generate barcode in c# windows application Let s look at a practical example of how to use local shared objects. in Font

Making USS Code 128 in Font Let s look at a practical example of how to use local shared objects.

Let s look at a practical example of how to use local shared objects.
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Using shared objects
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In the chapter s source files, you ll find a folder called LocalSharedObjects, which contains a simple example of how to use a shared object to save and load game data. Run the SWF, and you ll see input and output text fields with Save and Load buttons. Type something into the input field and click the Save button, as shown in Figure 10-1. Close the SWF, and then launch it again. Click the Load button, and you ll see the text that you saved has been copied into the output text field, as shown in Figure 10-2.
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Figure 10-1. Enter some text and click the Save button to save it.
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Figure 10-2. Click the Load button to load the text you saved previously. The following is the entire application class that creates the buttons and text fields, and loads and saves the data. (You ll find the code for the EasyButton class that creates the buttons in the com.friendsofed.utils package.) package { import import import import import import
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flash.net.SharedObject; flash.text.*; flash.display.Sprite; flash.events.MouseEvent; com.friendsofed.utils.StatusBox; com.friendsofed.utils.EasyButton;
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[SWF(backgroundColor="0xFFFFFF", frameRate="30", width="550", height="400")]
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public class LocalSharedObjects extends Sprite { //Create the shared object. //This creates a "savedData" object that can //contain any saved values. private var _sharedObject:SharedObject = SharedObject.getLocal("savedData"); //Text labels private var _inputLabel:TextField = new TextField(); private var _outputLabel:TextField = new TextField(); //Input and output text fields private var _input:TextField = new TextField(); private var _output:TextField = new TextField(); //Buttons private var _saveButton:EasyButton = new EasyButton("Save", 10, 40, 21); private var _loadButton:EasyButton = new EasyButton("Load", 10, 40, 21); private var _clearButton:EasyButton = new EasyButton("Clear input", 10, 80, 21); //Status box private var _status:StatusBox; public function LocalSharedObjects():void { _status = new StatusBox("LOCAL SHARED OBJECTS"); addChild(_status); //Input label addChild(_inputLabel); _inputLabel.x = 10; _inputLabel.y = 50; _inputLabel.text = "Enter a value:"; //Input text field addChild(_input); _input.x = 10; _input.y = 70; _input.width = 100; _input.height = 15; _input.border = true; _input.background = true; _input.type = TextFieldType.INPUT;
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//Output label addChild(_outputLabel); _outputLabel.x = 10; _outputLabel.y = _input.y + 30; _outputLabel.text = "Output:"; //Output text field addChild(_output); _output.x = 10; _output.y = _outputLabel.y + 20; _output.width = 300; _output.height = 100; _output.multiline = true; _output.wordWrap = true; _output.border = true; _output.background = true; //Add and position the buttons addChild(_saveButton); _saveButton.y = _input.y; _saveButton.x = _input.x + _input.width + 20; addChild(_loadButton); _loadButton.y = _saveButton.y; _loadButton.x = _saveButton.x + _saveButton.width + 10; addChild(_clearButton); _clearButton.y = _loadButton.y; _clearButton.x = _loadButton.x + _loadButton.width + 10; //Button listeners _clearButton.addEventListener (MouseEvent.CLICK, clearHandler); _saveButton.addEventListener (MouseEvent.CLICK, saveHandler); _loadButton.addEventListener (MouseEvent.CLICK, loadHandler); } private function clearHandler(event:MouseEvent):void { _input.text = ""; } private function saveHandler(event:MouseEvent):void { //Save the input text in the shared object _sharedObject.data.savedInput = _input.text;
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//Write the data to a local file _sharedObject.flush(); //Confirm the save in the output box _output.appendText("Input text saved" + "\n"); } private function loadHandler(event:MouseEvent):void { //Load the shared object. This loads a "savedData" object that can //contain any saved values. _sharedObject = SharedObject.getLocal("savedData"); _output.appendText("SharedObject loaded" + "\n\n"); _output.appendText ("loaded value: " + _sharedObject.data.savedInput + "\n\n"); } } } When the class is initialized, the shared object is created. private var _sharedObject:SharedObject = SharedObject.getLocal("savedData"); This creates an .sol file on the user s local drive called savedData. If there s already an existing SOL file called savedData, it loads it into the _sharedObject variable. When the Save button is clicked, it calls the saveHandler that does the job of saving the text from the input field to the SOL file. First, it copies the value of the input field s text property to the shared object s data object. _sharedObject.data.savedInput = _input.text; It stores the value in a property called savedInput, which is a dynamic property that is created on the data object. The data object is dynamic, so you can create any new properties on it when you need to and give them any names you choose. You can save any kind of values in properties in the data object, including XML objects. The shared object saves the SOL file containing the new data by calling its flush method. _sharedObject.flush(); The data will now be saved to the user s hard drive. Flash Player will automatically save the .sol file when the SWF is closed, so calling flush is optional in most cases. As long as the information you want to save has been copied to the shared object s data property, it will be saved when the SWF quits. Use flush only if you want to force the data to be saved at a particular time, such as with a button click.
The shared object loads the data with the getLocal method when the user clicks the Load button. _sharedObject = SharedObject.getLocal("savedData"); The savedInput property that was saved previously is then displayed in the output text field using the TextField class s appendText method. _output.appendText ("loaded value: " + _sharedObject.data.savedInput + "\n\n"); Using appendText is a faster way of adding text in a text field than by doing it with the increment operator, like this: textFieldObject.text += "new text to add to the text field"; The SharedObject also has a clear method, which clears all the shared object s data and deletes the .sol file from the disk. Its size property tells you the size, in bytes, of the shared object.
SharedObject has a few more specialized properties, mostly relating to remote shared objects, that you ll find described in the SharedObject entry in Adobe s online ActionScript 3.0 Language and Component Reference.
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