Re: [Flashcoders] using a function twice

2007-05-18 Thread Allandt Bik-Elliott (Receptacle)

aha - thanks for seeing the wood for the trees :D


On 17 May 2007, at 22:26, [EMAIL PROTECTED] wrote:



On 17/05/2007 22:07, Allandt Bik-Elliott (Receptacle) wrote:

because the thisBackground function isn't picking up the correct   
values (but keeping the older ones), it is overwriting the first   
panel with the second one


does this help ?


thisTween.onMotionFinished = function()
{
thisBackground("designerBox_2_mc", 350, "0xd5cfc0", 2000);
	// creates the second panel with the settings from the first panel  
(not  these)
	var thisTween:Object = new Tween(designerBox_2_mc, "_width",  
Strong.easeOut, 0, 225, 2, true);

};


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Re: [Flashcoders] Can I read XML before it is loaded?

2007-05-18 Thread Alistair Colling
Thanks Danny, I think you're right, the XML Object is pretty fast and  
if it is going to take a while to load then storing the ID somewhere  
else and checking that file is probably the best way to approach this.

Cheers everyone!
Ali
On 15 May 2007, at 15:45, Danny Kodicek wrote:


Hi there, I am sure I remember coming across a way of reading
an XML file before it is fully loaded though I can't find it.
What I would like to do is load all the information from an
XML file but only if an attribute in the first node has
changed (this is like an ID that the Flash app can use to
decide whether or not to load all of the XML unless it is a
new version). Has anyone else heard of this of or is this
wishful thinking?


You could parse the initial text manually, but in fairness the XML  
object is
pretty fast and I'd imagine you're better off just letting it load.  
If you
want to have an ID for whether the xml has changed, why not just  
put one

into a different file?

Danny

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[Flashcoders] flash and USB port

2007-05-18 Thread quinrou .

Hi all,

I was wondering if anyone knew how can Flash 8 or 9 can access the USB port?
Would I need to use a third party software such as ZInc or mProjector?

I had a look at Zinc and mProjector and it looks like none of them are
supporting USB. Does anyone know which application would do that?

Many thanks
seb
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RE: [Flashcoders] flash and USB port

2007-05-18 Thread Pedro Furtado
Usb is like a serial port. So zinc does support it, dunno about mProjector.
Try it with hyperterminal.

hth

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of quinrou .
Sent: sexta-feira, 18 de Maio de 2007 10:41
To: Flashcoders mailing list
Subject: [Flashcoders] flash and USB port

Hi all,

I was wondering if anyone knew how can Flash 8 or 9 can access the USB port?
Would I need to use a third party software such as ZInc or mProjector?

I had a look at Zinc and mProjector and it looks like none of them are
supporting USB. Does anyone know which application would do that?

Many thanks
seb
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[Flashcoders] Embed the image in the swf

2007-05-18 Thread Sumeet Kumar
Hi All

 

I m stuck at a point in my project.

The output of the application is in swf file. The user uploads the image
in the application 

How can I embed that image at run time (and not load) in swf for a
desktop solution?

 

Any idea would be a great help.

 

Regards

Sumeet kumar

 

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Re: [Flashcoders] FLV CuePoints - discrepancies between CuePoint time and actual time

2007-05-18 Thread Jon Bradley

How are you inserting the cue points?

If you are not embedding the cue points directly into the file, then  
your callback will only happen on the previous, closest key frame.


Also, Sorenson has had issues in the past with mis-aligned cue points  
and keyframes. I stopped using it altogether a while back, so I'm not  
sure what the options are but you should be able to force a keyframe  
at all cue points if you are embedding it into the actual video. I  
didn't think Sorenson could embed cue points into the FLV (at least  
in one of the older versions).


When all else fails, use the Flash Video Encoder.

cheers,

jon


On May 17, 2007, at 5:25 PM, Martin Tremblay wrote:



Video newbie!

I inserted multiple CuePoint into a flv.

The problem is when onCuePoint is call on the netstream, is it not  
being

called directly on time, but almost a full seconds before the actual
cuepoint time.

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[Flashcoders] Natural Docs and ActionScript advice needed

2007-05-18 Thread Wayne McManus

Hi guys,

I'm looking at documenting code with Natural Docs for the first time, so I'd
appreciate it if anyone had any tips or advice regarding how to get this
done effectively.

I've done a quick initial runthrough and found it's duplicated all my
properties within the Summary section, so that's confusing.

Batch file that generates it all reads as the following:



@echo off
echo Generating API documentation with NaturalDocs
perl D:/NaturalDocs-1.35/NaturalDocs -i lib -o HTML doc -p nd
pause



Thanks
Wayne
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Re: [Flashcoders] Local Connection / Intel Mac bug??

2007-05-18 Thread Alan Queen

confirmed.. same issue here..

I found it trying to get a mProjector exe with embedded universal
plugin to talk to a director app which obviously uses the rosetta
emulation..

On 5/17/07, Andy Herrman <[EMAIL PROTECTED]> wrote:

Is your situation the same as Jeff's?  Specifically, is one SWF
running in Flash 9 natively and the other running in Flash 8 through
Rosetta?  If so then I doubt they would be able to connect via local
connection.

My understanding of how Local Connection works is that it uses shared
memory (though I could be wrong).  This is something that probably
can't be done between something running natively and something running
through Rosetta, as they would effectively have completely different
environments.  It would be similar to running one flash movie in
windows, then running another one inside another windows running in a
Virtual PC instance and expecting them to talk to each other with
local connection.  True, they're running on the same machine, but
their environments are segregated.

If both your movies are running in the same environment then I don't
know why it wouldn't work.

 -Andy

On 5/16/07, Adam Hoyle <[EMAIL PROTECTED]> wrote:
> Hi Jeff,
>
> Thanks for responding. Glad for sanity reasons to know that I am not
> the only person experiencing this.
>
> Adam
>
> On 16 May 2007, at 14:39, Jeff Gomes wrote:
>
> >
> > Adam-
> >
> > When one process is running natively (with Flash 9 universal binary
> > player) and the other is running under emulation (with a Flash 8
> > projector or the Director Flash Asset Xtra), I cannot get it to
> > work either.
> >
> > -Jeff
> >
> > At 05:00 5/16/2007, Adam Hoyle wrote:
> >> Hi Flash Coders
> >>
> >> I am having a problem with local connection communication between an
> >> exe and a website, but only on INTEL macs.
> >>
> >> I have the underscore before the name, but the messages aren't
> >> getting through (they do on windows and g4 mac). Interestingly
> >> (frustratingly) the second thing to connect to lco doesn't get any
> >> onStatus message called either. I have tried removing the underscore
> >> and appending the domain and a colon to the beginning, but that also
> >> fails on intel mac, but works on windows and g4 mac.
> >>
> >> Has anyone else come across this bug, or more to the point has anyone
> >> got an exe and a swf on a website to talk to one another on an intel
> >> mac (g4 works fine, so it's specific to intel macs)? I've noticed
> >> that the Luminic Box tracer doesn't work on Intel Macs either,
> >> haven't checked xray.
> >>
> >> Any help/suggestions would be gratefully received,
> >>
> >> Cheers,
> >>
> >> Adam
> >
> > ___
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--
- Alan Queen
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Re: [Flashcoders] swfs in pdfs

2007-05-18 Thread nik crosina

Hi,

My initial goal was really to find out if swf in pdf is a feasible
product to offer to our clients, after my boss seems to think it is
particularly sexy. After doing a bit of research I have to say that
while it does seem to work, I am still not entirely clear how to
create properly, and have not been able to get them tested out with
our global laptop installs to make sure they (at the very least) work
on our own peoples machines, let alone on any of our (prospective)
customers.

My thinking is that if this would work as well as ti seems to look,
people would use it a lot more. I have the feeling that swf in PDF -
while not mutually exclusive - they technologies that are use in two
different ways. PDF is still a mainstay of print quality material (so
I send you a PDF if I want to be able to print it properly), if I want
to send you some (screen based) animation, or even a facility to fill
in some on-line form, then I send you some email based item, probably
html email or link you to a site that has the respective thing I want
you to look at or interact.

NIk

On 5/17/07, John Dowdell <[EMAIL PROTECTED]> wrote:

Nimrod Huberman wrote:
> I don't know your specific goal

Neither do I. My email is a little disrupted right now, and I came in at Dave 
Watt's reply. I saw questions about whether anyone else is doing things with 
SWF in PDF, but got confused at the objection to using Adobe Reader. I'm not 
sure what the goal is, what the question is.

(SWF-in-PDF background: Adobe announced it a few years ago, but on the 
Macromedia side I was always confused about what they were doing, and how they 
were doing it. I've tried to get this clarified since the merger, without much 
luck. The best story I received verbally was that Reader used the ability to 
play QuickTime to render SWF as well, which wouldn't be very functional because 
the version of Macromedia Flash Player inside the Apple QuickTime engine was 
not updated for quite some time. On the other hand, post-merger, there's 
obvious incentive to connect things together better, although I haven't seen 
any announcements for SWF-in-PDF during the Acrobat 8 timeframe. One other 
wrinkle is that PDFs will be able to invoked alongside SWF in the Adobe Apollo 
project, currently in public alpha -- it may be possible to achieve the goal by 
alternate means. Anyway, that's the general background info I have, but having 
a clearer idea of the question could help get better replies.)

jd/adobe


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--
Nik C
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[Flashcoders] can you use antiAliasType in a global setStyle?

2007-05-18 Thread Allandt Bik-Elliott (Receptacle)

like

_global.styles.TextArea.setStyle("embedFonts",true);
_global.styles.TextArea.setStyle("antiAliasType", "normal");

doesn't seem to be working for me

also, i don't think it is possible but i'll ask anyway - is it  
possible to have anti-alias'd type in a text area with non-alias'd type?


cheers
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[Flashcoders] How to set button event listeners within a class

2007-05-18 Thread Alistair Colling
Hey, thanks for checking this. I am writing a class where the  
onRelease event of the button is handled within the class. This is so  
I can make a class that can be reused across re-skinned FLAs just by  
passing the button instance to the class (so I don't need to assign a  
method of the class to it). I think I may be going about this the  
wrong way as I am getting lots of error messages in the compiler like:

"There is no method with the name 'super'."
If someone could point me in the right direction here it would be a  
massive help, I'm worried I may be barking up the wrong tree or  
trying to do something that isn't possible (or sensible!).

Thanks guys and have a good weekend,
Ali

My class code looks like this:
/Send.as
import mx.controls.Button;
class Send extends XMLSocket {
private var sendBtn:Button;
function setSendBtn(mySendBtn:Button) {
trace("send button received:"+mySendBtn)
this.sendBtn = mySendBtn;
this.sendBtn._visible = false;
this.sendBtn.onRelease = function() {
trace("-- send pressed ");
sendHandler()
};
}
function sendHandler(){
//send events go here
trace("sendHandler called")
}
}
The code in my FLA is:

import Send;
var mySend:Send = new Send();
mySend.setSendBtn(my_btn)
///




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RE: [Flashcoders] How to set button event listeners within a class

2007-05-18 Thread Merrill, Jason
You need to use Delegate to keep your scope within the class:

import mx.utils.Delegate

class MyClass
{
//stuff

private function setActions():Void
{
myButton.onRelease = Delegate.create(this,
myOnRelaseHandler)
}

private function myOnReleaseHandler():Void
{
super()
}
}


Jason Merrill
Bank of America  
GT&O Learning & Leadership Development
eTools & Multimedia Team


 
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Re: [Flashcoders] How to set button event listeners within a class

2007-05-18 Thread R�kos Attila

Use some kind of delegation (e.g. mx.utils.Delegate). (off: using this
is not required in AS2 classes)

sendBtn.onRelease = mx.utils.Delegate.create(this, sendHandler);

  Attila

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RE: [Flashcoders] can you use antiAliasType in a global setStyle?

2007-05-18 Thread Merrill, Jason
>>also, i don't think it is possible but i'll ask anyway - is 
>>it possible to have anti-alias'd type in a text area with 
>>non-alias'd type?

Not in the same text area, no.  Pretty sure anyway.  Text areas have an
aliased property which is for the entire text area, not individual
characters, and the HTML formatting does not support an
alias/non-aliased declaration.

Jason Merrill
Bank of America  
GT&O Learning & Leadership Development
eTools & Multimedia Team


 
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Re: [Flashcoders] flash and USB port

2007-05-18 Thread Joe Lister
Director can almost certainly access USB ports, probably via an Xtra 
(director plugin).  Perhaps you could embed your flash in a Director 
movie?  You would have to do some Lingo coding to access act as a bridge 
between the USB and flash, but these days there is a pretty good set of 
Lingo commands for interacting with actionscript.


Joe

Pedro Furtado wrote:

Usb is like a serial port. So zinc does support it, dunno about mProjector.
Try it with hyperterminal.

hth

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of quinrou .
Sent: sexta-feira, 18 de Maio de 2007 10:41
To: Flashcoders mailing list
Subject: [Flashcoders] flash and USB port

Hi all,

I was wondering if anyone knew how can Flash 8 or 9 can access the USB port?
Would I need to use a third party software such as ZInc or mProjector?

I had a look at Zinc and mProjector and it looks like none of them are
supporting USB. Does anyone know which application would do that?

Many thanks
seb
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RE: [Flashcoders] How to set button event listeners within a class

2007-05-18 Thread David Ngo
You would only use super() if you're extending. It sounds like he was using
composition, but thinking of inheritance.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Merrill,
Jason
Sent: Friday, May 18, 2007 11:48 AM
To: flashcoders@chattyfig.figleaf.com
Subject: RE: [Flashcoders] How to set button event listeners within a class

You need to use Delegate to keep your scope within the class:

import mx.utils.Delegate

class MyClass
{
//stuff

private function setActions():Void
{
myButton.onRelease = Delegate.create(this,
myOnRelaseHandler)
}

private function myOnReleaseHandler():Void
{
super()
}
}


Jason Merrill
Bank of America  
GT&O Learning & Leadership Development
eTools & Multimedia Team


 
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[Flashcoders] vertical scrollbars on TextArea component

2007-05-18 Thread Allandt Bik-Elliott (Receptacle)
also, when i bring my type into my TextArea, the scrollbars (which  
are set to vScrollPolicy = "auto") flash on for a second before  
disappearing when they're not needed


is there any way of stopping this?

thanks in advance
a


On 18 May 2007, at 16:28, Allandt Bik-Elliott (Receptacle) wrote:


like

_global.styles.TextArea.setStyle("embedFonts",true);
_global.styles.TextArea.setStyle("antiAliasType", "normal");

doesn't seem to be working for me

also, i don't think it is possible but i'll ask anyway - is it  
possible to have anti-alias'd type in a text area with non-alias'd  
type?


cheers
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RE: [Flashcoders] swfs in pdfs

2007-05-18 Thread Dave Watts
> My thinking is that if this would work as well as ti seems to 
> look, people would use it a lot more. I have the feeling that 
> swf in PDF - while not mutually exclusive - they technologies 
> that are use in two different ways. PDF is still a mainstay 
> of print quality material (so I send you a PDF if I want to 
> be able to print it properly), if I want to send you some 
> (screen based) animation, or even a facility to fill in some 
> on-line form, then I send you some email based item, probably 
> html email or link you to a site that has the respective 
> thing I want you to look at or interact.

My understanding of this is that the primary goal of embedding SWF or other
multimedia content in PDF is for presentations and kiosk stuff.

Dave Watts, CTO, Fig Leaf Software
http://www.figleaf.com/

Fig Leaf Software provides the highest caliber vendor-authorized
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Chicago, Baltimore, Northern Virginia, or on-site at your location.
Visit http://training.figleaf.com/ for more information!

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Re: [Flashcoders] AS3 Mouse suggestions?

2007-05-18 Thread Charles Parcell

I would separate the players "character" from the explicit mouseX and
mouseY.

I think the two previous posters ideas are both good, but on their own they
are not complete.

You need to apply a vector motion to the "character" as well as a speed
variable.

Build a vector that starts at the current location and ends at the mouseX/Y.
Based on the speed value, step ahead and see if there is an intersect. Note
I would keep the max speed as 1 pixel - the width or height of mushrooms.
This way you will never skip over an obstacle.

Charles P.


On 5/17/07, Joshua Sera <[EMAIL PROTECTED]> wrote:


That's a hard problem since you have no direct control
over the mouse, other than hiding and showing it.

I probably wouldn't hide the mouse in this case, since
mouse movement and player movement aren't 1 to 1. That
way people can see if they're moving the mouse out of
the game area. It's uglier, but it might be necessary.

That said, if you want to tie the player directly to
the mouse, I would look into line-circle intersection
algorithms, or swept-circle to circle collision
detection. Every update, you draw a line from the
previous player position to the new position. If it
intersects a mushroom, store the previous position,
find the first point of intersection, and stick the
player there.

Next update, go from the stored previous position to
the current mouse position, check for intersection,
etc. etc. until there's no intersection, then stick
the player on the cursor again.


--- Martin Scott Goldberg <[EMAIL PROTECTED]> wrote:

> Hey all, back again.
>
> I'm doing a remake of centipede, and am looking for
> suggestion on the
> mouse tracking routine (in as3).
>
> The enivronment:  The player is of course at the
> bottom of the screen, and
> can only move up a specific distance.  He may be
> blocked by mushrooms in
> this area as well.
>
> Speficially, I have two ways of player motion with
> the mouse I've tried
> and neither one is 100% accurate:
>
> 1) Set the player graphic equal to the mouse
> reading:
>
>
>thePlayer.x = this.mouseX;
>thePlayer.y = this.mouseY;
>
>This is the same as thePlayer.startDrag(), just
> chose to go this route.
>Player tracks the mouse motion perfectly this way
> of course.
>Then the code checks for mushroom collision,
> which stops the player
>motion.
>
>The issue I'm having is, whenever the player
> comes in contact with
>a mushroom in the lower player movement area,
> it's supposed to stop
>dead, forcing the player to move around it.  With
> this method though,
>it stops for a second, but then skips over the
> mushroom once the mouse
>moves past it.  Likewise, it creates a "sticking"
> at the upper, lower
>right, and left boundries since it sits there
> until the mouse enters
>back in to the "player zone".
>
> 2) Record previous mouse motion in x and y, and
> compare it to current.  If
>its moving right, move the player right 1 place.
> Mouse moving left,
>moving player left one space, etc.:
>
>if (previousMouseX < this.mouseX)
>{
>   thePlayer.x += playerSpeed;
>}
>else
>{
>   thePlayer.x -= playerSpeed;
>}
>
>And similar for y direction.  Now, this code
> works perfect with the
>mushroom obstruction dectection.  But I'm having
> the opposite issue
>from the first code: The mouse tracking makes it
> harder to move in a
>straight line, and the mouse moves out of the
> stage very quickly,
>being out of proportion to the rate of the player
> motion.  Upping the
>playerSpeed of course doesn't help, that just
> makes the player graphic
>jump around to quick.
>
> If anyone on this list that's played around with
> these types of issues
> before has an suggestions, I'd greatly appreciate
> it.
>
>
>
> Marty
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Re: [Flashcoders][solved]can you use antiAliasType in a global setStyle?

2007-05-18 Thread Allandt Bik-Elliott (Receptacle)

thought so - thanks for the confirmation

i've found out that i wasn't getting anti-aliased text because i'd  
aliased it when i'd created the font so that's sorted too


;)



On 18 May 2007, at 16:44, Merrill, Jason wrote:


also, i don't think it is possible but i'll ask anyway - is
it possible to have anti-alias'd type in a text area with
non-alias'd type?


Not in the same text area, no.  Pretty sure anyway.  Text areas  
have an

aliased property which is for the entire text area, not individual
characters, and the HTML formatting does not support an
alias/non-aliased declaration.

Jason Merrill
Bank of America
GT&O Learning & Leadership Development
eTools & Multimedia Team



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Re: [Flashcoders] How to set button event listeners within a class

2007-05-18 Thread Alistair Colling
Thanks Merril and Rakos for yr quick responses that is brilliant :)  
I'll have a shot of this on Monday. Have a great weekend :)

Ali


On 18 May 2007, at 16:57, Rákos Attila wrote:



Use some kind of delegation (e.g. mx.utils.Delegate). (off: using this
is not required in AS2 classes)

sendBtn.onRelease = mx.utils.Delegate.create(this, sendHandler);

  Attila

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RE: [Flashcoders] German subtext ...

2007-05-18 Thread Dave Watts
> Did anyone else receive a german email after posting to 
> flashcoders today?

Yes, it was an autoresponder. I've unsubscribed the offending address.

Dave Watts, CTO, Fig Leaf Software
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Fig Leaf Software provides the highest caliber vendor-authorized
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Re: [Flashcoders] flash and USB port

2007-05-18 Thread quinrou .

Joe, i thought about that I also fund a xtra for doing so too but, i would
rather avoid using Director.

Pedro, I have been checking out Zinc and it has a COMPort class which I
beleive is I/O communication. when I did a quick test to check whether it
could detect some USB device, I only got connaction with COM1, COM2 which i
beleive are the serial and parallel port, no?

Anyone else?




On 5/18/07, Joe Lister <[EMAIL PROTECTED]> wrote:


Director can almost certainly access USB ports, probably via an Xtra
(director plugin).  Perhaps you could embed your flash in a Director
movie?  You would have to do some Lingo coding to access act as a bridge
between the USB and flash, but these days there is a pretty good set of
Lingo commands for interacting with actionscript.

Joe

Pedro Furtado wrote:
> Usb is like a serial port. So zinc does support it, dunno about
mProjector.
> Try it with hyperterminal.
>
> hth
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of quinrou
.
> Sent: sexta-feira, 18 de Maio de 2007 10:41
> To: Flashcoders mailing list
> Subject: [Flashcoders] flash and USB port
>
> Hi all,
>
> I was wondering if anyone knew how can Flash 8 or 9 can access the USB
port?
> Would I need to use a third party software such as ZInc or mProjector?
>
> I had a look at Zinc and mProjector and it looks like none of them are
> supporting USB. Does anyone know which application would do that?
>
> Many thanks
> seb
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Re: SPAM-LOW: Re: [Flashcoders] flash and USB port

2007-05-18 Thread Derek Vadneau
A USB device isn't connected to a port. It is assigned a drive letter and 
is a removable drive on the computer. You access it like you would access 
any local resource.

You don't need a 3rd party tool to do this, but you do need to be running 
in the local or trusted sandbox. You can't access a local resource 
(directly) from a web page.


Derek Vadneau
Northcode Inc.
http://www.northcode.com

- Original Message - 
From: quinrou .
To: flashcoders@chattyfig.figleaf.com
Sent: Friday, May 18, 2007 1:41 PM
Subject: SPAM-LOW: Re: [Flashcoders] flash and USB port


Joe, i thought about that I also fund a xtra for doing so too but, i would
rather avoid using Director.

Pedro, I have been checking out Zinc and it has a COMPort class which I
beleive is I/O communication. when I did a quick test to check whether it
could detect some USB device, I only got connaction with COM1, COM2 which 
i
beleive are the serial and parallel port, no?

Anyone else?


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[Flashcoders] regular expressions in Flash8?

2007-05-18 Thread BOYD SPEER
can we now use regularexpressions in Flash8 to manipulate strings?

I need to replace all instances of "/descr" with "http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

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Re: [Flashcoders] Dynamic E4X

2007-05-18 Thread Amir T Rocker

hi,

isnt it some like:

trace( [EMAIL PROTECTED] );

i think :)



Am 01:57 AM 5/17/2007 schrieben Sie:

The as3 examples for XML show the following:
var node:String = "zip";
trace(employees.employee[0].address[node]); // 98765

What I'd like to do is something like this:
var node:String = "zip";
trace(employees..[node]); // 98765

ie: Find all nodes that are called 'zip' in the document, but do it 
dynamically.


any ideas?
C
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Re: [Flashcoders] regular expressions in Flash8?

2007-05-18 Thread R�kos Attila

BS> can we now use regularexpressions in Flash8 to manipulate strings?

Some libraries for handling regular expressions are out there
(Google?), but Flash 8 has no built-in support for regex.

BS> I need to replace all instances of "/descr" with " actionscript.. but.. some instances of " I do not want to change those if possible. thanks for any
BS> insights.

It doesn't require regular expressions:

ouptutStr = 
inputStr.split("http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

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RE: [Flashcoders] regular expressions in Flash8?

2007-05-18 Thread Merrill, Jason
>>can we now use regularexpressions in Flash8 to manipulate strings?

Yes, there are some regular expression classes floating out there for
AS2/pre-Flash 9 people, have you googled those?  Sorry I can't be more
help than that.

Jason Merrill
Bank of America  
GT&O Learning & Leadership Development
eTools & Multimedia Team


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Re: [Flashcoders] regular expressions in Flash8?

2007-05-18 Thread Juan Carlos Anorga
well... you can't really use regular expressions in flash8 unless you  
let javascript in the browser do it for you. I don't think you need  
regexp to solve your problem though. I think you could just do this:


var txt:String = "test/descr 
can we now use regularexpressions in Flash8 to manipulate strings?

I need to replace all instances of "/descr" with "actionscript..
   but.. some instances of "want to change those if possible. thanks for any insights.


-Boyd
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[Flashcoders] how to access custom TitleBackground (skinTitleBackground) of Window

2007-05-18 Thread Andrew Sinning
I've created a TitleBackground movieClip by following the instructions 
in the MX04 online help "To set the title of an Window component to a 
custom movie clip symbol" (below). Now I'd like to make a call to a 
function inside of that clip or access properties within that clip 
directly. The window has a property skinTitleBackground the value of 
which is an object of type "TitleBackground", but TitleBackground 
doesn't have any public properties. Inside my TitleBackground movieClip 
there is a TextField called "titleText" that I would like to be able to 
set the text of. So far the only way I've been able to change it is by 
having a loop within the movieClip check on the value of an external 
variable. There should be another way, right?


Here are the instructions I followed. Thanks!

1. Create a new FLA file.
2. Create a new symbol by selecting Insert > New Symbol.
3. Set the name to TitleBackground.
4. If the advanced view is not displayed, click the Advanced button.
5. Select Export for ActionScript.
6. The identifier will be automatically filled out with TitleBackground.
7. Set the AS 2.0 class to mx.skins.SkinElement.

SkinElement is a simple class that can be used for all skin elements 
that don’t provide their own ActionScript impelmentation. It provides 
movement and sizing functionality required by the version 2 component 
framework.

8. Ensure that Export in First Frame is already selected, and click OK.
9. Open the new symbol for editing.
10. Use the drawing tools to create a box with a red fill and black line.
11. Set the border style to hairline.
12. Set the box, including the border, so that it is positioned at (0,0) 
and has a width of 100 and height of 22.


The Window component will set the proper width of the skin as needed but 
it will use the existing height as the height of the title.

13. Click the Back button to return to the main Timeline.
14. Drag the Window component to the Stage.
15. Select Control > Test Movie.


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RE: [Flashcoders] regular expressions in Flash8?

2007-05-18 Thread Keith Reinfeld

>// replace /descr with txt = txt.split('/descr').join('http://keithreinfeld.home.comcast.net
 


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Juan Carlos
Anorga
Sent: Friday, May 18, 2007 2:25 PM
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] regular expressions in Flash8?

well... you can't really use regular expressions in flash8 unless you  
let javascript in the browser do it for you. I don't think you need  
regexp to solve your problem though. I think you could just do this:

var txt:String = "test/descr  can we now use regularexpressions in Flash8 to manipulate strings?
>
> I need to replace all instances of "/descr" with " actionscript..
>but.. some instances of " want to change those if possible. thanks for any insights.
>
> -Boyd
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[Flashcoders] Re: FLV CuePoints - discrepancies between CuePoint time and actual time [updated]

2007-05-18 Thread Martin Tremblay
I used Flash Encoder 8 instead of Sorenzon Squeeze and now my cuepoint
are perfectly synchronized. Unfortunately even using similar parameters
the quality of the flv is better with Sorenzon Squeeze. In Sorenzon
Squeeze, the cuepoint get called exactly 1 1/3 of seconds before.

Martin Tremblay
lvl
 


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Re: [Flashcoders] how to access custom TitleBackground (skinTitleBackground) of Window

2007-05-18 Thread Muzak
The Window component class takes care of creating a title for you.
You don't need to do anything, just set the .title property on the Window 
instance.

If for some reason you want to put your own title textfield in the header, 
you'll need to have a movieclip (instance name 
'title_mc') that contains a textfield (instance name 'text') inside your custom 
TitleBackground.

The textfield might get affected by the stretching of the TitleBackground 
though, so not sure how well this will work out.

regards,
Muzak

- Original Message - 
From: "Andrew Sinning" <[EMAIL PROTECTED]>
To: "Flash Coders" 
Sent: Friday, May 18, 2007 9:39 PM
Subject: [Flashcoders] how to access custom TitleBackground 
(skinTitleBackground) of Window


> I've created a TitleBackground movieClip by following the instructions in the 
> MX04 online help "To set the title of an Window 
> component to a custom movie clip symbol" (below). Now I'd like to make a call 
> to a function inside of that clip or access 
> properties within that clip directly. The window has a property 
> skinTitleBackground the value of which is an object of type 
> "TitleBackground", but TitleBackground doesn't have any public properties. 
> Inside my TitleBackground movieClip there is a 
> TextField called "titleText" that I would like to be able to set the text of. 
> So far the only way I've been able to change it is 
> by having a loop within the movieClip check on the value of an external 
> variable. There should be another way, right?
>
> Here are the instructions I followed. Thanks!
>
> 1. Create a new FLA file.
> 2. Create a new symbol by selecting Insert > New Symbol.
> 3. Set the name to TitleBackground.
> 4. If the advanced view is not displayed, click the Advanced button.
> 5. Select Export for ActionScript.
> 6. The identifier will be automatically filled out with TitleBackground.
> 7. Set the AS 2.0 class to mx.skins.SkinElement.
>
> SkinElement is a simple class that can be used for all skin elements that 
> dont provide their own ActionScript impelmentation. It 
> provides movement and sizing functionality required by the version 2 
> component framework.
> 8. Ensure that Export in First Frame is already selected, and click OK.
> 9. Open the new symbol for editing.
> 10. Use the drawing tools to create a box with a red fill and black line.
> 11. Set the border style to hairline.
> 12. Set the box, including the border, so that it is positioned at (0,0) and 
> has a width of 100 and height of 22.
>
> The Window component will set the proper width of the skin as needed but it 
> will use the existing height as the height of the 
> title.
> 13. Click the Back button to return to the main Timeline.
> 14. Drag the Window component to the Stage.
> 15. Select Control > Test Movie.


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[Flashcoders] Easy game in flash

2007-05-18 Thread Pedro Kostelec

hi flash coders
First of all scuse me for my English
I'm quite new in flash and I want to create a game like this one in this
website: http://www.teagames.com/games/tgmotocross3/play.php
of course not so complicated, bcouse it would be my 1st flash file
I was trying to do a motorbike riding on some ground with the hitTest()
function, but It just doesn't work  becouse the ground is a curved line and
the bike just get stright it when the ground grown up.
If someone knows a good tutorial for such things, please help me.
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Re: [Flashcoders] Easy game in flash

2007-05-18 Thread Helmut Granda

Hi Pedro,

Take a look at this tutorial for a little more advanced collision detection

http://www.kirupa.com/developer/actionscript/advanced_collision.htm

Hope this helps.
-h

On 5/18/07, Pedro Kostelec <[EMAIL PROTECTED]> wrote:


hi flash coders
First of all scuse me for my English
I'm quite new in flash and I want to create a game like this one in this
website: http://www.teagames.com/games/tgmotocross3/play.php
of course not so complicated, bcouse it would be my 1st flash file
I was trying to do a motorbike riding on some ground with the hitTest()
function, but It just doesn't work  becouse the ground is a curved line
and
the bike just get stright it when the ground grown up.
If someone knows a good tutorial for such things, please help me.
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Re: [Flashcoders] Easy game in flash

2007-05-18 Thread Joshua Sera
That game's actually not as simple as you might think,
unless you already have the math background (verlet
integration/swept circle hit tests/camera or viewport
systems) to replicate what this game does. If you
don't already know the math/algorithms for what I'm
talking about, you'll want to google them.

The author might be using Flash's hitTest() method for
collision detection, but I kind of doubt it.


--- Pedro Kostelec <[EMAIL PROTECTED]> wrote:

> hi flash coders
> First of all scuse me for my English
> I'm quite new in flash and I want to create a game
> like this one in this
> website:
> http://www.teagames.com/games/tgmotocross3/play.php
> of course not so complicated, bcouse it would be my
> 1st flash file
> I was trying to do a motorbike riding on some ground
> with the hitTest()
> function, but It just doesn't work  becouse the
> ground is a curved line and
> the bike just get stright it when the ground grown
> up.
> If someone knows a good tutorial for such things,
> please help me.
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Re: [Flashcoders] Easy game in flash

2007-05-18 Thread Helmut Granda

I figured as much but he did commented that he wanted to do a similar game
but not as complicated. So learning on how to do collision detection should
be a good start :)

On 5/18/07, Joshua Sera <[EMAIL PROTECTED]> wrote:


That game's actually not as simple as you might think,
unless you already have the math background (verlet
integration/swept circle hit tests/camera or viewport
systems) to replicate what this game does. If you
don't already know the math/algorithms for what I'm
talking about, you'll want to google them.

The author might be using Flash's hitTest() method for
collision detection, but I kind of doubt it.


--- Pedro Kostelec <[EMAIL PROTECTED]> wrote:

> hi flash coders
> First of all scuse me for my English
> I'm quite new in flash and I want to create a game
> like this one in this
> website:
> http://www.teagames.com/games/tgmotocross3/play.php
> of course not so complicated, bcouse it would be my
> 1st flash file
> I was trying to do a motorbike riding on some ground
> with the hitTest()
> function, but It just doesn't work  becouse the
> ground is a curved line and
> the bike just get stright it when the ground grown
> up.
> If someone knows a good tutorial for such things,
> please help me.
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> archive:
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Re: [Flashcoders] Easy game in flash

2007-05-18 Thread Pedro Kostelec

Actually, I'm not looking to make a so complicated game like this one. I
just want to learn some good basics in doing games. So, if anyone know any
tutorial for a similar or easier game it'll be ok, too. I'm not looking to
work with alorithms, becouse I don't know very well what is that (I'm just
15 years old).Thanks for worring
Pedro

2007/5/18, Joshua Sera <[EMAIL PROTECTED]>:


That game's actually not as simple as you might think,
unless you already have the math background (verlet
integration/swept circle hit tests/camera or viewport
systems) to replicate what this game does. If you
don't already know the math/algorithms for what I'm
talking about, you'll want to google them.

The author might be using Flash's hitTest() method for
collision detection, but I kind of doubt it.


--- Pedro Kostelec <[EMAIL PROTECTED]> wrote:

> hi flash coders
> First of all scuse me for my English
> I'm quite new in flash and I want to create a game
> like this one in this
> website:
> http://www.teagames.com/games/tgmotocross3/play.php
> of course not so complicated, bcouse it would be my
> 1st flash file
> I was trying to do a motorbike riding on some ground
> with the hitTest()
> function, but It just doesn't work  becouse the
> ground is a curved line and
> the bike just get stright it when the ground grown
> up.
> If someone knows a good tutorial for such things,
> please help me.
> ___
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> archive:
>
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>
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Re: [Flashcoders] Easy game in flash

2007-05-18 Thread Pedro Kostelec

I'm able to use the hittest function for collision detection like in the
exemple thet you  gave me.
1. I have used a hitTest function which  make the bike return of 3 px  in
the opposite way it touched the ground, but in make the bike keep jumping,
because the bike y position is set to +5. So when it touch the ground it
make a little jump and re fell in the ground. Is there any way to stop the y
position of the bike when it touch the ground? I think it should be better
than making it move horizontally  up.
2.When the ground grows up(=it become  curved) the bike just stop. How could
I make it go over the "hill"?

2007/5/18, Helmut Granda <[EMAIL PROTECTED]>:


I figured as much but he did commented that he wanted to do a similar game
but not as complicated. So learning on how to do collision detection
should
be a good start :)

On 5/18/07, Joshua Sera <[EMAIL PROTECTED]> wrote:
>
> That game's actually not as simple as you might think,
> unless you already have the math background (verlet
> integration/swept circle hit tests/camera or viewport
> systems) to replicate what this game does. If you
> don't already know the math/algorithms for what I'm
> talking about, you'll want to google them.
>
> The author might be using Flash's hitTest() method for
> collision detection, but I kind of doubt it.
>
>
> --- Pedro Kostelec <[EMAIL PROTECTED]> wrote:
>
> > hi flash coders
> > First of all scuse me for my English
> > I'm quite new in flash and I want to create a game
> > like this one in this
> > website:
> > http://www.teagames.com/games/tgmotocross3/play.php
> > of course not so complicated, bcouse it would be my
> > 1st flash file
> > I was trying to do a motorbike riding on some ground
> > with the hitTest()
> > function, but It just doesn't work  becouse the
> > ground is a curved line and
> > the bike just get stright it when the ground grown
> > up.
> > If someone knows a good tutorial for such things,
> > please help me.
> > ___
> > Flashcoders@chattyfig.figleaf.com
> > To change your subscription options or search the
> > archive:
> >
> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
> > Brought to you by Fig Leaf Software
> > Premier Authorized Adobe Consulting and Training
> > http://www.figleaf.com
> > http://training.figleaf.com
> >
>
>
>
>
>
Building
> a website is a piece of cake. Yahoo! Small Business gives you all the
tools
> to get online.
> http://smallbusiness.yahoo.com/webhosting
> ___
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Re: [Flashcoders] how to access custom TitleBackground(skinTitleBackground) of Window

2007-05-18 Thread Muzak
> If for some reason you want to put your own title textfield in the header, 
> you'll need to have a movieclip (instance name 
> 'title_mc') that contains a textfield (instance name 'text') inside your 
> custom TitleBackground.

Woops.. that's incorrect..
You need to have a textfield named "title_mc" ;-)
But again, you should probably leave it up to the Window to create the title 
for you.

regards,
Muzak

- Original Message - 
From: "Muzak" <[EMAIL PROTECTED]>
To: 
Sent: Friday, May 18, 2007 10:16 PM
Subject: Re: [Flashcoders] how to access custom 
TitleBackground(skinTitleBackground) of Window


> The Window component class takes care of creating a title for you.
> You don't need to do anything, just set the .title property on the Window 
> instance.
>
> If for some reason you want to put your own title textfield in the header, 
> you'll need to have a movieclip (instance name 
> 'title_mc') that contains a textfield (instance name 'text') inside your 
> custom TitleBackground.
>
> The textfield might get affected by the stretching of the TitleBackground 
> though, so not sure how well this will work out.
>
> regards,
> Muzak
>
> - Original Message - 
> From: "Andrew Sinning" <[EMAIL PROTECTED]>
> To: "Flash Coders" 
> Sent: Friday, May 18, 2007 9:39 PM
> Subject: [Flashcoders] how to access custom TitleBackground 
> (skinTitleBackground) of Window
>
>
>> I've created a TitleBackground movieClip by following the instructions in 
>> the MX04 online help "To set the title of an Window 
>> component to a custom movie clip symbol" (below). Now I'd like to make a 
>> call to a function inside of that clip or access 
>> properties within that clip directly. The window has a property 
>> skinTitleBackground the value of which is an object of type 
>> "TitleBackground", but TitleBackground doesn't have any public properties. 
>> Inside my TitleBackground movieClip there is a 
>> TextField called "titleText" that I would like to be able to set the text 
>> of. So far the only way I've been able to change it is 
>> by having a loop within the movieClip check on the value of an external 
>> variable. There should be another way, right?
>>


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Re: [Flashcoders] Easy game in flash

2007-05-18 Thread gareth gwyther

Research path finding and that game has some serious math functions in it.

A simple game is this one

http://andojung.com/game/copter/copter.swf

To make this just have on variable for speed

speed =10

an on mouse movement for control
this._y += speed.
a code for when the mouse is up and down use a true false statment and
hitest for the block easy by comparison.

a way to move the background
just make 4 movie clips then set a bg speed to move the background

make some blocks

then a random function which uses an array with a bunch or y coordinates to
call to place random block to avoid. In my opinion one of the purest flash
games i have seen.

You could make the motorbike game but you would have to understand

gravity code using math functions.

how to use puppeting  a way of coding in flash which can make a rag doll.

If this is your first game your being a bit ambitious.

I have made five games in flash now and am working on my sixth a scrolling
spaceshooter (depths are evil).

That game would not use hitest. It would have a math code similar to the
orball game i worked on. It would need some kind of path to tell it where to
go depending on a hit. The bikes wheels are where this information is used
by using Math.pi. Pie circle math crap. Most people would struggle to make
this game.

Research Ape (a flash physics engine) might help but you would not need all
the code

btw Apps are easy to create.
Games are evil in comparison.

some great links

www.gotoandplay.it
http://www.kirupa.com/
www.flashkit.com
http://proto.layer51.com/
goodbook
*Physics for Game Developers* (O'Reilly, 2002, ISBN 0-596-6-5)

some shameless self promotion.

Good luck

www.garethgwyther.co.uk
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Re: [Flashcoders] Easy game in flash

2007-05-18 Thread Muzak
have a look at
http://www.cove.org/flade/
http://www.cove.org/ape/


- Original Message - 
From: "Pedro Kostelec" <[EMAIL PROTECTED]>
To: 
Sent: Friday, May 18, 2007 10:54 PM
Subject: [Flashcoders] Easy game in flash


> hi flash coders
> First of all scuse me for my English
> I'm quite new in flash and I want to create a game like this one in this
> website: http://www.teagames.com/games/tgmotocross3/play.php
> of course not so complicated, bcouse it would be my 1st flash file
> I was trying to do a motorbike riding on some ground with the hitTest()
> function, but It just doesn't work  becouse the ground is a curved line and
> the bike just get stright it when the ground grown up.
> If someone knows a good tutorial for such things, please help me.


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Re: [Flashcoders] Easy game in flash

2007-05-18 Thread Joshua Sera

--- gareth gwyther <[EMAIL PROTECTED]> wrote:
> btw Apps are easy to create.
> Games are evil in comparison.
> 
They're both hard, but in different ways. Apps have a
low, almost linear learning curve, but the time axis
is huge.

Games have a steep curve, but once you have the math
down, you can kick out almost anything relatively
quickly.

I've done both, and what it comes down to is that I'd
rather do applications/websites for a living, and
occasional games for a hobby. That way, I'm constantly
challenged (in a fun, moderately challenging way) by
all the new things one has to learn in an
application/business context, and I don't get burned
out by having to do dead-simple games all the time.

Plus, when I do want to do a hyper-complex game that
would cost a team of professionals thousands of
thousands of dollars to do and a lot of time, I can do
it on my own time, and when the game fails to
materialize for whatever reason, there's no client to
tell that you spent their money on beer and comics.

Anyway, the most dead-simple game I can think of to
learn some game programming basics if probably
Asteroids. There's practically no physics beyond
simple inertia to worry about, since you dont have to
worry about rock/rock collisions, just ship/rock, and
bullet/rock collisions, and there's no AI.

The next most simple might be Pang, or Buster Bros:
http://en.wikipedia.org/wiki/Buster_Bros

It has similar mechanics to Asteroids, but you add
gravity, and bouncing. Plus, if you want to get more
complicated, you add swept-circle collisions, (google
it) and some of what it takes to make a platform game.

Lastly, since you (the original poster) is 15, you
definitely want to make sure you've got a lot of math
experience, since modern and professional game
programming requires a lot. Trig's important, calculus
is good for physics and whatnot, and check linear
algebra for 3D stuff.




   
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AW: AW: [Flashcoders] - Array memory performance

2007-05-18 Thread Cristo @ Cryzto
Thanx fort he answer, it was very helpful.

The main thing was that in C++ you don't have a GC, now that I know Flash
has one, the rest is just fine :-)

I now realised what crap I wrote on that "push(z)"-line... gosh!!!
Even in C++ I would have got an error by the compiler!

Thnx a lot!

-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Jeremy
Sachs
Gesendet: Freitag, 18. Mai 2007 02:06
An: flashcoders@chattyfig.figleaf.com
Betreff: Re: AW: [Flashcoders] - Array memory performance

Hmm... what do you mean here by configurator, Cryzto?

> Well my plan was to fill up the array with object's-name that are  
> visible in
> the configurator (active ones)...

Remember that some objects have name as a property- it's a String. If  
by "name" you mean the "name" of the reference you're using when  
you're referring to an object, then you mean the "definition".

See, every data type in Flash is an object, and the variables you're  
creating are all just references to the objects. By assigning a new  
Array object to my_array, you're automatically deleting the reference  
to the old Array (so the line where you delete my_array isn't  
actually necessary). If that was the only reference to it, it'll be  
cleaned up by the GC.

I believe that Arrays and other simple data types are deallocated  
almost immediately. More complicated objects tend to take a little  
longer. There's a lot of info out there regarding the GC, but what it  
comes down to is, you never know exactly when the GC will run, or  
whether it'll remove all your garbage. It's a leap of faith. But you  
can help the GC operate faster by removing all the references to the  
objects you want to delete. For instance, if you write:

var a:Array = new Array();
var b:Array = a, c:Array = b, d:Array = c;

...then you've got four references to the same Array object. That  
Array won't be deallocated until each reference is deleted or set to  
equal null.


> Sorry, but I don't know which assignement you exactly refer to, do  
> you mean
> " my_array.push(z)=z; "?

Yes, push() is a method of Array objects that takes a value passed to  
it and adds an element with that value to the very end of the array.  
You don't need the "=z", which, well, doesn't make much sense in the  
first place. :D

I hope that helps. Regards,

Rezmason
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