[Flashcoders] copy bitmap problem in Firefox and Safari

2007-08-25 Thread natalia Vikhtinskaya
Hi to all
I need your help very much. I did simple work with loading images and
then duplicate them as bitmap. In IE it works well. I have respond
that 2PCs (Windows XP) and 1 MAC. Firefox and Safari do not display
the images properly. Can anybody check and give me advice why it can
be?
http://www.fancybytes.com/test/
Thank you very much for help. I realy need it.
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Re: [Flashcoders] copy bitmap problem in Firefox and Safari

2007-08-25 Thread R�kos Attila

 Probably you do not wait while the loading completely ends and the
 loaded image is initialized. I don't know how do you load your
 images, but simply testing getBytesLoaded() == getBytesTotal() is not
 enough, test for something else besides, e.g. _width  0 etc. If you
 are using MovieClipLoader, then listen for the onLoadInit event.

   Attila

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
From:natalia Vikhtinskaya [EMAIL PROTECTED]
To:  Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Date:Saturday, August 25, 2007, 12:06:15 PM
Subject: [Flashcoders] copy bitmap problem in Firefox and Safari
--===--
Hi to all
I need your help very much. I did simple work with loading images and
then duplicate them as bitmap. In IE it works well. I have respond
that 2PCs (Windows XP) and 1 MAC. Firefox and Safari do not display
the images properly. Can anybody check and give me advice why it can
be?
http://www.fancybytes.com/test/
Thank you very much for help. I realy need it.
___
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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Re: [Flashcoders] copy bitmap problem in Firefox and Safari

2007-08-25 Thread natalia Vikhtinskaya
But everything is correct in IE. Can be problem connect with images? I
mean how they were created. So we have different result in IE ,
Firefox and Safari. I can only suppose that.

2007/8/25, Rákos Attila [EMAIL PROTECTED]:

  Probably you do not wait while the loading completely ends and the
  loaded image is initialized. I don't know how do you load your
  images, but simply testing getBytesLoaded() == getBytesTotal() is not
  enough, test for something else besides, e.g. _width  0 etc. If you
  are using MovieClipLoader, then listen for the onLoadInit event.

   Attila

 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 From:natalia Vikhtinskaya [EMAIL PROTECTED]
 To:  Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 Date:Saturday, August 25, 2007, 12:06:15 PM
 Subject: [Flashcoders] copy bitmap problem in Firefox and Safari
 --===--
 Hi to all
 I need your help very much. I did simple work with loading images and
 then duplicate them as bitmap. In IE it works well. I have respond
 that 2PCs (Windows XP) and 1 MAC. Firefox and Safari do not display
 the images properly. Can anybody check and give me advice why it can
 be?
 http://www.fancybytes.com/test/
 Thank you very much for help. I realy need it.
 ___
 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
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 http://training.figleaf.com
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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Re: [Flashcoders] copy bitmap problem in Firefox and Safari

2007-08-25 Thread Ian Thomas
Are you ensuring that your users are using the correct version of Flash
Player? If you're copying around BitmapData you need Flash Player 8+.

Ian

On 8/25/07, natalia Vikhtinskaya [EMAIL PROTECTED] wrote:

 But everything is correct in IE. Can be problem connect with images? I
 mean how they were created. So we have different result in IE ,
 Firefox and Safari. I can only suppose that.

 2007/8/25, Rákos Attila [EMAIL PROTECTED]:
 
   Probably you do not wait while the loading completely ends and the
   loaded image is initialized. I don't know how do you load your
   images, but simply testing getBytesLoaded() == getBytesTotal() is not
   enough, test for something else besides, e.g. _width  0 etc. If you
   are using MovieClipLoader, then listen for the onLoadInit event.
 
Attila
 
 
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  From:natalia Vikhtinskaya [EMAIL PROTECTED]
  To:  Flashcoders mailing list flashcoders@chattyfig.figleaf.com
  Date:Saturday, August 25, 2007, 12:06:15 PM
  Subject: [Flashcoders] copy bitmap problem in Firefox and Safari
 
 --===--
  Hi to all
  I need your help very much. I did simple work with loading images and
  then duplicate them as bitmap. In IE it works well. I have respond
  that 2PCs (Windows XP) and 1 MAC. Firefox and Safari do not display
  the images properly. Can anybody check and give me advice why it can
  be?
  http://www.fancybytes.com/test/
  Thank you very much for help. I realy need it.
  ___
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  To change your subscription options or search the archive:
  http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
 
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Re: [Flashcoders] copy bitmap problem in Firefox and Safari

2007-08-25 Thread Ian Thomas
And no, the problem won't be to do with image creation/image format. As
Attila says, the loading is a far more likely problem, if it isn't the Flash
Player version...

Ian

On 8/25/07, natalia Vikhtinskaya [EMAIL PROTECTED] wrote:

 But everything is correct in IE. Can be problem connect with images? I
 mean how they were created. So we have different result in IE ,
 Firefox and Safari. I can only suppose that.

 2007/8/25, Rákos Attila [EMAIL PROTECTED]:
 
   Probably you do not wait while the loading completely ends and the
   loaded image is initialized. I don't know how do you load your
   images, but simply testing getBytesLoaded() == getBytesTotal() is not
   enough, test for something else besides, e.g. _width  0 etc. If you
   are using MovieClipLoader, then listen for the onLoadInit event.
 
Attila
 
 
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  From:natalia Vikhtinskaya [EMAIL PROTECTED]
  To:  Flashcoders mailing list flashcoders@chattyfig.figleaf.com
  Date:Saturday, August 25, 2007, 12:06:15 PM
  Subject: [Flashcoders] copy bitmap problem in Firefox and Safari
 
 --===--
  Hi to all
  I need your help very much. I did simple work with loading images and
  then duplicate them as bitmap. In IE it works well. I have respond
  that 2PCs (Windows XP) and 1 MAC. Firefox and Safari do not display
  the images properly. Can anybody check and give me advice why it can
  be?
  http://www.fancybytes.com/test/
  Thank you very much for help. I realy need it.
  ___
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  To change your subscription options or search the archive:
  http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
 
  Brought to you by Fig Leaf Software
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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
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Re: [Flashcoders] copy bitmap problem in Firefox and Safari

2007-08-25 Thread natalia Vikhtinskaya
yes he said that downloaded latest version for Flash player. Did
anybody check it with Safari? I checked it in Firefox and everything
is well at my computer.

2007/8/25, Ian Thomas [EMAIL PROTECTED]:
 And no, the problem won't be to do with image creation/image format. As
 Attila says, the loading is a far more likely problem, if it isn't the Flash
 Player version...

 Ian

 On 8/25/07, natalia Vikhtinskaya [EMAIL PROTECTED] wrote:
 
  But everything is correct in IE. Can be problem connect with images? I
  mean how they were created. So we have different result in IE ,
  Firefox and Safari. I can only suppose that.
 
  2007/8/25, Rákos Attila [EMAIL PROTECTED]:
  
Probably you do not wait while the loading completely ends and the
loaded image is initialized. I don't know how do you load your
images, but simply testing getBytesLoaded() == getBytesTotal() is not
enough, test for something else besides, e.g. _width  0 etc. If you
are using MovieClipLoader, then listen for the onLoadInit event.
  
 Attila
  
  
  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   From:natalia Vikhtinskaya [EMAIL PROTECTED]
   To:  Flashcoders mailing list flashcoders@chattyfig.figleaf.com
   Date:Saturday, August 25, 2007, 12:06:15 PM
   Subject: [Flashcoders] copy bitmap problem in Firefox and Safari
  
  --===--
   Hi to all
   I need your help very much. I did simple work with loading images and
   then duplicate them as bitmap. In IE it works well. I have respond
   that 2PCs (Windows XP) and 1 MAC. Firefox and Safari do not display
   the images properly. Can anybody check and give me advice why it can
   be?
   http://www.fancybytes.com/test/
   Thank you very much for help. I realy need it.
   ___
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   To change your subscription options or search the archive:
   http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
  
   Brought to you by Fig Leaf Software
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Re: [Flashcoders] copy bitmap problem in Firefox and Safari

2007-08-25 Thread Ian Thomas
In both Safari and Firefox on Mac OS X I get blank white squares. Latest
version of Flash Player.

In IE (via Parallels) it works.

Without seeing some code, I don't think we can be of much more help.

Ian

On 8/25/07, natalia Vikhtinskaya [EMAIL PROTECTED] wrote:

 yes he said that downloaded latest version for Flash player. Did
 anybody check it with Safari? I checked it in Firefox and everything
 is well at my computer.

 2007/8/25, Ian Thomas [EMAIL PROTECTED]:
  And no, the problem won't be to do with image creation/image format. As
  Attila says, the loading is a far more likely problem, if it isn't the
 Flash
  Player version...
 
  Ian
 
  On 8/25/07, natalia Vikhtinskaya [EMAIL PROTECTED] wrote:
  
   But everything is correct in IE. Can be problem connect with images? I
   mean how they were created. So we have different result in IE ,
   Firefox and Safari. I can only suppose that.
  
   2007/8/25, Rákos Attila [EMAIL PROTECTED]:
   
 Probably you do not wait while the loading completely ends and the
 loaded image is initialized. I don't know how do you load your
 images, but simply testing getBytesLoaded() == getBytesTotal() is
 not
 enough, test for something else besides, e.g. _width  0 etc. If
 you
 are using MovieClipLoader, then listen for the onLoadInit event.
   
  Attila
   
   
  
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
From:natalia Vikhtinskaya [EMAIL PROTECTED]
To:  Flashcoders mailing list flashcoders@chattyfig.figleaf.com
 
Date:Saturday, August 25, 2007, 12:06:15 PM
Subject: [Flashcoders] copy bitmap problem in Firefox and Safari
   
  
 --===--
Hi to all
I need your help very much. I did simple work with loading images
 and
then duplicate them as bitmap. In IE it works well. I have respond
that 2PCs (Windows XP) and 1 MAC. Firefox and Safari do not display
the images properly. Can anybody check and give me advice why it can
be?
http://www.fancybytes.com/test/
Thank you very much for help. I realy need it.
___
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
   
  
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   
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RE: [Flashcoders] copy bitmap problem in Firefox and Safari

2007-08-25 Thread Paul Venton
Checked with the following:

Internet Explorer 7 with Flash Player 9.0.47.0 no problems encountered.
Internet Explorer 6 with Flash Player 9.0.47.0 no problems encountered.
Firefox 2 with Flash Player 9.0.60.184 images do not load unless cached.
Safari 3 with Flash Player 9.0.60.184 images do not load unless cached.
Opera 9 with Flash Player 9.0.60.184 images do not load unless cached.


Internet Explorer is shows your progress bars for image loading, the others
do not.

I'd say the problem lies with your loading routines.

Hope that helps ...


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of natalia
Vikhtinskaya
Sent: 25 August 2007 16:06
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] copy bitmap problem in Firefox and Safari

yes he said that downloaded latest version for Flash player. Did
anybody check it with Safari? I checked it in Firefox and everything
is well at my computer.


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Re: [Flashcoders] AS3 Events, Delegates and passing parameters

2007-08-25 Thread Matthias Dittgen
Hi Dimitrios,

I stumbled over the same questions only some hours ago, and after
spending a lot of time searching the web, mailinglists and forums I
finally found the new Delegate class from Ian Thomas here:
http://wildwinter.blogspot.com/2007/04/come-back-delegate-all-is-forgiven.html
@Ian, when reading: Great work!
It's especially useful, when porting from AS2 and rewriting Events or
targets is not an option.

hth,
Matthias


2007/8/25, Troy Rollins [EMAIL PROTECTED]:

 On Aug 24, 2007, at 3:42 PM, Dimitrios Bendilas wrote:

  Now for my new framework, I want to use the new extended event
  model of AS3, with addEventListener
  and subclassed Event objects. The problem is that I cannot find a
  solution that does not uses a Delegate object.
  I know that in AS3 callbacks are now executed with the proper
  scope, so this does not require a delegate as before,
  but I still haven't figured out how to pass parameters.

 If I understand the issue you're having, I think maybe your AS2
 experience is clouding the issue for you. In general, what I do in
 AS3 is to create a class which represents a value object, and also
 create a custom event subclass to carry an instance of that value
 object within the event itself.

 The event broadcaster packages the value object with properties that
 represent the parameters you want to pass, and then wraps it within
 the new event type and dispatches it. An event listener catches the
 event, and unwraps the value object as needed, effectively using its
 properties as parameters.

 --
 Troy
 RPSystems, Ltd.
 http://www.rpsystems.net


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Re: [Flashcoders] copy bitmap problem in Firefox and Safari

2007-08-25 Thread natalia Vikhtinskaya
here is a code

setTmb=function(targetContainer:MovieClip){
tmbComlite=false;
container.holderImg.hideImg();
var arrayPointer:Number = 0;
var startNewLoad:Boolean = true;
var len:Number=toLoad.length;
var countImg:Number=0;
this.onEnterFrame = function() {
if (startNewLoad) {
startNewLoad = false;
if ((arrayPointer == len)  (countImg==maxImg)) {
delete this.onEnterFrame;
preloader.removeMovieClip();
tmbComlite=true;  //all tmb loads
} else {
if (arrayPointer == len){
startNewLoad = true;
itemCont=eval(targetContainer+(countImg+1));
itemCont.holderImg.hideImg();
countImg++;
itemCont.info=;
} else {

itemCont=eval(targetContainer+(arrayPointer+1));
tempHolder = 
itemCont.createEmptyMovieClip(holder, 1);

tempHolder.loadMovie(toLoad[arrayPointer]);
this.attachMovie(preloader, 
preloader, 999, preloaderPos);

preloader.preloadBar.w=preloader.preloadBar._width;
preloader._visible=false;
if (toLoadId.length0){

itemCont.info=toLoadId[arrayPointer];//img info
itemCont.onRelease=initClickTmb;

//itemCont.onRollOver=function(){initImgInfo(this.info);}

//itemCont.onRollOut=function(){info.txt.htmlText=portfolioInfo;}


} else {
delete itemCont.onRelease;
}
}
}
} else {
var tLoaded = tempHolder.getBytesLoaded();
var tBytes = tempHolder.getBytesTotal();
if (tLoaded / tBytes = 1 ) {
duplicateMovieClipImage(tempHolder,itemCont);
arrayPointer++;
countImg++;
startNewLoad = true;
} else {
var percentLoaded = (tLoaded / tBytes);
preloader._visible=true;
preloader.preloadBar._width = 
preloader.preloadBar.w * percentLoaded;
}
}
}
}

function duplicateMovieClipImage(from, target){
var visuals = new flash.display.BitmapData(from._width, from._height);
visuals.draw(from);
var visualsLast = new flash.display.BitmapData(from._width, 
from._height);
visualsLast.draw(target.holderImg);
var holderLast=target.createEmptyMovieClip(holderLast, 1);
holderLast.attachBitmap(visualsLast,2);
holderLast.hideImg();
var holderImg=target.createEmptyMovieClip(holderImg, 2);
//container.tmbN cont small image
holderImg.attachBitmap(visuals,2);
holderImg.showImg();
from.removeMovieClip();
}


All logic I think not important. But you can see how images load and
then I use copy in bitmap


2007/8/25, Paul Venton [EMAIL PROTECTED]:
 Checked with the following:

 Internet Explorer 7 with Flash Player 9.0.47.0 no problems encountered.
 Internet Explorer 6 with Flash Player 9.0.47.0 no problems encountered.
 Firefox 2 with Flash Player 9.0.60.184 images do not load unless cached.
 Safari 3 with Flash Player 9.0.60.184 images do not load unless cached.
 Opera 9 with Flash Player 9.0.60.184 images do not load unless cached.


 Internet Explorer is shows your progress bars for image loading, the others
 do not.

 I'd say the problem lies with your loading routines.

 Hope that helps ...



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Re: [Flashcoders] copy bitmap problem in Firefox and Safari

2007-08-25 Thread natalia Vikhtinskaya
here I added
if ((tLoaded / tBytes = 1)  (tempHolder._height0) ) {
as you suggest
Does that help? I can not check sorry.

http://www.fancybytes.com/test/index_ver3.html


2007/8/25, natalia Vikhtinskaya [EMAIL PROTECTED]:
 here is a code

 setTmb=function(targetContainer:MovieClip){
tmbComlite=false;
container.holderImg.hideImg();
var arrayPointer:Number = 0;
var startNewLoad:Boolean = true;
var len:Number=toLoad.length;
var countImg:Number=0;
this.onEnterFrame = function() {
if (startNewLoad) {
startNewLoad = false;
if ((arrayPointer == len)  (countImg==maxImg)) {
delete this.onEnterFrame;
preloader.removeMovieClip();
tmbComlite=true;  //all tmb loads
} else {
if (arrayPointer == len){
startNewLoad = true;
itemCont=eval(targetContainer+(countImg+1));
itemCont.holderImg.hideImg();
countImg++;
itemCont.info=;
} else {

 itemCont=eval(targetContainer+(arrayPointer+1));
tempHolder = 
 itemCont.createEmptyMovieClip(holder, 1);

 tempHolder.loadMovie(toLoad[arrayPointer]);
this.attachMovie(preloader, 
 preloader, 999, preloaderPos);

 preloader.preloadBar.w=preloader.preloadBar._width;
preloader._visible=false;
if (toLoadId.length0){

 itemCont.info=toLoadId[arrayPointer];//img info

 itemCont.onRelease=initClickTmb;

 //itemCont.onRollOver=function(){initImgInfo(this.info);}

 //itemCont.onRollOut=function(){info.txt.htmlText=portfolioInfo;}


} else {
delete itemCont.onRelease;
}
}
}
} else {
var tLoaded = tempHolder.getBytesLoaded();
var tBytes = tempHolder.getBytesTotal();
if (tLoaded / tBytes = 1 ) {
duplicateMovieClipImage(tempHolder,itemCont);
arrayPointer++;
countImg++;
startNewLoad = true;
} else {
var percentLoaded = (tLoaded / tBytes);
preloader._visible=true;
preloader.preloadBar._width = 
 preloader.preloadBar.w * percentLoaded;
}
}
 }
 }

 function duplicateMovieClipImage(from, target){
var visuals = new flash.display.BitmapData(from._width, from._height);
visuals.draw(from);
var visualsLast = new flash.display.BitmapData(from._width, 
 from._height);
visualsLast.draw(target.holderImg);
var holderLast=target.createEmptyMovieClip(holderLast, 1);
holderLast.attachBitmap(visualsLast,2);
holderLast.hideImg();
var holderImg=target.createEmptyMovieClip(holderImg, 2);
 //container.tmbN cont small image
holderImg.attachBitmap(visuals,2);
holderImg.showImg();
from.removeMovieClip();
 }


 All logic I think not important. But you can see how images load and
 then I use copy in bitmap


 2007/8/25, Paul Venton [EMAIL PROTECTED]:
  Checked with the following:
 
  Internet Explorer 7 with Flash Player 9.0.47.0 no problems encountered.
  Internet Explorer 6 with Flash Player 9.0.47.0 no problems encountered.
  Firefox 2 with Flash Player 9.0.60.184 images do not load unless cached.
  Safari 3 with Flash Player 9.0.60.184 images do not load unless cached.
  Opera 9 with Flash Player 9.0.60.184 images do not load unless cached.
 
 
  Internet Explorer is shows your progress bars for image loading, the others
  do not.
 
  I'd say the problem lies with your loading routines.
 
  Hope that helps ...
 
 
 

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Re: [Flashcoders] copy bitmap problem in Firefox and Safari

2007-08-25 Thread natalia Vikhtinskaya
Rakos I think you gave me good suggestion.Thank you very much.It looks
it helps for Firefox at least. If that help for Safari I will be
rescue.

2007/8/25, natalia Vikhtinskaya [EMAIL PROTECTED]:
 here I added
 if ((tLoaded / tBytes = 1)  (tempHolder._height0) ) {
 as you suggest
 Does that help? I can not check sorry.

 http://www.fancybytes.com/test/index_ver3.html


 2007/8/25, natalia Vikhtinskaya [EMAIL PROTECTED]:
  here is a code
 
  setTmb=function(targetContainer:MovieClip){
 tmbComlite=false;
 container.holderImg.hideImg();
 var arrayPointer:Number = 0;
 var startNewLoad:Boolean = true;
 var len:Number=toLoad.length;
 var countImg:Number=0;
 this.onEnterFrame = function() {
 if (startNewLoad) {
 startNewLoad = false;
 if ((arrayPointer == len)  (countImg==maxImg)) {
 delete this.onEnterFrame;
 preloader.removeMovieClip();
 tmbComlite=true;  //all tmb loads
 } else {
 if (arrayPointer == len){
 startNewLoad = true;
 itemCont=eval(targetContainer+(countImg+1));
 itemCont.holderImg.hideImg();
 countImg++;
 itemCont.info=;
 } else {
 
  itemCont=eval(targetContainer+(arrayPointer+1));
 tempHolder = 
  itemCont.createEmptyMovieClip(holder, 1);
 
  tempHolder.loadMovie(toLoad[arrayPointer]);
 this.attachMovie(preloader, 
  preloader, 999, preloaderPos);
 
  preloader.preloadBar.w=preloader.preloadBar._width;
 preloader._visible=false;
 if (toLoadId.length0){
 
  itemCont.info=toLoadId[arrayPointer];//img info
 
  itemCont.onRelease=initClickTmb;
 
  //itemCont.onRollOver=function(){initImgInfo(this.info);}
 
  //itemCont.onRollOut=function(){info.txt.htmlText=portfolioInfo;}
 
 
 } else {
 delete itemCont.onRelease;
 }
 }
 }
 } else {
 var tLoaded = tempHolder.getBytesLoaded();
 var tBytes = tempHolder.getBytesTotal();
 if (tLoaded / tBytes = 1 ) {
 duplicateMovieClipImage(tempHolder,itemCont);
 arrayPointer++;
 countImg++;
 startNewLoad = true;
 } else {
 var percentLoaded = (tLoaded / tBytes);
 preloader._visible=true;
 preloader.preloadBar._width = 
  preloader.preloadBar.w * percentLoaded;
 }
 }
  }
  }
 
  function duplicateMovieClipImage(from, target){
 var visuals = new flash.display.BitmapData(from._width, 
  from._height);
 visuals.draw(from);
 var visualsLast = new flash.display.BitmapData(from._width, 
  from._height);
 visualsLast.draw(target.holderImg);
 var holderLast=target.createEmptyMovieClip(holderLast, 1);
 holderLast.attachBitmap(visualsLast,2);
 holderLast.hideImg();
 var holderImg=target.createEmptyMovieClip(holderImg, 2);
  //container.tmbN cont small image
 holderImg.attachBitmap(visuals,2);
 holderImg.showImg();
 from.removeMovieClip();
  }
 
 
  All logic I think not important. But you can see how images load and
  then I use copy in bitmap
 
 
  2007/8/25, Paul Venton [EMAIL PROTECTED]:
   Checked with the following:
  
   Internet Explorer 7 with Flash Player 9.0.47.0 no problems encountered.
   Internet Explorer 6 with Flash Player 9.0.47.0 no problems encountered.
   Firefox 2 with Flash Player 9.0.60.184 images do not load unless cached.
   Safari 3 with Flash Player 9.0.60.184 images do not load unless cached.
   Opera 9 with Flash Player 9.0.60.184 images do not load unless cached.
  
  
   Internet Explorer is shows your progress bars for image loading, the 
   others
   do not.
  
   I'd say the problem lies with your loading routines.
  
   Hope that helps ...
  
  
  
 

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RE: [Flashcoders] copy bitmap problem in Firefox and Safari

2007-08-25 Thread Paul Venton
That works fine across all browsers I mentioned previously :-)

If you clear the browser's cache you'd be able to test it yourself.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of natalia
Vikhtinskaya
Sent: 25 August 2007 17:17
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] copy bitmap problem in Firefox and Safari

here I added
if ((tLoaded / tBytes = 1)  (tempHolder._height0) ) {
as you suggest
Does that help? I can not check sorry.

http://www.fancybytes.com/test/index_ver3.html



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Re: [Flashcoders] copy bitmap problem in Firefox and Safari

2007-08-25 Thread natalia Vikhtinskaya
THANK YOU to all for help!!

2007/8/25, Paul Venton [EMAIL PROTECTED]:
 That works fine across all browsers I mentioned previously :-)

 If you clear the browser's cache you'd be able to test it yourself.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of natalia
 Vikhtinskaya
 Sent: 25 August 2007 17:17
 To: flashcoders@chattyfig.figleaf.com
 Subject: Re: [Flashcoders] copy bitmap problem in Firefox and Safari

 here I added
 if ((tLoaded / tBytes = 1)  (tempHolder._height0) ) {
 as you suggest
 Does that help? I can not check sorry.

 http://www.fancybytes.com/test/index_ver3.html



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[Flashcoders] best way to set up xml for site

2007-08-25 Thread Julie Wilder
hi i'm wondering if anyone has any best practices for setting up xml for a
site structure with flash pages or could point me to some examples. i'm
trying to learn how to make a flash site with dynamic pages and pages that
have other pages inisde them.  tia!
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Re: [Flashcoders] AS3 Events, Delegates and passing parameters

2007-08-25 Thread Muzak
There should never be any need for using a Delegate class in AS3 and passing 
arguments along with a Delegate in AS2.

regards,
Muzak

- Original Message - 
From: Matthias Dittgen [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Saturday, August 25, 2007 6:01 PM
Subject: Re: [Flashcoders] AS3 Events, Delegates and passing parameters


 Hi Dimitrios,

 I stumbled over the same questions only some hours ago, and after
 spending a lot of time searching the web, mailinglists and forums I
 finally found the new Delegate class from Ian Thomas here:
 http://wildwinter.blogspot.com/2007/04/come-back-delegate-all-is-forgiven.html
 @Ian, when reading: Great work!
 It's especially useful, when porting from AS2 and rewriting Events or
 targets is not an option.

 hth,
 Matthias


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Re: [Flashcoders] [OT} simple math problem (cubic easing)

2007-08-25 Thread Rich Shupe
Hi Roy. It seems like it's been decades since I said hello.

I'm not sure I understand exactly what you're doing, but I gave it a shot.
If you're trying to get a value for motor speed that is between 60 and 255,
here's a way to do it without relying on a fixed distance. This seems goofy,
but it was the first thing that popped into my head.

Determine the value for motor acceleration directly. The problem is, the
easing equations return the final value of the prop in question, so you
can't send motor speed to easeInOutCubic the way you can send distance. That
is, you can't get 60 to 255 to 60. You might be able to switch to Back
instead of Cubic, if you want to simplify things, but I didn't try that.
Instead, I used easeIn and then used the same values in reverse, to simulate
your desired easeInOutCubic.

The only flaw I see in this idea--which may not apply in your situation--is
that it will take a lot longer to finish the sequence over longer distances.
If you use the trapezoidal velocity profile you cited, the motor will run at
max velocity for the longest of any velocity. Using this simulated
easeInOutCubic, it's only at max velocity for one iteration. For short
distances that might be fine, but if you had to travel a long distance, it
would take a lot longer to get there.

This example just traces the actual motor speed. I understood your post to
say that it should be between 60 and 255. However, I used variables so you
could change that if I'm wrong.

//arbitrary distance
var distanceStart:Number = 0;
var distanceFin:Number = 50;
var distanceHalf:Number = (distanceFin - distanceStart) / 2;
var timeIncr:Number = 0;

var minMotorSpeed:Number = 60;
var maxMotorSpeed:Number = 255;
//one simple way to avoid exeeding the max value by the min value is to
//  run the equations starting with zero. Can compensate another way.
var easeStart:Number = 0;
var easeFin:Number = maxMotorSpeed - minMotorSpeed;

var accArray:Array = new Array();

this.onEnterFrame = function() {
var motorSpeed:Number;
var motorAcc:Number;
if (timeIncr = distanceHalf) {
motorAcc = easeInCubic(timeIncr, easeStart, easeFin, distanceHalf);
//store in array, avoiding duplication of last value
if (timeIncr  distanceHalf) { accArray.push(motorAcc); }
motorSpeed = minMotorSpeed + motorAcc;
} else {
motorSpeed = minMotorSpeed + accArray.pop();
}
//the value needed:
trace(timeIncr +   + motorSpeed);

if (timeIncr = distanceFin) {delete this.onEnterFrame;}
timeIncr++;
};

function easeInCubic(t:Number, b:Number, c:Number, d:Number):Number {
return c * (t /= d) * t * t + b;
}


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Re: [Flashcoders] best way to set up xml for site

2007-08-25 Thread Dayton Schlosser

Well,

How do you code AS? Classes or on the timeline? Do you know the  
basics of creating an XML object, reading in the XML, and loading it  
in and all that? If not let us know. Myself or someone else could  
show you how to set it up. Also, it helps to know how you will be  
structuring your XML file.


There are tons of places to learn it, but here are two goodies. one  
you have to sign up for but is worth it.:


http://www.kirupa.com/web/xml/index.htm

and

http://movielibrary.lynda.com/html/modPage.asp?ID=90


Example:

// Create a new XML object
var myXML:XML = new XML();

// This is a function that sets up the parsing and loading of XML.   
See the function below.

initializeXML();

// Sets up the parsing and loading of the XML (yourXML.xml).
function initializeXML():Void {

// Ignores white space in your xml doc.
myXML.ignoreWhite = true;

// method for telling the object what do once XML is loaded.
myXML.onLoad = function(bSuccess:Boolean):Void  {

/***
		 * Now, in here could go a number of things but usually a for  
loop to iterate through your xml's nodes an stuff.

 * This all depends on how you are structuring things.
 **/

}
};

// Load the XML
myXML.load(yourXML.xml);
}

Hope it helps somewhat.

On Aug 25, 2007, at 1:10 PM, Julie Wilder wrote:

hi i'm wondering if anyone has any best practices for setting up  
xml for a
site structure with flash pages or could point me to some examples.  
i'm
trying to learn how to make a flash site with dynamic pages and  
pages that

have other pages inisde them.  tia!
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[Flashcoders] Why would this happen?

2007-08-25 Thread Mario Gonzalez

Why might this happen.
I'm calling getObjectsUnderPoint, and it's returning the calling object 
as part of the array.


---
this.getObjectsUnderPoint(new Point(10, 10));
---
called from the TileEngine instance returns this array:

--
[object TileEngine],[object Tile]
--

checking to see if it's infact the same,

--
trace(this.getObjectsUnderPoint(new Point(10, 10))[0] === this);
--

returns true!?

Documentation states:
/Returns an array of objects that lie under the specified point and are 
*children *(or grandchildren, and so on) of *this 
*DisplayObjectContainer instance/


anyone know why i might be getting this strange behavior?

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