Re: [Flashcoders] [Web usability - Fullscreen - CSS?] I know ... but customer wants it Mac/PC
CSS works only inside browser window, you cannt have to fullscreen without resizing window to that size. So only option is to use JS window.open(... fullscreen=1 ...) Popup blockers can be tricked, btw 2005/11/20, af a [EMAIL PROTECTED]: Hello, First of all, thanks to Matthew, Mike, Chad, ErixTekila, Pixelassembly, MetaArt for their previous answers. (I hope not forgetting anyone ;-) I have to do a cross-browser Mac/PC full-screen (chromeless exactly) project (YES, i told the client the drawbacks with proofs and statistic-based arguments) in Flash MX 2004 : * javascript popup - NO, for they are blocked OR because javascript is disabled (too reliant on browser) * chromeless - works only for IE 5 on PC how to do something which works on MAC/PC (above all Mac) Safari, Opera, IE and Netscape, Mozilla ? Use something which is not DOM compliant, but W3C compliant like html and CSS (or CSS-P ?) Use dreamweaver MX 2004 to do this fullscreen thing ... Argh Any good tutorials, links ? Thanks again Tony ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] flex 2 for games?
Hi folks, im not sure if this is the right place to ask, but... I've been working on a game for a while in AS 1 and well basically, I took the opposite approach of what I have to do in my work: act before I think ;). So since it was both a learning experience for me in Flash (first real game project), game programming, etc im kinda hitting the boundaries. The core is pretty much OO but there are some timeline and other architecural issues going on that will become bigger hurdles if I continue it. So having been to Spark Europe, one of my biggest questions is, would this be a project for Flash 8/AS2 or more of a Flex2/AS3 kind of thing? What would be the better way to approach this? The idea is that I'm gonna rethink this game, create functional designs, technical designs, do lots of research and make this my nr 1 pet project ;). (The source for the current game will be released soon as well by the way for those of u that would like to take a look at it). All in all I'm probably gonna invest a lot of time in this, and it would be nice if I could bet on the right horse ;). If anyone would like to share their opinion with me concerning the better way to tackle this: Flash8/as2 or Flex2/as3, it would be very nice. If you are interested in the source fla, and/or the new site/forums that will be built around the redesigned new version, let me know off list, I'll notify you when the time comes ;). The redesigned version will probably include lots of research to how and whether I can include existing libraries, instead of doing everything from scratch, and functionality wise the current version has implemented about 5% of my ideas, so there is still a long way to go. The game can be found here: 1. goto www.screatoris.net 2. click games 3. click bounce Note: this is not a request for your opinion about the game itself, although you are of course entitled to have one ;). The game is nowhere near finished, most of the graphics are stubs and the usability is still below standards. That said, I hope u all can offer me a wealth of wisdom :). greetz Hans ps if there is another list u know that would be better suited to my questions please let me know, last time i checked the gamedev list was down and ive lost the link... ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] [Web usability - Fullscreen - CSS?] I know ... butcustomer wants it Mac/PC
Popup blockers can be tricked, btw How come Janis? If I have popups disabled (in Win XP), doesn't that prevent all other windows from spawning? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Janis Radins Sent: 20 November 2005 12:54 To: Flashcoders mailing list Subject: Re: [Flashcoders] [Web usability - Fullscreen - CSS?] I know ... butcustomer wants it Mac/PC CSS works only inside browser window, you cannt have to fullscreen without resizing window to that size. So only option is to use JS window.open(... fullscreen=1 ...) Popup blockers can be tricked, btw 2005/11/20, af a [EMAIL PROTECTED]: Hello, First of all, thanks to Matthew, Mike, Chad, ErixTekila, Pixelassembly, MetaArt for their previous answers. (I hope not forgetting anyone ;-) I have to do a cross-browser Mac/PC full-screen (chromeless exactly) project (YES, i told the client the drawbacks with proofs and statistic-based arguments) in Flash MX 2004 : * javascript popup - NO, for they are blocked OR because javascript is disabled (too reliant on browser) * chromeless - works only for IE 5 on PC how to do something which works on MAC/PC (above all Mac) Safari, Opera, IE and Netscape, Mozilla ? Use something which is not DOM compliant, but W3C compliant like html and CSS (or CSS-P ?) Use dreamweaver MX 2004 to do this fullscreen thing ... Argh Any good tutorials, links ? Thanks again Tony ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] emoticons in a chat component
Hi List, I have a working FlashComm chat programme, dedicated to online counselling. It's been up and running for over half a year now, but now the client wants me to add some new features, one of which is emoticons. I'm using the TextArea for the history component and formatting the text with html, so I thought adding the emoticons would be a simple matter of using the img tag in the TextArea. But it doesn't want to work that way - the emoticons are not displayed inline, but at the beginning of the next line, wrapping the following text around them. I need to find a way to to make them display in the same way as a user would expect from a chat application. I've done some research, but haven't found anything suitable yet. I also don't want to use an emoticon font, because the results are not what I'm looking for. Any ideas? Is it possible to use a style sheet to position them correctly? Or give all images ids to move them around? Would I need to overlay them on top of the text? Nothing too complicated I hope, I've only estimated a couple of days for the job... Thanks, Karina Karina Steffens | Neo-Archaic creative technical new media design http://www.neo-archaic.net/ www.neo-archaic.net ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] emoticons in a chat component
I almost forgot to mention - I'm using MX2004 and haven't upgraded to 8 yet. Would that make any difference? -Original Message- From: Karina Steffens [mailto:[EMAIL PROTECTED] Sent: 20 November 2005 17:24 To: 'Flashcoders mailing list' Subject: [Flashcoders] emoticons in a chat component Hi List, I have a working FlashComm chat programme, dedicated to online counselling. It's been up and running for over half a year now, but now the client wants me to add some new features, one of which is emoticons. I'm using the TextArea for the history component and formatting the text with html, so I thought adding the emoticons would be a simple matter of using the img tag in the TextArea. But it doesn't want to work that way - the emoticons are not displayed inline, but at the beginning of the next line, wrapping the following text around them. I need to find a way to to make them display in the same way as a user would expect from a chat application. I've done some research, but haven't found anything suitable yet. I also don't want to use an emoticon font, because the results are not what I'm looking for. Any ideas? Is it possible to use a style sheet to position them correctly? Or give all images ids to move them around? Would I need to overlay them on top of the text? Nothing too complicated I hope, I've only estimated a couple of days for the job... Thanks, Karina Karina Steffens | Neo-Archaic creative technical new media design http://www.neo-archaic.net/ www.neo-archaic.net ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] flex 2 for games?
I think the major advantage to as3 is the fact that the virtual machine running it is quite a bit faster. The other part is the fact that your code will be more robust, more oop, more clean in a way. The disadvantage is obviously the fact that the whole as3/player 8.5 is still in alpha. Plus as3 has a bit of a steep learning curve, and just fiddling about is a bit harder (this is a good thing in the long run actually). I think it's a good thing to try and port your games to as3, in a way that it will give you a good feeling of as3 and prepare you for things to come. On 11/20/05, Hans Wichman [EMAIL PROTECTED] wrote: Hi folks, im not sure if this is the right place to ask, but... I've been working on a game for a while in AS 1 and well basically, I took the opposite approach of what I have to do in my work: act before I think ;). So since it was both a learning experience for me in Flash (first real game project), game programming, etc im kinda hitting the boundaries. The core is pretty much OO but there are some timeline and other architecural issues going on that will become bigger hurdles if I continue it. So having been to Spark Europe, one of my biggest questions is, would this be a project for Flash 8/AS2 or more of a Flex2/AS3 kind of thing? What would be the better way to approach this? The idea is that I'm gonna rethink this game, create functional designs, technical designs, do lots of research and make this my nr 1 pet project ;). (The source for the current game will be released soon as well by the way for those of u that would like to take a look at it). All in all I'm probably gonna invest a lot of time in this, and it would be nice if I could bet on the right horse ;). If anyone would like to share their opinion with me concerning the better way to tackle this: Flash8/as2 or Flex2/as3, it would be very nice. If you are interested in the source fla, and/or the new site/forums that will be built around the redesigned new version, let me know off list, I'll notify you when the time comes ;). The redesigned version will probably include lots of research to how and whether I can include existing libraries, instead of doing everything from scratch, and functionality wise the current version has implemented about 5% of my ideas, so there is still a long way to go. The game can be found here: 1. goto www.screatoris.net http://www.screatoris.net 2. click games 3. click bounce Note: this is not a request for your opinion about the game itself, although you are of course entitled to have one ;). The game is nowhere near finished, most of the graphics are stubs and the usability is still below standards. That said, I hope u all can offer me a wealth of wisdom :). greetz Hans ps if there is another list u know that would be better suited to my questions please let me know, last time i checked the gamedev list was down and ive lost the link... ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] flex 2 for games?
that said, maybe it's worth looking at www.haxe.org, so as not to tie in with only one AS flavour. On 20/11/05, Meinte van't Kruis [EMAIL PROTECTED] wrote: I think the major advantage to as3 is the fact that the virtual machine running it is quite a bit faster. The other part is the fact that your code will be more robust, more oop, more clean in a way. The disadvantage is obviously the fact that the whole as3/player 8.5 is still in alpha. Plus as3 has a bit of a steep learning curve, and just fiddling about is a bit harder (this is a good thing in the long run actually). I think it's a good thing to try and port your games to as3, in a way that it will give you a good feeling of as3 and prepare you for things to come. On 11/20/05, Hans Wichman [EMAIL PROTECTED] wrote: Hi folks, im not sure if this is the right place to ask, but... I've been working on a game for a while in AS 1 and well basically, I took the opposite approach of what I have to do in my work: act before I think ;). So since it was both a learning experience for me in Flash (first real game project), game programming, etc im kinda hitting the boundaries. The core is pretty much OO but there are some timeline and other architecural issues going on that will become bigger hurdles if I continue it. So having been to Spark Europe, one of my biggest questions is, would this be a project for Flash 8/AS2 or more of a Flex2/AS3 kind of thing? What would be the better way to approach this? The idea is that I'm gonna rethink this game, create functional designs, technical designs, do lots of research and make this my nr 1 pet project ;). (The source for the current game will be released soon as well by the way for those of u that would like to take a look at it). All in all I'm probably gonna invest a lot of time in this, and it would be nice if I could bet on the right horse ;). If anyone would like to share their opinion with me concerning the better way to tackle this: Flash8/as2 or Flex2/as3, it would be very nice. If you are interested in the source fla, and/or the new site/forums that will be built around the redesigned new version, let me know off list, I'll notify you when the time comes ;). The redesigned version will probably include lots of research to how and whether I can include existing libraries, instead of doing everything from scratch, and functionality wise the current version has implemented about 5% of my ideas, so there is still a long way to go. The game can be found here: 1. goto www.screatoris.net http://www.screatoris.net 2. click games 3. click bounce Note: this is not a request for your opinion about the game itself, although you are of course entitled to have one ;). The game is nowhere near finished, most of the graphics are stubs and the usability is still below standards. That said, I hope u all can offer me a wealth of wisdom :). greetz Hans ps if there is another list u know that would be better suited to my questions please let me know, last time i checked the gamedev list was down and ive lost the link... ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] emoticons in a chat component
Hi Katrina, Adding emoticons inline in text is very difficult. You cannot insert the image directly into the text field unless it is going to be left, center, or right justified. The approach is to search and replace the emoticon similies (like :-) ), with spaces and then overlay movie clip. This presents some problems too because Flash's text metrix aren't always trustworthy, so you can't consistently tell where to put the image. In addition, when you replace the :-) with spaces, your word wrapping might change. So instead of search-and-replace, maybe just recolor those characters to the color of the background. I think your best bet would be to use a fixed-width font, like courier. Then you can just use some basic math to determine where the icons should go. FYI: I got emoticons working in the chat on my site, and they work extremely well. The code is not pretty and uses some really silly techniques to get around the Flash Player bugs. As a result, if you compile it to a later version of Flash it stops working...because the bugs are either fixed or just different. Jobe Makar http://www.electrotank.com http://www.electro-server.com phone: 919-609-0408 mobile: 919-610-5754 fax: 919-341-8104 - Original Message - From: Karina Steffens [EMAIL PROTECTED] To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com Sent: Sunday, November 20, 2005 12:26 PM Subject: RE: [Flashcoders] emoticons in a chat component I almost forgot to mention - I'm using MX2004 and haven't upgraded to 8 yet. Would that make any difference? -Original Message- From: Karina Steffens [mailto:[EMAIL PROTECTED] Sent: 20 November 2005 17:24 To: 'Flashcoders mailing list' Subject: [Flashcoders] emoticons in a chat component Hi List, I have a working FlashComm chat programme, dedicated to online counselling. It's been up and running for over half a year now, but now the client wants me to add some new features, one of which is emoticons. I'm using the TextArea for the history component and formatting the text with html, so I thought adding the emoticons would be a simple matter of using the img tag in the TextArea. But it doesn't want to work that way - the emoticons are not displayed inline, but at the beginning of the next line, wrapping the following text around them. I need to find a way to to make them display in the same way as a user would expect from a chat application. I've done some research, but haven't found anything suitable yet. I also don't want to use an emoticon font, because the results are not what I'm looking for. Any ideas? Is it possible to use a style sheet to position them correctly? Or give all images ids to move them around? Would I need to overlay them on top of the text? Nothing too complicated I hope, I've only estimated a couple of days for the job... Thanks, Karina Karina Steffens | Neo-Archaic creative technical new media design http://www.neo-archaic.net/ www.neo-archaic.net ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] emoticons in a chat component
I have a font based solution that is easy to use. The idea is to use the kerning in fonts to simulate layering of letters, however, in my font there are no letters, just smilie *parts*. You can see the breakdown here as well as test it out: http://www.karbonized.com/smilies/ ... download the sample here (it's old, you may need to play with it a little to suit your needs). http://www.karbonized.com/smilies/Archive.zip On Nov 20, 2005, at 12:24 PM, Karina Steffens wrote: Hi List, I have a working FlashComm chat programme, dedicated to online counselling. It's been up and running for over half a year now, but now the client wants me to add some new features, one of which is emoticons. I'm using the TextArea for the history component and formatting the text with html, so I thought adding the emoticons would be a simple matter of using the img tag in the TextArea. But it doesn't want to work that way - the emoticons are not displayed inline, but at the beginning of the next line, wrapping the following text around them. I need to find a way to to make them display in the same way as a user would expect from a chat application. I've done some research, but haven't found anything suitable yet. I also don't want to use an emoticon font, because the results are not what I'm looking for. Any ideas? Is it possible to use a style sheet to position them correctly? Or give all images ids to move them around? Would I need to overlay them on top of the text? Nothing too complicated I hope, I've only estimated a couple of days for the job... Thanks, Karina Karina Steffens | Neo-Archaic creative technical new media design http://www.neo-archaic.net/ www.neo-archaic.net ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] emoticons in a chat component
Oh BTW, this font smilie solution is immune to Flash versioning (5,6,7,8,8.5), it should work in any other app that can display fonts. Also, the sample swf in the link is a little buggy but the Archive.zip contains the latest source. On Nov 20, 2005, at 1:46 PM, Simon Lord wrote: I have a font based solution that is easy to use. The idea is to use the kerning in fonts to simulate layering of letters, however, in my font there are no letters, just smilie *parts*. You can see the breakdown here as well as test it out: http://www.karbonized.com/smilies/ ... download the sample here (it's old, you may need to play with it a little to suit your needs). http://www.karbonized.com/smilies/Archive.zip On Nov 20, 2005, at 12:24 PM, Karina Steffens wrote: Hi List, I have a working FlashComm chat programme, dedicated to online counselling. It's been up and running for over half a year now, but now the client wants me to add some new features, one of which is emoticons. I'm using the TextArea for the history component and formatting the text with html, so I thought adding the emoticons would be a simple matter of using the img tag in the TextArea. But it doesn't want to work that way - the emoticons are not displayed inline, but at the beginning of the next line, wrapping the following text around them. I need to find a way to to make them display in the same way as a user would expect from a chat application. I've done some research, but haven't found anything suitable yet. I also don't want to use an emoticon font, because the results are not what I'm looking for. Any ideas? Is it possible to use a style sheet to position them correctly? Or give all images ids to move them around? Would I need to overlay them on top of the text? Nothing too complicated I hope, I've only estimated a couple of days for the job... Thanks, Karina Karina Steffens | Neo-Archaic creative technical new media design http://www.neo-archaic.net/ www.neo-archaic.net ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] emoticons in a chat component
Can you use a javascript callback and the innerHTML tag of a DIV to combine the flash swf with a HTML page? Then you would just send the raw HTML to the DIV. You could also be a bit smarter and do the replacing of emoticons in the javascript. AFAIK this shouldn't require a page refresh for flash to communicate with the DIV. http://www.webwasp.co.uk/tutorials/b18-fscommand/index.php Neil Highley On 11/20/05, Simon Lord [EMAIL PROTECTED] wrote: Oh BTW, this font smilie solution is immune to Flash versioning (5,6,7,8,8.5), it should work in any other app that can display fonts. Also, the sample swf in the link is a little buggy but the Archive.zip contains the latest source. On Nov 20, 2005, at 1:46 PM, Simon Lord wrote: I have a font based solution that is easy to use. The idea is to use the kerning in fonts to simulate layering of letters, however, in my font there are no letters, just smilie *parts*. You can see the breakdown here as well as test it out: http://www.karbonized.com/smilies/ ... download the sample here (it's old, you may need to play with it a little to suit your needs). http://www.karbonized.com/smilies/Archive.zip On Nov 20, 2005, at 12:24 PM, Karina Steffens wrote: Hi List, I have a working FlashComm chat programme, dedicated to online counselling. It's been up and running for over half a year now, but now the client wants me to add some new features, one of which is emoticons. I'm using the TextArea for the history component and formatting the text with html, so I thought adding the emoticons would be a simple matter of using the img tag in the TextArea. But it doesn't want to work that way - the emoticons are not displayed inline, but at the beginning of the next line, wrapping the following text around them. I need to find a way to to make them display in the same way as a user would expect from a chat application. I've done some research, but haven't found anything suitable yet. I also don't want to use an emoticon font, because the results are not what I'm looking for. Any ideas? Is it possible to use a style sheet to position them correctly? Or give all images ids to move them around? Would I need to overlay them on top of the text? Nothing too complicated I hope, I've only estimated a couple of days for the job... Thanks, Karina Karina Steffens | Neo-Archaic creative technical new media design http://www.neo-archaic.net/ www.neo-archaic.net ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- www.neilhighley.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] XMLSocket OS X
I started on a really simple one in python, which runs great on osx... bedar.net/simpleChatServer.zip On Nov 20, 2005, at 3:32 PM, Michael Bianco wrote: Hello, Does anybody have a XMLSocket Server that works on os x? I cant seem to get a connection working between the SWF and my java server. Heres my java server: -- --- import java.net.*; import java.io.*; public class serverTest { public static void main(String[] args) { System.setErr(System.out); try { int maxConnections = 100; Socket[] clients = new Socket[maxConnections]; printAvailIp(); ServerSocket servSock = new ServerSocket(2500, 0, InetAddress.getAllByName(InetAddress.getLocalHost().getHostName()) [0]); while(true) { Socket newSock = servSock.accept(); newSock.setTcpNoDelay(true); System.out.println(Got connection!); printStatus(newSock); } } catch (Exception a) { System.out.println(a); } } private static void printStatus(Socket sock) { System.out.println(Connected: + sock.isConnected()); System.out.println(Is closed: + sock.isClosed()); } private static void printAvailIp() { try { InetAddress[] ips = InetAddress.getAllByName(InetAddress.getLocalHost().getHostName()); for(int a = 0; a ips.length; a++) { System.out.println(ips[a]); } } catch (Exception a) { System.out.println(a); } } } -- --- Heres my code on the client (flash side): -- class mainEntryPoint { static function main() { XML.prototype.ignoreWhite = true; setInterval(tryConnect, 1000); //tryConnect(); } static function tryConnect() { trace(Try to Connect); var socket = new XMLSocket(); socket.onConnect = function(success:Boolean) { trace(connected! + success); } socket.onData = function() { trace(got data); } socket.onClose = function() { trace(closing); } socket.onXML = function(src:XML) { trace(Got XML!+src); } trace(Inital Connect: + socket.connect(192.168.0.4, 2500)); } } --- HEre the output i get from the flash SWF: Inital Connect: true connected! false Nomatter what i do i cant get it to actually connect to the server. Any ideas? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] XMLSocket OS X
Hi Michael, ElectroServer 3 works on OSX. It will work on any OS that support the JRE. http://www.electro-server.com or to download http://www.electro-server.com/downloads.aspx (just click on the Mac download) Jobe Makar http://www.electrotank.com http://www.electro-server.com phone: 919-609-0408 mobile: 919-610-5754 fax: 919-341-8104 - Original Message - From: Michael Bianco [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Sunday, November 20, 2005 3:32 PM Subject: [Flashcoders] XMLSocket OS X Hello, Does anybody have a XMLSocket Server that works on os x? I cant seem to get a connection working between the SWF and my java server. Heres my java server: - import java.net.*; import java.io.*; public class serverTest { public static void main(String[] args) { System.setErr(System.out); try { int maxConnections = 100; Socket[] clients = new Socket[maxConnections]; printAvailIp(); ServerSocket servSock = new ServerSocket(2500, 0, InetAddress.getAllByName(InetAddress.getLocalHost().getHostName())[0]); while(true) { Socket newSock = servSock.accept(); newSock.setTcpNoDelay(true); System.out.println(Got connection!); printStatus(newSock); } } catch (Exception a) { System.out.println(a); } } private static void printStatus(Socket sock) { System.out.println(Connected: + sock.isConnected()); System.out.println(Is closed: + sock.isClosed()); } private static void printAvailIp() { try { InetAddress[] ips = InetAddress.getAllByName(InetAddress.getLocalHost().getHostName()); for(int a = 0; a ips.length; a++) { System.out.println(ips[a]); } } catch (Exception a) { System.out.println(a); } } } - Heres my code on the client (flash side): -- class mainEntryPoint { static function main() { XML.prototype.ignoreWhite = true; setInterval(tryConnect, 1000); //tryConnect(); } static function tryConnect() { trace(Try to Connect); var socket = new XMLSocket(); socket.onConnect = function(success:Boolean) { trace(connected! + success); } socket.onData = function() { trace(got data); } socket.onClose = function() { trace(closing); } socket.onXML = function(src:XML) { trace(Got XML!+src); } trace(Inital Connect: + socket.connect(192.168.0.4, 2500)); } } --- HEre the output i get from the flash SWF: Inital Connect: true connected! false Nomatter what i do i cant get it to actually connect to the server. Any ideas? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] emoticons in a chat component
Hi Simon, That's pretty slick! Jobe Makar http://www.electrotank.com http://www.electro-server.com phone: 919-609-0408 mobile: 919-610-5754 fax: 919-341-8104 - Original Message - From: Simon Lord [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Sunday, November 20, 2005 1:46 PM Subject: Re: [Flashcoders] emoticons in a chat component I have a font based solution that is easy to use. The idea is to use the kerning in fonts to simulate layering of letters, however, in my font there are no letters, just smilie *parts*. You can see the breakdown here as well as test it out: http://www.karbonized.com/smilies/ ... download the sample here (it's old, you may need to play with it a little to suit your needs). http://www.karbonized.com/smilies/Archive.zip On Nov 20, 2005, at 12:24 PM, Karina Steffens wrote: Hi List, I have a working FlashComm chat programme, dedicated to online counselling. It's been up and running for over half a year now, but now the client wants me to add some new features, one of which is emoticons. I'm using the TextArea for the history component and formatting the text with html, so I thought adding the emoticons would be a simple matter of using the img tag in the TextArea. But it doesn't want to work that way - the emoticons are not displayed inline, but at the beginning of the next line, wrapping the following text around them. I need to find a way to to make them display in the same way as a user would expect from a chat application. I've done some research, but haven't found anything suitable yet. I also don't want to use an emoticon font, because the results are not what I'm looking for. Any ideas? Is it possible to use a style sheet to position them correctly? Or give all images ids to move them around? Would I need to overlay them on top of the text? Nothing too complicated I hope, I've only estimated a couple of days for the job... Thanks, Karina Karina Steffens | Neo-Archaic creative technical new media design http://www.neo-archaic.net/ www.neo-archaic.net ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] document.write
Hi, cant you write the complete function in javscript and then just call that function from flash? Or look into the JavascriptFlashIntegrationAPI it rocks ;) greetz Hans At 10:20 PM 11/20/2005, Simon Lord wrote: Anyone have a sample or know how to execute javascript:document.write from WITHIN flash? I know how to use window.open, but now I'm looking to create a window and open it. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] XMLSocket OS X
Hi Michael, If you want to dig inside XMLSocket implementation, you can investigate in Oregano java server. It is opensource and can help you a lot. As it use java, it's fairly easy to use it on osx… Here is the link : http://www.oregano-server.org/ HTH. --- erixtekila http://blog.v-i-a.net/ ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Particle class
Hi all I've been working on a particle simulation class, and I've put the current source and an example on my site http://www.lookmumimontheinternet.com/blog/?p=13 It's a bit rough around the edges but if people could have a look and let me know what they think, that'd be great Cheers Phil Douglas ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Particle class
Very nice. I think it would be cool if you could specify a particle decay if you want particles to die before they hit the screen edge. And maybe being able to change particle properties based on their remaining life. Scott -Original Message- From: [EMAIL PROTECTED] on behalf of Phil Douglas Sent: Sun 11/20/2005 6:29 PM To: flashcoders@chattyfig.figleaf.com Cc: Subject:[Flashcoders] Particle class Hi all I've been working on a particle simulation class, and I've put the current source and an example on my site http://www.lookmumimontheinternet.com/blog/?p=13 It's a bit rough around the edges but if people could have a look and let me know what they think, that'd be great Cheers Phil Douglas ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Particle class
.zip link appear to be broken. :P On Nov 20, 2005, at 6:29 PM, Phil Douglas wrote: Hi all I've been working on a particle simulation class, and I've put the current source and an example on my site http://www.lookmumimontheinternet.com/blog/?p=13 It's a bit rough around the edges but if people could have a look and let me know what they think, that'd be great Cheers Phil Douglas ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Particle class
http://www.bit-101.com/Particles/ Hi all I've been working on a particle simulation class, and I've put the current source and an example on my site http://www.lookmumimontheinternet.com/blog/?p=13 It's a bit rough around the edges but if people could have a look and let me know what they think, that'd be great Cheers Phil Douglas ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Array Madness - test yourself
I just want to bring to your attention a rare array problem that eluded me for years. I just realized what is going on. Whenever I tried to clear an array I would use a for loop, iterate through all the items and pop each one off. Every once in a while the arrays would still contain values and not be completely erased. Can you spot the error? Here is the code: * wrong way * // create an array errors = new Array() // add two items errors.push(item 1) errors.push(item 2) // loop through each item for (var i=0;i errors.length; i++) { trace(removing item) errors.pop() } // errors.length = 1 trace(errors.length=+errors.length) * right way * // create an array errors = new Array() // add two items errors.push(item 1) errors.push(item 2) var len = errors.length; // loop through each item for (var i=0;i len; i++) { trace(removing item) errors.pop() } // errors.length = 0 trace(errors.length=+errors.length) Look at the condition (i errors.length). If we pop an item off the end of the array then the length of the array is decreased and we do not iterate through all items in the array. Hope this helps someone. Best Regards, Judah ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Particle class
Curses, fixed :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Simon Lord Sent: Monday, 21 November 2005 10:38 AM To: Flashcoders mailing list Subject: Re: [Flashcoders] Particle class .zip link appear to be broken. :P On Nov 20, 2005, at 6:29 PM, Phil Douglas wrote: Hi all I've been working on a particle simulation class, and I've put the current source and an example on my site http://www.lookmumimontheinternet.com/blog/?p=13 It's a bit rough around the edges but if people could have a look and let me know what they think, that'd be great Cheers Phil Douglas ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Array Madness - test yourself
Hi Judah, This is a good candidate for a 'while' loop: while(errors.length 0) { errors.pop(); } Jobe Makar http://www.electrotank.com http://www.electro-server.com phone: 919-609-0408 mobile: 919-610-5754 fax: 919-341-8104 - Original Message - From: Judah Frangipane [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Sunday, November 20, 2005 6:48 PM Subject: [Flashcoders] Array Madness - test yourself I just want to bring to your attention a rare array problem that eluded me for years. I just realized what is going on. Whenever I tried to clear an array I would use a for loop, iterate through all the items and pop each one off. Every once in a while the arrays would still contain values and not be completely erased. Can you spot the error? Here is the code: * wrong way * // create an array errors = new Array() // add two items errors.push(item 1) errors.push(item 2) // loop through each item for (var i=0;i errors.length; i++) { trace(removing item) errors.pop() } // errors.length = 1 trace(errors.length=+errors.length) * right way * // create an array errors = new Array() // add two items errors.push(item 1) errors.push(item 2) var len = errors.length; // loop through each item for (var i=0;i len; i++) { trace(removing item) errors.pop() } // errors.length = 0 trace(errors.length=+errors.length) Look at the condition (i errors.length). If we pop an item off the end of the array then the length of the array is decreased and we do not iterate through all items in the array. Hope this helps someone. Best Regards, Judah ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Particle class
Hi Andy I've seen that, it's very nice but not quite what I'm trying to achieve. If you've ever used particle playground in after effects you'll see what I'm getting at. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andy Johnston Sent: Monday, 21 November 2005 10:41 AM To: Flashcoders mailing list Subject: Re: [Flashcoders] Particle class http://www.bit-101.com/Particles/ Hi all I've been working on a particle simulation class, and I've put the current source and an example on my site http://www.lookmumimontheinternet.com/blog/?p=13 It's a bit rough around the edges but if people could have a look and let me know what they think, that'd be great Cheers Phil Douglas ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Array Madness - test yourself
Can you spot the error? yes :) why not simply do something like that: while( myArray.length ) myArray.pop(); ? mark On 11/21/05, Judah Frangipane [EMAIL PROTECTED] wrote: I just want to bring to your attention a rare array problem that eluded me for years. I just realized what is going on. Whenever I tried to clear an array I would use a for loop, iterate through all the items and pop each one off. Every once in a while the arrays would still contain values and not be completely erased. Can you spot the error? Here is the code: * wrong way * // create an array errors = new Array() // add two items errors.push(item 1) errors.push(item 2) // loop through each item for (var i=0;i errors.length; i++) { trace(removing item) errors.pop() } // errors.length = 1 trace(errors.length=+errors.length) * right way * // create an array errors = new Array() // add two items errors.push(item 1) errors.push(item 2) var len = errors.length; // loop through each item for (var i=0;i len; i++) { trace(removing item) errors.pop() } // errors.length = 0 trace(errors.length=+errors.length) Look at the condition (i errors.length). If we pop an item off the end of the array then the length of the array is decreased and we do not iterate through all items in the array. Hope this helps someone. Best Regards, Judah ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- http://snafoo.org/ jabber: [EMAIL PROTECTED] ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Array Madness - test yourself
Or if you aren't deleting everything, put i-- next to each pop(). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jobe Makar Sent: Monday, 21 November 2005 10:46 AM To: Flashcoders mailing list Subject: Re: [Flashcoders] Array Madness - test yourself Hi Judah, This is a good candidate for a 'while' loop: while(errors.length 0) { errors.pop(); } Jobe Makar http://www.electrotank.com http://www.electro-server.com phone: 919-609-0408 mobile: 919-610-5754 fax: 919-341-8104 - Original Message - From: Judah Frangipane [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Sunday, November 20, 2005 6:48 PM Subject: [Flashcoders] Array Madness - test yourself I just want to bring to your attention a rare array problem that eluded me for years. I just realized what is going on. Whenever I tried to clear an array I would use a for loop, iterate through all the items and pop each one off. Every once in a while the arrays would still contain values and not be completely erased. Can you spot the error? Here is the code: * wrong way * // create an array errors = new Array() // add two items errors.push(item 1) errors.push(item 2) // loop through each item for (var i=0;i errors.length; i++) { trace(removing item) errors.pop() } // errors.length = 1 trace(errors.length=+errors.length) * right way * // create an array errors = new Array() // add two items errors.push(item 1) errors.push(item 2) var len = errors.length; // loop through each item for (var i=0;i len; i++) { trace(removing item) errors.pop() } // errors.length = 0 trace(errors.length=+errors.length) Look at the condition (i errors.length). If we pop an item off the end of the array then the length of the array is decreased and we do not iterate through all items in the array. Hope this helps someone. Best Regards, Judah ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Particle class
nah just messing with ya, it's real nice, is it 8.5 only? hows the speed in 7? and the real deal breaker 7 on mac? Hi Andy I've seen that, it's very nice but not quite what I'm trying to achieve. If you've ever used particle playground in after effects you'll see what I'm getting at. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andy Johnston Sent: Monday, 21 November 2005 10:41 AM To: Flashcoders mailing list Subject: Re: [Flashcoders] Particle class http://www.bit-101.com/Particles/ Hi all I've been working on a particle simulation class, and I've put the current source and an example on my site http://www.lookmumimontheinternet.com/blog/?p=13 It's a bit rough around the edges but if people could have a look and let me know what they think, that'd be great Cheers Phil Douglas ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Array Madness - test yourself
Better yet, why not just: myArray = []; done? - Original Message - From: Mark Winterhalder [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Sent: Sunday, November 20, 2005 6:49 PM Subject: Re: [Flashcoders] Array Madness - test yourself Can you spot the error? yes :) why not simply do something like that: while( myArray.length ) myArray.pop(); ? mark On 11/21/05, Judah Frangipane [EMAIL PROTECTED] wrote: I just want to bring to your attention a rare array problem that eluded me for years. I just realized what is going on. Whenever I tried to clear an array I would use a for loop, iterate through all the items and pop each one off. Every once in a while the arrays would still contain values and not be completely erased. Can you spot the error? Here is the code: * wrong way * // create an array errors = new Array() // add two items errors.push(item 1) errors.push(item 2) // loop through each item for (var i=0;i errors.length; i++) { trace(removing item) errors.pop() } // errors.length = 1 trace(errors.length=+errors.length) * right way * // create an array errors = new Array() // add two items errors.push(item 1) errors.push(item 2) var len = errors.length; // loop through each item for (var i=0;i len; i++) { trace(removing item) errors.pop() } // errors.length = 0 trace(errors.length=+errors.length) Look at the condition (i errors.length). If we pop an item off the end of the array then the length of the array is decreased and we do not iterate through all items in the array. Hope this helps someone. Best Regards, Judah ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- http://snafoo.org/ jabber: [EMAIL PROTECTED] ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Particle class
It's AS2 flash 7 minimum, but the particleFilters parameter only works with 8 (allows you to apply filter arrays to all particles individually). I've been looking at an actionscript 3 conversion but I'm not up to speed on AS3 yet so that may be a while yet. I'd be great to see the performance benefits though. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andy Johnston Sent: Monday, 21 November 2005 11:04 AM To: Flashcoders mailing list Subject: Re: [Flashcoders] Particle class nah just messing with ya, it's real nice, is it 8.5 only? hows the speed in 7? and the real deal breaker 7 on mac? Hi Andy I've seen that, it's very nice but not quite what I'm trying to achieve. If you've ever used particle playground in after effects you'll see what I'm getting at. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andy Johnston Sent: Monday, 21 November 2005 10:41 AM To: Flashcoders mailing list Subject: Re: [Flashcoders] Particle class http://www.bit-101.com/Particles/ Hi all I've been working on a particle simulation class, and I've put the current source and an example on my site http://www.lookmumimontheinternet.com/blog/?p=13 It's a bit rough around the edges but if people could have a look and let me know what they think, that'd be great Cheers Phil Douglas ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Array Madness - test yourself
On 11/21/05, JesterXL [EMAIL PROTECTED] wrote: Better yet, why not just: myArray = []; done? usually that's what i do, but other references to the array still point to the old one, so it only works if you know for sure what references it. mark -- http://snafoo.org/ jabber: [EMAIL PROTECTED] ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Particle class
Now that we have open gl support on mac would be nice as as3 for 8.5 It's AS2 flash 7 minimum, but the particleFilters parameter only works with 8 (allows you to apply filter arrays to all particles individually). I've been looking at an actionscript 3 conversion but I'm not up to speed on AS3 yet so that may be a while yet. I'd be great to see the performance benefits though. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andy Johnston Sent: Monday, 21 November 2005 11:04 AM To: Flashcoders mailing list Subject: Re: [Flashcoders] Particle class nah just messing with ya, it's real nice, is it 8.5 only? hows the speed in 7? and the real deal breaker 7 on mac? Hi Andy I've seen that, it's very nice but not quite what I'm trying to achieve. If you've ever used particle playground in after effects you'll see what I'm getting at. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andy Johnston Sent: Monday, 21 November 2005 10:41 AM To: Flashcoders mailing list Subject: Re: [Flashcoders] Particle class http://www.bit-101.com/Particles/ Hi all I've been working on a particle simulation class, and I've put the current source and an example on my site http://www.lookmumimontheinternet.com/blog/?p=13 It's a bit rough around the edges but if people could have a look and let me know what they think, that'd be great Cheers Phil Douglas ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Array Madness - test yourself
i think that's why i couldn't use that (at the time). can you remember the situations this came up in? Mark Winterhalder wrote: On 11/21/05, JesterXL [EMAIL PROTECTED] wrote: Better yet, why not just: myArray = []; done? usually that's what i do, but other references to the array still point to the old one, so it only works if you know for sure what references it. mark -- http://snafoo.org/ jabber: [EMAIL PROTECTED] ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Array Madness - test yourself
Why wouldn't you use splice(0)? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark Winterhalder Sent: Sunday, November 20, 2005 12:16 PM To: Flashcoders mailing list Subject: Re: [Flashcoders] Array Madness - test yourself On 11/21/05, JesterXL [EMAIL PROTECTED] wrote: Better yet, why not just: myArray = []; done? usually that's what i do, but other references to the array still point to the old one, so it only works if you know for sure what references it. mark -- http://snafoo.org/ jabber: [EMAIL PROTECTED] ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Array Madness - test yourself
The problem with this code is that the thing you are checking (array.length) is also what your are decrementing (by poping) and when combined with an incremental counter it wont work. ie. Loop0 i=0 length=2 Loop1 i=1 length=1(cos weve pop'd one of the array) Loop2 nevers happens as ilength is not true In this particular situation actually the easiest solution is to use Array.splice(0) which will clear the array in one command. But if you need to do processing on each loop then use a while loop var i=errors.length while(-1--i){ errors.pop() } Rob -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Judah Frangipane Sent: Sunday, November 20, 2005 11:48 AM To: Flashcoders mailing list Subject: [Flashcoders] Array Madness - test yourself I just want to bring to your attention a rare array problem that eluded me for years. I just realized what is going on. Whenever I tried to clear an array I would use a for loop, iterate through all the items and pop each one off. Every once in a while the arrays would still contain values and not be completely erased. Can you spot the error? Here is the code: * wrong way * // create an array errors = new Array() // add two items errors.push(item 1) errors.push(item 2) // loop through each item for (var i=0;i errors.length; i++) { trace(removing item) errors.pop() } // errors.length = 1 trace(errors.length=+errors.length) * right way * // create an array errors = new Array() // add two items errors.push(item 1) errors.push(item 2) var len = errors.length; // loop through each item for (var i=0;i len; i++) { trace(removing item) errors.pop() } // errors.length = 0 trace(errors.length=+errors.length) Look at the condition (i errors.length). If we pop an item off the end of the array then the length of the array is decreased and we do not iterate through all items in the array. Hope this helps someone. Best Regards, Judah ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Array Madness - test yourself
On 11/21/05, Robert Edgar [EMAIL PROTECTED] wrote: Why wouldn't you use splice(0)? because i wouldn't have thought of that :) seriously, splice obviously is the best solution. Judah: no, i don't remember ever needing to do that, and frankly, can't think of such a situation right now. i figured you'd know one since you asked :) mark -- http://snafoo.org/ jabber: [EMAIL PROTECTED] ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] leaf name conflict
I recently had this problem and I noticed that I was importing the class I was creating. In my main class: import com.T8.forms.formatting.*; In my NumberFormatter class: import com.T8.forms.formatting.NumberFormatter; class com.T8.forms.formatting.NumberFormatter { } It wasn't obvious in the main class that this was going on. I also had empty MyClass.as files in the package directory. IE they were blank. not sure if that had anything to with it or not. HTH someone, Best Regards, Judah Frangipane Tom Lee wrote: Hi guys, I just compiled one of my major projects with Flash 8 for the first time. Wouldn't you know it: I now get a brand new error I've never seen before: The class package1.classname cannot be imported because its leaf name is already being resolved to imported class package2.classname Oddly, I can't find this exact error in the help docs. However, it seems to correspond roughly to Error 1190: The class A.B cannot be imported because its leaf name is already resolved to a previously imported class C.B For example, compiling import jv.util generates Error 1190 if the statement import mx.util also appears in the AS file. So, my question: what's wrong with importing package1.classname in the same frame as package2.classname? Why is this now taboo? Thanks, -tom ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders