I want
to capture that value on the click of the component.

Any idea ??

Regards,

Ketan Bengali.



Scott Barnes wrote:

I can't see anything below that will prevent you from using it inside FLASH 
IDE.

You can do one of two things.

1) You can copy your assets/code into FLASH IDE, and make a component
that way by cutting and pasting + importing assets. That based on what
i've seen below  would work out ok as the mx.framework is very
similiar in its design with FLASH IDE... i'd only flag things if you
used flex specific components like Panel etc...

2) Take your FLEX MXML and using the compc compile it to a SWC file,
then copy it to your Flash IDE Program Files - again since your using
the basics of the framework you should be right. I think when you use
your component, FLASH IDE will tell its compiler to load the FLASH MX
2004 framewor as opposed to the FLEX version (thats if you have
FlexForFlash installed inside your ide...if you haven't then ignore
the above and just compile your mxml to a swc and use it like that)

Under the Flash Docs, do a serach for Creating SWC files it will
give you a step by step how to.

Other than that, I'm not sure what else is doable.


On Thu, 31 Mar 2005 11:13:26 +0530, Ketan Bengali [EMAIL PROTECTED] wrote:
  

Heres the code i have in my as file:

import mx.controls.*
import mx.core.UIObject
import mx.events.EventDispatcher
[Event(change)]
[Event(click)]

class CineRating extends mx.core.UIObject {

static var symbolName:String = CineRating;
static var symbolOwner:Object = CineRating;
var className:String = CineRating;

private var _rating:Number;

private var starsCount:Number = 5;
var movieRS:MovieClip;
var _starNumber:Number;

function CineRating() {}

function init() {
super.init();
movieRS._visible = true;
}

public function set rating(nRating:Number):Void {
if(nRating%2 != 0 || nRating%2 != 1) {
if(nRating - Math.floor(nRating)  0  nRating -
Math.floor(nRating)  0.5) {
nRating = Math.floor(nRating)
} else {
nRating = Math.ceil(nRating);
}
}

this._rating = nRating;
invalidate();
//draw();
dispatchEvent({type: change});
}

public function draw() {

if(!_parent[star+(starsCount-1)]) {

for(var i:Number = 0; i  starsCount;i++) {
this.movieRS.duplicateMovieClip(star+i, i+1);
this[star+i]._x = i * this[star+i]._width/0.95;
this[star+i].starNumber = i;

if(i  _rating) {
this[star+i].gotoAndStop(select);
}
else {
this[star+i].gotoAndStop(default);
}

/*RollOver Event Declaration*/

this[star+i].onRollOver = function() {

//mx.controls.Alert.show(Inside RollOver)

var tname:Number;
tname = this._name.charAt(this._name.length - 1);

//mx.controls.Alert.show();
if(tname = (_parent._rating - 1))
return;

if(tname  _parent._rating - 1) {
for(var k:Number = _parent._rating; k = tname;
k++) {
var myStar = eval(_parent + . + star + k);

myStar.gotoAndStop(hover);
}
}
}

/*RollOut Event Declaration*/

this[star+i].onRollOut = function() {
var tname:Number;
tname = Number(this._name.charAt(this._name.length -
1));

if(tname = (_parent._rating - 1)) {
return;
}

for(var j:Number = _parent._rating; j 
_parent.starsCount; j++) {
var myStar = eval(_parent + . + star + j);
myStar.gotoAndStop(default);
}
}

/*Press Event Declaration*/

this[star+i].onPress = function() {
var tname:Number;
tname = Number(this._name.charAt(this._name.length -
1));

if(tname == ((_parent._rating - 1  0)?0:
_parent._rating - 1)) {
return;
}

if(tname  (_parent._rating-1)) {
for(var x:Number = ((_parent._rating-1)0)?0:
_parent._rating-1;x = tname; x++) {
var myStar = eval(_parent + . + star + x);