Re: [Flashcoders] [Web usability - Fullscreen - CSS?] I know ... but customer wants it Mac/PC

2005-11-20 Thread Janis Radins
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

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[Flashcoders] flex 2 for games?

2005-11-20 Thread Hans Wichman

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...




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RE: [Flashcoders] [Web usability - Fullscreen - CSS?] I know ... butcustomer wants it Mac/PC

2005-11-20 Thread Nick Weekes
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

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[Flashcoders] emoticons in a chat component

2005-11-20 Thread Karina Steffens
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
 
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RE: [Flashcoders] emoticons in a chat component

2005-11-20 Thread Karina Steffens
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
  
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Re: [Flashcoders] flex 2 for games?

2005-11-20 Thread Meinte van't Kruis
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...



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Re: [Flashcoders] flex 2 for games?

2005-11-20 Thread fla coder
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...
 
 
 
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Re: [Flashcoders] emoticons in a chat component

2005-11-20 Thread Jobe Makar

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

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Re: [Flashcoders] emoticons in a chat component

2005-11-20 Thread Simon Lord
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

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Re: [Flashcoders] emoticons in a chat component

2005-11-20 Thread Simon Lord
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

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Re: [Flashcoders] emoticons in a chat component

2005-11-20 Thread NEILHIGHLEY.COM
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
 
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--
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Re: [Flashcoders] XMLSocket OS X

2005-11-20 Thread Michael Bedar

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?

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Re: [Flashcoders] XMLSocket OS X

2005-11-20 Thread Jobe Makar

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?

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Re: [Flashcoders] emoticons in a chat component

2005-11-20 Thread Jobe Makar

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

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Re: [Flashcoders] document.write

2005-11-20 Thread Hans Wichman

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.
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Re: [Flashcoders] XMLSocket OS X

2005-11-20 Thread erixtekila

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/
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[Flashcoders] Particle class

2005-11-20 Thread Phil Douglas
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

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RE: [Flashcoders] Particle class

2005-11-20 Thread Scott Hyndman
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

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Re: [Flashcoders] Particle class

2005-11-20 Thread Simon Lord

.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

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Re: [Flashcoders] Particle class

2005-11-20 Thread Andy Johnston

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

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[Flashcoders] Array Madness - test yourself

2005-11-20 Thread Judah Frangipane
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



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RE: [Flashcoders] Particle class

2005-11-20 Thread Phil Douglas
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

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Re: [Flashcoders] Array Madness - test yourself

2005-11-20 Thread Jobe Makar

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



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RE: [Flashcoders] Particle class

2005-11-20 Thread Phil Douglas
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

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Re: [Flashcoders] Array Madness - test yourself

2005-11-20 Thread Mark Winterhalder
 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



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jabber: [EMAIL PROTECTED]
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RE: [Flashcoders] Array Madness - test yourself

2005-11-20 Thread Phil Douglas
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
 
 
 
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Re: [Flashcoders] Particle class

2005-11-20 Thread Andy Johnston

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

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Re: [Flashcoders] Array Madness - test yourself

2005-11-20 Thread JesterXL
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



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RE: [Flashcoders] Particle class

2005-11-20 Thread Phil Douglas
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

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Re: [Flashcoders] Array Madness - test yourself

2005-11-20 Thread Mark Winterhalder
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

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Re: [Flashcoders] Particle class

2005-11-20 Thread Andy Johnston

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

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Re: [Flashcoders] Array Madness - test yourself

2005-11-20 Thread Judah Frangipane
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

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RE: [Flashcoders] Array Madness - test yourself

2005-11-20 Thread Robert Edgar
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

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RE: [Flashcoders] Array Madness - test yourself

2005-11-20 Thread Robert Edgar
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



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Re: [Flashcoders] Array Madness - test yourself

2005-11-20 Thread Mark Winterhalder
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

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Re: [Flashcoders] leaf name conflict

2005-11-20 Thread Judah Frangipane
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

 




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