LocalConnection.connect( ) Method | Flash 6 |
open a named connection |
A string name for the connection.
A Boolean�true if the connection opened successfully, false if the operation failed (for example, if a connection named connectionName already exists in any Player or if receiveConn already has an open connection).
The connect( ) method is used by a receiving LocalConnection object to open a connection, thus enabling future senders to invoke its methods. All methods should be defined before connect( ) is invoked. For example, the following code creates a LocalConnection object, then defines its methods, then opens a connection named "channel3" (making displayMsg( ) eligible for remote execution):
receiveConn = new LocalConnection(); receiveConn.displayMsg = function (msg) { output_txt.text += msg + "\n"; } receiveConn.connect("channel3");
By checking the return value of connect( ), we can respond gracefully to connection attempt failures. For example:
connectSuccess = receiveConn.connect("channel3"); if (connectSuccess) { // ...proceed with application } else { // ...display failure screen }
When connectionName does not start with an underscore ( _ ), the name specified is automatically prefixed with receiveConn's subdomain and a colon (e.g., "channel3" becomes "oreilly.com:channel3" if the movie is posted at www.oreilly.com). When connectionName starts with an underscore, no prefix is applied.
Senders invoking remote methods on receiveConn must match the final connection name (automatic prefix + connectionName) when invoking send( ). See LocalConnection.allowDomain( ) and LocalConnection.send( ) for a discussion of connection name matching.
A LocalConnection object can maintain only one open connection at a time and cannot open a connection with a connection name that is already in use. To close an open connection, use LocalConnection.close( ).
LocalConnection.allowDomain( ), LocalConnection.close( ), LocalConnection.send( )